
The Kingdoms of Questaris
A word on the Kindoms of Questaris
The kingdom list is broken down by continent first. Major personalities, and cities will be named in the each kingdoms discription.
Rivers lakes and the such will be placed on maps that are linked to each kingdom. The location of listed cities will be placed as well
on these maps. Each kingdom will have a population breakdown, government type. Each continent will have major features discribed as well,
such as mountians, rivers, and land type (forest, jungle, desert, etc). Also included on this page are the settlement patterns found on Questaris, and a few table to assist in the random placement of them. You will also find a link to the Cosmology of the realm. This will give some detail on the realms of the Gods and other places of intrest.
Scale above is done in 500mile increments.
World Information
Settlements in Questaris
On the map above you will notice a series of circles. Each circle represents a supply zone for that type of settlement, and the range of control each settlement has. Also each circle determines the types of settlements that can be found there. Area 1, the white circle, represents
a 20 mile radius around the settlement. Area 2, the light blue circle, extends another 30 miles. And finially area 3, the red circle, extends another 50 miles. So a city's zone of supply extends a full 100 miles around it, while a village only extends for 20 miles. Below is a chart to
assist in determining the number and type of every community within a settlements supply zone. It also breaks down what can be found in each control area.
Notice the entry that lists farmsteads. A farmstead is a small communal gathering of a single family that works together on a single farm. These farms can be quite large, spanning over a hundred acres, or very small only having a few acres. Roll 4D6 to determine the number of people in
living within a single farmstead. To determine how much land the farmstead works multiply the number of inhabitants by 5. The resulting number is the amount of land in acres that the farmstead works. In slave owning lands these farmsteads will also contain twice the number of inhabitants
as slaves, and will have 1 guard for every 5 slaves. Thus a farmstead in Anstoria with 17 people will cover 85 acres. The same sized farmstead in Athenmir would have the 17 family members 34 slaves and 6 or 7 guards, and cover the same 85 acres.
On the kingdom maps only large cities, metropoli, or capitals are marked. By the chart above you can see that a single metropolis may have as many as 254,000 people living within its control and support area, or as little as 28000 people.
On average most metropoli have about 43,000 people that live withint their area of control and influence. So you can imagine how large the populations within the control area of capitals can be.
It is also possible that there may be Metropoli within the control zone of the a Capitol city, but this is unlikely. Roll d100 on a 25% or less there are Metropoli located with in the control zone of the capitol city in question. If so then roll d4-1 to determine the number of Metropoli found.
To find if there is a settlement between the areas of control of large cities, metropoli, or cities, make a random D100% roll for every 40 miles. On a roll of 50% or less there is a settlement or other place of interest. If there is a
settlement or place of interest present, roll on the chart below to determine it's size. On a roll of 91% - 100% roll agian on the places of interest chart to determine what place is encountered.
Region listing
Alanbadina was once a great Elven kingdom filled with vast forests and stunning glades. Now it is a desert bordered by low rolling savannah's. It is mostly unpopulated save for 2 kingdoms that exist in it's savannah's and a series of free cities along the Corsarian Sea.
The Grand Duchy of Ogland, which can be found on it's western border, was founded by outcasts from the royal family of Anstoria. Ogland sits at the southern end of the Ravens Eye Mountians on the western savannah of the desert.
Along the Crimson Mountian Range in the southern part of the desert is Habistan. Originaly Habistan was a small trading city between the nomads of the Alanbadina desert and Athenmir. Over a few hundred years it grew into
the small kingdom it is now. In the northeast, on the pennisula of Burdros lay the Freeport cities. Originally they were colonies settled by the kingdom of Middenfel, but gained independance during the wars for the Iron Crown.
Now they serve as ports for both merchants and pirates.
Notes of interest
At one time this entire region, except for the Kingdom of Nordland, was part of the Kingdom of Anstoria. Six hundred years has passed since the old Kingdom of Anstoria
broke apart. Now in its place lay the Anstoria Protectorate, Ephirim Conclave, and the Ibrum Kingdom. In the north of the region lays the Kingdom of Nordland, once know
as the Nordin Hold, it is a land on the virge of change. Once it consisted of fractured barbarian tribes, but the tribes have now allied themselves, and for three hundred
years have been ruled by a line of warlords. Nordland is bordered by the Alanbadina region to the east, The Burning Mountians to the southeast, the Kingdom of Ibrum and
Ephirim Comclave to the south, and north it is bordered by the Nordish Sea. The Ephirim Conclave lays along the southern portion of the Nordish Sea. In the south of the Kingdom
lays the the Barrier River, which is part of the recognised border it shares with the Anstoria Protectorate. Ephrim, Ibrum, and Anstoria share The Vorthrax Peaks as part of
thier borders, it is from there that the Barrier River begins. Anstoria lays at the southern end of the continent, and is bordered on the east by the Ravens Eye Mountians,
and the Thalian Sea to the south. The Ibrum Kingdom is bordered by the Iron mountians to the east.
The Arimine Islands share a rich culture with eachother. The main island Torogima is the site of a major monastery dedicated to the god Rangol. The monastery is
the largest of it's type in the known world, and many of it's monks become famous for their skills in battle and diplomacy. The Islands are also well know for their army, whom many believe
may be the best trained and most disciplined the world. Amrimine hosts a gigantic war collage, know as the City of Steel. Many great generals have recieved
both scholarly, and tactical, traing here. Fine silks and clothing manufactured here are in great demand around the world. The Arimine Islands lay in the Whispering Sea,
and as such control most of the trade between the kingdoms on Tristanian and Middenfelia.
The Athenmiric Plains are bordered by the Keldon Jungle to the west, The Ash Mountians to the north, the Alanbadina desert to the northeast, and by the Forgotten Sea to the south and east. The Plains a dotted with stoney rolling hills, and shallow valleys.
The region is dominated by, what many believe to be, the strongest human kingdom, The Empire of Athenmir. This was once a colony formed by nobles fleeing from the Kingdom of Galadan. The land was then dominated by undead, orcs, and goblinoids. it was finially
tamed after nearly 200 years of pacification. It now has argueably the largest, most powerful, army the world has seen since before the fall of Zandora. The Empire is broken into proviences, each under the control of a governor and a military prefect. Many
large cities dot the sea shores, and many moderate cities thrive in the interior of the land.
The Corsaris Islands are a loose alliance of island kingdoms. They share a love for the wind and waves of the open sea. The Island ports of Corsaris are famous for their constant activity,
and most goods that travel the sea's find their way to them. The largest of the Corsaris islands, Thisila, is home to second largest temple to Permis. The island of Estralis, the second
largest in the island chain, is known throughout the world for it's rum, which is sought the world over. While merchant ships are by far the most numerous under sail here, a great deal
of privateers call these islands home. While the islands of Corsaris do not practice in the trade, a great deal of slaves find their way through their ports. Excaped slaves are concidered free
if found on the islands, though it is common for them to be kidnapped in the night by locals and sold back to passing slave captians.
The Islands of Farinmar are little more then a haven for pirates. Overgrown with jungles they offer safe haven for those trying to excape justice from around the world. The port city of Ratine is governed by an agreement
between a dozen or so pirate captians, who mantain the relitive peace through terror. The Empire of Athenmir and the Nalbourne Federation have sent numerous raids agiant the pirates there, and have burned the city down over
a dozen times. But within a few months of such actions the town is rebuilt and the inhabitants have returned. The waters around the port are littered with the wreckage of sucken ships, which the pirates take great care in
maping so as not to run afoul of them. Their is a legend among the pirates that a few of these ships have been seen on the open seas, and some are convinced of a ghost fleet that prowls the trade ways.
The Galadanic continent was once a mighty empire ruled by a line of sorcerer kings. After centuries of mistrust and intrigue the empire collapsed and broke into four seperate kingdoms. The region is bordered by the Strife Mountians
and the Alanbadina desert to the northeast, the Thalian sea to the north, The Galadanic Sea to the west and south, and the Keldon Jungle to the southeast. The Kingdom of Galadan sits in the north of the region. For many centuries it
has been governed by sorceror kings, and this is still true today. Though it's power has greatly fallen from what it once was, Galadan is still feared in the region. To its south is the Kingdom of Bastinal, which is ruled by
the direct decendents of Magnus the Great. It is worth noting that this Kingdom and the Anstoria Protectorate both claim Magnus to be the ancestor of their current rulers. South of Bastinal is the Nalbourne Federation, a conclave of
Mages and Sorcerors govern the peoples here. Each county in the federation is governed by a mage, or sorceror, governor. This governor sits among a council of his peers to lead the federation. To the west of these three is the Zagrath
Imperium, a nation placed under the heels of a diabolical Emperor. The Iperium is plagued with undead and does very little to control this problem. There are some who believe that Zagrath may not truely be in the control of it's Emperor
Zagrath III. The entire region is filled with bogs and lakes due to vast amounts of rain every year.
The Keldon Jungle lays between the Athenmiric Plain and the Galadanic Continent. It region is almost entirely unexplored, except for the Izomov River. The truth is that the Keldon region is a mix of mostly jungle with areas of swaplands mixed in. Keldon is filled with many deadly creatures.
Cheif among these are lizardfolk. Many lizardfolk cities exist throughout Keldon, the largest, thier capital of Ixo'Izblax is located near the center of the jungle. In recent times The goblin races have taken many of the northern cities, and a secret war rages through the jungle. Signs of
this war have been seen on the western borders of Athinmir and in the Kingdom of Galadan.
Middenfelia is bordered by the Cosarian Sea to the west, the Rusiten Sea to the north and east, and the Whispering Sea to the south. The northern portion of the region is covered in dense forests, while the south is mostly rolling hills, and savannah. In the center of the region are the
Mountians of Victory. Volistheim occupies the northern portion of the region, while the Kingdom of Middenfel occupies the southern. Volisthiem is ruled by consent of a council of elders. These elders choose whom will be king apon the death of the previous king. The council is made up of
three members of from each of the three major races living there, the dwarves, gnomes, and humans. Middenfel is a land scared by the Iron Crown wars. The people of Middenfel are much like their land, bitter, cold, and lost. Many generations have lived in the shadow of wars meant
to reforge their lost kingdom. The capital of Strausbürg was built over the bones of their ancient capital of Middenholm, which in places can still be seen. This is a constant reminder to the grandure that was once their homeland. With their cities, and arimies, rebuilt the shadow of war looms agian
over the land.
West of Middenfelia are the Rusiten Islands, and though they are in an unhospitable location they are covered in lush green forests. In fact, iceburgs can be found within a few miles of the shores of the islands, and the weather never becomes unpleasant. No one
sure why the weather on the islands stays so mild. The islands are inhabited by barbarian tribes that left Nordland. They were led to the Rusiten Islands by coven of powerful witch's who wanted to keep their people, ideas, and traditions pure. For three hundred
years they have lived on islands. The barbarians of Rusiten frequently raid the western communities of Volistheim.
The continent of Sarinholm is, for the lmost part uninhabited. A few colonies from each of the kingdoms of Questaris have ben established on the east coast. Fifty years ago, a group of dwarf and human prospectors discovered large veins of varies ores.
The most important ones were iron and gold. Since then the varies kingdoms have sent miners to the region to dig for the precious metals. Many boom towns have sprang up along the coastline, and political tension in the region is high. Roaming
bands of goblinoids are the most common problem in the region. And it has recently come to light that they may even have founded their own cities in the region, though no one has been able to prove this rumor.
Thalian Island has been the sight of many wars. The island lies between the Kingdom of Galadan and the Anstoria Protectorate. The Lone Peaks, which make up the center of the island, are covered in snow all year around. The Thalian Kingdom has existed here for 2 thousand years, but for the majority of that time it was under Galadanian occupation.
The dwarves of the Lone Peaks were a constant sore in the side of Galadan as they fostered a never ending rebellion agianst the occupation. When the Galadanian Empire crumbled, the dwarves were quick to produce the rightful Heirs to the throne of Thalian. Many had believed that the bloodline of the Thalian Kings had been destroyed by Galadan,
but this was not the case. The Dwarves of Thalian were revealed finially as the ancient dwarven family of Derfils Fist. Whom had sworn oaths in ancient days to serve and guard the Family of Arch-Duke Derfil till the end of time. With the help of the dwarves the kingdom quickly recovered from it's long subjugation, and has regrown to its former power.
The Tristanian continent is bordered on the north by the Whispering Sea, the south and east by the Sea of Lost Hope, and to the west the Forgotten Sea. This region was once a grand kingdom of the elves, but since the the time of exodus has become a new home to humanity. Though some elves still inhabit the land, the overwhelming majority is now human.
It is because of this that the kingdom of Tristiane fell and devided into two halves. To the north is The Kingdom of Keleden, which was conquered by an aliamce of men backed by the Athenmiric empire some 700 years ago. There is a general mistrust in this land for elves, but for the most part they are grudgingly excepted. In the south is what remains of
The Kingdom of Tristiane contains the highest percentage of elves in the world. Though most of the elves have moved on to otherlands, those that stay have excepted their place among the humans that now control their ancient land.
Once the Zandora was a great land with vast plains, rolling hills, and great forests. Now it is nothing more then a chain of islands. The former home of mankind it has long since been abandoned. During the exodus of humanity, the Void Lords sent their armies to plunder the land for all that was left behind, even as the land began to sink beneath the waves.
Since those days the islands have been populated by many monsterous races, keeping the secrets of mans past hidden and out of reach.

Questaris is divided into 14 regions. In orbit around the planet are the three moons Umiral, Naimolia, and Uthila. Uthila being the largest and Naimolia is the smallest. The map above displays the known world of Questaris (0° west to 240° east, and both 70° north and south of the equator).
Each year is 384 days long, with seasons lasting 96 days, and months are divided into twelve 32 day periods. Below is a list of the regions and the kingdoms that can be found in each.
One of the most untalked about features in Dungeons and Dragons®, or for that mater many other games, are the settlement patterns of any given world. I use this as a general guideline for developing any area where my adventures, or campaigns, are placed. It is a fairly easy thing to
manage, and can add a great deal of depth and personality to a game. In Questaris settlements have zones of support and influence that surround them, see the map below. Large cities need many farms, distilleries, ranchs, etc…, to keep them supplied with needed resources.
Every settlement, except thorps, have at least one zone of support that surrounds them. Capitals and cities of have 3 zones around them,
and villages have 1. The map displays how these zones work. Note that smaller settlements are concidered part of the support structure for larger ones.
Thus a thorp may supply goods for a village, town, and city in whos supply zones it falls under. Because of this you can see how smaller settelments come to rely on trade with larger ones. Just as the larger settlements depend on the goods of the smaller ones. These zones
also represent the military responsibility of each settlement. Larger settlements are responsable for the defense of smaller ones within their zone of influence. This defensive responsibility falls apon the largest settlement within the structure. On the other side of this
is the responsibility of every smaller settlement to supply manpower for these defenses.
Thorp (20-80)
One Control Zone
One Control Zone
Two Control Zones
D8 Thorps
Two Control Zones
D10 Thorps
Three Control Zones
2d6 Thorps
Three Control Zones
2D8 Thorps
Three Control Zones
2D10 Thorps
Three Control Zones
3D10 Thorps
*Note: As it is I do not have any cuch Metropoli with in the control zones of any Capitol city, but you may wish to change this
Thorp
¤ the in habitants should be determined like a random encounter for the region.
You may click on the maps of each region to be directed to each kingdoms page, or click on the link placed under each regions discription.
Alanbadina Continent
Alanbadina Region
(World Map)
Astorica Continent
Anstorica Continent
Arimine Islands
Arimine Islands
Athenmiric Plains
Athenmiric Plains
Corsarian Islands
Corsarian Islands
Farinmar Islands
Farinmar Islands
Galadanic Continent
Galadanic Continent
Keldon Jungel
Keldon Jungle
Middenfelia Continent
Middenfelia Continent
Rusiten Islands
Rusiten Islands
Sarinholm

Sarinholm
Thalian Island
Thalian Island
Tristanian Continent
Tristanian Continent
Zandoran Islands
Zandoran Islands