From: pcalvert@economics.adelaide.edu.au (...sage) Date: 3 Jun 1994 03:20:58 GMT Newsgroups: alt.pub.dragons-inn Subject: ADMIN: Atlas of the Known Lands - Vol.I __+__ _,-------_, _/ + \_ /~~>' _-~ | (O + O) | / _-~ \ \ / / | _-~ | \ / | / ~ ~~~~-_ \ |( " )| / | \ | | \./ | | / |~~\ |~~\ /~\ /~\ /~\ | | /~\ |\ | \ _/ |/ | | || || || || ||\ ||___ | | | __ _-~ \_/ | ||--< |---|| -- | || \ | | / / / _-~ ~~--_ _-~ \ |__/ | \| | \_/ \_/ | \| \_/ | | /-~ _-~ \ / / _-~ __ \ \ \\ | | || | | |__ / _-~ ~-_ \ \ \\ | |\ ||\ | | ~~--__--~ / _ \ \ | | | | | \ || \ | \ _-~ | //|\ ||\ ___ | | \|| \| ~~--__ / / ___ /--__ / /^\ ~~--___/ _-~ / /^\ / ~~~-----~ /___ _____/ _-~---~ /___ /| _ ~~--~~ /^\ /^< ___ ~~--~~ /^\ _-~/ / ~--__ ~~--~~~\ ~~ ~~--__ ~~--~~~\---~~ | / ~~--___--~~\ ~~--___--~~\ V THE OFFICIAL ATLAS OF THE KNOWN LANDS AS USED BY THE CARTOGRAPHER'S GUILD OF GENERICA A GAZETTEER OF THE LANDS OUTSIDE THE CITY OF GENERICA Volume I - A-M New this week: none Submissions: email them to me at pcalvert@economics.adelaide.edu.au, or reply to this post. I reserve the right to edit them into the format used herein or make grammatical and/or spelling corrections. If your design conflicts with the logic of the Known Lands (such as placing a maritime center in the Great Heath) then I will advise you of this and we will work out a solution. Alasir: Lying between Ydoine and Sanakin, Alasir is the newest of Nexus's great empires. Sixty years ago Alasir consisted of a mere principality no larger than any of the earldoms or baronies of the North or the Heath. The leader of that principality, one Alassis, cleverly played one power against another during Kentegan's Rebellion (the final blow to the hitherto imperial ambitions of Varande) and ended up with a fairly large kingdom. Alassis's son, Ivinder, became the first Grand Lord and commenced a more aggressive policy of conquest. To date, Alasir has conquered and annexed the lands of Varande, Sanakin and (most recently) Vascondy. Some speculate that Alasir's appetite is not yet sated and that the next target for conquest may be Specifica of Cod. The current Grand Lord of Alasir is Ivinder II, a middle-aged man who reigns from a surprisingly modest palace in the capital city of Aragat. Underneath Ivinder II in the Alasyrian power structure are three "kings" who respectively serve as regent of Alasir proper, general of the Alasyrian military and viceroy of the annexed territories. The viceroy, or "Third King," is despised in Sanakin and Varande as an oppressing figure but ironically admired in Vascondy as a visionary leader. Alasir is primarily a land power- its navy is sufficient to defend the colonies in the Antilles but are no match for the fleets of Ydoine or even Generica in open naval warfare. Its armies, however, have a reputation for courage and fortitude rarely equaled in the Known Lands. Nominally, the offices of the three kings are of equal stature. In reality, there is much politicking by the three leaders. After all, someday the Grand Lord will die... Alasir contains the Ersith Forest (home to the elvish House of Sithen), the halfling colony of the Waylands, and the towns of Kentegan, Hadegan, Ferigan and Valendria. Aragat itself is a rather new town built where the river Valender empties into the Great Blue. Alpha: The continent of Alpha is far to the southeast of the continent on which Generica sits (which Alphans call Gamma), many months from Satosi by ship. The continent (a good deal smaller than Gamma) is unified (ostensibly) under King Vayne ("Long Live King Vayne"), who rules from the capital of Retina ("Long Live King Vayne"). The port city of Cornea lies on the northeast coast. Other major cities include Iris, Pupil, and Nerve. Smaller towns include Atreous, Vitreous, Humor, Rod, and Cone. Cornea is about equal in size to Generica, but is dwarfed by the capital. The residents are mostly merchants, and while Alphans can be found almost anywhere in the world, almost all keep their identities secret, and very few people know of it. Fewer still believe it exists or know any details. [Email kmwilcox@iastate.edu for more detailed information before using.] _________ / \ / ) / Cornea */ / \ _ ( \______/ \ ) * ) This map does not show smaller towns, main / Retina / roads, rivers, or mountain chains. / ( ( Iris *) \ / \ Pupil / \__________* / \_______/ Androsia: Androsia is a relatively young but large kingdom about a six-week journey to the east of the Mysty Mountains. It is north of the country of Cathay. The Great Sea, which has never been explored, borders it on the east. The west is mostly uncultivated, unorganized wilderness even though many people live there ungoverned by anyone. To the north is the uninhabitable Toxic Forest. Androsia is ruled by Queen Corrin, a relatively young widow whose husband, Bristal, was killed while she was still a Princess. She has one young son named Timoth. Androsia has a rather large Army but a small Navy. Queen Corrin has several advisors who make up the Council. She trusts these wizards and warriors to run the Army and Navy and give her advice on matters of government. Androsia is mostly self sufficient, relying on it's plentiful fishing industry and lush forests for food and materials. Wild animals, including horses and oxen, roam the wilderness to the west. Agriculture is somewhat limited but little trading is done due to the proximity to only Cathay and their unwillingness to deal with outsiders. Androsia is made up of mostly common folk who fish or farm or meet each others' needs. The Army is made up of thousands of warriors who are trained and live in many cities around the kingdom. Each warrior wears the symbol of Queen Corrin, a golden dove. Wizards are not uncommon but are not seen by most of the general public. They study in Societies located in every large city. They are known by their headdresses which also display their status within the Society. Each Society is know by their colors. Some Societies hire the best warriors during times of peace for added protection of their research. Queen Corrin has been undertaking an emmense exploration effort both over the Paran Sea and west over the continent. She wishes to govern the wilderness to her immediate west once Ciko is stopped. The one region that is impossible for anyone to govern is the Toxic Forest. The Toxic Forest is a region of unknown size or origin that is home to many dangerous and strange creatures. Very few humans ever enter or return from it. Exploration of the continent stopped at it's borders and all arial attempts to map it have resulted in the disappearance of the wizard who tries to fly over it. It stretches to the west along the border of Androsia for about 700 miles. The Toxic Forest is slowly advancing at all known borders. Androsia has fought off many attacks from creatures that emerge from the forest. These attacks range from huge insects to slimy, corrosive ooze, to large humanoid monsters. It is believed that Wizard Ciko who killed Queen Corrin's husband has been controlling these attacks in an attempt to conquer Androsia. The most current problem facing Androsia is the fight against Ciko. He has created a horde of lifeless creatures made of mud and stone. These creatures, called the Ruthless by the Androsians, must either be beheaded to end Ciko's enchantment or magically dispelled (as of this writing, this is not known how to do). The creatures will use weapons upon their foes if they can be found from dead bodies or picked up. They are sent out in huge numbers to try to overwhelm a baron's castle or city with walls. They are sent apparantly to do one thing or die and when that task is complete, they disintegrate into the mud and stone from which they were made. Many attacks have been sent apparantly to take over the Royal Castle. Stone walls must be reinforced with wood since the hordelings can pass directly through solid brick or stone. The Androsians have been living in fear with their weapons close at hand for several months. Queen Corrin has sent several of her best wizards away from the threat to discover a way to dispell the Ruthless. # = water . = major river * = major city @ = Naethalia (Royal City) ^ = mountains + = forest " = swamp = = wall North is this way ^ Generica is this way < ++&&&&^^&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&|######### ++&&&&^^^&&&&&&&&&&&&The Toxic Forest&&&&&&&&&&&&&&&&&&|######### ++&&&&^^^^&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&|######### +++&+&^^^^^&+&+&+&+&+&+&+&.&+&+&+&+&+&+&+&+&+&+&+&+&+&/~######### +++++&^^^&+++&+++&+++&+++&.++&+++&+++&+++&+++&+++&++&+|########## +++++^^^+++++++++++++++++++.+++++^^^^^^^^^^^^^^*+++++/########### +++++^^^+++++++++++++++++++.+++++++++^^^^^^^^^^^^^++/############ ++++^^^^++++++++++++++++++++.++++++++++^^^^^^^^^^^^/############# +++^^^^^^++++++++++++++++++ # +++++^^^^^^^^/############## ++^^^^^^^^^+++++++++++++++ +++++++++^^^^^^*/The Great Water ++^^^^^^^^^++++++++++++++ :++++^^^(############### ++^^^^^^^^^+++++++++++++++ ... \############## ++^^^^^^^^.++++++++++++++++ ... ~~~########### ++^+^^^^^^^.....++++.....++ ANDROSIA . . *\########## ++++^^^^^^++++++.....++++..* . ....."")######### ++++^+^^^++++++++++++++++++.........@ . """"/########## ++++++^^^^+++++++++++++++++ ......... ~~~~~~~########### ++++++^+^^+++++++++++++++++ . *|################# ++++++^+^^^++++++++++++++++ ./################## +++++++^^^+++++++++++++++ /################### +++++++^^......++++++++ /#################### +++++^^^+++++..++++ + ........ |#################### +++^^^^++++++......: ....... *|#################### ++^^^^^++++++++ ...|#################### ^^^^^++++++++ |#################### ^^^^++++++++ |##The Great Water### ^^^ ++ * |#################### ^^ =======\#################### ========^ =========== \################### ================= CATHAY \################## Antilles: A collection of islands, of various sizes, between Generica and the Dark Continent. The dark-skinned inhabitants, mostly fisherman, have at this stage in history mostly fallen under the thumbs of seagoing powers like Alasir, Ydoine, and Rameshan. The Western Isle and Valkeer are north of the Antilles. Camequeva is the largest and best-known. Barony of Jarpil: This is located in the southern part of the Great Heath, roughly north of Satosi. It is a poor realm, consisting mostly of swampland and infertile soil. Near the village of Gagra is situated the tower of Vorkin, a mage who lived in Jarpil until his death a decade ago. Jarpil is also frequently harassed by colonies of orcs that live nearby; since they don't bother anyone else, though, the Baron has little success getting anyone to help him eradicate them. Bismania: **(please email arsmith@nyx.cs.du.edu before using)** The Bismanian Islands are a volcanic archepelago located far west on the great blue, rather north and a bit west of the northwest corner of the Dark Continent, a month or so's sail from Generica. It enjoys rich rains, a warm climate, and very fertile soil. Most of the inhabitants are farmers or fishermen, or both. There are no real bismanian 'cities,' and no Capital, as Bismania is a direct democracy (rather like ancient athens) and all the voting is done in the nearest village. Not all residents of the islands are citizens with the right to vote, though, those that are must volunteer their time and effort in supporting the governmental services (Fire, Police, Post, National Defence, etc.). This eliminates the need for a paid civil service and greatly reduces the monetary needs of the government. The stereotypical Bismanian thinks too much, and is unafraid to voice his opinion, he is rather independant of others. The central Bismanian mythology is the 'Story of Rackesh.' A supposed ancient Bismanian lord, who solved all the nations problems in such a way that the cures were invariably worse than the disease. (e.g. the divorce rate was curbed by chaining all newlyweds together. A high theft rate by impounding all private goods.) The lesson (as the Bismanians see it) of the tales is "Fix your own problems." In recent international politics Bismania has been in a series of wars to stifle the domination of the West Continent by an evil force. It is losing. It is the belief of the Bismanians that but for them, the Domination would by now have spread onto the East Continent (the one that contains Generica) they rarely tell this to others, especially since contact with the east is rare due to the travel time. Bottleneck Pass: The pass is located toward the southern end of the range, through the narrowest point along the Mysty Mountains. It was excavated from the original path a few hundred years ago by a group of ambitious merchants. Open to any who chose to travel there, it is lightly patrolled by a volunteer army of civilians from Verland and its nearby smaller towns to the west and some of the militia of the Barony of Stifer to the east. Its only features are Broken Stone, a huge boulder with a reputation and the Ranger's Cabin, a small but sturdy wood and stone structure near the apex of the pass, on the east side of the Range. The cabin is lightly stocked with food and firewood for travellers who get caught in bad weather. Camequeva: A tropical island in the Antilles. The people there, and on nearby islands, are similar racially to the inhabitants of the Dark Continent. They are mostly fishermen, and spend most of their lives on the sea. Many of the fishermen tattoo themselves intricately in patterns denoting their family and personal accomplishments. They speak a dialect of Dark Common which is rendered as somewhat like Jamaican English. Cathay: Despite its distance from the Known Lands (Cathay is north of Etarus' Ta), this empire is well-known for its fantastic products and fabulous accomplishments. Cathay was founded at around the same time as Old Generica when the First Dynasty suppressed the warring tribes of the Catan and commenced a program of empire building. Despite the construction of an imposing wall securing the entire northern frontier of the country, Cathay fell to the Horde and the emperor was replaced by a series of Khans. The current Khan of Cathay is perhaps the wealthiest man in the world, and his junks have commenced a program of exploration and trade which ranges as far as Pashar, Bismania and Generica. Products unique to Cathay include mulberry silks, certain rare spices, jade, and a potent drug known as Mispah, which is commonly smoked in long pipes. The culture of Cathay may be compared to China during the days of Kubla Khan. The Dark Continent: To the south and west of Generica's continent lies a large continent, for the most part unexplored by white-skinned man. Most of the inhabitants are dark-skinned. The central portion of the continent is covered with the Savannah, a wide grassland which has until recently been roamed by the nomadic tribes of the Aradneh. Now priests of Ilmater have come to the tribes and taught them agriculture, as well as the Common tongue and other Northern culture. East of the Savannah is a high mountain range, over which lies a deep bay, all that remains of the once-great Aradneh civilization after it was destroyed by the gods centuries ago. To the west lie swamps, populated by lizard men and similar creatures. To the south lie great jungles, populated by pygmies and wild beasts of all kinds. To the north lies a great desert. (Note: The Savannah and the ruins of the Aradneh civilization are reserved by Aaron Humphrey.) There are several civilizations still extant on the Continent. On the north coast, a formerly great kingdom is now under the subjugation of the kingdom of Ydoine from Generica's continent. On the south coast are several warring kingdoms that are somewhat Aztec in flavour. The language of Dark Common is spoken in trade across the continent. There are also several strange races to be found here, including the lion-like Dragas on the Plains of Drotshava, far to the west of the Savannah; reptilian Drists living in the northern deserts; and elephantine Loxorians in the southern jungles. The DiamondGate of North Glacier: Over a thousand leagues north of Generica there lies a mountain range with a big glacier in its center. On the top of a mountain surrounded by the North Glacier lies the DiamondGate, a magical crystalline doorway to the world of Titania. The other side of the gate is in the center of the city of DiamondRise, last city of the Giants of Titania, still fighting a war against the Hordes of the Demon Mother. Etarus'ta: An Oriental-type realm, mostly pending description by John Charles Fiala. Known for its exotic cuisine, Etarus'ian food is available in many of the more cosmopolitan cities in the Known Lands. The Fist Also known as The Fist of God and The Devil's Grip. Located at sea in a general Northwest direction from Generica. It never comes closer than within 200 miles of the City. It covers an area of ocean that is approximately 85 square miles. It is filled with varying winds of hurricane force. It is very dark with clouds, and thunder and lightning are continuous. Visibility is always less than a mile. Seas usually run between 25 and 45 feet, depending on how deep into the tempest one is. The Fist wanders a range of about 400 miles. There are stories that seem to suggest there may be some sort of intelligence in the storm; however, no one has ever been able to determine whether or not that is true. Not with magic, neither pleas nor prayers. Magic cannot affect the strength of the storm. Magic may protect travelers while passing through The Fist to some extent, though it will be, at best, a miserable passage. Some survivors of encounters with the tempest report on a wild, rock-bound island glimpsed through the darkness. Apparently this island moves with the storm. Earliest recorded history of the City references The Fist. It has been around a long, long time. Persons wishing to use The Fist are welcome to do so. There are no immutable plans for its future. It would be nice to preserve some of its mystery for at least a little while though. Forgotten Realms: Portal from the land of Generica to the Forgotten Realms lies to the southeast and takes three days on horseback to reach. The portal brings travellers to the Great Desert, and this is two and a half weeks travel north of the nation of Cormyr which is ruled by King Permus Tremor (thanks to the help of the Luthor Questors). Generica and surroundings: Generica is a generic fantasy city. It is approximately Rennaisance-level. Technology excludes gunpowder, but includes glass cutting, crossbows and sundials. It is a city-state, run my Melwis the wise, a merchant. It is a traders' city, on a very busy trade route by land, river and sea. It is run by merchant familes, and there are many guilds of various descriptions. It is not inherently corrupt, but money will get you far in this city, and there is not much that you can't buy. By day it is bustling with trade; by night there is much action, festivities and so on. In some areas, there is much evil. It is your average fantasy city. Because of Generica's cosmopolitan status, at the center of trade routes on this world and others, many religions are found, of any pantheon you can think of, and they won't interfere (except tell that to the followers). Magic is active in many forms. Many races also pass through. However, there are many of the populace who are ignorant to the wider world, especially those in the outlying farmlands. Grale: This hold on the Kirender River south of the Great Forest was formerly the abode of the House of Grale until the time of Lord Glorshanned. A gnoll attack on the hold forced Glorshanned to evacuate, at which time he founded the city which was to become Generica. The keep is currently abandoned, home to gnolls and the usual dungeon denizens. The Great Blue: This is the most common name for the ocean lying to the west of the Known Lands and containing the Antilles, Camequeva and Valkeer. Maritime nations bordering this sea include Rameshan, Ydoine, Alasir and its subject states of Sanakin and Varande, and the city of Generica. The Great Heath: A thousand miles east of the Mysty Mountains is an area that is mostly spanned by plains and moors. Once, in ancient history, this area was ruled by a single great conqueror, who died with twelve sons. Since then, the area has been divided and subdivided until it reached its current state--over a hundred petty baronies, earldoms, duchies, and the like. There is an Emperor, whose Empire spans little more than the average earldom. All the ruling families trace their ancestry back to the Great Conqueror, and occasionally signs of inbreeding are apparent. Not all of the realms are on the plains--a few are in small mountain ranges, some in swamps, forest, etc. The Great Forest: Stretching east from Generica along the Ceruputhon River up past Specifica of the furs, the Great forest is the largest contiguous wooded area west of the Mysty mountains, possibly on the continent or even the world. It is home to several elven kingdoms and numerous logging and trapping communities. This very ancient forest is home to all the animals you would expect of a forest, and most that you wouldn't. Several parts are dark and evil, just waiting for well (or ill) -meaning adventurers to come along and get eaten or worse. Other parts are distinctly sylvan, well kept, beautiful, and perfectly safe. Mostly it's just a forest, though, a lot of trees, numerous small furry animals, and the odd trapper. Magira: **(This city is reserved by tkelly@unix2.tcd.ie (Mithrandir))** The ancient city of Magira lies far to the North of Generica on the Coasts of the Great Blue.It is so far north that the sea in the area is usually frozen over, especially in the winter. However,due to certain magical forces,the area enjoys a pleasant subtropical climate and good weather. Magira is a city of magicians. It is ruled over by the Council of Nine, and has been for many years. The laws of the City definitelt favour Wizards above all else. No normal man is even allowed into the city unless he is sponsored by a wizard living there. The laws also forbid fighting by magical means. If this occurs, both participants are swiftly killed. The city is devoted to the study and practiice of magic around the world. They have no aspirations of Empires, such is not the way of the mages at all. No, they consider themselvees scholars of the highest degree. Most of the food of the city is bought with either magic services or straight cash, and transported to the city through magical means. The organisation dedicated to magical study is the Academy. The Academy is by far the most powerful institution in the city, and all wizards are members of it. The Council of Nine is eleceted from among it's most honoured members. Visiting wizards are expected to present themselves to the Academy, by law. It is a well respected institution, and many of the world's most powerful mages, including the legendary Sorceror himself, come from it's ranks. The normal population is very small, usually slaves of wizards who desire such things. They are in no position to rule or revolt, because without the wizards, the city would quickly become what it once was, an arctic wilderness. The Marayan League The Marayan League is a loose confederation of small human farming villages with no clear king. It is an *extreme* backwater; few outsiders ever venture there (or would want to, really; the only things there are humans and farms). The largest town, and the unofficial capital, is Maray. The political system consists largely of a treaty signed 100 years ago where all the villages pledged to come to each others' aid in time of war. When there aren't any wars or external threats, the League is sort of irrelevant and every village takes care of their own affairs. Taxes are imposed only during wartime. Warning to would-be tourists and adventurers: most average residents of the Marayan League consider non-human races "monsters" and may not even believe in their existence. Some are a little more savvy, and there are a select few who have ways of communicating with Generica, but they are not easily recognized. Non-human visitors will create a serious upheaval. The most recent historical event in the Marayan region was the Great Stand against the evil wizard Sel Safthandor and his nonhuman, questionably intelligent allies known as the *keth*. Sel's forces also included some human and humanoid mercenaries. This occurred fifteen years ago. Sel was defeated and presumably killed, but not before nearly half the population of the area had died defending it. A few *keth* survived and reproduced, and the Marayan League remained active for some time after the war to conduct a campaign of extermination. No *keth* have been seen for quite a while, however, and the extermination is thought to have succeeded. Use of the Marayan League is encouraged, however please email sxk29@po.cwru.edu before you do so, since things are afoot there. It may be useful as a boondock-type origin for NPCs. County of Maybold: Maybold is a small county in the north-west Great Heath, near the realm of Pappheymknaff. It is ruled by Thoric Vigilant, Count of Maybold. The realm of Maybold was formerly a Duchy, located to the south, and somewhat larger than now; for the crime of choosing the wrong side in a civil war hundreds of years ago, they were exiled to this remote outpost. The former realm of Maybold was divided up amongs the winners. Celtic-type tribes live in the hills to the north; Count Thoric is of this stock, having married the only daughter of the previous Count. Newmeanor: **(please email arsmith@nyx.cs.du.edu before using)** A large continental island off the northeast coast of the West Continent, Newmeanor enjoys a climate very similar to England's for the most part. Newmeanoran culture is highly regulated, with the people divided up into seventeen Castes, and from three to hundreds of Classes within any given Caste. The typical Newmeanoran is born, lives with his parents until the age of five or so, and then gets sent to the 'group school', a boarding-type institution where he lives until twelve, where an exhaustive series of tests and interviews determines the Caste and Class he will join. From then on, he will be educated in his profession and then practice it until he retires, building up staggering skill during his career. Relations with the free countries of the W.C. and Bismania are amicable (although Newmeanorans and Bismanians tend to have a mutual misunderstanding of how the other's society could possibly work), and Newmeanor has been fighting in the recent Orc Wars agains the evil power on the West Continent. It too, is losing. Newmeanor does have the most powerful navy in that part of Nexus, if not all of it. Nilar: See Trarovia and Nilar. The Northern Kingdoms: The Northern Kingdoms lie far to the north of Generica, as their name implies -- somewhere between Ydoine and Magira. They are lower tech than Generica (c.11th century Europe) and also lower-manna: magic exists, to be sure, but it is uncommon and greatly feared. The term "kingdoms" is a misnomer. In fact, they are a collection of small, autonomous fiefdoms, and the several kings which claim authority over one region or another lack any real power beyond their own estates. The local rulers are forever quarreling in petty border disputes. Feel free to use this area; I based the Northern Kingdoms on my scanty knowledge of post-Carolingian Europe. Pappheymknaff: Pappheymknaff is an orc-infested country in the north part of the Mysty Mountains, northeast of Vascondy. The inhabitants have not spoken Common for long; some of the older people there still use their own language, Udriapapfklai, which sounds quite funny for Common speakers. The names of persons and cities are still in that language. Suffice it to say that the full name of the Count who rules the place is Dalzpansen Pitscheknelz ov Gumsiaseer Wachdosalm ond Kechlatza Pepadethruphla Unilak. The Pappheymer are constantly battling hordes of orcs dwelling in the mountains, so they are normally very experienced in fighting. Magic other than that of the priests of Fivririmirfi, the main deity there, is strictly forbidden. Parahan: Once the site of several fabulous kingdoms, the land of Parahan is now an empty prairie, home to few save farmers, nomads, barbarian herdsmen and wemics. In ancient times, the land of Parahan was home to the advanced civilizations of Sparlax, Graim and Kethney. The empire of Graim and the magocracy of Kethney became involved in a terrible war in which both sides used fearsome magical weaponry. At last Graim prevailed but was sufficiently weakened that an invasion by barbarian hordes toppled the empire. During this time the Sparlactic civilization seems to have vanished completely, although from time to time explorers or sages in some remote part of Nexus claim to have found remnants of some far-flung Sparlactic colony. Farmers settled the area and founded a republic, which was promptly invaded and annexed by neighboring Rameshan. The Rameshanders exerted minimal control over the territory at best and left the agricultural colony vulnerable to the barbarian hordes. Recently, a strong barbarian leader, the Il-Shar, founded a state of Parahan with de-facto control over the agricultural colony. Unlike many of his predecessors, the Il-Shar has refused to pay tribute to the Shaheran of Rameshan, gambling that RameshanUs decline will make it impossible to resume domination. So far, he seems to be getting away with it... Parahan is now divided down the middle. The Ch'Parian barbarians hold the eastern half, and the Rameshanders only hold the western half now. Rameshan: Formerly a large empire controlling virtually the entire southwestern part of the Known Lands, Rameshan has been in decline for the last three hundred years. The nominal ruler of Rameshan is the Shaheran, who resides in a massive public edifice known as the Court, but real power is exercised in any given part of Rameshan by whomever is the strongest or wealthiest. Factions include several different merchant groups (including the infamous Amber Crescent who specialize in the trafficking of slaves), the cult of Cardinal Xar (which intends to eliminate the use of magic and persecutes mages), secret societies and other groups. The current Shaheran of Rameshan is a precociously intellingent fourteen-year-old boy who won his position by personally assassinating his predecessor. Despite RameshanUs decline as a political power, its merchants are still among the most active in the Known Lands, trading commodities including carpets and silks, treasures, hardwoods and products from the Dark Continent, drugs and intoxicating spirits, and slaves. Rameshander culture and life might be accurately compared to the Forgotten Realms' Calimshan or Mulhorand, C.S. Lewis' Calormene, or Earth's Ottoman Empire or Caliphate of Baghdad during the Middle Ages and Rennaisance. Dansushar: This city lies at the edge of the Reszhian desert and is one end of the caravan route across the desert to the city of Alamatar. Orluccar: The religious center of Rameshan, and the seat of the Oracularity of the Temple of Ashes. The Oracle at the temple, according to legend, is a four thousand year old woman. Pashar: The capital of Rameshan is one of the most populous cities in the Known Lands. Home to the Court, many mercantile organizations and a notorious brotherhood of assassins, Pashar is a bed of intrigue on a par with, well, Generica. Reszhian Desert: This is one of the largest deserts of Nexus. Formerly, the territory was controlled by an empire known as Ahmey which had its capital at Alamatar. The Ahmeyan civilization has disappeared but several of its huge stone monunents, including the Pillar of Nehayan, remain as testament to AhmeyUs former glory. The Running Lands: The Running Lands is the Ano name for the hot, dry steppes in the distant southeast corner of the continent. These plains are inhabited mainly by the various tribes of the Ano, a race of generally peaceful cat-footed centaur-like beings. The deeper into the plains, the more native and unspoiled the Ano tribe. Closer to the border between the Running Lands and where two-leggers reside, the tribes are more aggressive and suspicious due to border disputes with the two-leggers (humans, if you haven't guessed already). The plains also support a variety of timid wildlife, including what resembles a sort of antelope, hunted by the Ano for food and materials. Farming is difficult, but not impossible. Currently, there is an uneasy truce on the border, recently negotiated by a two-legger who spoke fluent Ano. Sanakin: Lying between Alasir and Vascondy, the land of Sanakin has traditionally served as the battleground between powers north and south. It has but a few towns- Crossvale, Bannervale, Dwarrowsvale and a few outlying villages. Its young men are virtually universally conscripted into the currently occupying power of Alasir, which sends the recruits to the distant frontier with Ydoine. As opposed to its soporific neighbor, Vascondy, the people of Sanakin have commenced a rather bloody resistance movement against the Alasyrians. Covertly, the merchants of Generica have been funding the Sanakin "patriots," to the end of preventing or delaying further Alasyrian encroachment into Specifica of Cod. Satosi: This city is also known as the City of Festivals. It sits on the south coast of the continent, south of the Great Heath. Satosi draws thousands of tourists a year for its festivals. The city suffers from surprisingly little crime and dishonesty. Some attribute this to the enormous tree standing in the center of the city, which also makes this city the center of druidic worship. South of Satosi is a large archipelago, similar to that in the Earthsea books. The Silk Road: The silk road is an ancient trade route between Cathay and present Rameshan, running east through parahan, south of the great heath and north of the running lands. People travel in caravans of between five and five hundred camels, trading valuable eastern goods (silk, spice, etc.) for valuable western goods (mainly gold) a. Both western and eastern merchants have been known to get very rich from this trade route. The trip is not particularly enjoable for the travelers, however, as it passes rather close and sometimes through barbarian tribes and the rich convoys are a notorious target of thieves and highwaymen. The Southern Marshes: Surrounding the vast delta where the river meets the ocean 150 miles south of Generica, these marshes were once the site of a prolonged conflict between lizardpeople and Genericans. Today an uneasy state of truce exists. The region is controlled by the united lizardman tribes but Genericans are permitted to use the river and the periphery (for fishing, logging, settlement...etc.) in exchange for trading goods and technical knowledge. Despite the ever-expanding presence of civilization, the Southern Marshes are vast. They hold secrets and perils that cause even the fiercest lizardpeople to shudder. Specifica: The name of several cities, each concentrating on a specific trade good. Most people tend to call each Specifica, but if distinction is required, the name of the trade good is added to the name. Thus we have... Specifica of Cod: A small settlement north along the coast, exporting fish southward to Generica. Specifica of the Furs: A city which is 7 days upriver of Generica and has a primary export of furs, which it trades for goods from the south, like sugar... Specifica of the Sugars: A sister city to Generica which is south along the coast, and trades sugar with Generica, in trade for goods from the north and Valkeer. First a central trading-place for the hopeful Genericans who attempted to establish plantations in the Marsh, 'Sugars became an important strategic hold during the Generica-Lizardman wars of the last generation. Until very recently, a kind of detente between the Generica-backed humans of 'Sugars and the local lizardman tribes allowed mutual commerce to benefit both. But in Thk's absence as leader of the lizard men, tribal agitators are fervently calling for a resumption of the campaign against the human colonists. Already there have been several bloody skirmishes with no end to the escalation in sight... Specifica of the Spices: A small town to the south west of Generica. It is mainly a center of commerce and food processing. The rich farmland surrounding the town produces many types of herbs, spices, fruit, and grains which are then sold in the city to merchants. These merchants convert the raw food bulk to processed products such as beer, wine, and dried seasonings. These products are exported to other cities in exchange for clothing and metal products. In its 330 year history, it has lead a peaceful existance of neutrality. It is also said that no army will attack Specifica of the Spices because it would increase the price of beer. The town's population is mainly human with the exception of the Elven orchards and the Dwarven breweries. The Stavelands: The name given to a section of the territory between the River Kirender and the Gulf is the Stavelands. Home to the minor kingdoms of Gathney, Gadwey and Eamoney, the Stavelands consists mainly of gently rolling hills and small farms. The Stavelands are also known as the locale of the hold of the Skarkoryg, a fearsome orcish tribe exercising control over the wilderlderness. The tribe is led by (and has been as long as anyone can remember) a shaman called the Skar-an immensely large orc. It appears that the Skar discovered a nearly limitless source of magical power and is using it to further the ends of his tribe. So successful have his campaigns been against the gnolls of Grale and the surrounding area that the Skar may have set his eyes on a greater prize... Stifer (The Barony of): The nearest lands to the east of Bottleneck Pass belong to Baron Stifer. A fairly stable man, he boasts two sons. The elder is his man-at-arms, the younger will be his successor. His wife is an excellent cook and in past days, the Baron's favorite fencing partner. She remains excellent with a blade, while rictus and pain of the hands often keeps the Baron from wielding a fork, much less any sort of sword. The Baron is an unusual man in that he often despises tradition. His people perform a variety of tasks, from weaving to gardening to farming to smithing and the Barony is largely self-sufficient. But, rather than create a closed community, the Baron prefers to continue trading and accepting new ideas from the travellers he meets. Anyone who stops in his keep will be asked to dinner and undoubtably grilled by the Baron himself about various experiences and opinions. Unlike many of his neighbors on the Great Heath, he is a strong supporter of fostering. Since nearby Barons are resistant to the idea, he often fosters with Verland, and on rare occasions of great talent, with the Specificas or Generica. He is getting on in years, but everything seems to indicate his sons take after him and are loyal to his visions. His people are also very loyal, to both him and his sons. Tinsara: (Anyone may use Tinsara as they wish. Please e-mail me if you make any additions or changes to Tinsara so up-to-date records may be kept. Thanks!) ______________Wyvern Peak _________ / ^ ) ( \______ / |~~~~~ _____) ^^ \________________/ ^^^^^^^ \_________________ / ^^^^^^^^^^ ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ \ /^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ \ |^^^^^^^^^^^^^^^^^^^^^^^^^^^^Anvil Mountains^^^^^^^^^^^^^^^^^Nosrac Tik^"\ | ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ @"""\ | ++^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ """"""""\ | +++++++++++++++++++++++^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^The Bogs"""| \ @Zhensa ++++++++++Ent Forest++^^^^^^^Santok^^^^^^^^^^^^^^^^^ """"""""""| \______________ +++++++++++++++++++++@^^^^^^^^^^^^^^^^^^^^^^ ++++"""""| \ ++++++++++++++++^^^^^^^^^^^^^^^^++++Forest of+| \______ +++++++++++++++^^^^^^^^^^^^^^ ++++Shades++ | Sea of \ +++++++++++ ^^^^^^^^^^^^ +++++++++ | Moons | ++++++ ^^^^^^^^^^ ++++++++ | | +++++ ^^^^^^^^^ ++++++++ | / ^^^^^^^^^^ +++++++++ ( ______________________/ @ ^^^^^^^^^^^ +++++ ) / ++++++++++++++++++++++ Tintisha ^^^^^^^^^^ ( \+++++++++++++++++++++++++++++ ^^^^^^^^^^^ | \ +++++Cape Forest++++++++++++ Sonsassu ^^^^^^^^............ _| \ ++++++++++++++++++++++++ @..^^^^^................. \ | ++++++++++++++++++++ ......^^^..The Barrenlands.... \ | _________ +++++++ _______ ..............^.......................| \/ \ ________/ \_____ ................. ______________/ \_/ \ ........ /\ .....( Legend: \_______ / \______) ^ = mountains . = desert \/ + = forest " = swamp @ = city Tinsara is a small continent (about 1000 miles across) which lies to the southeast of the continent on which Generica is located, between the Generican continent and the mythical continent of Alpha, though Tinsara is much closer to the Generican continent than Alpha (Tinsara is about one week by ship). Tinsara is dominated by the Anvil Mountains. These mountains are vast and much remains unexplored. It is rumored that the caverns of the Underwurlde stretch under the sea and surface in a few places in the Anvil Mountains. The fauna, flora, and intelligent population is similar to what can be found on the Generican continent. In fact, the human/humanoid culture is nearly identical, and regular trade has been established for quite some time. The continent is, in essence, a kingdom. The center of power is the city of Tintisha, where the royal family of Fronkata resides, and remains rather aloof to the general populace. All major cities are shown on the map, and several villages can be found all over the continent. Of particular interest is the city of Nosrac Tik. This city is ruled by an evil religious faction, which worships Mjolnir, the god of strife. Nosrac Tik is ruled with an iron fist and is thought of as a separate kingdom in of itself because of King Fonkata's unwillingness to post troops inside the city itself. Trarovia and Nilar: (Write corleyj@gas.uug.arizona.edu for more information about these two nations) Trarovia and Nilar have been at war for 74 years. They lie many hundreds of miles north of Generica, though at a low enough altitude that their climate is still conducive to agriculture. Or at least it was before the war. The war is over several disputed provinces along the border. The ones that have been mentioned thus far are Lully, Darnington, Carrizo and Michael's Gulch (there are lots, so you can add your own.) Trarovia's capital, Central City, and Nilar's capital, Kikouko, are gutted husks of their former grandeur. Both nations are under military law, and both armies are slogging it out on the battlefield. Both nations have introduced the use of flying carpets as aeriel assault platforms with young, poorly-trained mages firing at nearly helpless ground targets. There is, no end in sight. Underwurlde: To the west passing from the mountains under the Great Forest, and even to the Generica's sewer system itself, is the Underwurlde. The Underwurlde is an extensive system of grottoes, caves and so on, which travel for hundreds of miles. There is said to be a whole city in a large, magic grotto, itself called The Underwurlde, where many dark and evil races dwell. Valkeer: This is an island country to the west of Generica. It is almost a week's sail if conditions are good. It was taken over by the Overlord Grimsword, his death-knight general Dracat Deathblade and his undead minions. He rules the land with an iron hand, no one daring to defy him. He constantly torments his people (being from Ravenloft). Broken Skull Keep lies embedded into the Dagger Mountains. This is the center of his rule. The Guardians of the Claw are a group of undead and evil humans that protect Valkeer from invaders. Varande: Varande is a small country situated to the southwest of Vascondy. Its borders also touch Alasir and the Great Blue. It is basically a farming and fishing country which has kept to itself in the pass. Varande has two major cities, the capital being Aarafawn which was ruled by a monarchy until just recently, when it was quite decimated by the invading Alasir military power. Seeleth was originally a small fishing community like most other small towns in Varande. But over the last few hundred years or so it has risen in power with the increase in fishing trade. Seeleth now rivals Aarafawn itself and until recently was under the sway of its tyrannical assasins guild. Many problems (the least being the unleashing of a lunatic werewolf on the streets for a few months) led to the many citizens rising up and disbanding the guild through brute force and sheer numbers. Seeleth is now the major Alasir base in Varande due to its prime location along the Great Blue. Aarafawn is not quite what it used to be! Vascondy: This small country to the northeast of Generica has historically been a peaceful farming state. Founded by the Count of Avascond (a survivor of the Great Purge during the Schism of Kirender several hundred years ago), the realm expanded slowly from a small parcel of land thould be defended from Keep ad'Avascond to to a modestly sized country containing several towns. Among these are the bucolic hammlet of Evermeadow, the growing vinyard-town and trading post of Terse's Bridge, the settlement at the mountain pass of Avangate and the city of The Coll. The nominal seat of power is still Keep ad'Avascond, although true political authority is found wherever the Third King of Alasir happens to be. The last ruler of an independent Vascondy was a wicked baron who oppressed the populace and burdened farmers with excessive taxes. After a few years of this unprecedented hardship, a popular rebellion was fought in rural areas, especially around Evermeadow. Just when it appeared that the baron was to be overthrown, the Alasyrian army marched in and announced the annexation of the country. As it happened, the Alasyrians had contacted the leader of the resistance, one William, and offered to make him the lieutenant to the Third King in Vascondy- effectively a kind of viceroy. William accepted and the Vascondian partisans were ordered to cooperate with the Alasyrians. Surprisingly, Vascondy has rebounded since the occupation and its farms and craftsmen are more productive than ever. To some extent, the Vascondians are grateful to the Alasyrians for deposing the Baron and restoring peace. But the near-victory by the partisans against the Baron emboldened many patriotic Vascondians, who may be preparing to lead the country to independence onnce again... Verland: The largest town to the west of Bottleneck pass is Verland. They are primarily a farming and herding community, but they are able to supply themselves with almost anything they need. The center of town consists of a few houses that used to belong to the merchants originally involved with the road, but are now a town hall, a multi-faith temple, and a number of pubs, boarding houses, and Inns for travellers. In the middle of these buildings is a plaza where the local market sets up once a week, selling foods, and a few homemade goods. The occasional passing tinker or craftsman may set up here as well, either on market day or during the week. It is common to find at least a few folks working a small bit of trade any given day. Verland's market is an excellent place to get cheap and fairly sturdy goods made by the various apprentices, journeymen, and, on rare occasions, a master. At the end of every month, folks from nearby towns come into Verland to buy and sell their wares, and the market turns into a something of a fairground. There is a small grassy field beyond the buildings where traveling entertainers set up shows. The West continent: **(please email arsmith@nyx.cs.du.edu before using)** The west continent divides the Great Blue (which borders Generica.) from the Eastern Ocean (which borders Cathay). Geographically, it consists of a western shore, steppes to the north and plains to the south, a big mountain range, plains to the east, and the eastern shore. There is a small east-west mountain range surrounding a small plain at the south end of the continent. Historically, the West Continent was home to the Dozen Realms, which coexisted for a long time in perfect harmony. During this time Western traders were found in all the ports of the world, ranging from Aradneh, to Old Generica, to Cathay, to the continent of Alpha. This Eden environment was broken by the Dark Lord, who appeared out of nowhere and came to the throne of Sovia, where he sits to this day. Of the original twelve, there are now four realms: Andria: Situated on the Bay of Andria, the country was once the home of the twin cities of Dat Andria (inland) and Dai Andria (on the coast). Dat Andria was destroyed by the first (and so far, only) use of the "City destruct" spell developed by the dark lord in the last Orc War. Chillia: The only country not directly affected by the Dark Lord, Chillia sits in the area isolated by the east-west range. Chillians have been described as "the kindest people in Nexus", and the country deserves its reputation as the ideal vacation spot. Danuib: A rather drab country really, it's warriors have earned their reputation as the fiercest (not the most effective, but the fiercest) warriors in the Orc Wars. Sovia: Dominated by the Dark Lord, Sovia has been gradually swallowing up the rest of the continent. Conditions there may or may not be as bad as the stories say, depending on who you are and where you are. In addition, the West continent is linked to the Island Countries of Bismania and Newmeanor, who have been lending aid in the Orc Wars. Xipangu: An island realm off the shore of Cathay, Xipangu is home to a haughty but deadly order of knights who exercise total control over the country. Xipangu sends no vessels abroad, save fishing boats or Pursuers (see below); and does not conduct commerce with any nation. Foriegners, if identified, are summarily executed and prospective emigrants are hunted down and slain, even to distant lands. Owing to this veil of secrecy, little is known about the rulers of Xipangu. Some speculate that Xipangu is a puppet of Cathay, others maintain that a powerful but reclusive mage (or lich?) dwells in the Forbidden Tower. At any rate, confirmation of any of these musings is prohibited due to the vigilance of the knights. Ydoine: This country is situated on the coast to the north of Generica. Its capital is Naix. The people speak a language very similar to French(as close as Common is to English, anyway). They are ruled by a feudal system, but have a large middle-class. They also have a strong naval force, and they rule several territories on the Dark Continent and in the Antilles. ##################\__ ^^^^^^^^^^^^^^^^^^^^^ #####################\ ^^^^^^^ ##### GREAT #########/ [] DiamondGate ###### BLUE ####(~~~~*Magira of North #################) Glacier ###############(______ The Northern ######################\__Kingdoms Mt. Ledoritan \VALKEER)################) The /\ ^^^^^^ PAPPHEYM- #\__/################/~~~YDOINE Marayan ^^^^^^^ KNAFF ##############/~~~~~~ * Naix League ^^^^^^^^^ ########/~~~~~ VASCONDY^^^^^^ #######(___ *Evermeadow ^^^^^^ ###########\__*Aragat ALASIR ^^Mysty^^^ ################\_ SANAKIN ^^^^^^^^^^^^^ ##################\*Aarafawn ^^^^^^^^^^^^^ ###################\VARANDE ^^Mts^^^^ ######### #################*'Cod ^^^^^^^^^^ ####### ### ##############/ ^^^^^^^^^^ #######################/GENERICA ^^^^^^^ ANTILLES # #####/~~~~~* ++++++++ Ceruputhon River_/^^ ################| \.++++++^^+++/~~~~~~~~~~~~~~~^^^^ ################/ |+Great+Forest a^x^b ###############/ * `~\+/~\+++/*'Furs ^^ ##############( 'Spices ~ ~~~ ^^^ GREAT ###############\""""""" * Grale ,--'^^^ HEATH ################>-'~~\___,--'~~\__,--Kirender R.-'^^^^^ ############'Sugars*"""""Southern"" _____^^^^^^^^^ ####################\"""""Marshes_____/#######\______ ########################\""""/#######################) ######<<|##########################################/~ ########|######/ * \############################/ /~~~~~\#|#####(Pashar_)##### The Gulf ############\_ )|######\ (###################/~~~~~\#####\_ /#|######/RAMESHAN ##############/ ~~\####\___ DARK(##|#####(.......\###############/ ~~)#####\_ CONTI-)#|######).......*Orluccar ##/~~ (########\ NENT /##|#####/............\####/~~ PARAHAN \#######( (###|####/..............\#/~ ~\#####/ __)##|##/*Dansushar.......~ ~~~~~ /#####|#/.....................----------The Silk Road--------> \#####|( ......Rezzian...*Alamatar \####|#\__.....Desert....... \###|####\ .............. \##|####/ THE RUNNING LANDS => __/##|###/ /#####|##( \#####|###\ \####|####\ /####|#####\________ _________ /#####|##############\ __*Satosi _/#########\________ \#####|###############\___ __/##\______/#################### \####|###################\_/################################# <<|this is far west! \ Alpha \ # = water . = desert \ | * = city/town ^ = mountains __\| 'Xxx = Specifica of (the) Xxx " = swamp + = forest NOTES: The Dark Continent, described above, is _far_ to the south and west of the Known Lands, not right off the coast as it appears above. The Antilles are compromised of a number of islands, including Camequeva but not Valkeer, which is farther north. Satosi is way south, not on the coast of the Gulf as the earlier (and incorrect) map suggested. (Kelly Cooper's notes:) Above, the 'x' in the Mysty Mountains marks Bottleneck pass. 'a' is the town Verland and 'b' is the Barony of Stifer. I put the pass there because it was the narrowest representation in the Mysty Mt. range. ________________________________________________________________________________ ...sage -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Pete Calvert:Commerce Department, The University of Adelaide, South Australia email : pcalvert@economics.adelaide.edu.au -=-=-=-=-=-=-=-=-=-=-=-=- another page from ...sage -=-=-=-=-=-=-=-=-=-=-=-=-=-