The Lands: Geography
The Lands as known are just a portion of the world on which they rest. This portion extends from the equator at the southmost perimeter of the map to the north pole at the northernmost perimeter of the map. This represents a distance of two thousand miles from the Northern Wastes to the Southern Desert. The western and eastern extent of The Lands is something like one thousand miles from the shores of the Great Ocean to the Sundering Steppes.
The Maps (I and II) only depict major locales and otherwise generalises natural characteristics. A blank part of the map may include small scattered hills or a smattering of sparse woodland. Those hills specifically indicated are plateaus (sometimes the foothills of mountain ranges). Forests shown are major areas of dense and permanent woodland. Rivers and lakes are shown but never the many hundreds of streams and ponds. Finally only the most populous settlements are shown rather than all the tiny villages and hamlets of the Lands. For further information on the many nations and city-states referenced herein see Nations & City-States.
The key regions within the Lands are the Northern Wastes, the Wandering Lands, the Great Ocean, Westara, the Eastern Expanse, the Sundering Steppes, the Golden Plains, and the Southern Desert. These and their major features will now be described...
The Northern Wastes
The Northern Wastes are a polar land of permanent snow and frost in which few animals and even fewer humans survive in a life dependent on hunting and fishing. This land has the Erimer Sea as its southern border. Its only locales of interest are the Twisted Forest and the Wilderfar Mountains.
Twisted Forest
The name for this dense woodland is somewhat fanciful simply because it is a forest almost exclusively of very non-twisted pine. They say however that its cold and wind-whistling miles will twist the sanity of anyone venturing into it. Also tales are told of both wicked spell-casting hermits and gigantic spiders - the Terror Spinners - which hide in this forbidding land. Starvation is the most ever-present danger in the Twisted Forest according to sober travelers.
Wilderfar Mountains
These ranges are always covered in ice and snow and they say nothing can survive the frigid conditions and the constant blizzards of this benighted land.
The Wandering Lands
This land gets its name because it is the ancestral home of humans of the Erimanic kin and even today Eriman barbarians wander across this sub-polar to temperate region following and hunting elk. They also meet occasionally in traditional gathering places to exchange goods and news. Its northern border is the Erimer Sea while its more vague southern border extends to the Grey Hills and the Hills of Fog. It has a number of important locales...
Erimer Sea
This is a massive inland sea that is connected in the west by a ten-to-fifteen mile loch to the Bay of Farnorth. It also draws on many rivers drawing waters from the cold hills of the region. It surface is fresh water while its depths are salt water. In Winter its surface freezes as much as fifty miles from its northern shores. A scant number of fishing vessels plow its waters to feed the few settlements along its southern shore. Of some danger to fishers of the Erimer Sea is its native population of Trolls (both fresh and saltwater breeds) which relish both fishy and human flesh. The free city of Kingshope is situated in a cove of its southern shore.
Ruins Of Ringin
Ringin (a contraction of Rinuglarin) was once the capital city of the Erimanic Empire. It has been abandoned for well over a millennium and preceding that was also the site of civil war for a further five hundred years. Some say nothing can live there now because of the way in which the land was blasted by magical forces. Others however say that the city is inhabited by all manner of monsters that were once bred for the wars of the Age Of Tumult. It is likely that the ancestral mansions of long-forgotten nobility now house Wights and Wraiths. And some say that the backstreets and lanes are ruled by Dopplegangers whose greatest hope is to kill and assume the identity of visiting adventurers so that they can escape the monotony of Ringin for a new life in the wider world. The ruins are located on the shores of a lake in the Grey Hills which presumably is home to freshwater Trolls. Adventurers visit this site despite its dangers because it is also known as the greatest repository of both mundane and magical riches in all The Lands.
Mount Fate
Mount Fate is a lone mountain removed by some fifty miles from the Pillar Mountains. Its visage dominates the barren hills surrounding it. For several hundred years now it is rumoured to be the location of an underground maze devised and ruled by a Lich known only as The Castellan. Nobody knows for sure who The Castellan once was but many suspect that he was Hakon - apprentice of the fabled Arch-Mage Mons Tara whose actions helped end the Age of Glory. As far as anyone knows the purpose of the Castellan is to challenge adventurers to face the dire tests and challenges of the maze so as to turn its survivors into a personal retinue of elite guards. Others however think that the maze is full of monsters and lethal puzzles simply because they are what interests this ancient and eccentric undead mage.
The Great Ocean
The Great Ocean is the only ocean known to The Lands even if others may exist. It coast is in the west of The Lands and extends from polar to tropical climes. Its most noteworthy features are described herein...
Bay of Farnorth
A bay of the Great Ocean that connects to the Erimer Sea via a ten-to-fifteen mile long loch. This is a wild stormy bay rarely visited by ships of any kind. The Eriman fishers who have visited it report of seeing Selkie - seals that can assume human form - sitting on the rocks at low-tide.
Haven Island
Haven Island is the coastal island on which is located the present-day capital of the Elvish Haven. The Elvish Navy is docked in a port on its landward side. It is an island of beautiful hills and woodland but it is often shrouded in mists on its ocean side.
Bay of Nar
The Bay of Nar is a calm and temparate bay on which is located the three Sea Cities of Nartellfar, Delmisar and Orvilia. This entire land was once known to its original Elvish inhabitants as Nartellfar (long since the name only of its oldest human settlement). Another characteristic of the area is the Island of Nar located at the entry to the bay. It now belongs to the Sea Cities and a villa in its lowlands is the site of meetings of the League of Lasting Peace and Prosperity. However its hilly centre is off-limits to all humans by decree and legend says it is the site of an Elvish garden hidden from mundane access by powerful magics.
Pirate Isles
The Pirate Isles are a group of islands nestled in a wide gulf. The coastline of the gulf and the islands is rugged and characterised by many cliffs and occasional coves. There are many tideline caves. Safe harbours are rare but the few that exist are all the territory of Narmantic pirates and smugglers. Recently these pirates have been unifying and the harbour town of Whistling Cove has become something of a capital (it even has a 'council chamber' for pirates that is itself constructed from a former pirate ship stood on end).
The Remnant
Nobody has proven it but this island is known to mariners as The Remnant because of the popular understanding that it is the only part of the legendary Island Nation to remain above water. It lacks any human habitation except for temporary encampments of whale hunters. The reefs surrounding this island are the home of a community of Merkind (which legends report are the descendants of the humans who inhabited the sunken Island Nation).
Farport Peninsula
This peninsula is the location of the city of Farport. It supports its own farmland and villages. Its northern coast is rugged and lined by cliffs while its southern coast sports some of the smoothest and most inviting of all beaches in The Lands.
Gaping Gulf
The Gaping Gulf is a massive bay on which the Port of Nerina is located. Vessels that try to sail along the coast south of these waters find themselves facing many perils which include sudden storms, hidden reefs, and the huge serpentine Hydra that hunt these waters for larger prey (including sharks, dolphins and humans).
Ragged Isles
The Ragged Isles are two or more islands named for the forbidding cliffs that characterise most of their coastline. These islands are home to a hermitage of ascetic sages and scribes which has been there for generations (and itself was inspired by an older hermitage at the same site that preserved pure wisdom during the Age of Tumult). Recently all contact with the Hermitage ceased (the last message from it described a shower of shooting stars that fell into the waters at night). An expedition funded by the Tower of Lore to determine what has happened has been lost without trace.
Westara
Westara is deemed to be all the lands between the Great Ocean and the Border Mountains. Its northern and southern limits are more vague. This is a temperate region and considered the most populated one overall. Despite this it still has its own wilderness including the plateau of the Brethic Hills. Westara includes in its area Haven, the Rushing River cities, the Sea Cities, Hinhome, Rolania and the Grazian Confederacy. Other important locales are as follows...
Hills of Fog
These gently rolling yet mist-shroud downs are nominally considered the territory of Ley Elves despite the very small numbers of any habitations there. A traditional part of life for Elvish nobility involves wandering alone into these hills to track and then tame a Unicorn - the largest native wildlife of these hills. Unicorns are the product of selective breeding by generations of Elves but they are left to graze in a wild condition - the taming is a vital aspect of the forming of a bond between Elf and Unicorn and the experience is considered a rite of passage for aristocratic Elves entering adulthood.
Greenwood
This beautiful forest is part of the territory of Haven. It is home to Ley Elvish gardeners and gatherers. It is also the only habitation in the Lands of the fabled Pixie - a race of tiny and magical creatures that only the Elves have an accord with.
Rushing River
This river flows from the Starshine Lake in the Brethic Hills to the Great Ocean. Its shores support many farms and villages as well as two cities. In Urbana they say the river is so named because of its wild and rapid waters flowing from the hills. In Traviata however they think it is named for the rushes and reeds that grow along the banks of this river.
Brethic Hills
This land of hills and dales is full of tales and legends - a land of Freshwater Trolls and Will-O-Wisps. Its native humans are of the Brethic kin. They live in scattered rural villages in vales and are ruled over by a dozen 'robber' barons and baronesses who live in small hilltop keeps (some of which are also copper mines). Villages pay taxes to these lords and ladies in the hope they will then be left alone. Culturally the villages owe loyalty much more to the Druids (one in every village) and the wandering Bards. There are other human-made structures as well as the villages and keeps. These include the barrows of the ancient nobilty and the famed chalk carvings (the most famous of which are the Fox & Hare of Muddy Gully in the westernmost part of the Brethic Hills and the only area which survives on hospitality rather than farming). For more info on the history of the Brethic see the Legend of the Royal Dagger of the Brethic Overlord in Sage Scrivenings.
Deben Wood
Some say this is the oldest portion of forest in the Lands. Definitely it has some of the oldest treets including ancient oaks and elms. This forest nestles in that portion of the Brethic Hills that become foothills of the Border Mountains. They are the traditional home of the Druidic religion and the Grand Druid keeps a rambling home and farm in a secluded meadow.
Archer Hills
These gently rolling hills overlook the Bay of Nar to the west and form the rural hinterland of the Sea Cities. Some say they are named for the Elvish scouts that once wandered here. They are now the site of both villages that owe allegiance to the Sea Cities and villas of rich merchants from the Sea Cities who love the slow pace of life and the marvelous views at sunset. There is also some copper mining in these hills.
Many Hills
The Many Hills are so named simply because the original human (Narmantic) visitors to the area were accustomed to the coast and had never seen so many hills stretching away into the distance. They are gently rolling hills which become rugged in the centre. There are scattered farms and villages in its western parts and some iron mining in its centre. In its east are wild pastures in which Centaur hunt and play. Only recently have settlers from Grazia encroached on these fields.
Tower of Mist and Tower of Lore
There are two amazing structures made by the Elves in ancient times - the Tower of Mist and the Tower of Lore. They were constructed from huge blocks of timber that were grown into particular shapes and fitted together perfectly then magically transmuted into stone. Like all Elvish architecture they lack right-angles and twist and curve into the sky. Both towers were made to defend the inland borders of the original Elvish empire. They were home to warriors and also the site of powerful magics.
The Hills of Fog are the location of the Tower of Mist. During the Age of Tumult a force of Eriman warriors and mages succeeded in storming the Tower of Mist and everyone on both sides perished in a bloody fray. For over a millennium the Tower of Mist was abandoned due to the tales of a spectral battle that rages forever in its halls and corridors between the magically trapped spirits of both Elves and humans. Only recently has this changed with the occupation of the Tower of Mist by the Arcane Coterie.
On the northern borders of the Many Hills is located the Tower of Lore. Even in the Age of Tumult this citadel survived all attacks. More recently however the Elves withdrew from the area and transferred ownership of it to a council of sages called the Trust of Lore. It is now the site of a small university town to which all may come seeking wisdom. The tower itself still stands and is home to a Governor chosen by the Trust.
The Eastern Expanse
The Eastern Expanse is deemed all the lands between the Border Mountains and the Sundering Steppes. Its northern and southern limits are more vague. This is a temperate region dominated by grassland. Many who stand in its vastness think of it as endless. It includes in its area Bordenia, Rovnara, Kelda, Fugitives Forge, Mount Hammer, Ivana and the Woodland Realm. Other important locales are as follows...
Border Mountains
The Border Mountains form the divide between Westara and the Eastern Expanse. They are referred to sometimes as simply 'The Mountains'. They are the longest mountain range in the Lands. They are however relatively low and broken by many passes and crevasses. The northern part of the Border Mountains is inhabited by Goblins and Hobgoblins. The southern part however is inhabited by Orcs. The northern and southern inhabitants are constantly at war with one another (much to the relief of humans living round the Mountains).
Grey Hills
The Grey Hills are a hilly plateau covering a huge area. The name comes from the fact that the hills fade to grey in the distance and standing within them can give the impression that the whole world is grey. In these wild desolate hills few humans live. It is inhabited however and wolves hunt elk and dear while bears fish in its many cool streams.
Pillar Mountains
The Pillar Mountains are the tallest in the Lands. Nobody has ever crossed these ranges - nobody that is except for the fabled Stone Giants who legend tells live in the secluded stony vales. They know the safe passages over the Pillar Mountains but one has to find and befriend them and they are a most reclusive race. In its south-eastern foothills copper is mined. In those foothills is located the Fugitives Forge - a Dwarvish citadel overlooking a waterfall that has never fallen even to a siege by Eriman warriors during the Age of Tumult.
River Lake
The River Lake only exists for the few months of Spring every year. The rest of the time it is a marshland stretching between the two rivers that meet to the south to form the Everflow River. It is only once both rivers burst banks with the melting snows of the Pillar Mountains that a lake forms. Then all manner of geese and pelicans and such gather from all over the Eastern Expanse and so do hunters of these water birds.
Valley of Allmeet
The Valley of Allmeet is a beautiful vale in the foothills just south of the Border Mountains. Within it is located a village and a keep which houses the garrison of Allmeet. The purpose of this military presence (funded by both Bordenia and Rolania) is to police the overland route between Westara and the Eastern Expanse. The population is constantly changing in size and composition. Because of its location and purpose the village has the sort of diversity one would expect of a city. The valley must occasionally suffer raids from the Orcs of the Mountains but it is always well-prepared to repel such attacks.
Greatwood Forest
Greatwood Forest extends into both the Eastern Expanse and Westara. It is deemed to be more part of the Eastern Expanse however because the Woodland Realm within it is very much in its eastern half. It is from the Wood Elves that most descriptions of the Greatwood Forest come. It is the largest forest in the Lands and is home to the tallest of all trees - the magnificent Greatwood Tree. The Everflow River here is lined by weeping willows. The forest is like a sea of leaves of all shapes and hues. It is home to the fabulous Griffon and (in its western half) the wild Centaur. It is also the site of a hill under which are magnificent caverns of water-formed mineral formations (stalagmites and stalactites and stone pools) that have been preserved even as the caverns have been converted into the fortress of the Wood Elves.
Shadow Water
The Shadow Water is a deep lake named for the shadows cast onto it at Dawn by the Iron Mountains. It is a beautiful lake filled with all manner of fish. It is also the location of the free city of Ivana. Due to its location Ivana is a trading town for both the Elves of the Greatwood Forest and the Dwarves of the Iron Mountains.
Iron Mountains
This small mountain range sports many mines of iron. Its foothills are the pastureland for sheep and goats. One mountain stands separate from the others - Mount Hammer. It gets its name from a natural formation on its western slopes that resembles an anvil (the sharp end jutting away from the mountain) with a square block of stone above it (which the Dwarves imagine is the front of a hammer about to pound the anvil). Between the anvil and hammer is a gap which provides entry into a wonderful cavern and what was once the greatest iron mine of all time. Its ore has all been removed but now the mine has been converted into the palace of the Mountain Dwarf monarch and the foothills on the western slopes are now the site of the city of Mount Hammer.
The Sundering Steppes
Many think that the Eastern Expanse is endless till they come to the Sundering Steppes. Young travelers ask how far they go. Old travelers answer that they extend all the way to Sunrise. The Dwarves have another thing to say however - they ask "what is the difference between nothing worth finding and nothing at all?" to which they answer "Nothing!" The Sundering Steppes are an arid plateau of moors and hills. Clumps of bushes and piles of stones are all that seems to challenge the monotony. The Katharians (a old Planavic word for "children" suggesting that the Planavic of the Eastern Expanse think themselves to now be mature) live here in scattered clans in the old ways of the Planavic. Once every few generations however they unite into a army that sweeps west seeking battle and booty. The rest of the time they graze kine and horses across vast areas.
Seven Hills
The Seven Hills (named for the seven tallest of scores of hills) are technically part of the Sundering Steppes but are culturally deemed part of the Eastern Expanse. For most of history these hills rich in gold and silver were the site of the capital of the Dwarves. They now however are the home for a savage band of Hill Giants that gathered from the Sundering Steppes to destroy the Dwarvish homeland. Once beautiful citadels and towns of stone (set both on the hills and inside them) are now the vandalized hovels of monsters (hovels the Hill Dwarves have sworn to one day re-take).
The Golden Plains
The Golden Plains are a wide and wild expanse of rich grassland. Much of this temperate to sub-tropical plain is inhabited by wild oxen, dear, wolves, lions and eagles. Sinti travelers wander this land in small clans. Hunters also come from Nerina and Farport to capture or kill some of the exotic wildlife. Most of this land seems to be an endless haze of gently waving long grasses. However to the south are several distinctive locales...
Everflow River
The Everflow is the longest river of the Lands. It is attended by a wide flood plain as it traverses the pastures of Nerina. At times it is so wide and deep as to allow seafaring ships to voyage hundreds of miles inland. Sometimes Hydra will also travel inland along this waterway from the Gaping Gulf.
Delta Swamps
Many rivers and many more tiny streams and pools traverse this land of swamps and reeds. Some humans venture into these swamps to hunt its rich store of fish and birdlife. However they are always careful to stay to the bigger rivers due to the legend of the Formanti - a clan of insect-warriors who hunt humans for sport and food just as humans do the smaller inhabitants of this land.
Hills of Plenty
The Hills of Plenty are so named for the many orchards and vineyards covering these hills in a colourful patchwork. In the vales are many small villages. They traditionally owe allegiance to the Empire of Nerina but nowadays this is only nominal and villagers are far more likely to identify with the merchants of Farport (many of whom now own holiday villas in this welcoming province).
Lost Hills
The Lost Hills were once the site to which exiles from the Empire of Nerina would flee - hence those who inhabited it were those who had lost all honour and property. Then gold and silver were discovered in those rugged hills and they became a land of mining settlements served by merchants who made many a fortune. Those mines have been exhausted for a millennium and many townships sit abandoned. Others however persist on a mixture of grazing and pottery. Local legends say that some of the abandoned villas are home to lost private fortunes but that such caches are guarded by mummies.
Elderwood
There is debate over the origin of the name Elderwood. Some say it is because of its age. Others however say it is due to the industry of Elderberry wine production along its northern border. It is a lovely mix of ferns and shrubbery as well as larger trees including palms towards its southern border. Rarely does this forest become thick and many travelers have walked from one end to the other. Legends persist nonetheless that hidden deep in Elderwood are meadows in which the last flock of the Pegasus live to this day.
Salty Sea
The Salty Sea is so salty that they say nothing can live in it. However generations from Nerina have reported on the vigor that comes of bathing in its waters. Also locals know that algae do live in it and can tint its waters different colours at different times from green to blue to purple to red. In recent times a shooting star fell into the Salty Sea at night and the following morning its shores were shroud in an unusual mist that flowed into the city of Mirage on its shores.
Mirage
Mirage is a city of Nerina named because its beauty exceeded the expectations of all visitors to it. The city was attractive and its setting between the hills of Demona and the Salty Sea made it particularly picturesque. At one time it was even considered as an alternative capital to that of Nerina City. The city has recently declared its independence and has been fortifying. Diviners are very confused by Mirage as spells tell them that - despite all evidence to the contrary - the city is now deserted.
Demona
Demona is a land of hills that are themselves the foothills of the Wyrmway Mountains. It is a land of sparse vegetation and is dotted with hot springs and warm muddy bogs. In ancient times the fumes were blamed on demons. It is a land of fascinating rock formations but also a risky land to wander in because of the bogs and the occasional Manticore.
Wyrmway Mountains
The Wyrmway Mountains are known to be the oldest. The are also low by the standards of other ranges. The most distinctive characteristic of these mountains is that Wyverns roost among its craggy tops. For many miles around they can be seen circling in the sky and many assume they are dragons.
The Southern Desert
The Southern Desert is a barren land many consider bereft of any life. This is a mistake however and there is some scattered life in this tropical if arid clime. The northern borders of this land are more like grassland. Further south they cede to dunes, salt flats, stony vales and the occasional oasis. Some Sinti nomads even traverse this empty land rather than contend with the prejudice they must face if they travel further north. Those Sinti who do so bring with them tales of many rare and legendary monsters hiding in this land. Among those named are Gorgons, Manticores, Jackalrie, and Genie.



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