Here's a list of the cities and nations. I'll get a map up when it is scanned.
The characters will start in the city of Orishi’si, which is in the nation of Si No Shi (elven). They may chose to instead be from the caves below, part of the allied nation of Durmonth. This is near the border with Rostosia
The world is split up into four major parts
- The western island chain
- The main continent
- The large island in the Northeast
- The Arctic continent
- The continents in the southern hemisphere were destroyed in ancient wars – it is nothing but seas and shallow seas there.
Surface Nations
- NE Island – Alterra, Human, Felid, Elf, Canid/Good
- Arctic Spur – Noss, Human/Good
- North Continent – Tesaran, human/evil
- East Central Continent – Rostosa, human/good
- South East Continent – Si No Shi, elf/good
- South/Central Continent – Omash, Orc+[Hob-]Goblin/Evil
- West Central Continent - Hurr Grorr, Canid+Gnoll
- Western Islands – Midden, Kobold
Subterranean Nations
- NE Island - Alterra, Gnome, Dwarf, Goblin, Kobold, Troglodite
- Arctic Spur – N/A, Trolgodite (Arctic Spur Trogs)
- North Continent – Urkan’hai, [Hob-]Goblin/Evil
- East Central Continent - None
- South East Continent - Durmonth, Dwarf+Gnome/Good
- South/Central Continent – Sil Nien, Troll/Evil
- West Central Continent – Imash, [Hob-]Goblin/Evil
- Western Islands – Midden, Kobold
Detail
Alterra
The homeland of the ancient and powerful Alterran empire. This island is peaceful but primitive. Many races live on the surface, primarily human, elf and Canid. The location has the largest known felid population as well. Goblins and kobold are frequently found here.
Rising from the surface of the center of the island, with a small city formed around it, is the Great Spire. The Great Spire is 200ft wide at the base, and 50ft wide at the top. It is almost 5,000 feet tall, it extends 200 feet underground, where a huge (2,000 foot in diameter, 200 feet deep) base resides. Every 500 feet up the side (above the surface), there is a ring of white glowing orbs on the outside. From the upper level of the base, to three floors above the surface, the tower is used for habitation. Beyond these points, there are many traps that prevent going farther. Addtionally, people are afraid to damage the tower.
The tower is from the ancient civilization, and protects the islands inhabitants quite strictly – it appears to be able to follow thought and intent, and will kill anyone who attack another (except in defense), steals or otherwise acts malignant. In some cases the tower deems someone not quite worthy of death, and may only harm the individual. The protection spans 100 miles off shore, and does not cover the undercities. The tower shoots out bolts of energy that are very accurate.
- Government
-- “Anarchy”, aside from following the towers rules
- Trade
-- Lumber, crops, meat, precious metals and gems, relics
- Cities
-- Spire – capital, pop 25k
-- Tek – S.E, on The Tek River, pop 33k
-- Irrilon - West, mostly elf/Canid, 16k
-- Coldport – North, mostly Canid/elf, 4k
- Undercities
-- Spire – under the spire, 65k
-- Diamondust – Southern, Capital, 85k
-- Caves of Night – Eastern, 26k
-- Coldport – Northern, 45k
Durmonth
The dwarven nation under Si No Shi in the Daturm mountains. Along with their gnomish allies, these dwarves not only have excellent mining resources, but produce some of the most advanced tools in the world.
- Government
-- Monarchy with parlement
- Trade
-- Gems (diamond, quartz, sapphire, emerald, ruby), Metal (iron, silver, copper, tin), manufactured goods
- Undercities
-- Durkurkan – Capital, 425k
-- Durmorkar – Eastern city, 220k
-- Durtenrik – Western city, 325k
-- Calm Harbor – Southern peninsula, harbor with a large cave, 675k
Hurr Gorr
Several tribes of Canid and Gnoll banded together to form the nation of Hurr Gorr. They are not very expansionistic, but do prefer to protect their territories. They enjoy the peace of being in a climatically nice cove protected from agressors by the Jayin Mts. to the west. Many people visit, even if the Canid and Gnoll are not considered friendly to them. The Canid and Gnoll enjoy the tourist revenue and haven’t had a tourist for dinner in several centuries. However tourism is limited to Redtooth (Orr-Arr), and a limited range around there. The population is high, but like the elves, their cities are not dense.
- Government
-- Tribal councils
- Trade
-- Tourism, crops, fruit, meat (animal, plant)
- Cities
-- Redtooth (Orr-Arr) – Capital, southwest seashore, on the Arrarr river, 106k.
-- Whitetooth (Kinan-Arr) – Northwestern seashore, on the Sarrarr river, 122k.
Imash
A hobgoblin and goblin region under Hurr Gorr, they get along well with the Canid and Gnoll above, as well as the wandering ogres of the Jayin mountains. They however do not get along well with the goblin civilization to the north, Urkan’Hai, and have fought several wars. Lately the tides of war have favored Imash.
- Government
-- Dictatorship
- Trade
-- Gems (sapphire, ruby, emerald), minerals (iron, copper, tin)
- Undercities
-- Urkalik – Capital, 722k
-- Zekek – Southern mountain region, 426k
-- De’uzik – Northern mountain region, often passes between Imash and Urkan’Hai, 332k
Midden
These islands are the kobold keepings. They are considered very beautiful. However, visitors are limited to the surface (no subterranean tourism), and only in certain areas even then.
The Kobolds allow anyone to visit as long as their rules are followed. They also sell their services as diplomats and negotiators.
- Government
-- Unknown
- Trade
-- Manufactured goods, Diplomatic Mercenary, Tourism, Gems (sapphire, emerald, ruby), Metal (gold, silver, tin, zinc)
- Cities
-- Kifti (Kif Tif Tan Zho) – Capital, 250k
-- Nakral – Easternmost island, 124k
-- Figral – Eastern city on northern island, Monster race trading, 42k
-- Argala – Western city on northern island, Human-like race trading, 73k
-- Nafaru – Northern central island – 84k
- Undercities
-- Not much is really known
Noss
A small, unremarkable country, primarily fishers. The city is near several troglodyte caves that are in the region. These troglodytes are mostly quiet and peaceful, but ‘mine heat’ from the cave, by closing/opening shafts, keeping the southern areas of the continent unusually warm for the region of the world.
- Government
-- Democracy, light weight
- Trade
-- Lumber, fishing
- Cities
-- Icy Bay – Capital/only 40k
Omash
This originally started as a nomadic tribe of Orcs in the Inner Sands Region (the desert area between the Jayin Mts. to the west, and the Datur Mts. to the east.). As they expended, they destroyed the elven habitats to the south, and converted the forests to plains. They are quite territorial and not peaceful. Due to the colder nights, they find the northern areas of the desert uninhabitable. There is some farming, by slaves.
- Ogres are known to live in the western mountains (Jayin), and are a nomadic race.
- Government
-- Dictatorship
- Trade
-- manufactured good, mercenaries, meat (land, fish)
- Cities
-- Krig-Hai – Capital, southeastern city on the shore, 212k
-- Magan-Hai – Port city, major trading focus, on the Brownwash River, 185k
-- Queg-Hai – Central, At the Brownwash river’s exit from Fishgut Lake. 104k
Rostosia
An ancient kingdom known for farmlands and excellent knights. While they have one of the smaller armies in the many countries of the world, their knights are some of the most efficient and best trained. The western desert is mostly unused, and kept as a buffer zone from the Orcs (desert), and ogres (in the western mountains, the Kyak range), though there are rumors of old ruins. About 14 years ago the king died. Since then the queen remarried and the country has fallen into a despotism with the cruel and (excessively/pointlessly) violent King, and the queen who doesn't seem like the woman she once was.
- Government
-- Monarchy
- Trade
-- Crops, Meat (land/fish), Manufactured Goods
- Cities
-- Rostos – Capital, Southeastern shore, on the Kyaba River, 130k
-- Emhar – Central, northern sore of the Big Frost Lake, the last lake on the Kyaba (92k)
-- Cathon – Centra, near the Kyaba headwaters, right before Little Frost Lake (45k)
-- Emeral Harbor – Northeastern coast, on the Green River. (67k)
Si No Shi
The main elven holdings, closely allied with Durmoth below them. This area is known for some of the most advanced magic, science and art of modern times. While the cities tend to be large in population, they take up huge geographic areas, are semi vertical, and are not terribly dense. The seem to most as clusters of smaller villages
- Government
-- Representative democracy
- Trade
-- Art, manufactured/magicked goods, Fruits
- Cities
-- Li’so’ni – Capital, Southern Shore on the Keloh’ar River, 150k
-- Vinar’Ki – Southern Shore, first city east of the capital, on the Mitiki’ar River, 110k
-- Orishi’si – Most eastern/Northern city, on the Bakara’ar river, 130k
Sil Nien
A troll civilization to the south, with a high goblin/orc population, known to have enslaved gnomes and troglodite, suspected to have enslaved kobold.
- Government
-- Dictatiorship
- Trade
-- Manufactured goods, gems (diamond, sapphire), metal (gold, copper, iron, tin, zinc)
- Undercities
-- Bloodstone – Capital, 228k
-- Unstable Caves – Under Desert, source of diamonds, 110k
-- Hades – Souther Jayin mountains, 322k
Tesaran
Formerly a farming/industry country, it was taken over by fairly evil rulership ~500 years ago. The rulers have been horrible ever since, the country is a fairly violent despotism, known for a cruel and ruthless military, and varying amounts of expansionism. There is still farming and industry, but not as pronounced
- Government
-- Dictatorship/Monarchy hybrid
- Trade:
-- Crops, meat, mercenaries, manufactured goods
- Cities
-- Tesaria – Capital, western shore, on the Cyaga River, 100k
-- Amania – Central, between Lake Tulia outflow rivers (Cyaga and Azuna), 75k
-- Wialum – Northern shore, on the Kuram River, 125k
-- Betun – Headwater of the Kuram River, 31k
-- Ifakia – Eastern Shore, Mouth of the Azuna River, 86k
Urkan’Hai
A goblin and hobgoblin nation in the northern Jayin mountains, and some caves under the plainsland of Tesaran. They are on good terms with the wandering ogres on the surface, fairly decent terms with the humans of the overlying Tesaran region, and fairly bad relations with the Canid and Gnoll of Hurr Gorr.
- Government
-- Tribal councils with democratic elements
- Trade
-- Gems (sapphire, ruby, emerald), minerals (iron, copper, zinc)
- Undercities
-- Derkat – Capital, 435k
-- Delmar – Western cost, 220k