Friday, March 7, 2025

Worldbuild24 - Arodia Geography

Arodia

Geography

Afyal – The island to the south-west of Arodia, a vital stop on the spice route. For this reason, it has been dominated by the Midani for hundreds of years. However, the southern mountains, where the authority of the padishah holds little sway are rarely mentioned. The Arodian caste system still holds sway here, even among the Enlightened and it is permitted for woman to have up to four husbands, inverting normal Polygamy. Merchants use this to pool their finances. The elephants on the island are strangely intelligent, tame and protected by the law of the padishah. Otherwise see Medina al-Afyal.

Alabaster City – An ancient city, where every resident was a Sage with powerful magic to fulfill their every whim. Such a place is lost, but rumors have suggested it lies at the bottom of a vertical cave deep within Láhág. What the local lizardfolk call Tulkau Shayn. Or Gullet Cave in their language due to the sharp outcropping at the top. Those who have researched the city claim it was either as the legends say, a haunted library of the rakshasa or periodically invaded by Feywild monsters.[i]

Blackstone, The – Some report their dreams are filled with a black monolith inside a cavern lined with rime. Those who have been chosen are those who wield thoughts like lightning and stone. In ages past, a breach from the Far Realm was contained in the Upper Druk Yul, behind psionic wards and elemental stone. All imbued by their consciousness. Those who have the dreams in the generations after are bound to follow them and reinforce those wards.[ii]

Bilwanti – An Oligarchy of the Mountains of the Moon. This city was much plagued by Ogre bandits, which engaged in hit and run raids against caravans crossing from Sughd. Thanks to the deep-set valley of the Riddled Peaks, which was filled with high caves. The oligarchy eschewed the traditional war-crayfish and eunuchs for horsemen of the Hundred Kingdoms who could ride faster than a complacent ogre. These lancers still proudly teach this art after their contract finished.[iii]

Degringolade – The ruins of the ancient megalopolis located in modern Láhág. During the Dawn Age and Antiquity, Degringolade was an advanced network of cities built by the descendants of the Garuda Bird Riders, which was the first state to develop steel and they harvested the Pujrbirth for strange plants and insects. In time the city was swallowed by the jungle, the conflict with inhuman foes and the pujrbirth sapping it. It was also notable for its Minotaurs which were pulled from the river during its decline and formed a large element of its population until the end.[iv]

Druk Yul – Part of the Mountains of the Moon to the east of the Axis Mundi. Druk Yul divided into Lower Druk Yul, a scrubby and dry upland region and Upper Druk Yul, a sudden ascent to dizzying heights and glaciers, thrown up by the collision of continents. The most noticeable element are the inhabitants, a surviving population of Thri-kreen from the Dawn Age live in nomadic and violent lives in the uplands. The thin air of the mountains permits only the court of the eastern Dragons, ruling over ice-sparkled hoards.[v]

Great Blue Reef, The – Beyond the Topaz Islands or the Gulf of Morays is a submerged stretch of rock and coral. Home to the squid-men who are Humanoids but do not seem to be able to speak. Very little is known about them even in The Yellow City and they do not welcome visitors. Their raids on ships mean that trade between the Yellow City and Nangia occurs by shore-hugging ships. And the sight of the reef indicates to Elven Merchant Fleets or Zakharan merchants that they must turn back, south or make the final dash for Bambung.[vi]

Hundred Kingdoms, Arodia – Due to the vagaries of the common togue, there are two places with this name. One is the vast sweep of Arodia, where rajas and sultans maintain their individualistic unity through constant warfare and patronage of hundreds of fakir schools and spirits. United only a few times, the title of the Maharaja is then supplanted by the ostentatious Vikramaditya, Sun-Horse, which carries its ancient origins from the original Animal Nomads of forgotten Peloria. The traditional rajas stand in varying contrasts to those of the Enlightened Faith in the independent northern sultanates or directly ruled, island caliph of Afyal.

Láhág – The haunted jungles along the east coast of Aroadia, extending south of The Yellow City, it comprises the bottom element of the Yoon-Suin. The jungle here has always had strong planar connections and that has produced a multitude of strange creatures which elevated animal husbandry in Degringolade to heights unseen, but also encircled it in a net of aggressive spirits and monsters. Ghosts do not rest easily here and so the jungle remains a haven for Dawn Age relic populations and tribes which have otherwise been pushed out of the Hundred Kingdoms.[vii]

Lamarakh – Frequently confused with the River of the Gods, the name properly refers to the land surrounding the sacred river. The river-forest is so filled with the tributaries of the river that the spots of dry land are more akin to islands and the rivers to lakes. The boundary between Lamarakh and Láhág is only when they forest ceases to brood and becomes alive and wet. As a major thoroughfare between The Yellow City and the rest of Arodia, the inhabitants live on rafts, boats and barges. The Marsh Elves and Lamarakhi developing the same style of life.[viii]

Medina al-Afyal – The City of the Elephant. On the distant island of Afyal, a near descendant of the First Caliph took up a fleet and set sail as far as possible to bring the Enlightened Faith. What he ended up doing was skirting Sahu Island, deposing the shifting dynasties, eliminating the local religion and establishing a new city. A critical entrepôt, the rich resources of the island combine to make the city almost as rich as Huzuz. It is Fate therefore the padishas are seemingly mad. The palace, however, is a marvel, mixing the magical and mundane methods of construction.[ix]

Mountains of the Moon, The – The greatest mountains on Earth, this range is where all Humans and Slugmen come from according to legends. Here lies Axis Mundi, the spindle of which all creation revolves. It was not created first but put in place to order Earth as the heavens should be. Between the haunted citadels of the Crystal Dwarfs and raiding Yak-Men, there are numerous Oligarchies. Each Oligarchy rules a valley and produces trade goods with slaves and eunuch-warriors in exchange. Most conducted down the River of the Gods to The Yellow City or ported down and up to Sughd. They war inconclusively.[x]

Nefelus – The poetry about Afyal fails to mention the southern city, where the Enlightened Faith fears to tread. Isolationists for two centuries, the island’s original name and inhabitants include more Deva than anywhere else, and most reincarnate here. Most prominent citizens are deva and the magocratic seven councilors are called the Thraxinium. Nefelus houses their great library, for knowledge and magical prowess are held greatest. The Nefelese defend themselves, blaming ignorance of others for destroying their idyllic culture, when an eruption of the Elemental Chaos by the Genies paved the way for the Zakharans to land.[xi]

Oligarchies – See Mountains of the Moon, The

Pajuli – The lush grasslands between the rise of Sughd and the Hundred Kingdoms. Here the grass grows shoulder high in the mud, and the termite mounds rear like giant gravestones. Water buffalo and rhinos graze free of human settlement stalked by tigers and dhole. So long as the haunted ruins of blood-drenched Hailakundpur remain, this will be a wild paradise.[xii]

Pujrbirth – A Degringolade word meaning madness, see Láhág.

Purple Land, The – See Yoon-Suin

Runggara Ban – A city in the northern parts of the Hundred Kingdoms near the lands of Lamarakh, and where Ravana the Younger first proselytized the cult of the Elephant Demon. It is a beautiful and cultured place which has thrived as a new center for pilgrimage. However, visitors have noticed that death comes quickly and without much notice in those lands. For all the ease of life brought by wealth, life is worth even less under the tutelage of their god.[xiii]

River of the Gods, The – Alternatively The God River. It is really many rivers which flow from the Mountains of the Moon to gather in Lamarakh, the riverine forest. This waterway is both holy and vital as much trade is carried on it by the Marsh Elves and Lamarakhi. It is rich and full of silt, bodies and funeral ashes. All to benefit the innumerable ancient deities which line and watch its upper reaches and the delta that is The Yellow City. All trade between the Oligarchs, Sughd and the Yellow City move along it.[xiv]

Safedvamana – In the Hundred Kingdoms is a small city of little consequence. Except here was the last lord central Arodia. A man who brought suffering to much of the region for the stated purpose of opposing the northern sultanates, but many believe it was for personal glory. He oppressed the lands until the wheel turned and he died. His supporters revere him as almost as a God. Upon his death, he was interred inside a great tomb, where his followers guard his holy body, now the focal point of their religion, and from which they launch continual bandit raids.[xv]

Sarapesh – One of the Continent’s wonders, the city theoretically nests in a western valley leading to the sea. In practice an ancient enchantment causes the city to shift between the Planes and in layout, drawing wealth and Zakharan merchants. However, it always plays a lesser role to even Earthly entrepôts, its instability makes it hard for merchants to return and so it remains a merely rich city. Its rule is split between thieves’ guilds and the Panjandrum, master merchants.[xvi]

Sempadan Forest – An old term used to refer to Láhág, still used in Zakhara and sometimes in Jungo. The inhabitants are called the Jibb. See Láhág

Speaking Mounds – The coastal lands now called Sughd By the Sea have been the crossroads of the world for millennia. Great armies have clashed in the valleys and river bends, all to be interred in the ever-growing circles of the mounds. In turn, those individuals descending or paying homage to the warriors of old have come from across the world to commune with the spirit present. They are said to move and speak to Primal mystics, but only those nearby can witness the reaction.[xvii]

Sughd – At the western edge of the Mountains of the Moon, where it becomes the World Pillar Mountains. Lies the center of Arodia’s highland tea, silk, and opium production and much is carted to the Yellow City via the River of the Gods. Sughd is part of the cultural sphere of Zakhara, theoretically followers of the Enlightened Faith and a trade nexus, running though passes west to Zakhara and north to the coast of the Sea of Ships. What makes it so shunned except to merchants is the central city of Syr Darya.[xviii]

Sughd By the Sea – One of the greatest trading cities in the world, its potential is sapped by Syr Darya’s unwholesomeness. Located in what was ancient Peloria by the Sea of Ships. Blue Sughd or Fat City to the nomads is the largest clearing house of trade in interior Nangia. Accessible via ship or by caravan, from four continents, it has preserved for thousands of years, and a dozen masters. But it should be bigger, trade comes by necessity not choice, the merchants fear the power of the Ogre Magi and scholars leave for Zakhara’s cultured gardens. A new master may be needed.

Syr Darya – The City of Dweomers, Syr Darya makes Sughd so unappealing despite the beauty of its cultivations. It is described as a place of ancient renown, famed for its mysteries, its knowledge, its ghosts, and its secrets. The city supposedly renegaded on a deal with a clan of Ogre Magi who were fleeing east from Zakhara, five hundred years prior. The ogres sought the help of a mountain demon named The Shikk. Who allowed them to seize control, but transforming the human population into nasnas – immortal but missing literally one half of themselves. Now a dusty and languishing place.[xix]

Topaz Islands, The – Beyond the quaysides of the Yellow City which cluster the vast mouth of the God River are the jewels of the Southern Sea - the Topaz Isles. A myriad of rocky islets that stretches across the Gulf of Morays like so many necklaces. Belched forth from the blazing hot depths of the earth, they brought a rich vein of gemstones with them that has never been fully mined. Here lies a ship-terrorizing Dragon which allows the Crabmen to live free. Cannibal smugglers and sea-nomads bely the ruined settlements once used by the city.[xx]

Yellow City, The – Known by many names, the common moniker is from the way the buildings glow on hot sunny days. Its inhabitants have claim to be the wealthiest, most refined and educated in the world. Unfortunately, the constant flow of narcotics, trade and hierarchy make it stratified and deeply jaded to suffering. The Slugmen who built the city from some northern tip of Degringolade, hoard the property and knowledge. Then come the Humans castes and then the disparaged Crabmen who comes into the city for servitude. The city itself is both massive and a riot of thousands of years of architecture.[xxi]

Yoon-Suin – The north-eastern side of Aroadia, where the River of the Gods empties into the sea, also known as The Purple Land. The land here is low-lying, inhabited first by zoomorphic Humanoids during the Dawn Age, then by the Human-Minotaur state of Degringolade, followed by The Yellow City. Yoon-Suin traditionally also includes Láhág to the south and west, the Topaz Isles, the riverine Lamarakh and the uplands of Lower Druk Yul. Somewhat grandiosely the inhabitants also claim The Mountains of the Moon, the Hundred Kingdoms and even distant Sughd.[xxii]



[i] See Draconomicon: Metal pp.98-107

[ii] See Psionic Power p.49

[iii] See Martial Powers p.116

[iv] See The Clay that Woke

[v] See Yoon-Suin, the Purple Land pp.13-14

[vi] See Yoon-Suin, the Purple Land p.10

[vii] See Yoon-Suin, the Purple Land pp.6-9

[viii] See Yoon-Suin, the Purple Land p.11

[ix] See Al-Qadim Land of Fate pp.108-111, Ruined Kingdoms: Campaign Book pp.23-25

[x] See Yoon-Suin, the Purple Land pp.15-16

[xi] See Dungeon Magazine #165 pp.10-11

[xii] See Yoon-Suin 2E p.326

[xiii] See Yoon-Suin, the Purple Land pp.12-13

[xiv] See Yoon-Suin, the Purple Land p.11

[xv] See White Dwarf 21, Tomb of the Maharaja pp.28-29

[xvi] See Dark Dungeon Presents: The Shifting City

[xvii] See Primal Power p.120

[xviii] See Yoon-Suin, the Purple Land p.16

[xix] See Yoon-Suin, the Purple Land pp.17-18

[xx] See Yoon-Suin, the Purple Land pp.9-10

[xxi] See Yoon-Suin the Purple Land pp.3-6

[xxii] See Yoon-Suin, the Purple Land

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