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.

Select a continent by clicking on the map below.

Scale above is done in 500mile increments.

World Information
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.

Settlements in Questaris
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.

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.

Settlement suport chart

Settlement Type
Lesser Settlements found per Control Zone
Thorps & Farmsteads
Hamlets
Villages
Small Towns
Large Towns
Farmstead (4-24)
Thorp (20-80)
-
-
-
-
-
Hamlet (81-400)
One Control Zone
D4 Farmsteads or Thorps
-
-
-
-
Village (401-900)
One Control Zone
D6 Farsteads D4 Thorps
-
-
-
-
Small Town (901-2000)
Two Control Zones
D10 Farmsteads
D8 Thorps
D6 Hamlets
D4 Villages
-
-
Large Town (2001-5000)
Two Control Zones
2D6 Farmsteads
D10 Thorps
D8 Hamlets
D6 Villages
-
-
Small City (5001-12000)
Three Control Zones
2D8 Farmsteads
2d6 Thorps
D10 Hamlets
D8 Villages
40% chance of D3 Small Towns
20% chance of D2 Large Towns
Large City (12001-25000)
Three Control Zones
2D10 Farmsteads
2D8 Thorps
2D6 Hamlets
D10 Villages
60% chance of D4 Small Towns
30% chance of D3 Large Towns
Metropolis (25001-100,000 or more)
Three Control Zones
3D10 Farmsteads
2D10 Thorps
2D8 Hamlets
2d6 Villages
80% chance of D6 Small Towns
40% chance of D4 Large Towns
Capital (30,000-250,000 or more)
Three Control Zones
4D10 Farmsteads
3D10 Thorps
2D10 Hamlets
2D8 Villages
D6 Small Towns
50% chance of D6 Large Towns

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.
*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

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.

Random outland settlement chart

% Roll
1% - 10%
11% - 30%
31% - 50%
51% - 75%
76% - 90%
91% - 100%
Farmstead or
Thorp
Hamlet
Village
Small Town
Large Town
Other

Random point of interest chart
*note these are just some ideas of what can be found in settled areas.

Side Road
Main/Trade Road
1% - 10%
Ruin, Keep (Abandoned)
1% - 5%
-
Ruin, Keep (Occupied) ¤
6% - 15%
21% - 30%
Ruin, Village (Abandoned)
16% - 25%
31% - 40%
Ruin, Village (Occupied) ¤
26% - 35%
41% - 50%
Keep
36% - 45%
51% - 60%
Way Shrine
46% - 55%
-
Way Temple
56% - 65%
61% - 70%
Inn
66% - 80%
71% - 100%
Nothing
81% - 100%
*treat like a farmsted for number of inhabitants.
¤ the in habitants should be determined like a random encounter for the region.

Region listing
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

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

  • Kingdoms
  • Common Weather Conditions
    • Sandstorms are common during the spring and fall, though they also occur during other parts of the year.
    • Dust-devils are a very common occurance, mostly during the middle part of the day.
    • Slight rain in the savannah's with slightly more found in the far north of the region.
    • Temperatures reach an average of 100+° during the day, and drop as low as 20° at night.
  • Places of Interest
    • The Temple of Sorrow, found in The Valley of Derfil, has existed for many thousands of years. Though there are no one is sure where the name of the Valley, or the temple, comes from.
    • Located somewhere in the center of the desert are the ruins of Durith'Quilsalea. This is believed to be the capital of the once great Elven kingdom of Al'Anba'Dina. Though many have found the ruins, none have managed to survive long enough to share their knowledge of its location. Many now believe that the ruin is cursed, and few are willing to tempt fate by seeking the lost city out.
    (World Map)
Astorica Continent

Anstorica Continent

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.

  • Kingdoms
  • Common Weather Conditions
    • The temperature varies from 80+° in the south during the summer to 30° or less in the winter. In the north the temperature varies from 70° in the summer to as little as -30° in the winter.
    • Rain and snow are common in the region, though not constant. The Anstoria Protectorate see's the majority of rain fall, while Nordland sees the majority of snow.
    • Tornado's sweep through the Ephirim Conclave and Ibrum Kingdom's during the spring and fall. As many as 100 are seen in a year, but some years see as few as 30.
  • Places of Interest
    • The City of Anstoria is the center of pilgrimage for worshipers of the Gods of Light. The Master temples for each of the Gods of light are found there, though that seems on the verge of change.
    • Vorthrax Peaks are watched by the kingdoms of Ibrum, Ephirim, and Anstoria. They all fear the return of the evils that once ruled the frotresses and dungeons that once dwelled there.
    • The Dread Wood still holds many minions of Vorthrax the Lord of Death. As such they are almost entirely haunted, and many ghost towns and villages can be found there. Regular sweeps by the Ephirim army make their weekly rounds through the wood to keep the threat there to a minimum.
    • The tomb of Anstoria lays on the shore of the Barrier River. Many people from around the region come there to pay homage to her every year. From the tomb you can see the Vorthrax Peaks in the distance. Some believe that she will rise agian if Vortharx should reappear in the world, and that she will reforge the kingdom that she once created.
  • (World Map)
Arimine Islands

Arimine Islands

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.

  • Kingdoms
  • Common Weather Conditions
    • During the summer near constant rainfall.
    • Temperatures range from 90+° in the summer to as little as 40° in the winter
    • Typhoons sweep through the islands almost regularly as they pass over The Strait of Burgoss, from The Sea of Lost Hope. Mostly they occur during the spring and fall months.
  • Places of Interest
    • The Palace of Truth is the largest monastery in the world. Many of it's students go on to be judges in many lands, but most of them spend a life of quiet contemplation of divine truths.
    • The City of Steel is know through out the world as the place to send noble sons and daughters to learn. It is a place of learning both scholarly subjects and the art of war. The vast majority of famous leaders can be traced back as student's here.
  • (World Map)
Athenmiric Plains

Athenmiric Plains

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.

  • Kingdoms
  • Common Weather Conditions
    • Temperatures during the summer average about 80° while in the winter drop to as much as 20°.
    • The climate is damp, and rain is a common occurance during the spring, summer, and fall. The winter brings snow, or cold rain.
    • Hurricanes occasionaly strike the plains during the spring and fall months, blowing in from the Forgotten Sea.
    • Sandstorms occasionaly blow into the northeastern parts of the plains, but this is rare.
  • Places of Interest
    • The City of Orphans is a large compound in the capital city of Lexitor. This is where the Novis Longila recieve thier training and education. The city is guraded by the preatorian guard, and the Emperor's home can be found there. The Novis Longila, made entirely of orphans, is prehaps one of the best military units in the world, second only to the troops of Arimine.
    • The Great Market, found in the city of Gropicus, is one of the most well know trade centers of the world. All manner of good can be bought or sold there. Among these goods is the Grand Auction House, where the largest slave pens in the world are located. Though Athenmir deals in slavery, no child may be held as a slave in the Empire. The reason for this is part of the Orphan Laws of the Empire.
    • The Temple of the Oracles is found in the center of the Empire. Many people make journies to the Temple to seek answers to varies questions. It is know that the oracles do not give free advice or answers, but still people seek their guidance.
    • Vestila's Chief temple can be found in the city of Geropolis. The temple also serves as a war collage for the Empire.
  • (World Map)
Corsarian Islands

Corsarian Islands

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.

  • Kingdoms
  • Common Weather Conditions
    • Temperatures average from 70+° in the summer to 20° in the winter. The currents in this area of the sea, cycle warmer water and are from the southern seas. This allows for slightly warmer winters in the Corsaris Islands.
    • Rain fall is common during the summer months, as is snow during the winter.
  • Places of Interest
    • The Temple of Permis, found on the isle of Thisila, is a marvel of the world. Made of great white marble it sits atop an outcroping 100 feet above the shore. A 200 foot statue of the god Permis fighting a Sea Dragon.
    • The sugar fields of Estralis cover the majority of the island and great distilleries dot the island.
    • The port of St. Lecorix, found of the Isle of Thisila, is the largest port in the world. On average there are 900 vessels docked at anytime there, and the port has enough room to safe hold as many as 1600 ships.
  • (World Map)
Farinmar Islands

Farinmar Islands

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.

  • Kingdoms
  • Common Weather Conditions
    • Temperatures range from 90+° in the summer to 40° in the winter.
    • Heavy rains plague these islands year round, and the humidity of the area is nearly unbearable.
    • Hurricanes are common place here. Usually the islands see as many as 3 in a year.
  • Places of Interest
    • Port of Ratine is home to some of the most vile people in the world, and is governed by the worst of those. The port is the origin site of much of the smuggling, slave trade that plagues the seas.
    • The Ziggeraut is a fortress built on the side of a volcano known as Grexis Eye. No one knows who built it or how long it has existed. Many pirate captians tried to claim the fortress for their own, and never returned. The lizardmen tribes that populate the island tell storys of a great power that once lived their, and whos spirit still inhabits the spires. No one has tried to claim the spire in fifty years, and no one seems willing to try.
  • (World Map)
Galadanic Continent

Galadanic Continent

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.

  • Kingdoms
  • Common Weather Conditions
    • A warm climate, with temperatures ranging from 90+° in the summer to 40° in the winter.
    • Great humidity in the region brings fog on most days, and rain as often.
    • Hurricans are a nearly common occurance for both Zagrath and Nalbourne. Hurricans blown in come from either the Forgotten or Galadanic Sea's
  • Places of Interest
    • The River Vordin is lined with many fortresses, which dot a masive wall that seperates the kindom of Nalbourne from its neighbor Zagrath. I was built to contain the undead that commonly try to cross the river.
    • The Hall of Knowledge, which serves for the meeting place of the governers council when it is gathered. The building resembles a greatone hundred foot stone spike that sticks up from the ground. It has no windows or doors, and only the Governers and theirs staff's know the methods for entrance to the building.
    • The Palace of The Moon, home to the old emperors of Galadan still stands, as a monument to the former glory of that once proud nation. Though the King of Galadan still lives there, it is a constant reminder to the folly of his ancestors. The palace is found in the city of Galadan.
  • (World Map)
Keldon Jungel

Keldon Jungle

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.

  • Kingdoms
  • Common Weather Conditions
    • The humidity of the region is great, as such everyday a fog rises and lasts for the majority of the day.
    • Heavy rains occur almost everyday.
    • Temperatures in the summer average 90+° and stay around 40° during the winter.
    • Hurricans from the Forgotten Sea sometimes pass through the region.
  • Places of Interest
    • The capital of Ixo'Izblax exists in a vast swamp. The majority of structures sit atop platforms, but there are many stone buildings as well. The stone buildings are mostly temples dedicated to the god Ssarasin, though some belong to important members of the city.
  • (World Map)
Middenfelia Continent

Middenfelia Continent

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.

  • Kingdoms
  • Common Weather Conditions
    • Summer temperatures range from 80+° in the south to 70+ in the north. In winter the southern parts of middenfelia are 30+°, while in the norht they drop to as little as -30°. The western coast stays slightly warmer during the year due to the currents that sweep through the Corasian Sea. Generally these temperatures are 10° to 20° warmer.
    • Volistheim and the northern parts of Middenfel see tornados often during the spring and fall. On average they see as many as 50 in the year.
    • The south western parts of Middenfel sometimes see the end of typhoons that sweep through the Whispering Sea, but this is not common.
    • While rain fall is not uncommon, most of it occurs in Volstheim.
  • Places of Interest
    • The Great Forges of Volistheim are found in the city of Belgbürg, in the Mountians of Victory. Here gnomes and dwarves work the great forges to purify metals that they mine. The most common metals mined a iron and copper, which are sold and ship around the world.
    • The City of Strausbürg is built on the ashes of the ancient capital of Middenholm. Many adventurers delve into the ancient passages, that lay beneath the city, in search of lost treasures.
  • (World Map)
Rusiten Islands

Rusiten Islands

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.

  • Kingdoms
  • Common Weather Conditions
    • The temperature all during the year stays a mild 75° to 85°.
    • Rather then snow, rain is common on the islands.
  • Places of Interest
    • For some reason the witch's coven that lead the barbarians here has ordered that every year a stone statue be errected on the one of the shores of the islands. There are now 300 statues of varing size ringing the shores of the islands.
  • (World Map)
Sarinholm

Sarinholm Continent

Sarinholm

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.

  • Kingdoms
  • Common Weather Conditions
    • Temperatures in the north average 70+° in the summer and as little as -20° in the summer. While in the souther portion of the region the average temperatures are 90+° in the summer, and 30° to 40° in the winter.
    • Rain fall commonly occures during the spring and fall, with heavy snows in the winter time.
    • The west coast of the region frequently suffers from fog during the majority of the day due to high humidity.
  • Places of Interest
    • The Furigbürg Mine, owned by Volistheim, is a sight to behold. Great machines, powered by the steam from natural springs in the area, work night and day. But the most amazing sight is the miners themselves. A group of specialised golums prowl the deeps, working none stop to bring up the precious gold ore of the mine.
  • (World Map)
Thalian Island

Thalian Island

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.

  • Kingdoms
  • Common Weather Conditions
    • Temperatures average 90+° in the summer to 40° in the winter.
    • Rain fall is all to common on the island. Most days see at least a light fall of rain. Snow is only common on the lone peaks, and it is extremely rare to occur else where on the island.
  • Places of Interest
    • The Fortress of Derfil is set agianst the Lone Peaks in a valley know as Oath Valley. It sits above the new capital city of Avenmore. The fortress, and the defenses built arond the city, make it a truely impressives sight to behold. Every stone wall of the city is made of a red flecked white marble. The design of the fortifying walls and fortress give the city the look of a closed rose. During the day the city appears t be made of a gentle pink colored stone, but in the early mourning and late evening it takes on a blood red hue.
    • Derfils Lair is the dwarven city deep within the Lone Peaks. This was the site of the rebellion for many generations, and it still bears marks of the many seiges that were laid agianst it by the Empire of Galadan. While it might not be the most impressive of Dwarven cities, it is possibly the oldest one still to exist.
  • (World Map)
Tristanian Continent

Tristanian Continent

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.

  • Kingdoms
  • Common Weather Conditions
    • Temperatures in the region range from 70° to 80° in the summer months. In the winter the temperature averages about 20°.
    • Typhoons are common during the spring and fall. Tristiane gets on average 4 a year, as they move in from the Sea of Lost Hope.
    • Rain is more common in the southern portion of the region, though the entire region gets it fair share during the spring and fall.
  • Places of Interest
    • The Elven city of Towith'Dolisaya was once the capital of the Kingdom of Tristaine, Now it is a former shadow of itself. Though the city is built in the trees, and is breathtaking to see, it no longer contains the splender it once held. Many elves in the region still call it home.
    • The Great Oak dwells in the forest of Dreams in Keleden. It measures over 700 feet high and can be seen for many miles around. It is believed by many elves that Elothlinta herself nutrured the tree when she was mortal, and that she still holds watch over it to this day.
  • (World Map)
Zandoran Islands

Zandoran Islands

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.

  • Kingdoms
  • Common Weather Conditions
    • Temeratures range from 80° to 90° during the summer, to -20° in the winter.
    • Zandora is plagued with Typhoons during the spring and fall, averaging between 6 and 8 a year. It should be noted that many of these do not continue past the island change. It seems that Amons curse on the land is not done.
    • Rain is a daily event in the islands during the spring, summer, and fall. Snow is as common during the winter.
  • Places of Interest
    • Many ruins dot the islands, holding the past of man within them.
  • (World Map)


Site Owner / Creator
Ronald Keith Pettit
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