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Thursday, May 5, 2016

A Nebulous Tour of the Border-Realms

Development of the campaign and the world surrounding it has (until today) been put on the back-burner, as scheduling had led me to believe our weekly game would be postponed to next Saturday. However, the schedules aligned as only fates are wont to do and our weekly game has become possible this weekend. Thus, my DM synapses have begun to fire once more, tying together a lot of the floating ideas and threads in my head together.

From those threads and synapses have developed a nebulous, grainy image of what the border-realms look like around the current region (the Hinterlands), existing only in scattered ideas and a chicken-scratch DM's map (which contains too many DM secrets to post here). I'm determined, however, to introduce these places and realms weird and wonderful.

Without further ado, we begin our tour of the scattered realms, lands, and kingships of the Border-Realms:

The Hinterlands. A realm of splintered and sub-splintered city-states across primeval forests and heathland sloping to the fractious mountains of the west. Why are you reading this? It's said far better here.

Note that all directions henceforth are given in relation to the Hinterlands.

A "meagre" outpost, along the southern border of the Voivodeship.
The Voivodeship of Czerogrod: An icy realm of painted domes and colourful cities, marching hordes and pyschic oligarchs, bearing north of the Hinterlands. Fear the war-wagons, draconian slave-warriors, and pyschic zakonnik dervishes they field. 

The famed trader The Phoenix succumbs to the Great Sea Wash.
The Great Sea: A vast inland sea of towering foam-green waves, which dash against the coast of the Hinterlands. A vital trade resource for the merchant-princes and the hegemony of one thousand banners beyond, plied by the ferocious Corsair Princes– pirates claiming the sea as sovereign territory.

The Hegemony of One Thousand Banners: Grand duchies and petty kings alike extend from the Great Sea's eastern coast, aligned beneath the High King of Vérfarkas and his Vrylokan house for fear of the Voivodeship's powerful armies.

A satrap of Sihirbazik descends his pleasure-palace stair.

Sihirbazik: A mountainous realm of deserts and tablelands, cradling the southern coast of the Great Sea. A dash of Orientalist painting mixes with Ottoman Turkey, Achaemenid Persia and shadow magic in this sultanate of sorcerous satrapies and shining cities.

One of many Zukbari ruins, guarding only the memories of golden days. 

Zukbar, Kingdom of the Sun: A kingdom of sun-worshipping folk, living amongst the remnants of their glory days: A brooding older cousin of Sihirbazik. In the centre of her great sands and endless ruins lies the Temple of the Sunset, where the King in Yellow sleeps.

Arm of Namtar: Named for the obscure cyclical-court God of magic and embodiment of the Wyrd, it is a great arm of Wyrd extending northwards to be held back by the Western Mountains of the Hinterlands. Unexplored for generations; rumoured to hold anything from the lost Pomegranate Sea to the Gardens of Paradise to a gate to the Hell-Plane itself.

A Lamassu, towering above his summoned slaves.


Kral-Sayyad: Northwest of the Hinterlands roam endless hordes of nomadic Lamassu, their wings and cloven hooves carving a vast nomadic empire. Gold-idolating and mystic, they drink the tribute of a handful of timid border-states and blaze in proud and fierce immortality.

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