Ada: The Forsaken Realms Map
Since I've posted maps that I've done for Mhar and Furry Faire, I figure I'd might as well post the working map we use for DragonQuest and the world of Ada. The story so far is taking place in the Western Empire in the mountains in the center of the region (that little dot below the label is Dreadwing's cave and Levica is on the lake near the "p"). The city of Evermoor, as seen in the Interlude, (issue #153?) is located there south of Orcanna.
Well, I'm sure curious folks would like a walk-through of Ada, so here goes:
The Western Empire: The Western Empire is, in fact, several kingdoms all fused under the rule of a High King/Emperor following the Great War centuries before between the Light and the Dark Powers. The old kingdoms are still there, but are instead ruled by Grand Dukes instead of kings who in turn pay lip service to the High King. The High King himself resides in the Holy City.
The Empire is one of three major empires that cover much of the expanse of Medras, an expansive continent on the world of Ada. The other two are the Jade Empire that holds dominion over far eastern realms and the Caliphate that controls the central Realms. Though the three empires have a common goal set in ancient times to keep order and suppress the forces of evil, they rarely agree on anything with relations between the West and the Caliphates souring and the East almost non-existent. The Western Empire in its current incarnation is unlike the Empire of Vadulus that it stylizes itself as inheritor to; it is in truth a coalition of kingdoms ruled by a High King whose power lies mostly in his religious duties as the Lord of the Holy City of Vadulus. The Grand Dukes of the Empire are de facto kings in their own right invested with temporal and religious power by patriarchs and the might of their vassals.
The Empire is divided into Nine Duchies. The Seven Great Dukes rule over their respective duchies with the remaining two portions being the Royal Demesnes under direct rule of the High King and the Holy See ruled over by the High Patriarch, chief of Furhais’ clergy in the West. The Grand Duchies are (in order of importance): Savay, Illester, the High March, Celant, Albient, Esicar, and The Isles.
In addition, there are dozens of protectorates within borders of the Western Empire that are independent states under the “protection” of the Empire, effectively client states. There are also several of allied or neutral kingdoms (mostly belonging to non-humans) within its borders with varying amounts of trade and diplomatic relations. Bordering the Western Empire are dozens of smaller kingdoms plus three larger states: The Caliphate, the Free Cities, and The Northlands.
Vadula is known as the Holy See and divided (more or less) equally by the High King and the High Primate. The province runs along the north coast of Shallow Sea and down along the Vadulian Penninsula, a long strip of land between the Shallow and Azure Seas. In ancient times it was the center of the Vadulan Empire that stretched all around the Middle Lands (as the Region around the Shallow and Azure Seas is called), north to the Western Islands and the High Marches, and East as far as the Great Salt Sea (now the heart of the Caliphate). Ruins of ancient cities and tombs now lie scattered across Vadula. Where once great villas once flourished are now waste and fen. Still the land produces large quantities of wine, olives, and preserved fish. Its towns are celebrated for its glassware, furniture-making, and steel production. The capital, Avinonne, is a vast metropolis of wealthy noble and merchant houses, temples, and pilgrim-hostelries. It is the goal of the faithful of the Western Lands to visit the Holy City at least once in their lifetime and light a candle in the Great Chapel of Furhais.
The High King’s personal banner is a silver unicorn and his family, the Eustice, is descended from Garith the Champion and has High Elf blood. The other major city in the region is Milosie. Milosie is a center of learning known for its mages just as Avinonne is for its priests. The Duke of Milosie, brother-in-law to the High King, is known as the King’s Hand since he takes care of the less pleasant duties that the king is required to do. Not popular, Duke Bergonne is nevertheless given respect. His blazen is a copper dragon and his swarthy complexion betrays the dark elf blood that runs in his family’s bloodline. Vadula, once the capital of the ancient empire, is now more of tourist attraction on the way to south to Milosie on east coast looking east towards the Caliphate.
Savay is located in the center of the Western Empire is the great bread-basket of the empire, growing the vast quantities of grain in addition to cattle, cheese, and wine for much of the empire. Its capital is the northern port city of Gatroy located up river from the coast of the North Sea. The coast of the region is ringed in castles from the days when the Northern Raiders regularly plundered the coast. Though many are still occupied by lords or garrisons, some have fallen into ruin or become the abode of monsters when the lands they protected fell into disuse. Traditionally the duchy has been domain of the Leon family whose crest is golden lion. Like many high noble families, the Leons have elvish blood in their veins. Within its demesnes lies the City-State of Ghaunt (noted for its rich-dyed cloth) and the Halfling homeland of The Greenfields (famed for its ale-cheese). One of the lesser dukes of Savay is the Duke of Coravin, brother to the High King. The title passes on to the second son of the royal line and is part of the royal demesnes. The current duke was famous in his youth as champion jouster and married a unicorn in human guise (once ambassador for the Mythic Islands). His twelve children are all half-unicorns and despite their unusual appearance (appearing as humanoid unicorns) most have gone on to become popular heroes.
Illester lies in the center of the Empire and is mountainous with high valley meadows, glacial lakes, and deep wooded ravines. Its principle commodities are wool, stone, and iron ore. In addition, its mountain passes are key to the passage of goods and troops through the empire. The Templars of Rhua, a holy fighting order, have several monastic fortresses within the duchy to train their warrior-priests. The capital, Levica, is located on the shores of a large mountain lake in the central plateau of the mountains. The dukes of Illester, the Raymes, are said to have dwarven blood in their veins as well as elvish blood. The Raymes have a purple ram as their blazen. Their huscarls are famed for their ability to fight in rough terrain and are on good terms with the dwarves of Caern Lorom, an allied kingdom within Illester. Some mountain valleys within the Duchy are not open to travel, being places of dread. The Vale of Teeth with its small but dangerous population of monstrous mythics being the most noteworthy.
The High March lies to the northeast of Illester and is equally rugged, though made up of rolling grassy hills and dry, rugged badlands on the edge of the plains. The principle settlements in the region are on the banks of the Darran River, most notably the misty city of Evermoor that sits on the edge of a large marshy lake. The High March is cattle country but copper and gold mines dot the country as well. The biggest feature in the duchy, in addition to the river, is the Wall built over the centuries to keep the orc hoards out of the Empire. For the most part it has done so but caverns and tunnels run under the Wall, allowing some orcs to escape into the empire and run amok before these are located and sealed. Some of these tunnels are avoided by the orcs however because worst things than orcs live in them. The soldiers of the High March take advantage of being mobile and being capable of fighting on foot or from the saddle with sword, spear, and horse bow. Not surprisingly the grand dukes of the High Marches, the Descars, have a black horse as their banner. Tough and rugged, the Descars are not well regarded because of their lack of tact and the taint of orcish blood in their line dating from a distant Valulian ancestor who took an orc wife.
Celant is the eastern most duchy and is the buffer between the Western Empire and the Caliphate. Most of the duchy lies on the western side of the Sable Sea, though a small portion (Celant Minor) lies on the eastern side across the Needle’s Eye, a narrow straight between the Azure and Sable Seas. Marble, olive oil, and salt are the major commodities from the region though its greatest importance is the Caravan Road that runs East-West across the duchy from Levica to Yamen on the shores of the Great Salt Sea. Several local lords of Caliphate have made a claims to the region and the Emir of Cardesh is currently amassing an army to take it. The region is somewhat dry, becoming increasingly arid the further east one goes. Beyond the coast in Celant Minor, settlement is located around fortified oasis on the caravan routes heading east (the real source of the conflict since whomever controls the caravan routes collects the tolls). The northern parts of Celant, called the Velt, are grassland that borders the High Marches, the Caliphates, and the domains of the Horselords. Though each side has a claim to it, none have actually settled there since it is home to the bovine Minotaurs who take a dim view of alien settlers in their territory. The capital of the Duchy, Celantipol, is located on the western side of the Needle’s Eye and is home to the Empire’s Eastern Navy. The Grand Dukes of Celant, the Bayants, are descended from one of the desert tribes but have been steadfast supporters of the Empire (their founder Wali ben Yanti was a companion of Garith the Champion). The Bayants have both elvish and genie blood within their veins and their blazon is a green hare on a sunburst. Recently, in return for tribute of steel and gold, the Bayants have established a tentative pact with the minotaurs of the Velt in return for the promise to stir up trouble for the Caliphate if the Emir of Cardesh does make good on his threats.
Albient is the northern most duchy, it borders the Northlands and the Wolfen Clans. Much of the region is dominated by deep forest and salt marsh fens. Most of the settlements are located along the two major rivers in the area, the Brackwater and the Ren or are located along the costal inlets and islands. Castles and keeps dot the region, built originally to protect it from Viking and wolfmen. Later centuries saw many of them besieged by their neighbors when the duchy fell apart in the 450’s following the death of the last of the old line of Grand Dukes. Though the High King appointed a new Grand Duke for Albient, it took fifteen years before the worst of the fighting between the various lords of the region to be halted and many of the old feuds continue in secret. Though some of the ancient citadels of Albient have fallen into ruin, many are still manned, though not always by men; a couple are now home to orc raiders that managed to sneak out from under the wall and made it into Albient and at least one is occupied by a large garrison of undead. Since these fortresses are located far from the major settlements and roads, nothing has been done yet to deal with them. The current Grand Dukes of Albient are the Bernards whose crest is a brown bear on a green field. Many places still bear the emblems of the old duke, that of a swan.
Esicar is the western most duchy, lying between the Shallow and Dragon Sea, looking out towards the Mythic Islands. The banner of the duke is a blue hippocampus on a silvery field of waves. The land is windswept and rugged in most places with the best land located along the river valleys and highlands. Sheep are the main agricultural mainstays of Esicar though its horses are equally prized for being the swiftest in the Empire. Many Esicarans live on the coast and are fishermen or sailors. The capital, Bardone, is the home to the western fleet of the Imperial navy. Watchtowers line the coast since pirates and slavers are still actively hunt the coast, most sailing up from the Free Cities.
The Duchy of the Islands is a hodge-podge of traditional Vadulian civilization and older cultural customs of the Dyranni and Hagal peoples that dwelled on Tyr Cryddic before the banner of the Empire was planted on the Island. Falchion, the Grand Dukes of the Isles rules from its capital of Dundoran but unlike other Great Dukes, his rule is a slight one. The will of the barons and earls of the Grand Duchy who periodically meet in the Great Council to ratify laws and approve political appointments temper their rule. Likewise the rule of the nobles is tempered by the Great Freedom granted to its peasantry which gives them some obligations to their lords, grants them more basic rights than peasants elsewhere within the Empire. Because of these rights and the irksome nature of some of the other inhabitants of the Isles (namely goblins), the common man of the Grand Duchy are more battle trained than any within the empire. Nearly every man is trained in the use of the long bow and many are familiar in the use of sword and pike, giving this Duchy its moniker “the Yeomancy” elsewhere in the Isles. The banner of the Red Falcon can be seen throughout the Western Empire wherever its mercenary bowmen are found. The north and west of the island and the neighboring twin islands of Tyr Lyn and Tyr Nal are home to smaller kingdoms considered to be client states of the Empire though not in the eyes of its inhabitants who largely consider the Empire a conqueror and a meddler.
The Caliphate
The Caliphate is the largest of the three and indeed larger than the Western Empire itself though much of its territory is desert or marginal land. However the people of the Caliphate are descendent from desert tribes and most are adapt at traversing its harsh terrain. The Great Caliph rules from the Emerald Palace in distant Rasimon the Golden, holy city to the Aramar, the largest ethnic faction in the Caliphates. Aramas is the heart of the Caliphate and is one of the two principle agricultural regions, located along the Maris River that drains the Great Salt Sea. It is also the center of global trade across Medras with ships plying the Sea of Pearls to the Confederation of Nine Kings with its spices and overland caravans bringing silk from the Jade Empire. Genies are not too uncommon a sight in the Caliphate and many nobles have the blood of one type of genie or another in their family. Outside the towns and oasis of the hinterlands of the Caliphate the nomadic tribes allied to the Caliph rule. Beyond them are the lands where genies and the mysterious al-mi’raj rule. The al-mi’raj are a race of trickster mythics that appear to be a cross of unicorn and rabbit who are feared greatly by nomads and town-dwellers alike.
The other major region of the Caliphate is Nithia, located on its southwestern flank. An ancient land of kings thousands of years old, Nithia is still famous for its mysterious temples, towering pyramids, and terrifying mummies that keep vigil over the tombs of forgotten princes and pharaohs. The Emir of Nithia is the Caliph’s appointed representative in the land of the Great River Nith; to many in the Empire he is regarded as a devious and ruthless scoundrel who is employs evil dark-elf assassins in his service and rules Nithia with fanatical slave-soldiers called mamluks. In addition to wheat, dates, and figs, Nithia is the source of much gold, ivory, and slaves for the Caliphate. The costal port of Uran located on the edge of the delta is the home of the Caliph’s western fleet on the Azure Sea and much trade between the Caliphate and the Free Cities goes on from there.
The Free Cities
Not everyone was thrilled with Garith taking over west of course. In the wars before and after unification and with the Black Tower some headed south to Hespalia, Isle of Corsairs. Some very prestigious families pulled up stakes and built entire colonies that formed the genesis of the Free Cities. The Cities became sailors, merchantmen, explorers, as well as smugglers, mercenaries, and pirates. The Free Cities are a loose confederation of City-States, most of them are from Vedula originally. The southern most city-states have a mix of Vedian and Nithian with tolerance for each other's Faith. The only thing that binds the cities together is the outside threat of the Caliphates, the Western Empire, and more recently the Gnolls. Both the Caliphates and the Empire consider the Free Cities to be troublemakers and rogue states; however all attempts to bring them to heel have been less than successful. The shoals around the coasts of the Free Cities are dangerous and landing armies in time before a larger defense force deploys have proved to be near impossible. Most of the fighting with the Free Cities has been navel engagements that usually end up as a draw match that either side declares a victory and life goes on as usual. In truth most of the fighting in the area goes on in secret between the different trading cartels within the cities.
The northern cities are mostly drawn from Vidulian families while Nithian clans rule many of the southern cities on the Nithian coast. In addition to these, just about every sort of sentient creature can be found in the Free Cities since only wealth and ability is the concerning factors for being a resident. Gnolls are commonly found along its docks while laborers include orcs and the occasional ogre. Dark elves from Nithia are commonly employed as personal bodyguards and minotaurs are hired on as “collection agents”. Even the occasional mythic can be found, sometimes even in its true form, slumming and taking in the sights.
The Free Cities has several major centers, each with its trade specialty but for all trade itself is the source of their wealth. The Cities have perhaps the greatest navy in the west in terms of numbers of ships though many lack the size of Imperial and Caliphate ships; many are employed as “privateers” though many are just as willing to raise a pirates banner and sack foreign ships and lands as to go chasing after legitimate pirates.
Slavery is legal in the Free Cities as it is in Caliphates though often the condition of slaves are much more appalling. In the Caliphates only criminals are sent to work in the mines; in the Free Cities any sort of slave bought or sold on the open market can end up in the silver mines of the interior. Indeed it is a common threat by slave owners to say that they might send a lazy or unruly slave to the mines. Even gladiatorial games, long abolished in the Empire, are still played out here though most combatants are now contracted mercenaries who fight to first blood rather than armed slaves that fight to the death. Public execution in the Free Cities has not changed from ancient times though, with offenders being fed to some horrific monster in front of spectators.
The largest city in the Free Cities, the Jewel of Hespalia, is Catilina. The city is located on a lagoon-delta in a sheltered bay on the north coast. Built originally on sandbars and islets, the foundations and pilings of the city have sunken deep into the mud of the shallow lagoon to form a city of canals ruled by rich merchant-princes and powerful sorcerers. Hedonistic and gaudy, the city is a magnet for visiting rakes and condemnations by righteous-thinking priests everywhere.
The Northlands
Lying beyond the forests of Albient lie the Noirthlands, a hodgepodge of human and dwarven kingdoms. The largest, Indeslund, is relatively civilized but many are considered backwards or even barbarian. The landscape is variable as the people; Indelund is a taiga forest riddled with small lakes and fens while the Marklands are a string of fjords buttressed against the tall mountains of Jotunhiem. The largest city of the norther, Haralby is located on the Dragon’s Neck, a narrow channel that connects the mostly freshwater Wyrmsnest Lake with the North Sea. The Marklands in the past were notorious for their Viking raiders and while most Vikings are now the founders of traders and farmers in distant lands, the Viking spirit is still very much alive in these lands. Beyond the human settlements lie many dwarven strongholds and some that have fallen to trolls and dragons where rich hoards continue to draw many an adventurer to his doom.
Elvashee
To the far west lies Elvashee the Elvish Isle. The isle is a refuge for the elves and few others, with the exception of rare friends and mythics are allowed outside of the port of Dol Brea. Powerful magic and treacherous currents surround the remainder of the isle. The forests and white peaks of the island legendary in song as are the giant eagles that the elves ride to keep guard over their domain.
The Mythic Islands
The Mythic Islands are home to several clans of Mythics, including Griffins, Dragons, Unicorns, and Marid. All are shapechangers capable of taking human form and many have small groups of human and hominid "small-folk" that act as retainers. Humans, hominids, and some gnolls are allowed in a few of the "free ports" to engage in trade and diplomacy, but few are allowed out of the ports except by invitation of a mythic patron. Only wizards and those who marry a native are allowed to stay beyond the "free ports" for very long. The isles are the major source of magical items and a big producer of both cut and uncut gems. Little else is publicly known.
The Spiral of Worlds is a mysterious atoll south of the Mythic Islands home to all sorts of bizarre creatures and mysterious phenomenon. No sailor other than the fearless gnolls will travel near it and even then gnolls avoid it unless they have good reason to venture near. The place is considered a graveyard for lost ships and, is a literal graveyard for dragons who go there to die (according to the gnolls in their tall tales); some of the islands are littered with the bones of dragons and undead dragons guard these grounds.
Jotumhiem
To the far north beyond the Northlands is Jotunheim, troll and giant country. Shrimps aren't allowed, which sucks for the Marklanders just to the southeast trapped between the Jotunhiem, the House of the Wolf, and the Empire. The dwarves and white dragons have various strongholds, helping at least keep a buffer zone between the Marklands and Orcanna.
House of the Wolf
The House of the Wolf is a coalition of wolfen clans and their yeti allies (Forsaken Realms yeti are sort of albino wookies). Humans are generally not allowed in unless they want to get skinned alive since the wolfen hold a terrible vengeance over some slight or wrong centuries past. Little else is known of these frozen lands that border the waste surrounding the ruins of the Black Tower, once the festering fortress of the Dark Powers at the end of the Third Age. Rumors still tell of terrible and loathsome abominations that continue to crawl out of its deep dungeons and caverns to wreak havoc upon the world.
Gnoll Hold
To the south beyond the Free Cities lies Gnoll Hold, the western stronghold of the gnolls. The gnolls, a race of hyena-like humanoids that were driven from their ancestral lands to dwell in the cliff caves on the shores of the Great Western Ocean. Later they were contacted by merchant ships of the Free Cities looking for new lands to trade in—or plunder. Seeing little else of value in the gnolls than a strong back, the Southern Cities sent slavers to round up as many gnolls as they could to ship back to work in the mines or to sell to the Caliphate. Problem was the gnolls were waiting in anticipation of the next wave of ships for the same reason: a ready source of slaves (which was why the human tribes of the South drove the gnolls out in the first place). The slavers were overwhelmed but a few escaped and a few others bought their lives by teaching the gnolls how to sail and build ships. The gnolls embraced the life of piracy and nearly half of them have been pirates and mariners of some sort ever since. Gnoll Hold is the southern outport for the slave trade with “gathers” being sent south to small trade forts along the southern coast, trading goods for slaves among greedy human tribes and even with the savage lizardmen at the edge of the known world. It is also a haven for “Free Pirates” of every sort provided that they spend their gold freely in its taverns, stores, and brothels.
Orcanna
Orcanna, lying north of the High Marches is separated from the Empire by the Wall. Orcs are a common problem in the north of the Western Empire. Orcs, by their nature, believe that they vastly superior to anything on two legs or rides on four (well, at least anything smaller than a giant). Dwelling in the Orcanna Plateau, they spend much time fighting, drinking, and engaging in unpleasant activities (if you aren’t an orc) when they aren’t riding down pillaging, burning, and raping cities that refuse to bribe them to go away. Despite attempts by the Empire to bottle them up in the highlands, the orcs keep finding caves or digging tunnels under the Wall.
The Plains of Iswrath
East of High Marches and Orcanna lies the great grasslands, a large and frequently dry expanse of prairie belonging to various nomadic tribes. Some tribes are related to the Bedouin of the Caliphate, others are descendent from barbarians that migrated from steppes that lie to the north of the Jade Empire. The oldest tribes on the plains are the minotaurs. Not horsemen, the bull-men of the tribes have a great speed and endurance that allows them to cover great expanses on foot and their height and reach makes them an equal match to any horse warrior. Those who do ride mounted ride giant lizards. The only advantage the horsemen have is mobile archery but the size and strength of a typical minotaur makes them shrug off most arrows. For the most part the horsemen and the minotaurs give one another a wide berth.
The Confederation of Nine Kings
Little is know of this land in the East. The Confederation is said to be a land of lush jungles and brightly colorful temples dedicated to over a hundred gods and the kings of the Confederation claim to be descended from these gods. It is famous for its spices and pearls as well as its rich cotton cloths. Its jungles are also filled with the ruins of past civilizations and mysterious temples to forgotten gods. Ancient races that still reside in forgotten corners of the land include the naga (serpent-folk), rashaka (tiger-folk), Aarakarra (bird-folk), and vanara (monkey-folk).
The Jade Empire
The Jade Empire is considered to be equally fabulous for its wealth of silk fabrics, highest-grade paper, exquisite pottery and lacquer-ware. Its ruler, the Jade Emperor is said to dwell in secluded palace forbidden to outsiders the largest and greatest city known to mankind and that the blood of dragons flows in his veins. The Empire is surrounded by high mountains, inhospitable deserts, and (if that wasn't enough) a great wall that runs for thousands of leagues. Their biggest threat comes from horse-riding barbarians from the north and mysterious ruins scattered around various parts of the Empire. These ruins from the ancient world contain entry points for the Dark Powers to enter and create havoc.
Little is known about the Serpent Kingdom, the Selarra Hegemody (home to a mysterious race of cat folk) or the Eastern Gnoll Kingdom (which presumed to be similar to Gnoll Hold)
Well, I'm sure curious folks would like a walk-through of Ada, so here goes:
The Western Empire: The Western Empire is, in fact, several kingdoms all fused under the rule of a High King/Emperor following the Great War centuries before between the Light and the Dark Powers. The old kingdoms are still there, but are instead ruled by Grand Dukes instead of kings who in turn pay lip service to the High King. The High King himself resides in the Holy City.
The Empire is one of three major empires that cover much of the expanse of Medras, an expansive continent on the world of Ada. The other two are the Jade Empire that holds dominion over far eastern realms and the Caliphate that controls the central Realms. Though the three empires have a common goal set in ancient times to keep order and suppress the forces of evil, they rarely agree on anything with relations between the West and the Caliphates souring and the East almost non-existent. The Western Empire in its current incarnation is unlike the Empire of Vadulus that it stylizes itself as inheritor to; it is in truth a coalition of kingdoms ruled by a High King whose power lies mostly in his religious duties as the Lord of the Holy City of Vadulus. The Grand Dukes of the Empire are de facto kings in their own right invested with temporal and religious power by patriarchs and the might of their vassals.
The Empire is divided into Nine Duchies. The Seven Great Dukes rule over their respective duchies with the remaining two portions being the Royal Demesnes under direct rule of the High King and the Holy See ruled over by the High Patriarch, chief of Furhais’ clergy in the West. The Grand Duchies are (in order of importance): Savay, Illester, the High March, Celant, Albient, Esicar, and The Isles.
In addition, there are dozens of protectorates within borders of the Western Empire that are independent states under the “protection” of the Empire, effectively client states. There are also several of allied or neutral kingdoms (mostly belonging to non-humans) within its borders with varying amounts of trade and diplomatic relations. Bordering the Western Empire are dozens of smaller kingdoms plus three larger states: The Caliphate, the Free Cities, and The Northlands.
Vadula is known as the Holy See and divided (more or less) equally by the High King and the High Primate. The province runs along the north coast of Shallow Sea and down along the Vadulian Penninsula, a long strip of land between the Shallow and Azure Seas. In ancient times it was the center of the Vadulan Empire that stretched all around the Middle Lands (as the Region around the Shallow and Azure Seas is called), north to the Western Islands and the High Marches, and East as far as the Great Salt Sea (now the heart of the Caliphate). Ruins of ancient cities and tombs now lie scattered across Vadula. Where once great villas once flourished are now waste and fen. Still the land produces large quantities of wine, olives, and preserved fish. Its towns are celebrated for its glassware, furniture-making, and steel production. The capital, Avinonne, is a vast metropolis of wealthy noble and merchant houses, temples, and pilgrim-hostelries. It is the goal of the faithful of the Western Lands to visit the Holy City at least once in their lifetime and light a candle in the Great Chapel of Furhais.
The High King’s personal banner is a silver unicorn and his family, the Eustice, is descended from Garith the Champion and has High Elf blood. The other major city in the region is Milosie. Milosie is a center of learning known for its mages just as Avinonne is for its priests. The Duke of Milosie, brother-in-law to the High King, is known as the King’s Hand since he takes care of the less pleasant duties that the king is required to do. Not popular, Duke Bergonne is nevertheless given respect. His blazen is a copper dragon and his swarthy complexion betrays the dark elf blood that runs in his family’s bloodline. Vadula, once the capital of the ancient empire, is now more of tourist attraction on the way to south to Milosie on east coast looking east towards the Caliphate.
Savay is located in the center of the Western Empire is the great bread-basket of the empire, growing the vast quantities of grain in addition to cattle, cheese, and wine for much of the empire. Its capital is the northern port city of Gatroy located up river from the coast of the North Sea. The coast of the region is ringed in castles from the days when the Northern Raiders regularly plundered the coast. Though many are still occupied by lords or garrisons, some have fallen into ruin or become the abode of monsters when the lands they protected fell into disuse. Traditionally the duchy has been domain of the Leon family whose crest is golden lion. Like many high noble families, the Leons have elvish blood in their veins. Within its demesnes lies the City-State of Ghaunt (noted for its rich-dyed cloth) and the Halfling homeland of The Greenfields (famed for its ale-cheese). One of the lesser dukes of Savay is the Duke of Coravin, brother to the High King. The title passes on to the second son of the royal line and is part of the royal demesnes. The current duke was famous in his youth as champion jouster and married a unicorn in human guise (once ambassador for the Mythic Islands). His twelve children are all half-unicorns and despite their unusual appearance (appearing as humanoid unicorns) most have gone on to become popular heroes.
Illester lies in the center of the Empire and is mountainous with high valley meadows, glacial lakes, and deep wooded ravines. Its principle commodities are wool, stone, and iron ore. In addition, its mountain passes are key to the passage of goods and troops through the empire. The Templars of Rhua, a holy fighting order, have several monastic fortresses within the duchy to train their warrior-priests. The capital, Levica, is located on the shores of a large mountain lake in the central plateau of the mountains. The dukes of Illester, the Raymes, are said to have dwarven blood in their veins as well as elvish blood. The Raymes have a purple ram as their blazen. Their huscarls are famed for their ability to fight in rough terrain and are on good terms with the dwarves of Caern Lorom, an allied kingdom within Illester. Some mountain valleys within the Duchy are not open to travel, being places of dread. The Vale of Teeth with its small but dangerous population of monstrous mythics being the most noteworthy.
The High March lies to the northeast of Illester and is equally rugged, though made up of rolling grassy hills and dry, rugged badlands on the edge of the plains. The principle settlements in the region are on the banks of the Darran River, most notably the misty city of Evermoor that sits on the edge of a large marshy lake. The High March is cattle country but copper and gold mines dot the country as well. The biggest feature in the duchy, in addition to the river, is the Wall built over the centuries to keep the orc hoards out of the Empire. For the most part it has done so but caverns and tunnels run under the Wall, allowing some orcs to escape into the empire and run amok before these are located and sealed. Some of these tunnels are avoided by the orcs however because worst things than orcs live in them. The soldiers of the High March take advantage of being mobile and being capable of fighting on foot or from the saddle with sword, spear, and horse bow. Not surprisingly the grand dukes of the High Marches, the Descars, have a black horse as their banner. Tough and rugged, the Descars are not well regarded because of their lack of tact and the taint of orcish blood in their line dating from a distant Valulian ancestor who took an orc wife.
Celant is the eastern most duchy and is the buffer between the Western Empire and the Caliphate. Most of the duchy lies on the western side of the Sable Sea, though a small portion (Celant Minor) lies on the eastern side across the Needle’s Eye, a narrow straight between the Azure and Sable Seas. Marble, olive oil, and salt are the major commodities from the region though its greatest importance is the Caravan Road that runs East-West across the duchy from Levica to Yamen on the shores of the Great Salt Sea. Several local lords of Caliphate have made a claims to the region and the Emir of Cardesh is currently amassing an army to take it. The region is somewhat dry, becoming increasingly arid the further east one goes. Beyond the coast in Celant Minor, settlement is located around fortified oasis on the caravan routes heading east (the real source of the conflict since whomever controls the caravan routes collects the tolls). The northern parts of Celant, called the Velt, are grassland that borders the High Marches, the Caliphates, and the domains of the Horselords. Though each side has a claim to it, none have actually settled there since it is home to the bovine Minotaurs who take a dim view of alien settlers in their territory. The capital of the Duchy, Celantipol, is located on the western side of the Needle’s Eye and is home to the Empire’s Eastern Navy. The Grand Dukes of Celant, the Bayants, are descended from one of the desert tribes but have been steadfast supporters of the Empire (their founder Wali ben Yanti was a companion of Garith the Champion). The Bayants have both elvish and genie blood within their veins and their blazon is a green hare on a sunburst. Recently, in return for tribute of steel and gold, the Bayants have established a tentative pact with the minotaurs of the Velt in return for the promise to stir up trouble for the Caliphate if the Emir of Cardesh does make good on his threats.
Albient is the northern most duchy, it borders the Northlands and the Wolfen Clans. Much of the region is dominated by deep forest and salt marsh fens. Most of the settlements are located along the two major rivers in the area, the Brackwater and the Ren or are located along the costal inlets and islands. Castles and keeps dot the region, built originally to protect it from Viking and wolfmen. Later centuries saw many of them besieged by their neighbors when the duchy fell apart in the 450’s following the death of the last of the old line of Grand Dukes. Though the High King appointed a new Grand Duke for Albient, it took fifteen years before the worst of the fighting between the various lords of the region to be halted and many of the old feuds continue in secret. Though some of the ancient citadels of Albient have fallen into ruin, many are still manned, though not always by men; a couple are now home to orc raiders that managed to sneak out from under the wall and made it into Albient and at least one is occupied by a large garrison of undead. Since these fortresses are located far from the major settlements and roads, nothing has been done yet to deal with them. The current Grand Dukes of Albient are the Bernards whose crest is a brown bear on a green field. Many places still bear the emblems of the old duke, that of a swan.
Esicar is the western most duchy, lying between the Shallow and Dragon Sea, looking out towards the Mythic Islands. The banner of the duke is a blue hippocampus on a silvery field of waves. The land is windswept and rugged in most places with the best land located along the river valleys and highlands. Sheep are the main agricultural mainstays of Esicar though its horses are equally prized for being the swiftest in the Empire. Many Esicarans live on the coast and are fishermen or sailors. The capital, Bardone, is the home to the western fleet of the Imperial navy. Watchtowers line the coast since pirates and slavers are still actively hunt the coast, most sailing up from the Free Cities.
The Duchy of the Islands is a hodge-podge of traditional Vadulian civilization and older cultural customs of the Dyranni and Hagal peoples that dwelled on Tyr Cryddic before the banner of the Empire was planted on the Island. Falchion, the Grand Dukes of the Isles rules from its capital of Dundoran but unlike other Great Dukes, his rule is a slight one. The will of the barons and earls of the Grand Duchy who periodically meet in the Great Council to ratify laws and approve political appointments temper their rule. Likewise the rule of the nobles is tempered by the Great Freedom granted to its peasantry which gives them some obligations to their lords, grants them more basic rights than peasants elsewhere within the Empire. Because of these rights and the irksome nature of some of the other inhabitants of the Isles (namely goblins), the common man of the Grand Duchy are more battle trained than any within the empire. Nearly every man is trained in the use of the long bow and many are familiar in the use of sword and pike, giving this Duchy its moniker “the Yeomancy” elsewhere in the Isles. The banner of the Red Falcon can be seen throughout the Western Empire wherever its mercenary bowmen are found. The north and west of the island and the neighboring twin islands of Tyr Lyn and Tyr Nal are home to smaller kingdoms considered to be client states of the Empire though not in the eyes of its inhabitants who largely consider the Empire a conqueror and a meddler.
The Caliphate
The Caliphate is the largest of the three and indeed larger than the Western Empire itself though much of its territory is desert or marginal land. However the people of the Caliphate are descendent from desert tribes and most are adapt at traversing its harsh terrain. The Great Caliph rules from the Emerald Palace in distant Rasimon the Golden, holy city to the Aramar, the largest ethnic faction in the Caliphates. Aramas is the heart of the Caliphate and is one of the two principle agricultural regions, located along the Maris River that drains the Great Salt Sea. It is also the center of global trade across Medras with ships plying the Sea of Pearls to the Confederation of Nine Kings with its spices and overland caravans bringing silk from the Jade Empire. Genies are not too uncommon a sight in the Caliphate and many nobles have the blood of one type of genie or another in their family. Outside the towns and oasis of the hinterlands of the Caliphate the nomadic tribes allied to the Caliph rule. Beyond them are the lands where genies and the mysterious al-mi’raj rule. The al-mi’raj are a race of trickster mythics that appear to be a cross of unicorn and rabbit who are feared greatly by nomads and town-dwellers alike.
The other major region of the Caliphate is Nithia, located on its southwestern flank. An ancient land of kings thousands of years old, Nithia is still famous for its mysterious temples, towering pyramids, and terrifying mummies that keep vigil over the tombs of forgotten princes and pharaohs. The Emir of Nithia is the Caliph’s appointed representative in the land of the Great River Nith; to many in the Empire he is regarded as a devious and ruthless scoundrel who is employs evil dark-elf assassins in his service and rules Nithia with fanatical slave-soldiers called mamluks. In addition to wheat, dates, and figs, Nithia is the source of much gold, ivory, and slaves for the Caliphate. The costal port of Uran located on the edge of the delta is the home of the Caliph’s western fleet on the Azure Sea and much trade between the Caliphate and the Free Cities goes on from there.
The Free Cities
Not everyone was thrilled with Garith taking over west of course. In the wars before and after unification and with the Black Tower some headed south to Hespalia, Isle of Corsairs. Some very prestigious families pulled up stakes and built entire colonies that formed the genesis of the Free Cities. The Cities became sailors, merchantmen, explorers, as well as smugglers, mercenaries, and pirates. The Free Cities are a loose confederation of City-States, most of them are from Vedula originally. The southern most city-states have a mix of Vedian and Nithian with tolerance for each other's Faith. The only thing that binds the cities together is the outside threat of the Caliphates, the Western Empire, and more recently the Gnolls. Both the Caliphates and the Empire consider the Free Cities to be troublemakers and rogue states; however all attempts to bring them to heel have been less than successful. The shoals around the coasts of the Free Cities are dangerous and landing armies in time before a larger defense force deploys have proved to be near impossible. Most of the fighting with the Free Cities has been navel engagements that usually end up as a draw match that either side declares a victory and life goes on as usual. In truth most of the fighting in the area goes on in secret between the different trading cartels within the cities.
The northern cities are mostly drawn from Vidulian families while Nithian clans rule many of the southern cities on the Nithian coast. In addition to these, just about every sort of sentient creature can be found in the Free Cities since only wealth and ability is the concerning factors for being a resident. Gnolls are commonly found along its docks while laborers include orcs and the occasional ogre. Dark elves from Nithia are commonly employed as personal bodyguards and minotaurs are hired on as “collection agents”. Even the occasional mythic can be found, sometimes even in its true form, slumming and taking in the sights.
The Free Cities has several major centers, each with its trade specialty but for all trade itself is the source of their wealth. The Cities have perhaps the greatest navy in the west in terms of numbers of ships though many lack the size of Imperial and Caliphate ships; many are employed as “privateers” though many are just as willing to raise a pirates banner and sack foreign ships and lands as to go chasing after legitimate pirates.
Slavery is legal in the Free Cities as it is in Caliphates though often the condition of slaves are much more appalling. In the Caliphates only criminals are sent to work in the mines; in the Free Cities any sort of slave bought or sold on the open market can end up in the silver mines of the interior. Indeed it is a common threat by slave owners to say that they might send a lazy or unruly slave to the mines. Even gladiatorial games, long abolished in the Empire, are still played out here though most combatants are now contracted mercenaries who fight to first blood rather than armed slaves that fight to the death. Public execution in the Free Cities has not changed from ancient times though, with offenders being fed to some horrific monster in front of spectators.
The largest city in the Free Cities, the Jewel of Hespalia, is Catilina. The city is located on a lagoon-delta in a sheltered bay on the north coast. Built originally on sandbars and islets, the foundations and pilings of the city have sunken deep into the mud of the shallow lagoon to form a city of canals ruled by rich merchant-princes and powerful sorcerers. Hedonistic and gaudy, the city is a magnet for visiting rakes and condemnations by righteous-thinking priests everywhere.
The Northlands
Lying beyond the forests of Albient lie the Noirthlands, a hodgepodge of human and dwarven kingdoms. The largest, Indeslund, is relatively civilized but many are considered backwards or even barbarian. The landscape is variable as the people; Indelund is a taiga forest riddled with small lakes and fens while the Marklands are a string of fjords buttressed against the tall mountains of Jotunhiem. The largest city of the norther, Haralby is located on the Dragon’s Neck, a narrow channel that connects the mostly freshwater Wyrmsnest Lake with the North Sea. The Marklands in the past were notorious for their Viking raiders and while most Vikings are now the founders of traders and farmers in distant lands, the Viking spirit is still very much alive in these lands. Beyond the human settlements lie many dwarven strongholds and some that have fallen to trolls and dragons where rich hoards continue to draw many an adventurer to his doom.
Elvashee
To the far west lies Elvashee the Elvish Isle. The isle is a refuge for the elves and few others, with the exception of rare friends and mythics are allowed outside of the port of Dol Brea. Powerful magic and treacherous currents surround the remainder of the isle. The forests and white peaks of the island legendary in song as are the giant eagles that the elves ride to keep guard over their domain.
The Mythic Islands
The Mythic Islands are home to several clans of Mythics, including Griffins, Dragons, Unicorns, and Marid. All are shapechangers capable of taking human form and many have small groups of human and hominid "small-folk" that act as retainers. Humans, hominids, and some gnolls are allowed in a few of the "free ports" to engage in trade and diplomacy, but few are allowed out of the ports except by invitation of a mythic patron. Only wizards and those who marry a native are allowed to stay beyond the "free ports" for very long. The isles are the major source of magical items and a big producer of both cut and uncut gems. Little else is publicly known.
The Spiral of Worlds is a mysterious atoll south of the Mythic Islands home to all sorts of bizarre creatures and mysterious phenomenon. No sailor other than the fearless gnolls will travel near it and even then gnolls avoid it unless they have good reason to venture near. The place is considered a graveyard for lost ships and, is a literal graveyard for dragons who go there to die (according to the gnolls in their tall tales); some of the islands are littered with the bones of dragons and undead dragons guard these grounds.
Jotumhiem
To the far north beyond the Northlands is Jotunheim, troll and giant country. Shrimps aren't allowed, which sucks for the Marklanders just to the southeast trapped between the Jotunhiem, the House of the Wolf, and the Empire. The dwarves and white dragons have various strongholds, helping at least keep a buffer zone between the Marklands and Orcanna.
House of the Wolf
The House of the Wolf is a coalition of wolfen clans and their yeti allies (Forsaken Realms yeti are sort of albino wookies). Humans are generally not allowed in unless they want to get skinned alive since the wolfen hold a terrible vengeance over some slight or wrong centuries past. Little else is known of these frozen lands that border the waste surrounding the ruins of the Black Tower, once the festering fortress of the Dark Powers at the end of the Third Age. Rumors still tell of terrible and loathsome abominations that continue to crawl out of its deep dungeons and caverns to wreak havoc upon the world.
Gnoll Hold
To the south beyond the Free Cities lies Gnoll Hold, the western stronghold of the gnolls. The gnolls, a race of hyena-like humanoids that were driven from their ancestral lands to dwell in the cliff caves on the shores of the Great Western Ocean. Later they were contacted by merchant ships of the Free Cities looking for new lands to trade in—or plunder. Seeing little else of value in the gnolls than a strong back, the Southern Cities sent slavers to round up as many gnolls as they could to ship back to work in the mines or to sell to the Caliphate. Problem was the gnolls were waiting in anticipation of the next wave of ships for the same reason: a ready source of slaves (which was why the human tribes of the South drove the gnolls out in the first place). The slavers were overwhelmed but a few escaped and a few others bought their lives by teaching the gnolls how to sail and build ships. The gnolls embraced the life of piracy and nearly half of them have been pirates and mariners of some sort ever since. Gnoll Hold is the southern outport for the slave trade with “gathers” being sent south to small trade forts along the southern coast, trading goods for slaves among greedy human tribes and even with the savage lizardmen at the edge of the known world. It is also a haven for “Free Pirates” of every sort provided that they spend their gold freely in its taverns, stores, and brothels.
Orcanna
Orcanna, lying north of the High Marches is separated from the Empire by the Wall. Orcs are a common problem in the north of the Western Empire. Orcs, by their nature, believe that they vastly superior to anything on two legs or rides on four (well, at least anything smaller than a giant). Dwelling in the Orcanna Plateau, they spend much time fighting, drinking, and engaging in unpleasant activities (if you aren’t an orc) when they aren’t riding down pillaging, burning, and raping cities that refuse to bribe them to go away. Despite attempts by the Empire to bottle them up in the highlands, the orcs keep finding caves or digging tunnels under the Wall.
The Plains of Iswrath
East of High Marches and Orcanna lies the great grasslands, a large and frequently dry expanse of prairie belonging to various nomadic tribes. Some tribes are related to the Bedouin of the Caliphate, others are descendent from barbarians that migrated from steppes that lie to the north of the Jade Empire. The oldest tribes on the plains are the minotaurs. Not horsemen, the bull-men of the tribes have a great speed and endurance that allows them to cover great expanses on foot and their height and reach makes them an equal match to any horse warrior. Those who do ride mounted ride giant lizards. The only advantage the horsemen have is mobile archery but the size and strength of a typical minotaur makes them shrug off most arrows. For the most part the horsemen and the minotaurs give one another a wide berth.
The Confederation of Nine Kings
Little is know of this land in the East. The Confederation is said to be a land of lush jungles and brightly colorful temples dedicated to over a hundred gods and the kings of the Confederation claim to be descended from these gods. It is famous for its spices and pearls as well as its rich cotton cloths. Its jungles are also filled with the ruins of past civilizations and mysterious temples to forgotten gods. Ancient races that still reside in forgotten corners of the land include the naga (serpent-folk), rashaka (tiger-folk), Aarakarra (bird-folk), and vanara (monkey-folk).
The Jade Empire
The Jade Empire is considered to be equally fabulous for its wealth of silk fabrics, highest-grade paper, exquisite pottery and lacquer-ware. Its ruler, the Jade Emperor is said to dwell in secluded palace forbidden to outsiders the largest and greatest city known to mankind and that the blood of dragons flows in his veins. The Empire is surrounded by high mountains, inhospitable deserts, and (if that wasn't enough) a great wall that runs for thousands of leagues. Their biggest threat comes from horse-riding barbarians from the north and mysterious ruins scattered around various parts of the Empire. These ruins from the ancient world contain entry points for the Dark Powers to enter and create havoc.
Little is known about the Serpent Kingdom, the Selarra Hegemody (home to a mysterious race of cat folk) or the Eastern Gnoll Kingdom (which presumed to be similar to Gnoll Hold)
Category Artwork (Traditional) / Fantasy
Species Unspecified / Any
Size 753 x 594px
File Size 71.2 kB
Listed in Folders
I love the visuals on this map.
Although design wise I think it looks ALOT like a tweaked Eurasia. I can even recognize equivalents of the British islands, Italy, Japan, Turkey, the Malaysian peninsula with a tiny Indonesia beneath. A kingdom around a Nile like river that I bet has pyramids, and so forth. And you have your 'Jade Empire' (also known as China), and above it a 'Steppes of the Horselords' (also known as Mongolia).
It's no really a criticism. Especially not if that was the intention. (And if so it worked out very nicely) But it is very noticable. so I figured I'd mention it..
Although design wise I think it looks ALOT like a tweaked Eurasia. I can even recognize equivalents of the British islands, Italy, Japan, Turkey, the Malaysian peninsula with a tiny Indonesia beneath. A kingdom around a Nile like river that I bet has pyramids, and so forth. And you have your 'Jade Empire' (also known as China), and above it a 'Steppes of the Horselords' (also known as Mongolia).
It's no really a criticism. Especially not if that was the intention. (And if so it worked out very nicely) But it is very noticable. so I figured I'd mention it..
lol, actually it's intentional. They regions have a lot in common with the Terrestrial counterparts with a lot differences. The current plan right now is to finish License to Spell which is in its 6th chapter (out of 10) and perhaps a 20+ page stand alone story. If all goes well and we can find the time we'll follow it up with a 2nd saga set in the Duchy of the Isles.
Also, I have the setting as sort of an "open license" thing going if anyone wants to expand upon it. I've given the green light to Henbe to use it for his Gnoll Sisters stories if he wants and the same pretty much goes to anyone else who wants to play in the sandbox.
FA+

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