Thursday, January 2, 2025

Worldbuild24 The General Terms and Adventia Geography

Having spent all of 2024 writing up my setting, I really let it get away from me.
It actually taught me quite a lot about what were the limits of my imagination as a teenager, how much I cribbed from D&D 4E books and perhaps more importantly, how much I hate mindlessly copying information.

Half the time I was trying to force words from pre-established settings into a framework they weren't made for and the other half I was running wild with linking disparate things into a greater whole.

Despite really falling off while writing out the tedium of Al-Qadim, I came to rally enjoy the settings of my Not-Asia and cross-contiental travel, mostly becuase the written material I was drawing from was evocative and terse.

I ended up splitting this into Geography and Anthropology posts because otherwise it was going to be too large.
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A Quick Guide to using this document

It’s too much to ask people to simply internalize the setting. Particularly when most of it was restated from longer and more coherent writing elsewhere.

So, my advice is to break it into a small series of chunks.

Read through and find an article that sparks your imagination.

Copy it down and all other articles it references. Then if they do not feel substantial, do the same again for the articles those articles reference. This will quickly balloon your setting into a multi-thousand-word work that should be sufficient.

An article in the document is indicated by its capitalization within an article, though grammar requires proper nouns to be capitalized even if there are no articles for them.

If you desire, you can gain more nuance by reading the original references listed in the endnotes (so many endnotes)


Common World Geography for Noble Children

Adventia – West of the Axis Mudi, Adventia is the ancestral home of the Elves on the Earth and the center of their cultures. Running from the ice-choked Whale Sea to the balmy but pirate haunted Sea of Ships that separates it from Zakhara. To the west is the Endless Blue and, in the east, the landscape gives way to the Forest Wall. Its Demi-Humans tend to be fairer in skin and hair than in other parts of the world.[i]

Alt-Numinor – Floating in the Endless Blue is a small Continent, anchored to the ice and stretching its volcanic spine south. Occasionally called Kelarnil. Long isolated, it is home to many species which survived since the Dawn Age. Vikings, Sea-Men and Hyperboreans fight for the north, a colony of Half-Elves left from the days of the Elvish Empire await reinforcements and two human cultures from beyond the Known World war with the mutant former overlords of the Night Men with terrifying war beasts.

Arodia – Derived from the Antiquity name for the Dawn Age bird-riders (Garuda), this land is south of the Axis Mundi. Arodia is a diverse land which shares distinct cultural practices. Rather than pursue what may never come, the dominant philosophy is to maintain an ever-renewing order for all beings. Besides The Hundred Kingdoms, there are the entrepots of the Isle of the Elephant and the Yellow City, with the ancient ruins of Degringolade on the east coast. The Demi-Humans are usually darker than the Zakharans and have dark hair in most cases.

Artic Ocean – A mostly ice-capped body of water, the ocean itself is barely recognized as one, more a barrier to sailing in from the Endless Blue or Waters of Light. It is so named due to the abundance of dreaded bears. As white as the snow and shading to brown or black on all adjoining coasts as the lands warm. No one but the Sea-Men and the Giants truly live here, all famously carnivorous and stick close to the water’s edge. Everything else is left to the elementals, laughing, and howling across the ice.

Axis Mudi – The much-mythologized mountain at the center of the world, see Mountains of the Moon

Continent – Earth has ten large landmasses sufficiently separated or distinct from each other. The Known World is: Adventia, Nangia, Aroadia, Imaria and Zakhara. The ancient writer Perastrulus postulated that each continent contained a germ-people, a distinct identity that influenced the features, temperament, and magic of each place. Various historical records will show, however, that many people originated in other regions first. The other five continents are yet unknown to the Known World, except in the records of Plane-travelling Magic-Users and the dustiest records of the explorers of the Elven Merchant Fleets.

Earth – The Earth is where this is set. With two Moons, it passes around the sun in a manner that matches our own solar system for ease of understanding. When viewed magically the Earth is covered in leylines, magical conduits which form an invisible web of power, and the sky is filled with the vast bulk of the Primal Spirits which regulate the ban on direct intervention by higher powers. The Earth as created by the Primordials during the Dawn Age and the victory of the Gods in the Dawn War prevented its disassembly.

Endless Blue – One of the five oceans of the Earth, separating Adventia, Imaria and Zakhara from each other but also three other continents to the west which are unknown to most of the Known World. The seas here are rough and ships are driven back because of adverse winds and doldrums due to a lack of sailing technology. The Elven Merchant Fleets could do it but haven’t traveled to Alt-Numinor since Antiquity. Many magical islands are rumored to be present and coastal Sea Elves. The waters are teeming with fish though and many brave the storms and pirates for subsistence.

Far Realms, The – Beyond the boundaries of any Plane is a maddening place. Revealed only by the deepest records of Hevastar. An infinite series of onion-like layers, unwholesome to life and souls, inhabited by equally vile things. It was blocked by the Living Gate, akin to the lords of the Planes, during the Dawn Age, yet three Gods saw through it. Powerful beings were thrust through but, the yet-to-be chained god shattered the gate and withdrew the seed of all fiends. Stars were infested and aberrants grew. Pelor made great sacrifices to seal it away. Psionics and the wild races occur in response.[ii]

Feywild – Also known as the Land of the Faerie. A Plane torn forth by the Primordials, for the vague reasoning of being too bright. Bright in magic for it is home to wonders and miracles undreamt on Earth. Animals converse, landscapes and distances shift, the natural world obeys stories and rhymes. It is home to powerful beings, the Fey and their Archfey, who wield their power in the fickle causes of good and evil. The natives navigate this vast wilderness with personal feelings rather than borders, while visitors are changed, revitalized by destiny or warped by the power of others.[iii]

Imaria – The tropical and sub-tropical continent south-west of Zakhara. Home to a rich diversity of animal and spirit life, Imaria is most notable for its relative lack of non-Humans, with Fey spirits and zoomorphic Humanoids possessing significant populations. The main barrier to adventuring is the large deserts, jungles, Mountains of the Sun, and the Weeping Mountains. Its most notable civilizations are those of the Three Lands, The Night Men, survivors of the Yellow Plant Empire and the historical relics of Stygia. Its Demi-Humans are very dark in skin and hair.[iv]

Known World – The world as understood by most scholars, consisting of the five Continents extending from Tronskal to the Thousand Thousand Islands, which were mapped by the Elven Merchant Fleets following the trade routes during Antiquity. But beyond the common trade routes, details are frequently hazy. Any scholar or ruler of these lands can be assumed to know at least the most prominent states on the others and share a common pantheon of deities and events of the Dawn War, even if regional variations occur. They all also share a common history of the Ages of Chaos which currently bedevils them.

Laughing Storms – Perhaps one of the most vital oceans for civilization, this middle ocean forms the geographic center of the Known World. Uniting Arodia, Imaria, Nangia and Zakhara together in both communications and the life-giving monsoon that feeds much of the population. From the monsoon comes the element for storms but the laughing element comes from a near-forgotten trick beloved by Zakharan merchants called The Genie’s Wind, which propels them along with the breath of the Djinni. Otherwise known as the Southern Sea or Foreigner’s Sea.

Leyline – A thread of magic which connects sources of magic in the world and in turn creates new points of magic when they intersect. This has been tapped for millennium using megaliths, temples, towers, and intricate occult geometry to improve spell casting. Though mortal construction inevitably shifts and renders it erratic, similar to Planar portals which always form at natural confluences. The Elven Empire used it to cast the Great Enchantment on its population, and localized examples of dense leylines can be found in Dolman Country in Adventia and Qelong in Nangia.

Moons – There are two moons, the white moon of which is mistress of the tides, the thief and the wolf. And the black moon which hides in the night until certain conjunctions. While all can see the white moon, and indeed worship it for strength or cunning. The black moon is smaller and serves as the armory of the Gods. Artifacts and even creatures which the gods dare not keep within the Astral Sea or a far Plane are confined here, to slumber in the dust until dispatched by comet. For thirty years until Nerath’s fall the black was Blue Iltani. [v]

Nangia – To the east and to the north of the Axis Mundi. Known as the Center of the World to its inhabitants, the common western name is derived from the frequent depiction and veneration of Naga and Dragons, which were distastefully deemed snakes by the Elven Merchant Fleets. Most imperial civilizations are spread along the wet eastern coastal plains, archipelago clusters and jungles. The Demi-Humans inhabitants are noted for a tendency to sallow tones and dark hair.[vi]

Planes – The universe is divided into magically connected but separate domains of reality called planes. To the mortals of the Earth, the Prime Plane they inhabit seems to encompass them all. Yet the Parallel Planes of the Feywild and Shadowfell no less real and ancient, echoing and influencing in a rule of three. The Fundamental planes of the Astral Sea and Elemental Chaos are infinite and the source of all creation, ethereal and material. Other planes are stranger anomalies. The original plane determines the form, yet the flesh of creatures is comprised of their home, changing their nature to match.[vii]

Sea of Ships – Everything crosses the wine-dark sea in the end. To reach Adventia or the western halves of Imaria and Zakhara, a ship must sail these waters, friendly or unfriendly as they skirt hero-cradle islands and the peninsulas that house towns, citadels, navies, and pirates. Navigation here is still done by sight for most, with millennia-old cities and volcanos for guiding lights. The sea spans from the Altaran Peninsula and Aesheba to the gates of Stygia and Akota. Narrowing beyond dead Peloria to touch the caravan cities below Sughd. It is no wonder the Midani call it Bahr Al-Kibar, The Great Sea.

Underdark – Woe be to those who assume the depths of the Earth and its cousins is but tunnels and caverns. The scars of the Dawn War have never known the Gods, save Torog and Lolth. Bubbling with the raw stuff of creation. Surreal jumbles of ecologies and environments defy theses and sap the body. The upper two miles are the shallows below the dungeons, the lairs of Goblins and deepest Dwarf shafts. The deeps are the homes of sunless seas and cities of madness and cruelty, the home of the Drow and aberrants. Below is the churning, magical hunger.[viii]

Waters of Light – One of the five oceans of the Earth, east of Nangia, from where the Sun comes every morning and where the seas Dragons lair. This vast expanse of ocean is home to many tiny archipelagos, each of which contains some manner of exotic fauna, of which the Thousand Thousand Islands and Rokugan are only the larger western extents of. Floating in these waters are human cultures only loosely known to their neighbors, sunken kingdoms, sleeping spirits and even other Continents. The open waters concoct ferocious storms though, that threaten whole kingdoms, archipelagos, and seaboards at times.

Zakhara – The lands southwest of the Axis Mundi. Split physically and socially between watered coasts and harsh interior deserts, Zakhara is known as the Land of Fate and is united in a theocratic yet theoretical state under the Grand Caliph. This faith, The Enlightened Faith, allows many humanoids who would be otherwise persecuted to join, but harshly persecutes non-believers. Zakhara is a vital trade hub with coasts on three seas and a misunderstood route to the Thousand Thousand Islands. The Demi-humans are frequently of olive complexation and dark curly hair.[ix]


 

Adventia

Geography

Adretia – The rich southern city-states of the Altaran Peninsula have long been at odds yet share common mercantile and cultural interests. Over the last twenty years, however, they have increasingly fallen under the sway of the Iron Circle, whose Citadel of Iron’s Grasp squats at the terminus of the encircling mountains. Using Hobgoblin mercenaries from Murgmar, they have subjected coastal Nath Mornal, Jandhavar, and Bamadin. The latter becomes a half-Goblinoid center of slavery. Tollhouses and tyrannical authority dominate. The ruins of Sercar beyond callous Punjar testify to it. Thanulzarum’s defaced necropolis remains shunned and Vathan is close to Merindaelion and Rethmil.[x]

Alkavanti Hills, The – A small rise in the landscape of the steppes, these forested hills have long been the home to outlaws and monsters which have been driven from settled or nomad lands. An Animal Nomad horde could cross swiftly and safely, but caravans must be large and guarded. These creatures, particularly the ferocious manticores and Giants. Mean only the most cruel and cunning bandits and Goblinoids survive here. Neighboring Analand guarded here with a dyke, accessible through the Cantopani Gate. Though determined creatures have breached it before.[xi]

Altaran Peninsula – A rugged and dry land on the south-west of Adventia, it should be wealthy from its minerals and watered valleys. In Antiquity it was contested between Arkhosia and Bael Turath, and under Nerath, flourished. In the last hundred years it was seized by Zakhara and only by strange alliance did Adretia, Punjar, Rethmil and goblin Murgmar join to defeat the Mamluks on land and sea. Now the new threat is the encroachment of the diabolical Iron Circle, an evil organization of order and one-sided transactions. Culturally the Altaran states consider Aesheba and western Imaria to be extensions of their ambitions.

Ambrosia’s Dyke – A series of earthworks constructed by the legendary warrior-queen of Endon to keep the Goblinoids of the northern Deepwoods from her lands along the Burl. Also known as Offal Dyke due to the history of displaying humanoid corpses upon it to discourage crossings. For as it is said by Garetius:
Posting and placement of skulls, carcasses, etc. to discourage intelligent creatures and monsters of the type able to recognize that the remains are indicative of the fate of creatures in the area.[xii]

 

Analand – East of the Vidya Mountains is the forests and plains of the semi-steppes. Where the Korlathi emerged from the union of storm and earth and the Pelorians taught them the secrets of the sky-horses. Analand receives much custom from the Long Lakes and shares their river-towns surrounded by wilderness villages. It has suffered much from its neighbours but remains rich and determined. Frequently threatened by Animal Nomads, they once employed magic to build an earthen wall longer than Ambrosia’s Dyke to stop the outlaws of Kakhabad, but it was not finished.[xiii]

 

Ashenport – One of the few towns still surviving along the rocky shores of Wuffmark, where the Tronish Sea and the Endless Blue meet in the Maelstrom. Since the Age of Chaos, the storms have only gotten fiercer, the catches smaller and the pirates bolder. A generation ago, many of this stretch could no longer rely on Melora, Saint Ulther or the Primal Spirits and decamped inland. Ashenport has held on and benefitted from the monopoly. Even the old trade route along the coast has been revived, though still dangerous.[xiv]

 

Avaat Mahn – Where the fell trees of the Ironwoods grow, civilisation has long been scarce. The Tronskalian feared the shapeshifters of Pohjola and Karkoth has long counted it as a core of its realm. But the great stone wall of Avaat Mahn have enforced a strict theocracy on all within several days. Led by the Pontifex Council, Ahn-Sur is a local God with delusions of grandeur. But the kingdoms of the past have long been willing to ignore this for a bulwark and trading center into the forests. Some in Hevastar question such an obscure god’s presence, as Ahn-Sur gives no audiences.[xv]

 

Badabaskor – A fortress of thieves and bandits, built into the side of a flat-topped peak in the Altaran Mountains. Supposedly home to a cult of an evil God or demon and his cannibalistic priests. Rumours say that the cult remains. Bandits ride two or three days north and south to prey on caravans in the passes and isolated hamlets. While the mountain shepherds have long been accused of being habitual bandits, the fortress is reviled for its slave-taking, supposedly to Adretia, into the maw of the Iron Circle.[xvi]

 

Barovia - High in the Balinok Mountains, an eastern face of the Vidya Mountains is a land isolated by fear and wrath. Liberated from the Terg Animal Nomads, by Strahd Von Zarovich, a supposed noble of Nerath. Bloody was its inauguration for Strahd faced rebellion and heartbreak, though some say it was self-inflicted. Since then, the cold-hearted lineage of Strahds have ruled. Never seeking to engage foreigners except for hereditary linkages with the Vistani. The mountain mists and geographic whispers of the undead have long given rise to rumours it is a fearsome Domain of Dread.[xvii]

 

Battlefield Downs – These accursed hills, southeast of the Burl, form the boundary of Endon and the Havens. Linking the rolling hills of the Haven’s Halfling hinterland and Dolman Country. Once home to Westerman hillforts. Here was where the final act of Nerath began. The Gnolls of the Deepwoods had multiplied at the expense of the Goblinoids, drawing all in Adventia to them. Ravening packs fought with legions, wearing down the empire’s strength in grinding and disastrous campaign. Now the thousands who rest here, new and old, do so uneasy.[xviii]

 

Brakmar – The so-called last city of Bael Turath or Dis-On-Earth. Founded as a trade-station and as a temple of Asmodeus, Brakmar has survived as an honest trade city with no other scruples bar recognition of equal payment for services. The river is called the Enflammee, due to the spectral fire summoned from the temples and magical furnaces. The hinterlands are called the Monster March, a rough mass of foothills and marshes populated by monsters and Humanoids who exist for the city to hire and harvest for their magical parts. Including the barbarian dog folk who are found nowhere else.[xix]

 

Brindol – Centre of the Elsir Valley now that Rhestilor has sunk. This is perhaps one of the two common road junctions into and across the Altaran Peninsula. It is of modest size and has not regained the population it did a decade prior, before the Goblinoids serving Tiamat and the Red Hand of Doom swept though. Few Halflings dwell here except to pull up their river boats, and the warring races of Antiquity never properly settled the interior. Much trouble has been made by of resurgent tribes, abetted by the Iron Circle of the south.[xx]

Col Fen – A village along the edge of the Deepwoods in the Western Reaches. The upheavals of the Age of Chaos have not stopped intrepid settlers from striking out to the borderlands. And many villages have been founded in areas where legal writ has ceased to be. Col Fen is notable for earlier ruins and the forest road to the upper waters of the Enflammee. Providing another route into the Riverlands.[xxi]

Dawnforge Mountains – Mountains emerge from the Nentir Vale and roll east into the Lands of the Water Cat. Long the home of monsters and ruins, it was the domain of now slumbering and three-headed Dragon, Calastryx. Most of the population are Dwarves. Mithralfast remains strong and leads among all heirs of Nerath. Shatterstone is to the south. Hammerfast is the western hub for commerce. When the Orcs of the Bloodpsear swept the necropolis, they couldn’t breach the tombs. With the Age of Chaos upon them, the dwarves needed another fortress. Gruumsh and Moradin agreed to share the town. The ghosts remain citizens.[xxii]

Deepwoods – In the west of Adventia is a forest a quarter the size of the continent. Tall and dark, its roots gnarl the bones of the early Earth, and its uncanny multitude of trees bear thousand-year scars. Every kind of monster lurks and flitters under its canopy and the hidden paths of the Elves connect hundreds of disparate settlements of Fey. Here is the heartland of the elves and where their greatest ruins lie. Here is where the long war with the Goblinoid nations of the northern forest has dragged on for a hundred years. Don’t leave the path.[xxiii]

Delve of Saint Ulther, The – In the northern Riverlands along the Burl is a desecrated tomb. Once a Dwarven shaft, built to allow Elven explorers to reach the Underdark. These caves were eventually used as a Westerman tomb complex before finally being used by as the crypt of Saint Ulther. Saint Ulther was a fisherman who guided a fishing boat into port during a storm and continued to show divine favour. Receiving both visions and clerical powers without training. Now the tunnels are used by monsters and Goblins who have crossed Ambrosia’s Dyke.[xxiv]

Dolmen Country – A region of the Riverlands, bisected by a tributary of the Burl and to the north of the Twilight Woods. This land is covered in dolmans and menhirs erected first by the Elves to channel the leylines into religious rituals and enhance natural magic. It was the border for human habitation in the Elven Empire and after its end the magic grew wilder, with monsters finding it to their liking. The Korlathi never settled in great numbers and now the land is home to wizard towers, trying to harness the leylines. In several hundred years this will be Wizard Country.

Dolmenwood – Central to the realm of Endon is the timeless forest of the Dolmenwood. Though axe and mankind has felled the Deepwoods and driven it back beyond Ambrosia’s Dyke, in this central stand, the forest resists. Though ruled as the duchy of Brackenwold, Planar portals to the Feywild fill the forest and the wild folk, Elves and Fey Humanoid who have long turned from their Archfey. Unwholesome Pagan practices are rumored in darken glades. It is not safe in the Dolmenwoods even for those of the Fey Crossing Hamlets that dot it.[xxv]

Dolor, Fort – In the hinterlands of Tronskal, mighty Nerath built a fort-town to guard the clans, ores, timbers, the fertile plains and enforce peace along the trade road. Heading into dark Pohjola, bypassing Avaat Mahn. Shortly after it was destroyed by the white Dragon Frystiomagythant, when it grew large enough to draw his attention. So Nerath built it again and it was destroyed again, but numerous times after, it was the Jarls who reconstructed it. Forthright in their belief in dragon-slaying, despite the scores of dead each time. It is said Frystiomagythant was slain by adventurers, saving the town finally.[xxvi]

Dungeonland, Kingdom of – Located on the eastern side of the Lipid Valley under and around the rocky Fisher’s Rise. The kingdom exists as a single impregnatable fortress and numerous farmsteads within a day’s travel. What makes the kingdom so special besides Osric I breaking Goblinoid control of the valley, is that the Dwarvish and Humanoid mines extend all the way down to the Underdark in the lava tubes to form a worming semi-worked space. These tunnels allow expeditions beneath the Earth and into dungeons. Enriching the kingdom with treasure taxes, though Osric II would like to someday claim it all by royal ownership.

Durigirn – An ancient Dwarven hold in the leeward side of the southern reaches of the Vidya Mountains. From the earliest days of the Empires of Deep Darkness, it’s most well-known by outsiders for the legend of Kurngal the Hunter. Otherwise, it has commanded the flanks and done much to supply goods and craftsmen to Analand. For the dwarves have had little love of the Animal Nomads unless they have heeded their call to settle and work stone.[xxvii]

Dyne, The - What flows from the Vidya Mountains across the plains to empty in the Sea of Ships. North of the Hill Cantons and south of the Hundred Kingdoms. Originally a sacred spring of pre-Korlathi Old Adventina, it was destroyed by a local wizard family to harness its magic for their crafting. This widening brought magical changes down its length before it could disperse. Leading to strange occurrences and monsters along its banks, some which persist.[xxviii]

Elsir Vale – The vast frontier that stretches across the south of the Altaran Peninsula. Split by upland grassland and mountains, the vale was theoretically governed in the days of Nerath from now-drowned Rhestilor. But now is a scattering of garrisons gone to seed, waystations and Demi-Humans. Much of this is due to the ravages of the Red Hand of Doom, an organisation devoted to Tiamat, which scoured the Goblinoid warriors of Mugmar and the mountains tribes. Only to fall at the last moment, the great Fane buried beneath the mountainside. The Dwarven road is key, connecting Punjar into the rugged interior.[xxix]

Endon – A rich city surrounded by a great wall. A place of cheer and squalor and almost out of place at the end of the Riverlands. With its lack of magical authority and robust hinterland. Endon is mostly Human, a monarchy and somewhat unstable with the recently abated Civil War. What the land lacks in strangeness, it makes up for the many manors and castles along the Burl. From Wuffmark, once ravaged by Vikings to Ambrosia’s Dyke against the Deepwoods. A constant stream of adventuring knights and doughy peasants stream south or east.[xxx]

Everspring Grove – In the heart of the Deepwoods stands a Planar crossing between the Feywild and Earth. Such a place stays warm and green inside the circle, all days of the year. A few tales of Humans and Elves alike speak of heroes lost in the wintery forest, only to be saved within its heart. It may not be the first place fey crossed over to the world. But it is where the Primal-worshiping Fey come into the world to pay them homage.[xxxi]

Fallax – What was once the river the marked the border between the Western Reaches and western Nerath is now the border between the mere wilds and the Monster Coast. But the Aux remains steadfast as does its premier city-state. Besides being the primary port, Fallax is a bastion against wild creatures. For which it employs a bevy of polearms. Their duchess was long obsessed with them, as was their older writer, Garetius. The specialization of each weapon, monsters and situations is confusing to outsiders. But their material techniques are widely copied.[xxxii]

Fenreach – The Sea of Ships is vast and splits half the Known World as the Endless Blue’s child. But it cannot fully subjugate the land and narrows between Adventia and Zakhara. Captains rue this stretch of putrid shallows, deep swamps and marshy forests. Land and water ae synonymous, the fog is humid, and monsters and witches plague the miasma. Except for the few mountain islands, inhabited by cultures of religious orders and shepherds. The northern isthmus marks the border of the Hill Cantons and Analand, it’s twin is the Blackwash Fens, where the Yak-Men hold their sole raiding port.[xxxiii]

Fisher’s Rise – A large stone plug of a volcano raised and leveled during the Hot Period of the Dawn Age. It forms the last bastion of Adventine civilization before the northern road reaches the Orc-controlled beaches along the Tronish Sea. Osric I redelved into the Dwarven mines underneath and around it to form the Kingdom of Dungeonland. The kingdom extends to a nigh-impregnatable fortress on top of the rock, fed by a massive spiral staircase. The name comes from the idea that Kord could fish for whales from the distant sea by sitting on it with mighty threws and harpoon throws.

Firetop Mountain – See White Plume Mountain

Flamefall Tower – Of all the wonders of Nera, none were quite as terrifying as the volcanos that defied the sea, forming a ridge of fertile black mountain and several of the many islands. Less pleasing was the active volcanoes served as fine homes for elemental creatures, which vexed the region. The three interconnected towers were built and commanded by fire Giants, who carved great channels to bring the lava from the volcanoes like a waterfall, to power their great forges, furnaces and mines. Great and terrible things have been forged there.[xxxiv]

Forest Ridges – All along the eastern edge of the Deepwoods is a low rise of mountains and hills. Separating the merely wild forests. The hills rise perpendicular to the Threshold Mountains, creating a wild gap and above, irregular peaks above the trees with rocky ridges, interspersed with riverine gaps. When it reaches the Nentir Vale, it rises sharply to form the Cairngorm Peaks, with the stony uplands of the Orcs in the Stonemarch to the west and the ravaged eastern downs. The coastal peaks disappear into the Spearwood.[xxxv]

Forest Wall - The vast mountain range which theoretically separates Adventia and Nangia. So named because the Elves avoiding the southwards steppes thought the Spearwood stopped there and there were only steppes beyond. Frequently confused with the Vidya Mountains historically as a barrier to the Animal Nomads. This is the traditional genesis of the Dwarves and prehistoric clans were found here during the Dawn Age. Now home to Cavemen, Wild Elves and various Primal Spirit-worshipping Human tribes who deal in furs and salt. Much goes south to Sughd or west to the cities of the Long Lakes.

Frozen Shore – The Frozen Sea is an elementally-chilled stretch of ocean which makes the western coast of Tronskal even less inhabitable than before. Regular and massive storms can dump a foot of snow in a single day, denying the soil. Yet the rich waters bring forth a bounty of fish and debris from the Planes, enough to sustain cruel and communal little towns like Flotsam and Andor. The Vikings and treasure hunters here have even mastered the art of exploring the Elemental Chaos, entering the Sea of Howling Souls to elsewhere. The tiniest sliver of the Feywild opens nearby.[xxxvi]

Gulltown – Where the Hundred Kingdoms of Adventia meets the Sea of Ships, sits squalid Gulltown and shining Pelgaric. But for all Pelgaric’s blue-clad splendor, it is simply another protrusion of the great entrepot. Gulltown is where the Elven Merchant Fleets put in after returning from Zakhara and where all the cargo and crew move. More people, cultures and languages will be spoken in Gulltown than elsewhere in Adventia for hundreds of years bar tarnished Punjar. And the communities there trace their ancestry across the Known World. Anyone can be from Gulltown.[xxxvii]

Havens, The – The home of the Elven Merchant Fleets and the destination of the choicest trade goods. The Havens sit on the Lune of the Riverlands and has since the time of the Elven Empire. Streets and palaces built with bronze tools hold libraries more ancient than many cultures and accumulated magical gewgaws adorn the robes of the princes with their dusty titles. Even the working manor houses and cottages show millennia of habitation and love. The hinterlands are the shires of a more elfin sort of Halfling, peaceful and worldly.[xxxviii]

Highmarch – The once populated borderlands that abutted the lower Deepwoods. This place of rolling hills and light forests was where the lumberjacks dared touch the primeval trees. A place where woodcutters and wood-Fey mingled, and their progeny built decorated halls and white castles. Looked on with suspicion by Elves and Humans alike, for the Highmarch was a warrior’s march first and became such a sheep-choked fairy-tale only after Nerath turned its eyes upon the ancient forest peoples. Since the War of Ruin it has been neglected, a place of windy moors and lone sentries. A march once more.

Hill Cantons – A sparsely populated borderland between the Fenreach, Vidya Mountains and the Hundred Kingdoms. Long part of the kingdom of Kindas, the region has long suffered for its constant proximity to Planar worldfalls and openings. With the medley of otherworldly activity deemed, the Weird. Following monsters and plague, the empire of Nerath settled many independent-minded Eastermen there, who persist in eccentricity. Divided into six cantons, the Weird increases southerly, ending in Marlinko Canton. Which borders Kezmarok via the feral shores, hosts the divine Ursine Dunes and the horrors of the Isles of the Eld.[xxxix]

Horned Hills – The Field of Skulls leaves the ground sparse like the Baklands. So, the ringing hills have been wind-worn into jagged peaks. Tribes of primitive Tieflings reside here, refugees from Vor Rukoth and other strongholds of Bael Turath. They are said to guard treasures ransacked from their ancestral homes and secrets. But they are not a friendly people, and never truly cowed by empires or kingdoms since. This does not trouble the Dwarven city of Turak-Tol below.[xl]

Howling Forest – The eastern edge of the Deepwood is much feared for many reasons, the Forest Ridges echoing each night to battle. For here was part of the ancient troll realm of Vadar and they still seek the sweet flesh of the citizens of Shinaelestran. The city which appears on Earth from midnight to dawn. These passes lead from the forest into the mud of the Trollhaunt. Forming a thick barrier to the Hundred Kingdoms.[xli]

Hundred Kingdoms, Adventia – Due to the vagaries of the common togue, there are two places with this name. In the heartlands of old Nerath, all the petty lords who could not muster the force of arms or will to bring the return of the king have transformed the rolling forests and hills of civilization into a ceaseless mass of war and intrigue. Every lord down to the baron can claim to be a king, subject only to force of arms and Gods. Here is a land in need of adventurers to turn back the Age of Chaos and restore the light.

Isles of the Eld – Recorded once in charts outside the Ursine Dunes as an idyllic haven for divinities of nature. The once-named Misty Island is now home to sickening forces under Planar worldfall. The few survivors who have returned speak of the Eld, diabolists who fled when their Earthly race began to transmute to Elves. Skulking on the alkaline and frozen edges has warped them. And now they seek slaves to warp in turn. Shellacking them, butchering them and transforming them as their mad artificers see fit. Fortunately, they are few, and their grasp on this reality is weak.[xlii]

Jotunheimen Mountains - The spine of Tronskal separates the deep fjords of the west and north from the forests. Long a barrier to wind and trade, it remains the domain of Giants, Humanoids and outlaws. Who strike out from them to raid the farmsteads of the Tronskalians. Indeed, here the giants live in their full fallen splendour, building courts of thralls and lackies, while entertaining alliances and mercenary offers from foul places. Those monsters and men which cannot dwell in either mountain nor farmland must pledge themselves to the Fey of the forested hills. Which extracts much as a buffer.

Kaddas – A self-declared kingdom that does not seek the imperial title but rules for the many different cultures of central and eastern Adventia. It holds Four Winds, the trade city which connects the northern and eastern highways. Kaddastrei, the metropolis and capital and fortified Blackwall which holds the road toward the Lands of the Water Cat and the Hill Cantons.[xliii]

Kakhabad – The desolate lands spill along the northern edge of the Sea of Ships, filled with monsters and Animal-Nomads with nowhere else to go. The vermin pit at Earth End. The Dawn War brought forth chaotic energy to warp the land, which has never properly subsided. Not even the day and night are consistent here. The western portion is dominated by the Alkavanti Hills and the treacherous Jabaji River. Bridged only at Kharé. Then comes the Baklands, populated by stands of unwholesome plants. Only when the Forest of the Snatta and Vischlami Swamp rise to the Forest Wall does normality return.[xliv]

Karkoth – Seven thrones for seven kings make the Karkothi Throneholds, known elsewhere as the Dark Empire of Karkoth. Still as vicious as when their tribes swept forth. They claim kin to the Shifters of the Spearwood yet are Human. Their undead armies hold a dozen lands in thrall, enforcing their demands for tribute and new conscripts. Goliaths, Drow, Dwarves, Half-Orcs, Tieflings, Minotaurs and other Humanoids are common. For while the Karkothi are not numerous, they excel and binding monsters, men, spirits of the dead and shadow. Feverishly now, for the cult of the chained god is worshipped openly.[xlv]

Karkoth, Lands – Marhad is High Thronehold and meeting place. Bay-bound Dolthkarin, a port of Vikings. Claiming the petty domain of Pohjola. Gormad lies inland rising, the Vault of the Drow below. Grey March is where nomads rear their charges, the petty land of Kurich is gifted to the favored khan. Groaning Tower is a bastion of dark magic, the necromancy which fills its legions. Kharsk is a slave breadbasket and commands the lower Long Lakes. Surthguard guards and exploits its fen-drowned foe, for the dead are restless. Tyarmur guards the Mistcrowns and the Pass of Tyarsk to the broken lands of Kakhabad.[xlvi]

Kell – A duchy in what is left of old Nerath. Adjacent to the Nentir River and far from Tounil or another major settlement, the duchy has spent its modern days acquiring baronries through subterfuge or conquest. Indeed, one might say it is an almost a Kingdom, and should it declare itself one, it will be claiming Nerath restored and the house of Kell justified for all wars to come.[xlvii]

Kharé – The Cityport of Traps. Controlling river trade from Lake Lumlé and the lucrative fish trade. A camp of river pirates became a village then city, Kharé became a magnet for the ne'er-do-wells of the Baklands and the Alkavanti Hills. Their lawlessness gave rise to an elaborate system of traps devised by the inhabitants to protect themselves from the criminals who roamed the streets. The first stop of eastbound caravans or rivercraft, Khare is ruled with merciless violence by its merchant guild and nobles. The bridge is the sole point where the river is crossable.[xlviii]

Kincep Mansion – Beyond Endon lurks the rotten ruin of a once respected manor house. The Kinceps were nobles who did little of importance and asked for only what they believed their station needed. Except for the belief that each generation should start from a small inheritance and earn a living. Disaster and misfortune wiped out the young and age claimed the survivors. The manor is merely a gloomy haunt for any man or beast which dares to lurk and bedevil passersby.[xlix]

Kindras – If Nera was the core of Nerath, then Kindras was it’s close second. Militarily powerful, it was all the eastern lands between the now Hundred Kingdoms to the coasts of Zakhara and the Forest Wall. Influencing Nerath’s code of laws and still inspiring many of the sophisticated traditions of the Eastermen. Kindrasan soldiers made up the majority of Nerath’s army and so both fell to the jaws of the Gnolls. Now a few cities and independent subjects, linked by roads beset by bandits and monsters. Some dare to dream of a new kingdom.[l]

Kezmarok – The current Ween name for the once great city, capital of glorious Kindras. Commanding the entrance of a vital canal into the Fenreach, the peninsula has suffered a peculiar invasion. For half a millennium, the Turco-Fey have besieged the city, creeping closer at a pace of centuries. Severing the surrounding fortified ports that provide the city. In the past, the Fey came and went during celestial phenomenon, seen as occasional raiders. Since the fall of Nerath, they are permanent. The old monarchs had long discarded the capital, and the lower classes have fled, only mercenaries and shabby nobility remain.[li]

Kravenghast Necropolis – Long in the Age of Chaos, without order and law, a band of evil built a small city in a soon-blighted valley, deep in the Dawnforge Mountains. Little is known save they were led by a necromancer called Kravenghast. Living sacrifices were performed on the framing mountain and the mangled remains piled in a central unhallowed cemetery. The trapped undead and the dark arts made the valley as sodden in necromantic influences as the Shadowfell. It took all of five years for the cemetery to swallow the homes and there to be no living left. Let it not stir again.[lii]

Lake Lumlé – See Long Lakes

Lendleland – A province of Karkoth that has suffered greatly under its master’s disposition. Lendleland has been under the thrall of Animal Nomads following the breakup of Nerath. A resurgent Karkoth saw fit to recognize their conquering claim and seek their homage. Ruled by a Kha-Khan from the scarlet throne of Pollua, there is a strict caste system, dominated by horse riders. Though Forest Wall barbarians have free reign due to their assistance. Besides, their already fine and intelligent horses from before. Lendleland draws its income from mining and fishing around the Long Lakes and the lumber of the Spearwood.[liii]

Lipid Valley – Between deadly Deepwoods and feral Tronish Sea lies a wooded valley, the most northern tip of the Forest Ridges where the river runs acutely north-west to the waters. This natural pass is one that the Northmen ancestors of the Hundred Kingdoms passed through in Antiquity and the Dwarven road still holds firm. Sheltered from the true Deepwoods by the rocky rises. Lost in the Greentide, it was reopened by Osric I who literally carved the Kingdom of Dungeonland at its civilized entrance from the mount, Fisher’s Rise. Still mostly controlled by the orc chief Gorbag, the Lipid Valley Maniac.

Long Lakes, The – The great rivers of the Lands of the Water Cat form long thin lakes when they stopper and change. Along and on these lakes form cities and fortresses of timber. Some were built by Vikings, others merely conquered by them. Yet for centuries they have formed the heart of agricultural lands before the Forest Wall. Lake Lumlé in the south, Long Lake against Pohjola in the north, the rest come from the rivers; Bolgas, Chernozavtra, Eren, Kyslev and Prag. Though few remember Nerath over Karkoth, they were happier places then, where decay was a curse and not power.cra[liv]

Maelstrom – A monster lurks at the mouth of the Tronish Sea. A great whirlpool casts down vessels and longboats, and whips endless storms to flood Tronskal, Wuffmark and the whole of the Riverlands and Deepwoods with rain. Such ferocity requires cunning sailing and does much to hone the skills of Vikings. For those Primal-worshipping clans along both shores, it provides a ready source of fish, bird eggs and wrecks to make their lives.[lv]

Mampang Fortress - Although several have tried, no warlord has ever truly ruled the wastelands of Kakhabad. One attempt by an archmage was from his fortress high in the southern Forest Wall. Known as the Zanzunu Peaks or High Xamen. This fortress was described by later adventurers as being built into ancient Dwarven tunnels leading below the mountain. It is likely they extend all the way into the Underdark and so form a secure connection for the Goblinoid tribes of the surrounding mountains and southern Low Xamen hills.[lvi]

Marlinko – Prosperous due to south-bound traders, the capital of the canton of the same name, exists in a trance-like dream-logic, even for the region. Divided into four contrados around a great black structure, the far older tomb of the town gods. Here is the last urban stop before the Fenreach and the clearing house for the easily accessible Planar worldfalls that surround it. The side-effect is the city is home peculiar forms of madness and merchandise. Which may boil over as the Weird temporarily overwhelms the city and the spirits of its inhabitants.[lvii]

Marlinko Canton – The largest and most-southernly of the Hill Cantons. It is almost fully immersed in the Weird that suffuses the Hill Cantons. Every village seems to seek to outdo one another in some special custom or eccentricity, often aping the capital in exuberance. Planar entities take on seemingly nonsensical additions and ruins of Dawn War structures lie crumbled in the hinterland. The region is centred on the Ostrod river basin, which is twice enriched by a rain of what many swear is divine blood. Certainly, the Vidya Mountains do not see this rain.[lviii]

Merindaelion, Barony of – East of the Elsir Vale and south of Orodaum is an expanse of deep green forests and sparkling white sands. A thousand years prior, Elvish Solaneillon declined under Gnoll attack. Human tribes were recruited. Four hundred years was bought, and it was a Half-Elf who reunited the north with the emerald blade. Despite occasional Yuan-ti attacks, it is patchwork of small fiefs of varied title, including elven lords, free towns and a dread crossing to the Feywild. Piratical merchants to neighbours, the Kingdom of Tithinia and Duchy of Solandir. The ruined Sea Elf kingdom of Thaliessal lies offshore.[lix]

Merrendral's Hall – There are relatively few settlements within the Deepwoods, and many are little more than the halls and homes of lords who range the surrounding forests. As the Elves and Halflings command a section of the Riverlands, so do halfling s serve elves within the tree line. These servants ae treated with less respect than is wise, and when the castle was seized by errant knights and Goblins. It was the halflings in the secret servant passages who drove the interlopers out and secured a generational rumour the place was haunted. Ownership and the forest trail are still in question.[lx]

Midnight Sea – The extent of the Sea of Ships beyond the Fenreach. See Sea of Ships.

Monster Coast, The – In Antiquity, the Sea of Ships was surrounded by the footsteps of heroes, the city-states they served and the monsters they fought. Half-tamed and roiling, the age of empires pushed monsters tribal and lonely to the hinterlands. Only with the coming of the Age of Chaos did they return. The War of Ruin has emptied Neraths heartlands. Nera is squatted in by Gnolls, and the islands off the coast are filled with disorganized cities. No roads now link west and east and it is feared monstrosity with again creep over the Western Reaches and down the Hill Cantons.

Moonfall Mountains – North of the great mesa of Murgmar, across the Harsmad Hills, stands one of the Goblinoid ranges of the Altaran Peninsula. Though, they were too disorganized to be a threat to the dusty frontier. United only by their cult of Bane, the Hand of Naarash. By accounts, they have seized the only local settlement of note, Adakmi. Centre and refuge of the settlers and clans, where the waters drop from high, and now sweep the frontier. Demanding compliance or death and loot all the same. Stories say they marshal in an old Giant temple high above, the Pillars of Night.[lxi]

Murgmar – A dusty mesa rises from the south-western Altaran Penisula. More influenced by Adretia than northern Giants and Orcs, seeing themselves as akin to nearby Aesheba. Maintaining colonies and subjects across the edge of the Desert of the Desolation especially large Kharavas. The city is warrenlike and feeds itself by fields and pastured made arable by Goblin engineering and its extorted underclass. Ruled by the Great Murg, a hugely fat bugbear that gladly sells young, aggressive Hobgoblins and bugbears into the Iron Circle’s service. Only those who enter the place on Iron Circle business are truly safe. [lxii]

Napina – A small town in the Western Reaches located on a broad lake in the northern foothills of the Threshold Mountains. It remains a prosperous logging, mining and fishing settlement. This has endowed it with a fine keep, stone walls and a generous garrison even now. The only concern are those Ogres and Giantish tribes, many who have picked up the worship of Bane.[lxiii]

Nagomanti River – Small and quiet, it winds its way through the Forest Wall to meet its sister, the western mountain-hugging Kharabak River at the Sea of Ships. This is the boundary, though not noted by many between Adventia and Nangia. It is here in the depths of Antiquity, a group of Drow came though the dust-laden tunnels of the first Dwarves to build a confederation along it and name a Prince. The Animal Nomads are now more organized. The drow live scattered across kharabak and remember the moon again.[lxiv]

Necropolis of Sűrűerdő – In Antiquity, the Korlathi learned to show inequality in death by laying great kings in Dwarven-hewed tombs than give ashes to the wind. This is said by the Elves to be the moment they no longer were korlathi but became ancestors. Regardless, a great tomb in the Vidya Mountains remained until it became an occasional haunt for vampires, from which they much vex the living. Sűrűerdő is a nearby village of otherwise little regard.[lxv]

Nentir Vale – Above the Hundred Kingdoms is the sparsely inhabited valley of the Nentir River, where the Spearwood ends between Dawnforge Mountains and Forest Ridges. Ravaged by Dragons, the wild tribes served many powers while the Minotaur city of Saruun Khel ruled in cruelty betwixt the Dwarves, the Elves and the Orcs. Bael Turath and Arkhosia settled competitively, and fighting devastated the region. Only when Nerath established the frontier did settlements start among the downs. Ten years after Nerath fell, the orcs came from the Stonemarch, the Bloodspears destroyed again, leaving their biggest city Fallcrest a mere thousand souls linking Hammerfast and Moonstair.[lxvi]

Nocturnus – In Nocturnus anything goes. A circular valley within the Lands of the Water Cat was a crater created by the corpse of a dead Primordial from the Dawn War, the Pit. Bedecked in statues and once known as Vilifos, Maladon, Demonchalice and Tyran, half a mile wide and two deep, riven with four canyons. The land and the city is stained. All sins are priced here in indulgence fees and open unwholesome trades. Undead may become citizens and zombies in tunnels are the defence. The seven lords live in fortress-estates along the rim and many are thought to be undead.[lxvii]

Olenvale – Along the northern coast of the Riverlands, beyond Wuffmark and Ambrosia’s Dyke lies a dozen coastal villages and hamlet centred upon the town of the name. Such a precarious place is part of the coastal roads that wind through Greentide and Viking encampments to Fisher’s Rise. The protection of this knot of civilisation is a mighty Dragon, for which the communities pay greatly in coin and cattle.[lxviii]

Outer Islands, The - All along the coast of the northern Riverlands lies disparate and small islands beneath the churning skies of the Maelstrom. Populated by suspicious and closed Westermen or their Tronskalian invaders, these isles remain culturally backward, linguistically difficult and even more clannish. Primal worship contends in a three-way struggle with Endon and Tronskal bishops.[lxix]

Orodaum, Confederacy of – The Sapphire Sea is the coastal stretch of the Western Reaches. These small cities and towns fare for themselves unless seriously threatened as they are rumoured to be by aquatic foes. West to east they are Sabronport, Pellen, Briddek, the small yet more magnificent capital of Seryth Orodaum, Sulla and smallest Kapram. Pellen is the major entrepot for caravans heading west overland to Brakmar. West further are the fog-shrouded peninsulas that mark the border of the reaches with the Altaran Peninsula. There lies the hidden Dwarven city of The Shrouded Crags, which is not a member.[lxx]

Peridane’s Fall – A small city in the wooded Western Reaches, frontier of the once empire of Nerath. Built around the tomb of a paladin who perished from the act of slaying a terrible dragon. Tragically however, though the city was destroyed by the half-devilish child of the first Dragon after the empire’s collapse. Though that dragon has been recently slain, little remains. On the surrounding plateaus were twenty-four towers built by a resident wizard noble. They didn’t do much but may not yet be plundered.[lxxi]

Phalanzia – Some claim to be a kingdom, when they are but a city-state and all towns within a day’s travel. Such is the case of Phalanzia, a remote sovereignty on the coast of the Midnight Sea, beyond the Fenreach. On the ill-traveled coastal road that leads from the Hill Cantons to Analand, it subsists on petty trade. The nearby ruins of Harrack Unarth remain a far more enticing view for their decayed splendor.[lxxii]

Plish – As the Threshold Mountains irregularly slope down towards the Hill Cantons, the pre-Vidya plains and forests, one passes the Holy Mountain. This mountain dominates the sky, so square is it and snow-capped even at the height of summer. Clinging to the lake at its base is the town of Plish, a haven along the road with still working mines, though less without need. They worship a great fish that they say lurks beneath the mountain. Others say the water rise from the bottomless Underdark, which in turn fills their own river and lake.[lxxiii]

Pohjola – Also known as Járnviðr or Ironwood, this is the western edge of the Spearwood which stretches across the Artic Ocean. This wood is the fear of Tronskal, for it is home to werebeasts and witches, and the tribal bands of Shifters which vex down to the Nentir Vale. Yet good furs come from here and Primal magic, encouraging settlement along its rivers. Extending down into the Long Lakes. Karkoth claims some origins here from its Dawn Age Witch-Queen and deems not to spend the effort to tamper. Preferring to let Vikings and Avaat Mahn extract its wealth.[lxxiv]

Port Blacksand – The City of Thieves on the Catfish River is as old as it is rotten. First settled by wanderers as Carse. Devastated by plague in the last Age of Chaos. It was also ruined as all the Riverlands was forced to unite against Humanoids and Giants from beyond the Stonehome Mountains. The ruins were swiftly occupied by pirates, and lordship has passed more by violence than anointment. Humanoids and even some Fey have moved here under the current pirate lord, who seeks loyalty and cruelty equally. The hinterlands are a patchwork of villages and monster-haunted wastes, leading to Firetop Mountain.[lxxv]

Pravarum – Standing as brave since Antiquity, Pravarum is one of the last true cities left in old Nera, now returned to the Monster Coast. Balancing the required flow of luxuries to sustain its sophisticated population with the constant need to defend against the surviving Gnoll packs. It retains much of the knowledge of the past, and amid it’s universities, is the renown former adventurers’ guild of ancient wisdom. The Grand Assemblage of the League of Eternal Discovery is as ostentatious in customs as its name. Yet comprises of some of the most experienced arcane researchers, explorers and adventurers in the world.[lxxvi]

Prospect Hill – In the principality of Kurich, a half-frozen land within Karkoth, stands a rumor. An old fort, first used by bandits then by villagers has become occupied once again by the cruel and greedy. Prospect Hill now all but rules the surrounding area, the bandit leader, a Tiefling named Chevkos having brought forth a Dragon to destroy the local militias.  Such a force might imperil Kuirch, which will not harm Karkoth. As such a realm prefers to let reign, so long as they ultimately swear loyalty.[lxxvii]

Punjar – The Tarnished Jewel. At the tip of the Altaran Peninsula is a sandy collection of rotting alleys and bazaars, enveloped by a black swamp. Such is one of the great trading cities in the Known World. Governed by a careful equilibrium of crime, traditions and power. The city is mercenary enough to be a major port of the Iron Citadel, where slaves distant or unwanted are managed by the former slave-warrior caste. An innovation picked up from the city’s occupation by the Mamluks. The first to declare independence and so triggered the break-up of Nerath’s Adretia.[lxxviii]

Rethmil – Oldest and freest of Adretia, the south east claims three thousands years of history. Its Hyarthan Knights, astride their dragonnes have kept the western coast free of the iron Circle’s monstrous incursions and plots. From Arkhoisan self-governance they melded spell and sword producing respected knightly orders and wizardry academies. A century of war and intrigue with Nerath ended with a puppet ruler and the knights banished. Dragon-destroyed Auger rebuilt as Safyre. Reverse in the Age of Chaos to their agrarian decadence and noble scheming. Yet now they must turn against their isolationism and seek feelers to the Nerathi successors.[lxxix]

Ruislip – Largest of the Outer Islands, this rain-drenched land is kept free of the Maelstrom’s rotting dampness by the constant shifting portals to the Feywild, regularly bringing too bright sunlight for a few days. Tronskalian settlers dominate their coastal towns while the Fey-blooded Ruis, a manner of Westermen, raise cattle and farm inland. The nobility claims descent from as many heroes as they can. In the heart of the bogs and forests is Astrazalian, greatest city in the world for half the year and a ruin inhabited by the hubris the rest.[lxxx]

Rivenroar – A ruined castle some eight hours march from Brindol in the Elsir Valley. Once home to the now- deceased family of the same name, it remained a crypt for other local families. Many rumours of unwholesome practices have been levied due to this. The one reason this keep, of all the ruins is deserving of a mention, is to warn of its reputation as a bandit or Goblinoid shelter.[lxxxi]

Riverlands – To the west of the Deepwood, in what was the mundane estates of the Elven Empire, lies a wet land of five rivers, winding to the Endless Blue. At the mouth of each river is a city and behind it a hinterland of similar character. First and southmost is Port Blacksand, the city of thieves on the Catfish. Then Brakmar, the infernal city on the Enflammee. The twin cities of floating Sanctaphrax and Undertown on the Edgewater. The Havens, center of the Elven Merchant Fleets on the Lune. And Endon, the city of kings on the Burl.

Sanctaphrax and Undertown – The oddest city of the Riverlands is the spire-bedecked, floating rock and the smoke-choked undercity, the hinterland compressed. The Elven Empire once recorded a modest earthmote atop a sea-cliff, but no longer. Sanctaphrax is the domain of sky and weather scholars, endlessly studying and bickering in their university-city. Undertown is a mass of foundries and scheming merchant houses, exploiting the smaller earthmotes to build flying ships. There is no rest or sympathy here, the Scholar-Knights of the living earth have been driven off, the Goblinoids have forsaken their Gods. The polluted river and mire stretch to the Twilight Woods.[lxxxii]

Sarthel – The city of silver to the east of the Nentir River as it reaches the Sea of Ships at Gulltown. The peninsula plateau runs along the Draco Serra, the eastern branch of the Threshold Mountains. Once an outpost of Bael Turath, only after centuries was it incorporated in Nerath. Gold is king, and fuels mercantile empires and the foundries of silver jewellery. The rich Blackvale gives produce, yet the river and Lake Sarn is not navigable, needing a coastal road to Pelarbin. The peninsula is otherwise infested with Gnolls and the city is in the grip of the Iron Circle.[lxxxiii]

Selduria – The Elven term for all lands to the east of the Vidya Mountains and the Dawnforge Mountains. This does include all of Nangia but not the coasts of Zakhara or the Desert of Desolation, which the Elven Empire considered to be held apart by the mountains and so accessible to them.[lxxxiv]

Skull Fields – The road from the ruins of Vor Rukoth connects to the Nerath’s highways via the Ruby Road of Antiquity. Where it passes along the Alkavanti Hills, which shelter Vor Rukoth to the north, the land becomes steppe as the blood rock renders the ground infertile. Such magic comes from the numerous battles fought during the Arkhosian-Bael Turathi wars. The restless dead lie uneasy. Except yearly as the phantoms mark the victory of Dhuryan Flamebrow, who marched to die at Vor Rukoth’s walls.[lxxxv]

Spearwood – Tall pines stab the sky and bears prowl around them. Such is the mane of Continents, stretching from haunted Ironwood to beyond the Forest Edge, named by the Elves in their folly. The forests hide many tribes and Humanoids, concentrating the farmers along the rivers and Long Lakes to make cities of wood and chiefs like kings. All manner of woodland treasures is wrested from the tribes of Wild Elves, Animal Nomads, Eastermen, Shifters, Cavemen and Orcs by sword or exchange. Such a wide land breeds fear of the woods and ambition to tame them and all others.

Standing Stones, The – The border between Wuffmark and their nominal lord in Endon is a plain and on that plain is a large circle of stones. These stones were first a temporary shrine to the Primal spirits but have in turn been adopted by them. Earth and storm spirits are attracted here and not a few Dwarves and Goliaths make the trek to Human and Elven country to worship here. The nearby town hosts a large divine temple in turn for other forms of required worship.[lxxxvi]

Stonehome Mountains – West of the Elsir Vale and the narrow Westwood, lies the short yet high range that separates Orcish land from the central Altaran Peninsula. Technically the same massifs as the Moonfall Mountains, the Hobgoblin-controlled Harsbad Hills blocks the orcs between. The only above-ground pass is through the Dwarven stronghold of Bordrin’s Watch. Which in turn protects the once-dwarven and now merely filthy city of Overlook and other ruins of the first post-Giant kingdom. The anchor of trade which keeps this western-central part of the peninsula from a backwater.[lxxxvii]

Stonemarch, The – An alternative name for the northern peaks of the Forest Ridges. (See Forest Ridges)

Sundered Chain, Monastery of the – High in the Stonehome Mountains stands a temple dedicated to Moradin, creator of the Dwarves. Constructed centuries ago to house an elite fighting force. It both helps protect the pass and preserves the memories of the hardships endured at the hands of the Giants. Training initiates in the fighting arts useful for battling these foes. Those who train there gain both pride and honor on top of an excellent education in religion and combat. Fittingly, it was built below The Hammer, a peak that loosely resembles a downturned one.[lxxxviii]

Tessount’s Folly – A failed copper mine in the northern cliffs of the Threshold Mountains. Above the Aufeis River valley. Many rumours have emerged of lost tombs, artifacts gold and terrible monsters. Such talk might be folly or truth. It will be found out sooner than later.[lxxxix]

Therund, Barony of – Stretching along the march and marsh of the Nentir River is another oversized title of the Hundred Kingdoms. The barony comprises of riverside settlements which tax traffic from the Nentir Vale and offload it eastward across the lesser-named ironwoods. The capital is Brightstone Keep high on a bluff and the last port north is Moonstair, where the barrier to the Feywild is thin. A thousand souls also trade when the moon is full and the stars clear with the Eldrain castle-city of Celduilon a few days across the threshold. The Howling Forest rises west, and the trolls remember old Vardar.[xc]

Three Corners – As the old trade road winds its way from the Nentir Vale to the Lipid Valley, the last bastion of settlement lies against its western flank. Silvery Lake houses a Dwarven town called Broken Anvil and the Human town of Treeline. Below them in the Deepwoods is the face of the Greentide, a Goblinoid band called the Skewed Rat Tribe. Though the Goblins war with the other two, they are not fanatics driven by calls from beyond to lay waste. So, a sufficiently well-guarded or tributing force may pass quickly.[xci]

Threshold Mountains – The range which marks the division between old Nerath and the western Hundred Kingdoms and the Hill Cantons. High yet not thickly forested, it is again the haunt of Humanoids, Dragons and formerly Pagan tribes. The main passages were The Via Draco in the west and Durgen’s Pass in the east, where it adjoined the Vidya Mountains. Named for a Dwarven warrior who reclaimed a lost city which tolled the pass. Though such times are now lost to dragon-fire. Kaddas is to the northeast of the range and the Whitewall valley terminates the pass.[xcii]

Tomb of the Tiefling Empress – Once empress of Bael Turath, Nemeia chose to be buried in the arid lands of the Altaran Peninsula’s mountainous heart. That being the borderlands where her presence would help cow the restless. She was interred with a tomb befitting her rank, with many rooms and her magical items. Including her signet ring, which was linked to the devil who served or commanded her in life.[xciii]

Tounil – In the west of Nerath’s early conquests, there dwells a most ancient city, that has stood since the time of the Elven Empire. Tounil was like many Elven colonies. A central plaza containing the few essential buildings, the houses of those Elven Castes who served it and other caste homesteads blended into the forest. After the empire and Korlathi, starker divisions occurred. Beyond the house ring were now Human farms. Tounil is a thriving merchant city, the old city surrounding an independent elven city. Which has become jammed with ornate libraries and temples befitting generations of largess by Tounil’s citizens.

Trispan – The capital of the Highmarch, Trispan remains a critical stop into the Western Reaches of the Deepwoods. Once Trispan was a fair-sized city of its own, the guardian of the woodland edge and unofficial heart of Adventine Half-Elves. First the Gnolls of the War of Ruin laid waste to it, then the petty wars that followed devolved it into a backwater. Now it is merely a market town among its proud remnants, a faint beacon in the darkness.

Tronish Sea – The long and irregular body which separates the Riverlands and the northern edges of the Deepwood from Tronskal and Pohjola. Part of the Endless Blue, it is rich in fishing and pirates, the ferocious Vikings being the most famous. Many bases and hidden coves still dot the islands along Tronnish coast. Following the examples of the Elven Merchant Fleets, the sailors of these rough waves can carry themselves across the Known World and back. Unfortunately, the abundant life attracts sea serpents and Giants in their tree canoes, eager to attack ships and villages if weakness can be felt.

Tronskal - The high, cold north is a great peninsula that encompasses the Tronish Sea. While known as hostile and full of savage Vikings, the Jotunheimen Mountains bar the winds of the Whale Sea and even the west coast warms. Ancient Trond was home to the northmost Dwarven Empire of Deep Darkness, whose influences are still felt amount the Northmen. With eastern Tronskal tributaries to Karkoth, the Pagan jarldoms engaged in regular raiding and colonisation in the last Age of Chaos, until Roderick and Anneli brought Systematic worship and Nerathi hegemony. The systematic bishops formed the nucleus of interior communities.[xciv]

Turak-Tol – Beneath the Horned Hills is a recent Dwarven city, even for Humans, at half a century old. Burgeoning, despite not having contacted the surface or the Northern Empire of Deep Darkness for decades after its founding. There are dark rumors as to why. Few under the Vidya Mountains to the east will say, except the small tribe was banished for being Duergar-like. Nearby Vor Rukoth, lawless and treasure-filled, is where most visit.[xcv]

Twilight Woods – The most horrible place on the Earth. A cursed forest which bulges from the Deepwoods to nearly reach Sanctaphrax and Undertown. It must be some emanation from the chaotic Feywild as the Elven Empire makes no mention of it. It is always twilight, driving all except birds mad with hallucinations. One cannot die there, not even of starvation or injury, cursed to roam as immortals. The one property that attracts the Scholar-Knights, the Stormchasers is that lightning bolts crystalizes here to form gems of great volatility or weight depending on how bright they are lit.[xcvi]

Ursine Dunes – Along the coast of Marlinko Canton is a spectacular sight of enormous red-sand dunes rising so high as to be seen from hours away. Fine-grained, the dunes are nigh-unclimbable without care and hearty constitution. The interior is barely more manageable. Wind-blasted and home to a few plants, the surrounding sickly sweet sea drives through a maze of hull-smashing sandbars, and a strange timelessness pervades. The benighted Isles of the Eld lie offshore. The dunes are home to two demigods, Medved and his feared distant pirate cousin Ondrj. Medved has become somewhat of a patron to War-Bears, who make annual pilgrimages.[xcvii]

Vidya Mountains – Storm-tossed and snow-capped, these mountains mark the traditional border between the civilized lands of Adventia and its forests and steppes beyond. The Korlathi once lived along here during early Antiquity, though horse-riding Animal Nomads have since settled into agriculture and adopted Elven-dominated high culture. Here lies the mountain chimneys and forges of the Western Empire of Deep Darkness, the supposed high king of all dwarves in Adventia. Its granite peaks shelter the Hill Cantons and a terrifying number of vampires and werewolves alike, apparently drawn to all the lightning and abandoned border castles.[xcviii]

Vor Rukoth – Beyond where the Fenreach gates the Midnight Sea, lies a teeming ruin. Vor Rukoth was the City of Forges, a jewel in Bael Turath’s crown and ruled by the sister of its last Human and first Tiefling emperor, Lady Najala. Always geologically unstable, the paranoia of its diabolist ruler grew as the war dragged on. Threatened by an Arkhosian host, she brought forth indiscriminate death in the Day of Devils. She still reigns. Though reopened only recently, it has returned to being the center of slavery, piracy and diabolic horror. Devils still stalk the streets among bandits and treasure-hunters.[xcix]

Warwood – A forest of about a hundred acres between Trispan and Tounil. Famously, as Nerath was roiling from the Gnolls of the War of Ruin, foul forces took advantage of the chaos. Here, a paladin of the Raven Queen challenged the monstrous leader to single combat to death and dispersal. Both perished, and any dead condemned to haunt the forest for blood. The creature of the Far Realms was buried in a tomb, the paladin’s body commanded to the care of the Monastery of Ravenwood, some forty miles distance by Archreisis the Exarch. Some say the paladin was a villain himself.[c]

Water Cat, Lands of the – All the lands to the east of the Hundred Kingdoms, where the rivers flow from the central highlands, the Forest Wall, the Dawnforge and the Vidya Mountains. So named for their habitation by large catfish, which can drag a grown man down and supp upon him. Here the mighty Long Lakes emerge as mere widenings. Home of Korlathi-descdent Goons, now the Weenies, this land has been repeatedly invaded by Animal Nomads. The vast lands are dominated by kingdoms ruled from wooden trade-cities. Dominated once and now again by dread Karkoth, the glorious provinces of Nerath passed like a dream.

Western Reaches, The - The south-flowing hills between Nerath and the Riverlands has seen the tread of many wanders. The Tuathan must of passed through and if not, Westerman have, skirting the Deepwoods to the north. The merchants of Antiquity and the legions of empires have left their mark, with Nerath being the closest memory. Long a cultural meeting point, the Occitants fear the Age of Chaos. Nearth has again sunk into the Monster Coast, cutting eastern roads. The Deepwoods and mountains are ever hostile, the Riverlands divided and the ancient cities like Fallax menaced by pirates, warlords and the undead.[ci]

Whale Sea – The Adventine name for the abutting part of the Artic Ocean, touching the bleak lands of northern Tronskal, Pohjola and the Spearwood, the exact shape shifts due to the winter pack ice that coves it for months. The sea is abundant in fish, seals, whales, and more rarely polar bears. There is much conflict on the sea between Tronskalians, Riverlanders, the odd Sea-Man and their shamans and Giants who set out from the fjords and islands for their own purposes. The Vikings of Tronskal claim to have followed the rime to mythical islands and green lands.

Whitewall, Upper – A small, independent city located in the upper valleys of the Vidya Mountains. Once sacred to Kord and Melora under the Korlathi, it is now a market and crumbled fortress. It regulates the old road beneath, connecting the Lands of the Water Cat to the flatter north of the Hill Cantons.[cii]

White Plume Mountain – In the hinterlands of Port Blacksand, where monsters dwell. Among tangled thickets, many Gnolls and rumors of an undead Dragon. But above that is a lonesome volcano. Here is where an ancient yet unknown wizard, called Keraptis built his amusing dungeon, service tunnels and mastered the fallen paladin turned vampire Ctenmiir the Cursed, to guard it. He who sought longevity over his faith.[ciii]

Witchlight Tree – Beyond the Forest Ridge, where the Elven forests begin, an ancient tree stands. Long dead, its dry branches still stretch to the sky and its hollow truck towers over the surrounding forest. On the nights of the full Moon, glowing wisps of light descend the hollow. From the trees emerge elves and Shifters to stand beneath. They claim to receive the blessing of the forest spirits.[civ]

Witchwood, The – A stretch of the primeval forest which remains despite the habitation of the Elsir Vale. Even at the height of Nerath, this stand remained close-knit and insular, the Elves and Eladrin living together in a continuous but dispersed community. Only since the destruction caused by the Red Hand of Doom, have the locals emerged to trade with the wider Altaran Peninsula.[cv]

Wuffmark – The northern coasts, moors, and forested hills of the Riverlands north of the Burl. Since the end of the Elven Empire, the land has been contested by first wild tribes of Westermen and Northmen with brief periods of distant empires, then increasingly depredated by Vikings from across the Tronish Sea. It reached the point when King Aelfwine of Endon promised the whole northern coast to a Viking who would prevent others from coming. Rolf Longstride came to be duke of a wolf-haunted wasteland, Wuff-Mark.  Now a civilized, if arrogantly chivalrous land of adventuring landless knights.[cvi]

Yevn Raeach – On the borders between the feuding clans of Tronskal and bleak Karkoth stands a town and a ruined castle. Castle Korvald was funded by a knight-errant, who came with Roderick and Anneli to convert the Pagan Northmen. They succeeded, and in building the castle, secured the forests against the Frozen Skull Orcs of the Jotunheimen. Twenty years after its construction, a larger orc force besieged it, sheltering the entire town. After months, the castle was ruined, the town’s heroes slain but the Frozen Skulls broken and fleeing into the mountains, to disperse there. The ruins remain a celebrated monument.[cvii]

Ylsinar – A wretched port city, a far cry from its glorious days as a rival to Gulltown. It serves what is left of old Nera and the Monster Coast with its natural harbor and road. Ylsinar is virtually controlled by its feuding gangs. These gangs in turn are rumored to have all manner of inhuman patrons, though several are just bravado. Worse are the sandstone caverns of the previous cities lie on the outskirts, which periodically spill forth undead. Requiring the city elders to hire adventurers to temporarily suppress them.[cviii]



[i] Inspired by the German RPG Das Schwarze Auge (The Dark Eye), which named it’s Not-Europe + ME “Adventuria”

[ii] See many creatures and references in 4E, most relevant (4E Player’s Handbook pp.3-5, p.13; Dragon Magazine #387 pp.15-16; The Plane Above: Secrets of the Astral Sea p.6, p.63, 4E Monster Manual 3, p.186)

[iii] See Hero of the Feywild pp.7-9

[iv] Imaria is named after Charles R. Saunders' Imaro & other "sword & soul-esque" fiction

[v] Originally the Black moon was going to be a Mars analogue and the Purple Planet of Dungeon Crawl Classic. But two moons seemed more interesting. Then I found the source material had an obscure mention in Dragon Magazine #382 pp.102-105 for a second. Therefore, a hidden black moon draws on the moons of the old Dragonlance setting. The comet element is derived from Diablo 3 where Tyrael falls from Heaven as a blazing comet. And from the twin-tailed comet of Warhammer Fantasy.

[vi] Derived from a deliberately obscure entomology from Naga, the most prominent feature as the elves considered dragons and serpents to be bad.

[vii] See Manual of the Planes pp.7-12

[viii] See Underdark pp.11-12

[ix] See Al-Qadim: Land of Fate Box Set

[x] See Dragon Magazine #402 pp.35-40

[xi] Inspired by Fighting Fantasy, The Shamutanti Hills, name from Draconomicon: Chromatic Dragons pp.52-53

[xii] Based on Offa's Dyke

[xiii] Inspired by Fighting Fantasy, The Shamutanti Hills

[xiv] See Dungeon #156 pp.70-105

[xv] See Draconomicon: Metallic p.71

[xvi] See The Judges Guild Modules – The Thieves of Fortress Badabaskor

[xvii] See I6 Ravenloft and Open Grave p.210, Dragon Magazine #416 pp.4-10

[xviii] See Open Grave pp.72-79

[xix] Inspired by Bramkar from Dofus/Wakfu

[xx] See Dungeon #156 p.9

[xxi] See Open Grave pp.56-63

[xxii] See Conquest of Nerath board game, Dungeon Magazine #187 p.36, Hammerfast supplement

[xxiii] Inspired by the self-same Deepwoods from the Edge Chronicles book series

[xxiv] See Dyson’s Delves Volume 1 pp.4-39

[xxv] See Welcome to Dolmenwood

[xxvi] See Dungeon Magazine #157 pp.82-103

[xxvii] Inspired by Martial Power p.65

[xxviii] Inspired by Girl Genius Comic Series

[xxix] See Red Hand of Doom, Martial Powers 2 p.114, Draconomicon: Chromatics pp.158-165

[xxx] See Magical Industrial Revolution p.7, 19 for the recent past and the rest for its future

[xxxi] See Primal Power p.120

[xxxii] See textbox in Martial Power 2 p.126

[xxxiii] See Draconomicon: Chromatic Dragons pp.238-239

[xxxiv] See Revenge of the Giants pp.124-151

[xxxv] Inspired by extending the Nentir Vale map from the 4E DMG south.

[xxxvi] See Revenge of the Giants pp.90-97

[xxxvii] Elements of Pelgaric are inspired by Bonta from Dofus/Wakfu

[xxxviii] Based on the Grey Havens and Eriador from Lord of the Rings

[xxxix] See The Hill Cantons Compendium p.2

[xl] See Vor Rukoth p.5

[xli] See Heroes of the Feywild pp.11-12

[xlii] See Misty Isles of the Eld

[xliii] See Draconomicon: Metallic Dragons p.65, textbox in Psionic Powers p.39, example cities in Cityscape

[xliv] Inspired by Fighting Fantasy Kharé - Cityport of Traps, The Seven Serpents, The Crown of Kings

[xlv] See Dragon Magazine #399, pp.15-20

[xlvi] See Dragon Magazine #399, pp.15-20, Dragon Magazine #403 pp.38-43, Adapted the name Kurich from Draco Metallic p.92

[xlvii] See Draconomicon: Metallic Dragons p.65

[xlviii] See Fighting Fantasy, Kharé - Cityport of Traps

[xlix] See Dungeon #156 pp.46-69

[l] See Draconomicon: Metallic Dragons pp.70-71, otherwise inspired by the Greek speaking lands of Byzantium and the Eastern Roman Empire

[li] See Hill Canon Compendium II p.3

[lii] See Open Grave pp.96-103

[liii] Inspired by Lendleland, mentioned in Fighting Fantasy: Sorcery series

[liv] Inspired by Eastern Europe, in particularly Russia and the rivers are named after cities from Kislev in Warhammer Fantasy Roleplay 1st Edition. The Long Lake is from The Hobbit. Lake Lumlé is from Fighting Fantasy: The Shamutanti Hills pp.22-23

[lv] See Primal Power p.131, and the word maelstrom being Scandinavian in origin

[lvi] See Fighting Fantasy, The Crown of Kings

[lvii] See the module Fever Dreaming Marlinko

[lviii] See the module, What Ho, Frog Demons

[lix] See Dragon Magazine #401 pp.1-5

[lx] See textbox in Martial Power 2 p.129

[lxi] See Dungeon Magazine #155 pp.29-59

[lxii] See Dragon Magazine #402 p.4

[lxiii] See Dragon Magazine #366 pp.55-60

[lxiv] Mentioned in and Inspired by Fight Fantasy, The Crown of Kings

[lxv] See Dungeon Delve pp.66-71

[lxvi] See 4E DMG, 4E Dungeon Master’s Kit, almost all the modules, articles and lore in 4E

[lxvii] See Open Grave p.20

[lxviii] See Draconomicon: Metallic Dragons pp.64-65

[lxix] Based on the outer islands of Scotland and their long associations with the Norse invaders.

[lxx] See Dungeon #158 pp.54-82

[lxxi] See Dyson’s Delves Volume II, pp.27-30

[lxxii] Inspired by Draconomicon: Chromatic Dragons p.58

[lxxiii] See Holy Mountain Shaker p.4

[lxxiv] Inspired by Finnland as seen by the Norse.

[lxxv] See Advanced Fighting Fantasy – Blacksand!, Midkemia Press - The City of Carse for old name

[lxxvi] See Draconomicon Metallic Dragons p.68-69

Not much to go on except a name, not even a location, [lxxvii] See Draconomicon: Metal pp.92-97

[lxxviii] See Dungeon Crawl Classic Punjar: The Tarnished Jewel

[lxxix] See Dragon magazine #405 pp.44-49, Safyre is from Dungeon Magazine #164 pp.36-118

[lxxx] See Ruslip from Wolves on the Coast, with scale increased to 24 miles per hex

[lxxxi] See Dungeon #156 pp.20-45

[lxxxii] Inspired by Sanctaphrax and Undertown from the Edge Chronicles book series

[lxxxiii] See Dragon Magazine #398 pp.1-6

[lxxxiv] Term from Conquest of Nerath Board Game

[lxxxv] See Vor Rukoth p.5

[lxxxvi] See Primal Power p.120

[lxxxvii] See Dungeon Magazine #157 pp.4-55

[lxxxviii] See Dragon Magazine #157 p.27

[lxxxix] See Dungeon #157 pp.56-81

[xc] See P1 – King of the Trollhaunt Warrens pp.4-7

[xci] See Revenge of the Giants pp.88-89

[xcii] Inspired by Draconmicon: Chromatic pp.102-109

[xciii] See Dungeon Delves pp.36-41

[xciv] Very clearly Scandinavia as the tendency to just copy Earth regions is too easy, the bishoprics is key to medieval Sweden and Norway, as apart from the large coastal trading centers, inland settlements were foundered around churches. And I wanted to avoid just doing nothing but Vikings.

[xcv] See Vor Rukoth p.5

[xcvi] See The Twilight Woods from The Edge Chronicles book series

[xcvii] See Slumbering Ursine Dunes

[xcviii] Hammer Horror’s Carpathian Mountains

[xcix] See Vor Rukoth pp.2-3

[c] See Dungeon #155 pp.60-92

[ci] Started as space-filler but decided on an Occitan theme.

[cii] Inspired by Draconomicon: Chromatics p.57 and Whitewall from Greg Stafford’s Glorantha

[ciii] See S2 White Plume Mountain, Fighting Fantasy – The Warlock of Firetop Mountain, Open Grave p.202

[civ] See Primal Power p.119

[cv] See Arcane power p.74

[cvi] Based on Normandy in France but might also correspond to Danelaw in England.

[cvii] See Draconomicon: Chromatics pp.94-101

[cviii] See Draconomicon: Metallic Dragons pp.62-63, vaguely implied in Draconomicon: Chromatic Dragons p.199, Open Grave pp.64-71


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