Wyrmshadow: The Duskreign Prophecy
THE GEOGRAPHY OF WYRMSHADOW
The Northern Kingdoms
A vast and frigid region of jagged hills, icy valleys, glacial islands and fields frozen and choked to death by permafrost, The Great Northern Wastelands are plagued by thick snows and constant, deadly cold. The Frostrun Tundra is the northernmost inhabitable region of the Wastelands, the lands further north so deadly cold and devoid of vegetation that even the heartiest of creatures could not long survive there.
Great Northern Wastelands
The mountainous terrain of the Rohn Highlands caps the north end of the continent with a great crown of snow-capped peaks, harsh, wind-scraped valleys, and stony chasms that tunnel deep below, into the bowels of the world. As many, or perhaps more, of the denizens of Rohn live in the boundless reaches of the Underdark beneath rather than atop its jagged, mountainous surface.
The natives of Prair often call it the land of tall grasses and hard living. The land seems to reject all who travel over its rolling fields and between its meandering rivers. Crops are choked out by ravenous thistleweed, herds are poisoned by wild hemlock, and the autumn rains bring fist-sized locusts from their nests. However, Prair has a certain appeal for frontier folk who would rather brave the hazards of Prair and live free than rest in the comfort of the western cities and bend the knee.
Imperian soil is fertile for growing profit crops like corn, apples, and barley. Since the city of Imperia was built within reach of the mines of southern Rohn, the lumber of Anzel, the fishing of the Great Northern Wastelands, and the wild game of Prair, Imperia was able to profit greatly from its location, using its trade wealth to expand its influence and bulld what is, today, the mightiest empire in Wyrmshadow.
A heavily forested region that benefits from the life-giving waters of the Wyrmtear River, which is brackish and undrinkable, yet allows trees and vegetation to thrive at its banks. Dozens of smaller, fresh water streams and tributaries course southward toward the Western Bogmire. Anzel also has a lucrative and profitable coastal city, Freeport, which provides Anzel citizens a healthy flow of goods and funds into the region.
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The Midlands(Click the map for a higher resolution version)
The ashen wastes known as the Deadlands are all that remains of the once verdant and beautiful druidic nation of Nas’Nos. A thousand years ago, the demonic creature known as Oblivion was unleashed upon the unsuspecting people of Nas’Nos and their heroic Phoenix King. In the aftermath of their titanic battle, the nation of Nas’Nos was reduced to a barren land where no life could ever thrive again.
An arid tract of sand-strewn valleys and windswept dune hills. The bustling city of Muhar is built around an ancient pyramid hewn from magically blown glass and colorful sandstone. The residents of this vast desert, calling themselves Dunefolk, have adapted unique methods of surviving in the oppressive heat and disiccation of the Duskdunes.
The Eastern Bogmire may share a name with its western counterpart, but the two regions have very little in common. Unlike the Western Bogmire, whose landmasses are hewn from aggregated stone and mossy soil with large, saturated fields of tall grasses, the Eastern Bogmire is a relatively level region filled with muddy islands trapped within still, stagnant, fetid waters, belching swamp gas and choking with buzzing swarms of insects.
Fed by the Wyrmtear River and hundreds of smaller streams and tributaries, the Western Bogmire is a delta whose soaked, grassy fields are pierced through by narrow slivers of stony landmasses, like tightly packed islands numbering in the thousands. Carved into the dense limestone of three of those islands are massive, ancient Sau temples that are all that remain of the lost Sau Empire. Unlike the Eastern Bogmire, which is largely unpopulated, the Western Bogmire teems with life.
The Nation of Ilras is the largest woodland region in Wyrmshadow, and is the ancestral home of the Faefolk. Many thousands of years ago, Elven dissidents fled from their southern kingdom of Quae to make a new life in the Ilrasi Wilds. There, they built their city of Sud Ilras, a metropolis carved from and weaving between a copse of a thousand ancient trees, at the center of which is a massive Mana Tree called the Great Tree of Ilras.
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The Southern Kingdoms(Click the map for a higher resolution version)
Kordoth is a region of highlands dotted with forested knolls and shimmering streams of icy mountaintop water as it runs south and west toward the Storm Coast. Once the home of the mighty Dwarven Kingdoms, Kordoth was largely abandoned when the Dwarves fled deep beneath the surface of Wyrmshadow. There are a few settled areas of Kordoth, but most of the region is a trackless domain that remains largely unexplored by all but the Dwarves, who left behind little by way of charts or maps.
Thousands of centuries ago, the Sau region was the center of a great empire ruled by the Sau, which were massive, powerful reptilian creatures whose size was said to dwarf even the greatest of the Dragons who would eventually rise from the ashes of the extinct Sau Empire. These lands are a mixture of various terrain types, with grassy fields in the Castillands, great stone towers at Windshear Crag, and mist-filled moors in Fen Elghann.
Quae is a land of natural splendor, with great fields of bright, jade-colored grasses flanked by thick, beryl forest glades, bisected by a gleaming silvery river flowing from a mystical lake in the shape of a crescent moon. These lands are the birthplace of the Elves, who built upon the eastern ocean shores the first great city in Wyrmshadow’s storied history, Quae Elfien.
Idrahaal is the ancestral home of the Human race on Wyrmshadow. In ancient times, Idrahaal was a breathtaking land of architectural splendor and artistic expression, with statues the size of mountains sculpted by entire generations of Idrahli artisans. A cataclysmic volcanic eruption destroyed much of the island’s surface and slew many of its inhabitants thousands of years ago. Ever since, Idrahaal’s shores have been dominated by the Elves and the Naga of the Undertide cities of Merus Akuai and Losarill, respectively.
A narrow island of stark contrasts, Freel is home to the race of shape-shifting beast-folk, the Weren, whose tribal societies have kept their kind from forming any substantial, nation-wide allegiances. There are civilized Weren in the city of Galar Anziil in the south, which is the only settlement on Freel that most people from the continent would feel remotely comfortable in. Far to the north, the barbaric town of Grahllnacht is a primeval den of brutal, monstrous Weren who want for nothing but carnage and chaos.
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