Atlas
Abandoned Wastes- The Abandoned wastes are a strange place. Stories say that strange creatures made of stone wander its barren, rocky landscapes. The ground is said to be entirely of gray cracked stone, nothing grows in this bleak region, not even moss or lichen. The sky above it is perpetually gray clouds with no sunlight. Scholars have yet to find the cause of this and there are not even any reliable legends to indicate what happened here.
Barren Plains- The Barren Plains are a region of rolling plains where little can grow but the toughest of grasses and plants grown. The soil is black as if it has been burnt, which was indeed the case. At the beginning of the Third Age, many of the nations of the western continent invited the Kingdom of Herald to send representatives from their most powerful families to a celebration of a new trade agreement that had just been signed. The celebration took place on the plains, which at the time was considered the most fertile region for growing food in the world. The treaty and subsequent celebration turned out to be a trap set by the jealous nations of ot the west to weaken the Kingdom of Herald’s influence in the world. Dozens of Herald nobles and dragons were drugged and then butchered. When the Kingdom of Herald learned of this they declared war and before the end of the month they would bring the West to their knees. Within two weeks a thousand dragons, led by SIlver Guardians of Herald, appeared and within another two weeks they bathed every inch of the plains in dragon’s breath. The scouring was so complete that it is said nothing would grow in the soil there for decades after the event and it remains only one of the five occasions in recorded history that the Silver Guardians have traveled to the western continent.
Bazneer Republic- The Bazneer Republic is a country comprising a large desert region with cities concentrated around oases. Their economy is fueled by their wealth in gem mines which are worked by large numbers of slaves. It is estimated that as many as half of the nation’s population are slaves. The country is old and their relationships with other nations are highly strained due to the fact that they frequently raid small towns in other nations to increase their number of slaves. Their large size, the proximity of the Barren plains and the vast desert are the most significant reasons why other nations have been forced to tolerate the attacks while being unable to invade and put an end to Bazneer. They are also very fond of the arena and gladiator style games. The Bazneer have a tendency to name places as literally or as ironically as possible.
Bazneer Oasis- The traditional capital of the Bazneer republic. It is a city where only the most rich and powerful are allowed to enter. The population is relatively small but lavish.
Coliseo- Coliseo is the largest city of the country. It also is one of the most populated in the world. Coliseo is the center of Bazneer culture and is home to the Grand Coliseum as well as the Sanctuary Market, the largest slave market in the world.
Slavport- Slavport is the largest and most heavily guarded port in Bazneer. The port is a major stop in the slave trade. The port is constructed entirely of stone and extremely fortified against an attack by sea. This is due to the tendency of the Sailan navy with Fyrican troop support to attack Bazneer slave ships and ports.
Calora- The Island city of Calora is an independent island city that thrives off the shipping business that passes throughout the ocean. The city is often used as a neutral negotiation location between Catileah and Merdotia when the two nations tire of warring. During the times of war between Catileah and Merdotia they would quietly sell weapons and supplies to both sides generating a tidy profit.
Catileah- The nation of Catileah consists of a series of islands whose cliffs allow access only by the impressive rope and pulley system that the Caltilenes who populate the islands have developed. This makes their islands extremely difficult to attack. They are known to feud with the Lizardfolk of Merdotia on a regular basis and view Calora as a steadfast ally who provides them with weapons and food during the struggle.
Fairmont Imperium
The Fairmont Imperum is a relatively new power in the world. The region it occupies was once divided into over a dozen small warring kingdoms. The Fairmonts seized control of several of these through political intrigue and went about invading and conquering their neighbors. There are whispers that before each attack their foes’ leadership would often fall ill or have accidents that would interrupt their defenses. Eventually their expansion was brought to a standstill. The country of Minz to the west is supported by the Dwarves and Elves of the Sea of Silver mountain region. On the East Sigsmund receives military aid from Pars and the Kingdom of the Silver Hills.
Fairmont Hold- The original capital and home of the Fairmont Imperium and family, it holds more of a cultural significance now.
Imperia- The capital of the Fairmont Imperium. This city is set among a lush green landscape and is considered one of the most lush and beautiful regions on the continent. The Fairmont family moved here after they conquered the territory and built the city to be the seat of their new empire.
Easthold- The main Imperial stronghold on the Eastern front. This fort turned town is the primary command center for the imperial armies as they wage war on Sigsmund.
Westwatch- The main Imperial stronghold on the western front. This fort turned town is the primary command center for the imperial armies as they wage war on Minz.
Bayway- This port city is a major source of fishing.
Imperial Docks- The Imperial Docks are a large military town that is home to the Imperial Navy.
Dwerfell- An ancient city built at the foot of the mountains. This city was once the main trade city of the Dwarves of the Silverforge Domain. It was conquered by the Fairmont Imperium after a lengthy siege of seven years. The victory for the Imperium was a costly one and the dwarves had removed all wealth from it and hidden and collapsed all the tunnels leading further into their Domain, making it impossible for the Imperium to follow.
Friedmark
The Friedmark is a kingdom similar to the Kingdom of the Silver Hills but with less fertile land and a great deal more infighting amongst its disunified nobility. The lords and knights of Friedmark have a great deal of ambition and care little for those they rule. As a result the land is relatively poor and less stable than its neighbors. As a result, many of the port merchants rallied a large portion of the coastal region to rebel and declare themselves the independent country of Siln. From time to time the Lords of Friedmark attempt to reclaim Siln, but so far they have remained unable to do so.
Fyrica
The city of Fyrica is one of the two most ancient cities in the world, the other being its sister city of Sailan. Fyrica is populated entirely by fire Djeni, although there are a fair number of water Djeni from the city of Sailan. Fyrica is known for producing excellent martial artists and a fair number of sorcerers. Fyrica is also known for its smithing and metalwork. The quality of their metalwork nearly matches that of dwarven skill, but they are capable of producing it much more quickly due to their ability to heat things more quickly and precisely through their fire Djeni abilities. They then make deals with the city of Sailan to ship their work all over the world.
Giant Lands
The Giant Lands are a wild region isolated from the rest of the western continent by the appropriately named Giant Mountains. Their massive size makes it extraordinarily difficult to cross them. The Giant Lands are, predictably, the land of giants, who are extremely intolerant of small folk traversing their land.
Kinshold- The capital of the Giant Lands is perched high up on the cliffs of the Giant Mountains. Getting to it is difficult even for giants. The way up is a series of massive steps and walls that one needs to climb, that are sized for Giants, making it a difficult road.
Greater Realm of Sorcery
The Greater Realm of Sorcery is a small kingdom that was formed after the fall of the Kingdom of the Western Call. The leaders are called the Council of True Masters of the Tower. During the fall of the Kingdom of the Western Call, a group of twenty sorcerers from El Torre Sorcierre attempted to seize control of El Torre Sorcierre. The High Master of the Tower faced them alone. Eight of the traitors were killed and the other twelve fled and established their own territory. To this day the Council claim to be the true rulers of El Torre Sorcierre and have set up their own academy in an attempt to rival it. It is generally considered to be less prestigious to attend there and many consider it to be an unsavory locale. Throughout the Greater Realm those who possess magic are considered to be superior and the rightful rulers of all lesser men.
Sorcere- This is the capital of the Realm. The seat of the Council is a tower modeled after El Torre Sorcierre surrounded by twelve smaller ones. Each member of the council lives in one of the smaller towers with their servants and apprentices. The main tower acts as their main meeting place of governance.
Griffon Isle
Griffon Isle is a large island to the north of the western continent that is difficult to access. The land is home to a variety of flying monsters, most notably the Griffons and hippogriffs. There are no known settlements on the island.
Hendrix Alliance
The Hendrix Alliance is a powerful nation ruled by the Hendrix Family. The People of the alliance are a proud independent people. They are independent and their ships are known to travel great distances. They boast a formidable military and well trained light infantry and often hire out as mercenaries.
West Crossing- Considered to be the sister city of East Crossing on the Eastern Continent. It is not the capital of the Hendrix Alliance, but it is the largest city in the Alliance. The city acts as the main port for any heading east to the Eastern Continent, north along the coast toward the Fairmont Imperium or west up the Silver River toward the Kingdom of the Silver Hills. It is a major center of mercenary companies fighting in the wars between Friedmark and Siln or between the Fairmont Imperium and Sigsmund.
Inn- Golden Corral: One of the larger and fancier inns in the city. It generally serves wealthier merchants and nobility.
Shop- Dusty Hole: An unmarked pawn shop owned by a strange man by the name of Farsi. He is known to often close his shop and go on long trips to unknown places. He has magic of some sort, although no one knows precisely what kind of magic he possesses.
Siltbay- Siltbay is the capital of the Hendrix Alliance and is the seat of power for the Hendrix family. The city is known as the Dyed city due to colorful homes. The bay on which the city is located is home to an unusual number of different varieties of octopus that can be used to make vibrantly colored dyes.
Imperatorus Goblins
The Imperatorus Goblins are a highly organized and militarized nation of goblinoids. The High General is selected every 10 years in a series of games and events that test the candidates in their physical, strategic, and tactical abilities. The High General rules the region although each goblin tribe and legion maintain a degree of independence. The tribes and legions will often challenge each other for the rights to territory or resources. They frequently have border skirmishes with the Reme Empire. Their relationship with the kingdom of Herald is virtually non-existent due to the fact that they are rarely able to enter the kingdom due to its barrier.
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Independent States
A loose alliance of independent city states and villages. Each city maintains its own laws and governments, but each city has an understanding that when monsters emerged from the Unclaimed Wilds they would send military aid. There is no single race that dominates this region. The people of the Independent States are independent minded and stubborn. The region is filled with adventurers, smugglers and desperate folk. These people often travel across the Unclaimed Wilds to the Dragon Wilds searching for powerful and rare magical items hidden in its dangerous lands.
East Crossing- The first city established in the Independent States. The founders set sail from what is now known as West Crossing. Prior to its establishment, only the Reme Empire and the Kingdom of Herald existed on the eastern continent. It is more than a thousand years old and is a constitutional monarchy. The monarchs are the Kreuger family who have supposedly ruled since the mythical event known as the shattering. The majority of trade between the east and west continents passes through this city giving it a great deal of wealth. That combined with its impressive defensive position means that it has never been successfully conquered. However, there are rumors that the amount of money they supposedly make from trade doesn’t account for its seemingly endless supply of wealth.
SouthPost- Southpost is a modest sized port that often acts as a final stop and or resupply point for any caravans that are brave enough to attempt the shorter but more dangerous route across the Unclaimed Wilds to the Kingdom of Herald or for those preparing to attempt to penetrate the Dragon Wilds. Ships traveling from East Crossing to Catileah will often stop here to resupply as well. Southpost is newer, smaller, and is less defensible than East Crossing, but tries to compete with East Crossing by establishing stronger relations with the Catileans and other island folk in the southern parts of the oceans. The Salty Smell is the main tavern.
Casir- The city of Casir is also known as Rogues’ Refuge. Many of the people are descended from or are people who fled from other places to escape the law. The city is rife with gangs that wage a silent deadly war in the back alleys of the city. The most prominent of these is the infamous Striper gang.
Kalistan
Kalistan is a rocky, desert kingdom. The majority of its people are found in wandering tribes that move from place to place along hidden routes with hidden sources of water that they keep secret from outsiders. The nature of the terrain and the dispersal of its population make it difficult to conquer. The Bazneer Republic has attempted to march troops through its craggy hills and canyons before, most were never heard from again. That being said, the tribes are often vulnerable to small raiding parties of slavers from Bazneer.
Kartz
One of the five kingdoms that emerged after the fall of the Kingdom of the Western Call. Kartz is a large, fertile plain that produces vast amounts of grains that it trades to other countries to fund its large armies of conscripts. It has a large population and army that it uses in its attempt to conquer the other fragments of the Western Call.
Kingdom of Bannerets
The kingdom of the Bannerets is relatively new, only a couple hundred years old and is ruled by the Banneret family. Prior to their ascension to power they were a mid ranking noble house who rose to prominence through their abilities as knights. Their kingdom is known for their skills as knights and paladins. It is home to the largest temples of the Order of the Thirteen.
Hemdol- The city is the capital of the kingdom and is the ancestral home of the Bannerets. In recent centuries the Order of the Thirteen, at the request of the royal family, have established their main temples. The city is built on and around a massive hill atop which is the Royal Palace. The palace is made of the purest white marble and its tallest central is topped with gold. The structure can be seen from miles away.
Rich’s Crossing- Rich’s crossing used to be a small fishing town, until someone came up with the idea of running a ferry across the short distance to the cities of Fyrica and Sailan. Over time the tiny town turned into a modest trading stop where Fyrican steel and iron would be offloaded and shipped further inland.
Benson- A small military town that is home to the Blue Cloaked Knights, an order of elite mounted knights and paladins that patrols the northern border ensuring the fighting from the Kingdom’s northern neighbors doesn’t spill over into Banneret.
Kingdom of Herald
One of the oldest Kingdoms in the world, it is universally considered the most powerful. It is protected by a powerful barrier that extends across the Kingdom that allows the Silver Guardians and the dragon riders who follow them to magically track anyone who causes trouble. The barrier can also turn impenetrable or in times of extreme peril bury the entire city beneath a mountain refuge.
Herald- The city of Herald is the oldest city in the world. Some say the Creator himself ordered it built the day he finished creating the world. The city sits atop one of the three major centers of magic in the world, giving it almost unlimited magic to power its defensive enchantments and public works. It is considered by all who have visited to be the single most magical place in the world.
Harvest- This city is at the center of the vast farming network that stretches out around it. The city has massive storehouses that are enchanted to preserve the food inside. It is said that the storehouses of Harvest contain enough food to feed the entire kingdom for 10 years in an emergency.
Drakekall- This small village is one of great significance. Once every five years the Silver Guardians leave the city of Herald and meet with a council of dragons from the Dragon wilds. Each of the different races send one representative to discuss any possible issues and to reaffirm the agreement made between Herald and the race of dragons long ago.
Westwatch- The Westwatch is a garrison of scouts and rangers whose purpose is to track and sabotage expeditions headed to the Dragon Wilds. The outpost was established as part of an ancient agreement between the dragons and the Kingdom of Herald to keep the people of the lesser races from infringing on the dragons’ territory.
Kingdom of the Silver Hills
The Kingdom of the Silver Hills is land of gentling rolling plains and hills. The land is known for an unusual species of wheat, that will only grow there, that has a silvery white appearance and for being home to the greatest horses to have ever been bred. The king holds little actual power outside of war time but the lords of the Silver Hills have a strong tradition of duty and honor that help them maintain a united front against most foes. They maintain a strong military alliance with Sigsmund and maintain a force of cavalry on the warfront between Sigsmund and the Fairmont Imperium. One unique law to Silver Hills is the right of the locals to challenge any who steal or attempt to steal their houses to combat. While combat challenges are typically one on one and rarely intended to be fatal in the Silver Hills this is not the case for challenges of horse theft. The law demands that the honor of every single citizen of the country has been impinged and thus all are obligated to immediately kill the thief by any means necessary.
Silverhold- The city of Silverhold is the capital of the Silver Hills. The city is not large in terms of population and feels even smaller due to the fact that the people are more spread out, due to the Kingdom's tradition of horse breeding. The city itself has no wall, but the castle for which the city is named, the Silver Hold, is surrounded by high walls and located atop a long smooth hill next to the river. The royal family, the Astens, have held it for generations.
Manten
The island of Manten is a tropical island with a relatively small permanent population. Manten is known for its lush beauty making it a popular tourist destination for the rich.
Marenden
After the fall of the Kingdom of the Western Call it was shattered into five warring kingdoms. The Marenden family seized control of one portion. The kingdom has the least number of resources of the five but the city of Enden is home to El Torre Sorcierre, the largest academy of sorcerers in the world outside of the Kingdom of Herald. Marenden is the most peaceful and least ambitious of the five kingdoms. The other Kingdoms fear the power of the sorcerers of El Torre Sorcierre and so are reluctant to provoke Marenden unnecessarily.
Enden-
The Sigil Mercenaries Guild-
The Caravaneers Guild-
The Monster Hunter’s Guild-
El Torre Sorcierre- El Torre Sorcierre is the largest and oldest academy of sorcery outside of the Kingdom of Herald. In recent centuries, the number of magic users has been in decline. While this has impacted, the Tower has not seen as dramatic a decline. It is still considered the best place to study and practice sorcery. As such people from across the continent flock to it. Its position in the political structure is complicated. The Tower operates independently of the government of Marenden. That being said, the High Master of the Tower maintains strong relations with the monarchy and the older students of the Academy are often deployed on military or civic duties where they can practice their magic.
Merdotia- The underwater nation of Merdotia is primarily populated by lizard folk who have developed the ability to breathe underwater. Their city is the tower of Merdotia which stretches from the bottom of the ocean floor to the ocean surface and is 5 miles in diameter. They have a distinct dislike for foreigners but have a particular hatred for the Catilenes. The two nations are frequently at war with each other. They do however have a soft spot for the city of Calora who they view as stalwart allies that provide them with weapons and supplies during times of war.
Minz
This small nation was once larger than it currently is. For decades they have been fighting a war against the Fairmont Imperium that they have been slowly losing. They are known to be amazing civil engineers, but this is false. Their defensive strongholds would never have come to be built if the Dwarves of the SIlverforge Domain and the Elves of the Mountain Tribes hadn’t lent their knowledge and resources. Despite this support the Imperium has slowly been advancing further into the country.
Mountain Tribes
The Mountain Tribes of the elves are reclusive. The region is a hilly, wooded region that is the last of the Elven strongholds. They are reclusive from most of the world, but they maintain relations with the dwarves of the Silverforge Domain and the people of Minz. The wood elves send skilled archers and the high elves send their mages to Minz to aid them in their fight with the Fairmont Imperium.
Neverenter Woods
The Neverenter Woods are a sickly, dark forest that few dare to enter. Noone knows what happened to make it so. Some say it became so after the razing of the Barren Plains, but records indicate that they were fertile even after the incident. Those who have entered and managed to escape its grasp speak of walls of mist and fog, as well as spirits and ghosts that haunt its depths. One man claims he once saw a massive castle deep inside its reaches. Adventurers who have entered searching for it have never succeeded in even confirming its existence.
Palendrum
Palendrum is the weakest of the five splinter nations that formed after the fall of the Western Call. Over the past few years they have been beaten and lost significant territory to both Kartz and Marenden. It is generally believed by most that the nation will eventually fall to one or the other.
Pars
Pars is a small country of rugged mountains and hills. The population is relatively small and it is known primarily for its hunting and wild game. The people there are generally wilder and live off the land. They are known to be expert trackers, hunters and archers. They have a military alliance with Sigsmund and send small companies of expert scouts and marksmen.
Reme Empire
The Reme Empire is an old militarized country. Despite its name it has been more than a thousand years since it was ruled by an emperor. Instead, its laws are made by the Senate and enforced by the Tribunal, a group of generals who are appointed by the senate from the ranks of active military ranks. Their heavy infantry are considered to be among the greatest in the world.
Sailan
The city of Sailan is one of the two most ancient cities in the world, the other being its sister city of Fyrica. Sailan is populated entirely by water Djeni, although there are a fair number of fire Djeni from the city of Fyrica. The Sailano are master shipbuilders and sailors. They are known for being skilled martial artists and have some skill with sorcery. Their superior ships and abilities to manipulate water make their navy and traders the best in the world. They have a trade agreement with Fyrica to ship Fyrican metalwork around the world.
Sigsmund
The country of Sigsmund is a region of fertile plains that support a large population on its grain fields. They use large forces of light infantry to fight the Fairmont Imperium who covet the large fertile region. Their ability to wage a defense against the Imperium is only made possible by the cavalry and scouts that act as support from their military allies of Pars and the Kingdom of the Silver Hills.
Siln
Siln is a port nation that was once part of Friedmark. After years of discontent the wealthy merchants of the port cities led the region in a rebellion against the Lords of Friedmark. Now the country is ruled by a council of seven of the wealthiest merchant families. Under their leadership the nation has established a slowly flourishing trade with other nations. They have been prosperous enough that they can afford to hire mercenaries from the Hendrix Alliance to fend off attempts by the Friedmark to retake control of Siln.
The Norths
The Norths is a wild untamed land. The rugged mountains and forest are home to the Krisht barbarian tribes that migrate the region hunting the creatures that roam it. The mountains are home to animals of massive size and to other more dangerous creatures from eras of magic, which have been generally pushed out of more civilized lands. The Krisht are a war-like people who will often go to war with each other and will tolerate no outsiders on the hunting grounds.
Tradesmark
Tradesmark hold the strategic position of being the country that currently holds open land pass that connects the west and east halves of the continent. This means all trade going by land must pass through it. While this makes them a relatively wealthy nation the pass is not without its dangers. The eastern side of the pass opens onto the Barren plains making it a dreary route. Additionally the route is often beset by marauding slavers from Bazneer. The Merchant Lords of Tradesmark that manage the nation initially tried to patrol their precious trade route, but many of their patrols would succumb to the Barren Plains or would often be captured by the very slavers they were attempting to stop. As a result the country deemed the patrols too expensive and inefficient. While they have few crafts or arts of their own they know how to find goods and procure them. The one thing they are known to produce is Glassteel. This glass is strong enough to make weapons and armor, in fact it is said to be completely indestructible. The difficulty is in acquiring the material and finding its manufacturers. The makers of this material show up rarely and only in disguise. They simply appear in the markets offering to sell the goods then disappear into the crowds.
Whitsburg
Whitsburg is one of the weaker of the five splinter nations of the Kingdom of the Western Call. What little wealth it has is from the mining expeditions that venture into the Norths. These expeditions are dangerous and many that venture into the Norths never return making this source of wealth unreliable. Over the passing years they have been slowly losing territory to Kartz.
Map of Western Continent
image [https://i.imgur.com/zfzeFln.jpg]