Regions
Geographical Regions
Lands of Man
- Traditional "northern" lands
Region | Location | Terrain | Description |
---|---|---|---|
The Ascade |
Home islands of Ascadian Empire |
Chain of rocky islands, many with shielded interiors and good harborage |
Initial landing site of Man, according to legend. |
Tirland |
Continental lands nearest The Ascade; modern Tirnor |
Rolling green hills, rocky white cliffs | |
The Crowns |
Mountains south of Tirland |
Twin row of steep mountains |
Site of modern Uldenor |
The Crescent Vale |
Valley between the twin ranges of The Crowns |
Fertile valley ringed with dramatic peaks |
Site of modern Uldenor |
Galland |
WNW of Tirland, further inland |
Valley of fertile plains between The Crowns and The Thundercaps |
Once lush with forests, home to elves. Modern Dennoth |
The Silver Grass |
W of The Crowns, SE of Obrith |
Semi-arid grasslands |
Border between "north" and "south" human lands |
The Gates |
Northernmost extent of The Blue Water |
Pair of massive rivers flanking a narrow, rocky island |
Long the traditional frontier of dwarven lands, ceded in the First Great War. Site of Menendara ducal capital. |
The Morrowood |
High-altitude boreal/alpine forest ringed with steep hills |
Long a sacred site to elves; home of Oathkeep, seat of Obrith |
- Traditional "southern" lands
Region | Location | Terrain | Description |
---|---|---|---|
The Blue Sand |
S of the Silver Grass, E of the Blue Water |
Arid plains |
Traditional name either from heavier rainfall than the Red Sands opposite, or from rich Sapphrock deposits (scholars debate) |
The Aryanas |
SE of the Blue Sand |
Curved, finger-like parallel mountain ranges (viewed from top) |
Traditional shelter to nomadic Ahrimins. |
Al-Sayyakhar |
In and around the Aryanas |
Hot desert with abundant dunes |
Mostly wastes; home to the legendary Great Worms. |
The Endless Wastes |
S of Al-Sayyakhar, SE of the Sailleen Cataract |
Vast, vast tract of arid, desolate land |
Long separated true north and south |
S of the Blue Water |
Narrow strip of land separating the Blue Water from the Serpentine Sea |
Revealed only during certain tidal cycles, save for a central island on which Saillone sits. |
- Juni Lands
Region | Location | Terrain | Description |
---|---|---|---|
The Juni Delta |
Far west end of Tellandor, in northern tropics |
Vast swamp with little solid land |
Original landing site of Juni settlers. Modern Kelth. |
Hyliai |
ESE of Juni Delta |
Dense tropical forest |
Per legend, conquered from "spirit folk", modern Hylian humans have some fey/elven traits |
The Elder Terrace |
N of Juni Delta |
Steep mountain range |
Offshoot of The Immortals, near-impassable; modern Tatung |
The Great River |
N of Hyliai, NE of Juni Delta |
Fertile plains surrounding namesake river which feeds the delta. |
Seat of modern Hin Empire. |
The Isle of Jade |
S of Hyliai |
Large, forested island with smaller companions |
Seat of modern Domhur |
The Kurland Steppes |
E of Hyliai |
Wide, treeless plains |
Traditional boundary between West and East; thousands of miles across at longest extent. Seat of modern Turgistan. |
Elf
Region | Location | Terrain | Description |
---|---|---|---|
The High Forest |
N of the Thundercaps |
|
|
- Man
- Trader Lord lands
- The pirate crescent of Stuff
- Elf
- The High Forest
- The Thundercaps
- The Emerald Isle
- The Lake of Mists (formerly the Misted Vale)
- The White Cliffs
- The Wend
- Dark Elf
- The Ebon Isle
- Dwarf
- The Immortals, The Immortal Valley, The Great Hall, The Dundran Vale, the Auld Highlands, the River Rock
- Dragon
- The Red Sand
- The Bleak
- The Shardlands
- The Accaust
- High Dragonmoot
- Neutral
- The Blue Water
- Monstrous
- The Immortals
Random Notes
- A region that lives under the shadow of Terror: Uldenor?
- origin of the Malevolence (the weird intelligent evil items that make you insane)
- Austred, Kestred, Vallstred
Dwarf Lands
- The Great Hall: once a place of legend, found to actually exist. Holds many tantalizing clues about the origin of dwarves. Hints of Ulduar?
- The Dundran Vale: high up, verdant, peaceful, lots of mountain dwarves (aka half-giants)?
Dragon Lands
- The Bleak: high-altitude, high-latitude lands. Not currently pictured on map?
- The Accaust: very hot, shitty desert. Possibly the heart of the tropical desert south of the Blue Sand, very nasty.
- The Shardlands: east bank, other side of mountains from Trade Lord lands. Lots of shards, not so many dragons. Another dead brood?
- The Red Sand: west bank, opposite Blue Sand, yada yada. BTW, who the fuck lives in that valley?
- Long-ass southern stretch of the immortals = what? Redraw?
Elf Lands
- Expand elven forest to the NE. Mercatorize.
- Add the Emerald Isle: some say the mystical homeland of elves, contains the "stairway to heaven", aka planar rift to faerie?
- The White Cliffs oppose the landing of anyone sailing from the Emerald Isle. NE, then. Boreal, otherwise nice.
- The Lake of Stars, deep in the valley (already pictured, NE of center).
- The Wend, the east bank of the HiI'mNotTheHudson Bay?
Man Lands
Yeah, that doesn't sound gay.
Trader Lord lands:
- The Hearth: birthplace of civilization, some say. River delta, jungle, far SSE of Oathkeep. Weird (now dead) dragon brood kept humans in thrall, monolithed them. Made shifters, weird experiments. Now avoided by Trader Lords.
- The Jewels: series of islands streaming into the sea. Often acquired by the wealthy as symbols of power and influence.
- The Veldt: vast savannah, ultimately linking up with the northern deserts (the Bleak, the Blue Sand, etc). Giraffes, zebra, plainstriders, etc. Some remnant of the original pre-dragon civilization.
- The Stonelands: home of the Stone Men, who built the eponymous giant figures of stone in unknown eons. Now mostly wild lands, some natives find refuge here.
- The Arms of the Goddess: twin mountain ranges that encircle the Valley of Life, long shielding it from northern influence.
- The Glittering Coast: southeast of the Pirate Crescent, home to innumerable Blood Crystals, among other things.
Lands of the Kingdom of the Sword:
- The Heartlands of Tirr: Tirnor, Daenoth, Ulden Caer, etc
- The Crownlands: Obrith, Brinn, Valte...everything won in the Great War
- The Umberlands: Ahrimid lands, Uldenor (?), etc
- The Far Marches: The Mageholds, Kurland, everything claimed since the end of the Auld Empire