Across the Thousand Oceans
from the continent of Fulcrise Haelere, the Furthest Lands unfold.
The highest peaked mountains, the most vast-reaching plains, the
deepest wettest jungles. An avalanche of life and a stampede of land
forms. The Furthest Lands are unknown to the outside as anything
other than an abstraction. They are the lands of primal monsters and
multitudinous magics, the beginnings and endings of stories. A fairy
tale in overgrown megaliths and myriad megafauna.
The animal/monster life here is drawn from a variety of sources: currently living animals, particularly marsupials and birds, animals from the Mesozoic era, animals from the Cenozoic era, inspirations from the work of Wayne Douglas Barlowe, Clive Barker, underrepresented mythology, and the curly Suessian reaches of my mind.
50,000 years ago, the greatest ancients waged an incomprehensible war with their unknown enemy from the shining city they had settled atop the Juum plateau. On the Day of the Black Finger, darkness poured from the noon sun, the shining city was destroyed, and Juum crumbled into a hole that never filled, an endless depth called the Hive Mouth.
Now, the races that lived in the shadow of the ancients have cobbled together their own areas of civilization in a land that resists taming. Here food is rarely a problem, all environments teem with plant and animal life. Few communities are truly agricultural and farms, like all settlements must be defended constantly. This is the true problem in the Furthest Lands: the environment quickly takes back from civilization, roads and paths are consumed, monsters return, nature spirits incite and seek to inhabit the people, and there are many many creatures adept at predating humanoids. The only routes to holding back or taming in some small way the wilderness is multi-species cooperation, magic, or creating a symbiosis with it.
Now, the unique living magic of this place, the peculiarities of its geography and the ruinous transformation that created the Hive Mouth have unbalanced the vital energies of the world. This has resulted in the Furthest Lands becoming a sort of planar sink. Magical travelers often unexpectedly end up here from the Cross Continent and from throughout the multiverse. Likewise, magical travel off continent is now considerably more difficult, and escaping the bonds of the distorted world itself near impossible.
The Furthest Lands have a tropical to sub-tropical climate and two major seasons. The dry, hot season is called Sunhold and lasts two thirds of the year, while the cool, wet season is called Stormseat and lasts the rest. There is a single sun and single moon.
This is a continent mostly without kingdoms, where the few true cities have necessarily high walls and strange rules. Outside the peoples’ scattered enclaves, the beasts and nature spirits own the lands, lands that have swallowed up most evidence of the past. This is a continent where journeys require preparation and are never assured successes. Very few people venture out alone, and the strongest and wisest know best when to run.
The animal/monster life here is drawn from a variety of sources: currently living animals, particularly marsupials and birds, animals from the Mesozoic era, animals from the Cenozoic era, inspirations from the work of Wayne Douglas Barlowe, Clive Barker, underrepresented mythology, and the curly Suessian reaches of my mind.
50,000 years ago, the greatest ancients waged an incomprehensible war with their unknown enemy from the shining city they had settled atop the Juum plateau. On the Day of the Black Finger, darkness poured from the noon sun, the shining city was destroyed, and Juum crumbled into a hole that never filled, an endless depth called the Hive Mouth.
Now, the races that lived in the shadow of the ancients have cobbled together their own areas of civilization in a land that resists taming. Here food is rarely a problem, all environments teem with plant and animal life. Few communities are truly agricultural and farms, like all settlements must be defended constantly. This is the true problem in the Furthest Lands: the environment quickly takes back from civilization, roads and paths are consumed, monsters return, nature spirits incite and seek to inhabit the people, and there are many many creatures adept at predating humanoids. The only routes to holding back or taming in some small way the wilderness is multi-species cooperation, magic, or creating a symbiosis with it.
Now, the unique living magic of this place, the peculiarities of its geography and the ruinous transformation that created the Hive Mouth have unbalanced the vital energies of the world. This has resulted in the Furthest Lands becoming a sort of planar sink. Magical travelers often unexpectedly end up here from the Cross Continent and from throughout the multiverse. Likewise, magical travel off continent is now considerably more difficult, and escaping the bonds of the distorted world itself near impossible.
The Furthest Lands have a tropical to sub-tropical climate and two major seasons. The dry, hot season is called Sunhold and lasts two thirds of the year, while the cool, wet season is called Stormseat and lasts the rest. There is a single sun and single moon.
This is a continent mostly without kingdoms, where the few true cities have necessarily high walls and strange rules. Outside the peoples’ scattered enclaves, the beasts and nature spirits own the lands, lands that have swallowed up most evidence of the past. This is a continent where journeys require preparation and are never assured successes. Very few people venture out alone, and the strongest and wisest know best when to run.
Here's a general overview
of the geographical areas. Many occur as the briefest note, some of
those I know about and won't get into until later, some I have the
vaguest idea beyond their name. A name is often enough...
Ten Major Areas
Twin Cities Area
The most civilized and settled part of a savage continent.
Anderside & Kraoshd, the Twin Cities - connected to each other across the Ceresine River via Bruuhoila's Bridge (an immense stone bridge that appears almost a natural landform, said to be built by one of the iele First Magic users, a holy site). The bridge is usually the simplest and least expensive way to cross the Ceresine, which is wide and home to many hungry creatures. Each city is surrounded by a 90-foot stone wall with one major and two lesser gates.
Known to change hands quickly, the cities have alternately been united under a single ruler, separate but trading, or openly at war. Each has been nearly leveled in the past 200 years. The constant rebuilding and periodic shifts in control create a riot of art, advertisement, and architecture. Government and basic services are a complete mess at best. The Twin Cities trade with a network of specialized farming and fishing villages nearby, hunting settlements further out in the Great Plain, the fishing nation of Rilm, Tauk Toma, and controlled dealings with Soec. A huge amount of goods and services are found in the two vast central marketplaces: normal and exotic animals, fish, vegetables, textiles, weapons. Stalls, stands and hawkers of all races line the streets, ready to haggle at great length, and disappear with their wares in seconds at the slightest sign of trouble in the market. Some stalls are built to slide back into the store and close up with metal or chitin plated shutters. Merchants and local shoppers are used to clearing out quickly to avoid rampaging escaped animals, street fights, magical mishaps, and the odd gang war or militant crackdown.
The Twin Cities are the launching point for countless caravans heading out across the Great Plain
(lower) Ceresine River - a wide, deep, wild river teeming with animal life. The Twin Cities serve as the primary crossing point, but barge passage can often be purchased at other points downriver.
Mygwa - a farming village in the shadow of Anderside. Mygwans raise livestock here close to the river, lappets and crenchies for clothing and armor.
Mil Waite - a farming village in the shadow of Anderside.
the Blue Forest - a dense jungle of strange plants, few of which are actually blue. Beyond the slicers and and various wretched arboreal mammals, there are metal ziggurats deep within that no plants will take root on.
Jaolis Tract - a broken forestland to the south of Kraoshd.
Kraok Marshland - a salt marsh, at the southwestern edge of the continent.
Gragot Plain Area
A gigantic open savanna with few areas of civilization.
West Gragot Plain (the Great Plain) - the drier area of the plains, with sparse vegetation. Spans from the the Nemeb River to Kraoshd.
East Gragot Plain (the Vash) - the lush part of the plains, with more vegetation. Spans from the Nemeb River to the Jungle Wall (the border of the Faakshidraa and Faakmataba Jungles to the plains).
Nemeb River - the muddy, slow-moving river near the center of the plain.
Sradahath - the waypoint village, the most common stopover point on cross plain journeys. It is surrounded by huge sharp rock spires, moved into place in ages past by an unknown force. Sradahath is disproportionately heavy in entertainment venues, like bars, brothels, and gaming houses. Most extensive animal market on the continent. If a plains creature isn't currently up for sale in Sradahath a deal can be made to procure one readily.
Gnarl - the village in the stump. Here a giant tree grew from a gorge-like rock formation, ages past the tree was gutted, either by fire, insects, or disease, and its enormous hollowed remains became a defensible perimeter. Gnarl is predominantly a hunting camp and trading post, lacking the space for farming.
Ibisi – a Monster
Village.
Aegir Tarn - the low southernmost mountainous range separating the plains from the sea. Primary underground nesting ground of the largest Mororca tribes.
Rg’Zhd - the ancestral Mororca Tri-horn lair deep in the mountains underground. Home to the current Tri-horn's extended family.
Aegir Tarn - the low southernmost mountainous range separating the plains from the sea. Primary underground nesting ground of the largest Mororca tribes.
Rg’Zhd - the ancestral Mororca Tri-horn lair deep in the mountains underground. Home to the current Tri-horn's extended family.
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Faakshidraa Area
A land of endless
multi-level jungles.
Faakshidraa
Rainforest - the largest jungle of the
continent. Mostly held by the Fasinaa lizardfolk from their capital
city Fasinadas. This is a dense, dark rainforest made of immense
intertwining trees, parasitic and saprophytic flora. In its depths,
the Faakshidraa contains many naturally occurring layers which house
a variety of separate specific environments.
Faakmataba
Jungle - the so-called “Jungle of the
Elders”, second-largest on the continent. Lies across from the
Faakshidraa and is bordered on the north and west by the Jodah range.
A taboo place generally avoided by the Fasinaa.
Priiz –
a Monster Village.
Fasinadas - the capital of the Fasinaa lizardfolk nation, a city carved into giant trees and the caves beneath them.
Fasinadas - the capital of the Fasinaa lizardfolk nation, a city carved into giant trees and the caves beneath them.
Tsugumi's Mouth –
the southeastern delta lands. The richest and most contested
farmlands on the continent lie here.
Eerilke
Marsh - the winding marshland that forms the
southeastern edge of the continent.
Maes
Nassaa - "Best View”, a Fasinaa canopy
village at the southeast end of the Faakshidraa.
Mataba Ruins –
metal ruins of the ancients.
Shidraa
Ruins - the warped remnants of the Fasinaa
city Shidraa. Now overwhelmed by a massive fungal growth, stretching
miles underground.
Vailska -
the village at the edge of the Eerilke Marsh.
Tsku
Tskuun River - longest of the three main
rivers, it begins in the Jodah, curls all the way around the
Faakshidraa Rainforest and ends in Tsugumi’s Mouth.
Pofft Coast Area
Pofft Coast Area
The
small coastal area around the Cratered Bay including the Cnatka Taer
and the villages at the edge of the Ridgewaste.
Booezor the City of Magic - meticulously carved from the top of the tallest peak of the Cnatka Taer, the Magic City’s architecture is the most elaborate and fanciful anywhere on the continent. The city is structured in tiers, five above the main gate and three below. Entry lies at the end of a huge, wide, winding stone staircase. The cabal of powerful wizards, scientists, and archaeologists who call themselves the Children govern this place and store their carefully hoarded knowledge here. The Children have kept Booezor stable with clearly defined laws, and safe from most threats that magic and money can combat. Population is predominantly iele, though more chrichoral are found here than any other city. Booezor’s economy revolves mainly around the trade of spell and magic item components, which it lies in a unique position to monopolize. The other major trade service is the sale of the Children’s restricted magics like Space Magic (including teleportation), the group’s catalog of true names, or certain powerful divinations. The City of Magic trades with the Fasinaa realm of the Faakshidraa, villages along the Pofft coast, and the eastern end of the Ridgewaste, and the occasional caravan from the Twin Cities.
Werefti
Sea - the wide western sea.
Zhayshabbed
- a coastal town.
Northern
Waste - the sprawling badlands below the
Yarmir Tarn that stretch for endless miles. Commonly called the
Bloodless Plains, the Hollows, and Dust and Sighs.
Yarmir
Tarn - the northernmost mountain range of the
continent. Jagged peaks that create countless aeries, treacherous
caves, and yawning fissures.
Ridgewaste -
the broken lands to the north of Booezor. Hunting grounds of many
strange creatures attracted to the Magic city.
Oln
Altra – a
Monster Village.
Quus
Mire –
the deepest, darkest swamp on the continent. Birthplace of the
cauldron hags.
Cnatka
Taer - a short range of mountains, Booezor
lies here.
Tomada Yoma Area
Tomada Yoma Area
An area dominated by
desert, waste, and high cliffs overlooking the Arcris Sea.
Tomada Yoma - an expansive desert, almost as expansive as the Great Plain.
Tauk Toma -
the great temple city of the Wheel, home of
the Goboda.
Glass Waste - a
vitrified wasteland stalked by terrifying predators and twisted
poisoned spirits.
Rilm the City of Fish - a
city built into and on top of cliffs hanging out over the Acris Sea.
Umash, iele, and Fasinaa boats set out from this rocky port to haul
in thousands of kinds of edible and otherwise useful sea creatures.
Seasonally afflicted by oppressive winds from the Glass
Waste.
Lassemedra’s Lip
- a deep oceanic trench that runs close to Rilm. Fish, whales, and
all manner of other sea creatures pour from it near constantly, in a
tidal cycle.
Abelwidt - a
Monster Village.
Five Oases -
the holiest site of the goddess Immacula, a Kiss Upon Seeds.
Arcris
Sea - the wild western sea, dotted with many
small islands and the archipelagos where the Gawshien and other
isolated tribes of iele live.
Shemna Island Area
Two large islands to the northeast of the main continent. Home of the Shem empire that periodically strikes at the mainland.
Shemna Island Area
Two large islands to the northeast of the main continent. Home of the Shem empire that periodically strikes at the mainland.
Oubliess Sea - the quiet northern sea.
Kao
Shem - city of the Shem, curious geometric
stone structures protruding senselessly from an immense mass of
blue-white crystals. This is the Crystal Colony of the insectoid
abominations called Shem, where they each return once a month to
drink up reflected sunlight and keep their strange congress.
Lbon
Island - the smaller of the islands, avoided
or unused by the Shem and unseen by any from the mainland.
Lbon Ruins
– ancient metal ruins that terrify the Shem.
Cnacol Peninsula Area
The mountainous isolated
northern peninsula.
Cnacociel Tarn - the sharp-peaked mountain range dividing the peninsula.
Werefti Sea -
the wide western sea.
Vortice Tower -
a windowless, black stone tower suspended thousands of feet in the
air. This is the steed, the coffin, the forge, the manse and the
master is N’Gael.
Ig the City of Outcasts
- there is a great beast that wanders Cnacol,
burdened across its acres of back with a tremendous ball. Balanced
upon the ball is the point of an inverted pyramidal structure which
is the city of Ig. It has been hundred of years since any have seen,
let alone traded with the mysterious city.
Mount
Wendg – also
known as the “Dreaming Mountain”. Something sleeping beneath
projects its dreams across the mountain, and people are ensnared
within them.
Soec Area
Soec Area
The
second most settled area, and the only one controlled by a single
individual.
(upper) Ceresine River - a wide, deep, wild river teeming with animal life.
Soec, City of
Monsters - the underground city of Soec is a
cleverly managed warren of depravity. If an act or good is illegal
in some other city, chances are it’s legal here. Soec is home to
over a dozen competing gangs who deal in drugs, slaves, dangerous
magic, poisons, assassination, and depraved craftwork.
The “street” tunnels are often several building levels high, and lit by phosphorescent moss and fungi blooms. Alleys and disused streets will have lower ceilings and have poor lighting (sometimes luminescent lichen is the only thing to eat).
Ovocil is, and has always seemingly been the hidden ruler of Soec, his desires accomplished by his Hands, Jaelek and Jaff. Jaelek the Right Hand, is regularly visible and communicates on the master’s behalf. Jaff the Left Hand, is rarely seen but is said to be responsible for the assassinations of those who disobey or work against the master. Ovocil demands toll fees through the city’s main gate, which is a stable gateway to the deeps, as well as a tax on near every purchase. Tax evasion is punishable by petrification, the statue-remains of those who didn’t pay litter the central square.
Unlike other cities with a low population of iele, Soec is one of the most diverse. Many creatures who could never be found in a lighted city are seen here, naga, medusae, myconids, and stranger things from below ground going about their business and carrying on as normal.
The “street” tunnels are often several building levels high, and lit by phosphorescent moss and fungi blooms. Alleys and disused streets will have lower ceilings and have poor lighting (sometimes luminescent lichen is the only thing to eat).
Ovocil is, and has always seemingly been the hidden ruler of Soec, his desires accomplished by his Hands, Jaelek and Jaff. Jaelek the Right Hand, is regularly visible and communicates on the master’s behalf. Jaff the Left Hand, is rarely seen but is said to be responsible for the assassinations of those who disobey or work against the master. Ovocil demands toll fees through the city’s main gate, which is a stable gateway to the deeps, as well as a tax on near every purchase. Tax evasion is punishable by petrification, the statue-remains of those who didn’t pay litter the central square.
Unlike other cities with a low population of iele, Soec is one of the most diverse. Many creatures who could never be found in a lighted city are seen here, naga, medusae, myconids, and stranger things from below ground going about their business and carrying on as normal.
Mumattoba Tarn
- the widest and tallest of the central mountain ranges that gird
Centerscar.
Kufis
- a town on the opposite side of the Ceresine river from Soec. Close
enough that the City of Monsters’ many gangs hold sway here as
well.
Tomadan Scrubland
- the disintegrating terrain at the borders of the vast Tomada
Yoma.
Pallenseil Plain -
the lowlands of the peaceful skies. Compared to the Gragot or the
Vash, the Pallenseil is an idyll. Though the farming is easy here
and the packs of animals and giant monsters fewer, entire towns can
still disappear seemingly overnight.
Peak
of Attalystor - the tallest peak of the
Mumattoba Tarn, source of the Ceresine.
Centerscar Area
Centerscar Area
The ruinous wastes that surround the Hive Mouth.
Vriskirr Lake - a great placid lake at the approximate center of the continent.
Hive Mouth -
an infinitely deep hole? A well of cosmic evil? The resting place
of a falling star? A gateway to a greater darkness? A wound? A
womb? There are few who know of the great abyss that the Juum
plateau has become, and none who understand it. Year by year it
grows.
Rariidesht Desert
- the frozen desert. A quiet, apparently lifeless desert of fine
white sand during the day. The yawning winds of Centerscar make the
desert freeze each night,
Ria Vrika - the
short doomed flow from Vriskirr, fed to the Hive Mouth.
Aoal
Eska – a
Monster Village.
Mranda
- isolated waste village.
Nagga
Vris – a
Monster Village.
Jodah
Taer - small mountain range separating the
Faakmataba jungle from Centerscar.
Enoretma's
Fen – the dead marsh.
Jiri
Riji – a mountaintop village of the
Chrichoral.
Star on Zikken - the
capital "Secret City" (more of a village really) of the
Chrichoral, meeting place of the Songstealers, their living heroic
tricksters.
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