The Continent of DespairIt is
said that all life in this world began on Despair, and over the centuries
the various species migrated across the waters to new homes. Certainly still
the most densely inhabited land, it is considered by local scholars
to be the most advanced society of the known world.
-- ZombieCity: If Despair is the
motherland of the world where life began, the grounds beneath ZombieCity
is where it all truly started. Archeaolgical digs beneath the city streets
have found evidence that the city itself has existed far before recorded
history. It is the epicenter of all trade within the world and bustles with
life at all hours of the day. It is said that ZombieCity hasn't slept in
well over a millennium.
-- Dragon Isle:
So named as it is the home of one of the last great breeding colonies of
lesser dragons. Visitors tell fabulous tales of glimsping these great beasts
soaring
high in the skies above. The wise Monks who have taken up residence
on the island simply nod at these stories and smile mysteriously.
-- Darkwater: A small, yet prosperous
village located in the frozen far north, rumour has it that this area is
surrounded by a strong wall of magic, keeping out the bitter
cold and
allowing lush vegetation to grow.
-- Maestar: One of the largest regions
of the land, Maestar once held a vast amount of power within Despair. Tragedy has
since befallen its enhabitants, as they were struck down mysteriously and cursed to roam the
lands as frozen shadows. All who enter Maestar's realm should be wary, and
hold respect for these tormented dead.
-- Castle Greenlight: A large castle dominating the
hostile north of Despair, a place many an undead calls home.
-- Hor: Plagued by goblins, this small
human village exists on the fringe of society.
-- Towanda: Ruled by an Emperor, the
region of Towanda lives under the tight control of Centurion forces, but
tales of illicit dealings within the region lead to much mistrust between
other cities and Towanda itself.
-- Varalor: A small merchant's village
is the center of the lands of Varalor.
-- Concordia: The
much respected royal court of Castle Concordia, lead by King Andrew, rule
the Concordia region with a just and fair hand. ZombieCity itself lies along the outer boundary of the Concordian lands.
-- Uhruul: The underground capital of
the Dwarven Kingdom, which stretches to the highlands in the north, and
southward through vast mines.
-- Tyrir: Controlled by Lord Borgan, the castle of Tyrir towers above his domain. In the surrounding lands, various encampments can be found; everything from common orcs to the unusual rock men, as well as an enchanted labyrinth.
-- Highlands: Rising above the dismal swamps of Damorra,
the Highlands are verdant green and full of life and legend. Territoral disputes
between two warring clans have caused strife in the area for several
decades now.
-- Savannah: Great grassy plains stretching
as far as the eye can see form the Savannah regions. While some villages have
managed to prosper here, many an unwary traveller has met his end tangling
with
some of the local wildlife.
-- Damorra: Murky, subtropical swamplands make up the
region of Damorra. Legions of Toadmen have populated this land for centuries.
-- Terray: A thriving craft community within the small
village has kept visitors from all lands coming to Terray for decades, and tales of a great moving castle which roams the
land are told by travelling bards who beat out their songs on a strange shaman's drum.
The Continent of CantadorLong ago, when
the first sturdy ships were fashioned to explore the seas, Cantador was
discovered much to the amazement of the population of Despair who had
for so long believed their land was the alone in the world. The continent
itself is lush with wildlife and wealthy with raw materials beneath the
soil.
Its trade with Despair has brought great wealth to both continents.
-- Ravenkall: Sister in trade
with ZombieCity, Ravenkall is the heart of Cantador.
-- The Mines: Deep tunnels within the lands of Cantador,
once purely a mining operation, distrubing tales have been surfacing
from the mines over the past few years.
-- The Forest of Anar: One of the more
unusual flora subspecies of Cantador lies concentrated here, within
Anar. The trees themselves, tho rooted to the soil are very much alive
and must be treated with the utmost caution.
-- The Temple of Teros: A
site of pilgrimige for many a follower, the legendary temple of Teros
lies entwined deep within these southern jungles.
-- Ironledge: The icy mountain fortress
of Ironledge and its surrounding church and hospital make up the home
of those Knights who fight in the
Holy Name of the White Goddess, Silvain.
The Great OceanThe watery mother, the Great Ocean spans
all the way from Despair to the distant lands of Mellarnia.
-- The Roost:
Little more than a nesting grounds for sea birds, the Roost is believed
to be uninhabitable by most due the lack of fresh water.
-- Elven Isles: The discovery
of the Elven Isles by adventurous seafarers was celebrated throughout
the land. Their lush, tropical delicacies and unusual wildlife are prized
fare in the royal courts of Despair. These remote islands are now used
as a stepping stone for explorers who wish
to head
to the
frontiers of
Mellarnia and
beyond. Upon the islands lies the ancestral homeland of all elves, the great forest of Eliendien.
-- The Great Rift:
Chanced upon by explorers, this gash has reportedly been torn between
our world and another by a great force. It is said that those who enter
never find their way out again, and that no traveller who values his
own skin should make their way here.
-- The Lost Atol: Until recently,
this entire chain of islands was located several meters below sea level.
A series of Earthquakes helped to lift these
lands to their present position.
-- The Trenches of Aquaris: A
line of deep sea trenches off the eastern shores of Despair all the
way down to Cantador which are said to be the residence of the God
Aquaris herself.
-- The Channel of Serenity: The
fair waters of this large channel between Despair and Cantador are
a blessing which allow this passage to be navigated regularly by merchant
ships delivering goods between the two lands.
-- The Milky Pass:
Named after its icy and often half frozen waters, the pass itself seems
to flow with white milk as snows settle atop the freezing sea. When
navicable, the pass is a godsend allowing sailors to avoid the treacherous
Mariner's Grief.
-- Mariner's Grief:
Choked with icebergs and jagged rock beneath the shallow waves, more lives
have been lost at sea to the Grief than any other body of water.
|