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Settlement Atlas

A Listing of Specific Locations of Use

This is a brief guide to the specific places of this world, to better anchor or start a campaign in a detailed place.

Stildane

Stildane is wasteland of magical radiation, with mortals building what they can despite it all. This is easily one of the most detailed regions and the easiest to "pick up and play". Stildane is mutated into many species, and magic and monsters are more common here. The Northern part of the continent is divided between the knightly mutant Uvarans and the imperialistic Kobold Kivish. The Southern part largely revolves around the disintegrating empires there as everything falls apart. See Stildane Setting Guide and Players Handbook Species and Stildane.   In Northern Stildane:
  • Vruhafen is the chief port city of the Uvaran priesthood. Very commercial, very colorful, very rich. Big with druids, priests, merchants, and mercenaries.
  • Telgen is a smaller knightly port city, where people fight sea monsters and knights drink in feasting halls before riding against the undead of Graefsher.
  • Ozaren, the royal capital of the greatest of the knightly kingdoms - Hain. Jousts, tests of valor, and royal court intrigue
  • Artoril, an old mountain city tarnished by ancient tragedy - a place of old forgotten beauty and the oaths of the long-dead.
  • Kamminfost, a small cult town devoted to a spirit of the Moon (a god of war known as Ishkibal)
  • Zinduhl, a bustling agricultural city in the magical plains of the Delent known for its mysticism
  • Hodsyarn, a Halfling-run market town with nysterious magic in the Delent
  • Anywhere in the Kingdom of Dovenar - the the Dovenar Campaign Setting. The small and feudal kingdom of Dovenar is the most detailed little strip of territory in the setting, with numerous castles, villages, and towns mapped and detailed.
  • Yohenstern, a rowdy town of paladins of Theia the Liberator known for its rebelliousness and dangerous ruins
  • Keilbar, a small-ish port city nearby the haunted Geinsteinn Ruins
  • Kokech Reliquary, a small castle-town run by a group of archivist-knights
  • The Elfengrove is a large crater developed into a lush castle-garden complex, with an old magical history
  • Trostev, a holy city of druids known for its holy knights, pilgrims, relics, and druid-priests
  • Eveko, a thriving metropolis ruled by the capitalistic and imperialistic Kivish Kobolds - a place of industry, trade, magic, and turning monsters into machines
  • Rumakel, a sacred city of the Kivish Kobolds built from their dead; a place hostile to most people
  • Generally speaking, the Northern Wastelands articles are great to look for places to adventure in - there are many hostile landscapes
  • There are two mid-wasteland sanctuaries of particular note: The Nightmare Kingdom of Kazel-Karn and the Sanctuary of Uvasten .
  • The Cursed Rurateg Mountains are relevant for North and South Stildane as another adventuring location
In Southern Stildane:
  • Selvergen, a thriving port city in a swampy river delta where alchemists and tinkerers ply their trade - one of the larger and more diverse cities of the South
  • Kiazerov, a powerful wizard-run city with teleportation circles connecting it to all the world. A place of mages, scholars, and mountainfolk like Prisms and Dwarves
  • Balenhof, the old imperial capitol, is a hotbed of politics contested by warlords
  • Evantar is a small frontier town facing the wastelands, home to dancing cats and wary frontier guards
  • The Southern Wastelands are full of adventuring opportunities more broadly
  • Adov is a small safe village in some of the worst wasteland between North and South Stildane

Desmia and Izekra

Desmia and Izekra are constant battlegrounds of interspecies war cursed by the Architects. Desmia is divided between the bloodthirsty human crusaders known as the Orthodox Desmians, the sadistic Dryad Mathari Empire, and the warped raiders of the The Feywilds.   In Desmia proper (see the Desmian Campaign Setting )
  • Ederum is the center of Orthodox human crusader might - a sacred city for these violent blood knights
  • Arkaya is a prosperous city sacred to the sentient cats, at the heart of Orthodox human crusader territory
  • Katea is an Orthodox human crusader island city, with a notably larger foreign and Selkie human presence
  • Nekiton is a haunted Orthodox crusader city where weapons instantly disintegrate if used. A Halloween town of sorts, with more scares than spears.
  • Kidon is a packed Orthodox crusader city with access to the The Feywilds/The Fey Borderlands
  • The Feywilds more broadly - particularly the small tribal holds such as Palava or Tikra. These are enchanted and strange lands of monsters, warriors, merchants, and mist.
  • Nefka, Feywild city of nightmares and home to the haunted Vault of Nightmares, is a prominent Feywild city of raiders. Rich, twisted by strange magic powers, and home to unique opportunities.
  • Okina, a Feywild city associated with Vesper batfolk and comparatively orderely
  • Vitayla is a Feywild Mathari city, a refuge of dryad imperial power
Izekra is more tropical and divided across landmasses; it is dominated by the militaristic and domineering Ishkibites, though the Orthodox crusaders raid and burn here frequently. The cities listed here are insulated from the warzones, but the regions are a little closer to the action.
  • Kenahai is the center of Ishkibite power, their sacred city and fortress where paladins march and train to do battle against all others
  • Dinaketh, while broad, is worth mentioning. This is a war-torn space between crusaders, a tropical hell worsened by necromancers that have infested the interior
  • The Flower Coast is a region of Ishkibites fighting against crusader-pirate-raiders while divided internally between rising kingdoms and free tribes.
  • Asalay is a wealthy metropolis, a global hub and fabulously diverse city. Adventurers from around the world come here to delve the famous dungeon under the city.
  • For Asalay, see Asalay Setting Guide and A Dungeon Master's Guide to Asalay - Overcity

Samvara

Samvara has the most divine influence and connected religions. These groups fight quite a lot about religion, trade, and most everything else. Samvara is a land of druid-kings and mage-lords who rule not just through magical force but through worship and ideology. The continent is lush, densely populated, and rich from its centuries of divine and magical gardening.
  • The Khilaian Isles, center of the Selkie coalition known as The Khilaia, is well-detailed (though much more of a selkie-only place). Halamahi is the big selkie city there, though Kilamehal is a notable town.
  • Dahaka, libertarian Selkie city of buccaneers, merchants, prize-fighters, and philosophers. Not selkie-only, unlike the Khilaian Isles
  • Korathem, industrious Selkie city known for its banks, entertainment, smelters, and Karbeetle industries
  • Suwirsha, a holy city that is physically possessed by a sentient lighthouse-God named Aysha. A city of plenty, healing, and tolerance, but one that expects mild-mannered obedience to Aysha and her cadre of Solars
  • Alkatora, a city of wizards where the rich run wild and the poor are magically experimented on. A rough and tumble city where anything goes.
  • Kolomin, a militaristic city run by the druid-lords of the dogmatic Halikvar religion.
  • Ajavet, a dystopian underground mountain Kima City run by Prisms where criminals are sent in to die extracting vast amounts of silver.
  • Chushana a nicer underground Kima City hidden away in the Southern mountains, currently undergoing its own local magic-industrial revolution of sorts. Secretive and vast, but not necessarily dystopian.

Garadel and Larazel

Garadel is a land of enchanting smiths but has a relatively short history. Trade, crafting, and intrigue abound! Larazel is a commercial mixture between Samvara and Garadel, a merchant's paradise torn between tradition and plurality. The two continents share similar elements, of magical item cartels, merchant-warriors, and a persistent tension between outside commerce and local resistance.   Garadel:
  • Prozga, the mountain city of the West, is a place of mysterious monks, merry brewers, and arcane scholars. The city is built around a mysterious magical mountain which contains The Sages' Labyrinth: an ancient maze of puzzles, riddles, and tests of magical wit.
  • The Kigura Mountains, volcanic mountains near Prozga and the perpetually-burning Tolzel Fire Plains, are a place of barbarian-warriors and mountain clans with some interesting locales.
  • The Island of Loanua is fairly detailed. This is a small island off a once-remote coast, which is home to magical rangers and their companion birds (moas and giant eagles). Loanua has suddenly become a trade stop and local communities are fighting colonial settlers for control of the island.
  • Tailotha is the big Loanua city, a messy city of poachers, casinos, and prize-fighters.
  • Sorosko Island is an Antarctic Island furthest from civilization. It is a magical isle of trials.
Larazel:
  • Polikitza, a trading city precariously perched between the local rulers (a xenophobic cult known as the Zeshem) and foreign merchant powers.

Suneka

Suneka is a land defined by a monolithic culture-religion. Democracy and technology are big trending topics here. Conformity is mandatory. Industry is vast. The Republics fight for progress and the future! By gunpowder and steel, the spirits shall bring harmony to the world.
  • Kimikal, the city of stars and scholars, is a wealthy industrial center where wizards, engineers, bankers, and other "paragons of progress" rule. The city's wealth is made at the cost of many not-so-pleased laborers, of course.
  • Darnema, a city that was once the City of Progress - built on hyper-engineers foundations meant to move entire parts of the city. Now, it has fallen on harder times, though wealthy merchants still live here.
  • Totaken, the largest city in the Suneka and a grand trade entrepot. Intersection of the aquatic and surface worlds. Cosmopolitan, tolerant, and pluralistic. 
  • Tezitkal, a well-sized town known for its brewing, art, and local priest-warriors.
  • Tapatlan, a poor and corrododed town torn between tyrants and opportunists, where heresy runs wild.

Inahng

Inahng is a realm shaped by Architect-touched demigod emperors. Messy as expected. All about tradition, the ancient dead, and monuments to the old gods who rule the world (or this part of the world, anyways).
  • Etezja, the city of ancient kings and divine tombs, is a river oasis city and the seat of much royal intrigue. Capitol of the great Empire of Calazen that rules much of this continent.
  • Malka, the greatest of the Empire of Calazen's ocean ports, is a place where sorcerer-princes train to become mages and kings. A city of ghosts, merchants, noble scions, and jester-entertainers.
  • Odija, City of Lights - a mountaintop city truly unique in Inahng for its technology and innovation. Run by a cult of near-immortal Solars, Odija has mastered the arts of electricity.
  • Drijem a semi-underground mountain-lake city in the enormous mountains of the continent. Once of the great cities of Prism-kind.

Ekraht

Ekraht is a volcanic dragon-themed corporate wonderland. An enormous super-volcano sits at the center of the continent, surrounded by a cloud of perpetual poison where the legendary dragon Kemegi lives. Down in lush riverlands below the volcano, draconic sorcerers helm huge corporations that travel the world in search of wealth.
  • Etekamo is an enormous super-city on a river-delta, a corporate-run metropolis where Giant Lobsters are farmed and black powder is made for all the world.
  • Argena is the capitol of the greatest power here, the Empire of Zerua. This is the seat of royal, rather than corporate power - a nostalgic disneyland of nobility.
  • Elorta is a small city of brewers, known for its eccentric warlock cults and powerful criminal syndicates
  • Kreniko is a larger city of greater industry, a place of high art and indentured debtors slaving away in workshops.
  • Arnadba, a soccer-loving suburb of Kreniko
  • Vikasha, a corporate city run into the ground by exploitation; cults run wild among the despairing people, who yearn for freedom
  • Aprizada, a tropical trade city that makes chemical weapons for corporate and imperial use. Awkwardly owned by undersea octopus-people
  • The underwater Kingdom of Orpora is probably not where a setting will be, but has a number of notable reef-cities for underwater people. These include Farwater Reef, Longshore Reef, and Warmtide Reef.

Nafena and Maradia

Maradia is a land of magical construct-robots and fantastic machines, in an eternal silent class war. Nafena is a piractical nest of artistic doomsday cults.   Nafena:
  • Atovenem is a city run by the Final Choir of Vetevism, a bardic doomsday cult dedicated to ending the world through eugenics-based prophecies. Atovenem is a place of scholars, artists, and dogmatic cultists.
  • Sunken Vytara is a secret underwater ruin where an immortal demigod sleeps - Theia the Liberator. It is protected by powerful wards and paladins off the coast of the wartorn Kingdom of Vysha
  • Halcyon's Pyramids are a puzzle-filled gauntlet of treasures underwater North of Nafena. It is deep in the ocean, surrounded by monsters. It is also the lair of the Elder Leviathan known as Lurking Eyes, who collects knowledge and treasure here.

Sonev and Ibith

Sonev is a divinely blessed and bountiful land torn asunder by authoritarian states. Ibith is its neighboring region, a cold forested land.   Sonev:
  • Arna is a dystopian super-city built from the body of the Flower Goddess and supreme dictator @Suwo

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