Monday, June 23, 2014

Core: Map of the World of Epoch


Epoch is roughly 4/5 the size of Earth.

Gold star = "Good" nation capitol (such as Galaria)
Red star = "Evil" nation capitol (Such as Zuln)
Purple star = Points of Significance such as Wizard towers, Religious temples, and Druid Enclaves
Gold/Purple = Dal'Dais, "Good" Wizards 
Red/Purple = Obsidian Tower, "Evil" Cult 
Gray/Purple = Druid Enclaves, "Neutral"



Nations of West Coronus

Galaria - nation of good humans, landscape ranges from plains, forests, occasional rolling hills and the sparse mountain range. Beautiful and temperate. Capitol: Gildenbrad

Mahanne Empire - nation of the Kaminoko (oriental humans), the land is reminiscent of the steppes regions of china, and the climate is borderline subtropical. Capitol: Tentei'no'Toshi

Dal'Dais - this is not a nation or capitol per se, but the floating city of wizards dedicated to the study of magic. The Council of Dal'Dais abhors the use of undead necromancy, demonology, and heresy (devil worship), but do not outlaw directly outlaw the studies of these subjects. Nonetheless, it is a negative social stigma to be associated with any of the three taboos.


Zuln - nation of evil humans. Also known as the "Bleakwuud", dark and sinister forests covers much of the area. The prevalence of evil causes the region to be slightly cooler than surrounding regions. Capitol: Zuln

The Library of Nels'Nat is a massive wizard tower where the council of Dal'Dais resides. The entire tower, except the council chamber, is open to the public and contains an unrivaled collection of books, tomes, and codices of knowledge, mundane, magical, supernatural and beyond.

Tir'Corsus is actually a chapel to the divines, rather than a wizard tower.

Bathd'Druin - The largest grove, and the ancient home of the druids.

Nations of East Coronus and the Feylorne Proper

Elvenuud - home of the sylvan elves, an ancient and massive old-growth forests. Trees in this region tend to be centuries-old or older, and the west-central mountain range acts as a natural barrier to the west. Temperate. Capitol: Valandar

Den'Lunora - Mountainous home of the dwarves. Foothills and forests are common along the coastline, and cliff sides are more prevalent than shorelines. Temperate to borderline subtropic forests, the mountains become cold and snowy towards the peaks and summits. Capitol: Den'Gruinvere

Hillvale - home of the halflings, forested foothills of Den'Lunora and rocky streams. Capitol: Hillvale City

Gez'Ket - The upside-down mountain-capitol of the Gnomes. Subtropical climate, this island is known as one of the two "Feylorne Proper"


Valley Kilgorn - The badlands of the Valley Kilgorn used to be a beautiful place, but the evil Orcs, Ogres, Goblins, and other undesirables that have conglomerated in the Valley Kilgorn have despoiled the land into a rocky, brown, barren wasteland of what it used to be. Capitol: Kilgorn Cragspire

Tir'Sylvus is the tower of the Sylvan elves who dedicate themselves to the arcane arts.

Tir'Neen is the tower of the Faeriequeen, and is carved from a gigantic amanita mushroom. This island is known as one of the two "Feylorne Proper"


Continent of Dragonmaw

The Dragonmaw is also known as the Deadlands. It is a volatile volcanic island home to the Cult of the Dreadlord, the patron deity of the undead, death, and disease. The Obsidian Tower is home to the cult.


Continent of Ruuon

Ohkmun is the capitol of the Ruuonites. The land is a vast, dry desert. Mountain peaks rise almost at random from the land. Remere Shatar, location of the Daemonportal, is a Temple City located on a massive Ley Line. The conjurers that reside here use the Ley Line to amplify their magic to subdue and enslave the demons they summon. The Ruuonites are directly opposed to the Xiongauh.


Continent of Beh'Lahn

Fhel'Bihl is the capitol of Beh'Lahn, although it is currently ruled by the evil wizard Vulkran from his tower, Tol'Vul.


Continent of Fjordhjiim

Fjordhjiim is a frozen arctic land. The Koldesbjurn people of Fjordhjiim are violent, evil heretics. Their society is one of meritocracy, wealth and evil deeds earning more standing amongst fellow marauders. The capitol of Fjordhjiim is Koldesbjur. Tol'Jotun is the castle of the evil titans known as the Jotun.


Continent of Xionguah

Xionguah is thoroughly covered in dense tropical jungles and swamps. Engkuur Tozh is a massive, symmetrically built monastery-city. The Moth Temple is home to an evil cult of demoniacs who freely unleash their demonic lords to the world. Not much else is known of this evil land. Xiongauh is directly opposed to the Ruuonites.


The Castazan Seas

Swashbuckler King and mighty wizard Constanz Margaux VII is the undisputed ruler of the seas, based on the smuggler island-city of Margaux. The swashbuckler commences many pillaging raids from the planks of Tol'Castaza, his extravagant ocean-faring, nigh-indestructible, juggernaut ship.

Bathd'Shea is where druids who especially revere the oceans gather.

Continent of Primordia 

This sprawling land of tropical, prehistoric forests mountains and plains is almost completely untouched by civilization.

Bathd'Naret is a relatively new druid enclave, dedicated to studying the prehistoric flora and fauna of Primordia.


Summary
8 continents and 1 oceanic region
- Coronus
- Feylorne
- Ruuon
- Beh'Lahn
- Fjordhjiim
- Xionguah
- Dragonmaw
- Primordia
- The Castazan Seas

7 "Good" nations
- Galaria in West Coronus, Human (Galarians)
- Mahanne Empire in West Coronus, Human (Kaminoko)
- Elvenuud in the Feylorne of East Coronus, Sylvan Elves
- Den'Lunora in the Feylorne of East Coronus, Dwarves
- Hillvale in the Feylorne of East Coronus, Halflings
- Gez'Ket in the Feylorne Proper, Gnomes
- Ohkmun on Ruuon, Human (Ruuonites)

7 "Evil" nations
- Zuln (aka) Bleakwuud in West Coronus, Human (Meddians)
- Valley Kilgorn in the Feylorne of East Coronus, Orcs Ogres Goblins, etc
- Fhel'Bihl in Beh'Lahn, evil races and creatures from Orcs to Meddians, Castazans to evil Sylvans.
- Deadlands of Dragonmaw, Undead and Cultist of the Dreadlord from all backgrounds.
- Engkuur Tozh in Xionguah, Human (Xiong)
- Koldesbjur in Fjordhjiim, Human (Koldesbjurn)
- Margaux in the Castaza Seas, Human (Castazans)

13 Points of Significance
5 "Good"
- Dal'Dais City of Magic, The Library of Nels'Nat, Mahanne Empire
- Remere Shatar (aka Temple City Remere), the Daemonportal, Ruuon
- Tir'Corsus, Chapel of The Divine Grace, Galaria
- Tir'Sylvus, Tower of the Sylvan Magi, Elvenuud
- Tir'Neen, Mushroom home of the Faeriequeen, Feylorne Proper

5 "Evil"
- The Obsidian Tower, Cult of the Dreadlord, Deadlands
- Moth Temple, Cult of Lepidus'Moz the Demon Moth, Xionguah
- Tol'Jotun, Castle of the evil Jotun and god-kings of the Koldesbjurn people, Fjordhjiim
- Tol'Vul, Tower of the evil Sylvan warlock Vulkran, Beh'Lahn
- Tol'Castaza, The Extravagant Juggernaut Galleon of Constanz Margaux VII, Castaza Seas

3 "Neutral" Druid Enclaves
- Bathd'Druin, West Coronus
- Bathd'Shea, Castaza Seas
- Bathd'Naret, Primordia

7 Diverse human cultures
All count as standard humans as far as game mechanics are concerned. The point of this list is to note cultural analogs and general physical appearances to aid in describing characters. Similar to the original Greyhawk setting's variants of humanity.
- Galarians, styled after Renaissance-era Europe, olive skin, wavy to straight black hair, hazel or green eyes
- Merridians, styled after Dark Ages-era England, pale skin, curly to wavy brown or red hair, green or blue eyes
- Kaminoko, styled after Oriental cultures, lightly tan skin, wavy to straight black hair, black eyes
- Ruuonites, styled after African, Saharan-Egyptian, and Arabic cultures, brown skin, curly black hair to wavy dark brown hair, brown eyes
- Castazans, styled after Hispanic cultures, light tan skin, curly to wavy black hair, hazel eyes
- Xiong, styled after Ancient Cambodian culture, deep tan skin, curly to wavy black hair, amber eyes
- Koldesbjurn, styled after Nordic Viking culture with heavy influence from Black-Metal stereotypes, pale skin, wavy brown to straight blonde hair, blue eyes.

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