A Geographic History of the People
Independent Republic Cities
A string of lakes and rivers on a relatively isolated northeastern peninsula is the main home of humans. Perhaps early people developed extensive trade because of the connected lakes providing quick transport of goods and people between even small settlements. Now there are 4 cities - Veristade, Seristade, Lavistade, Penstade - who (they tell outsiders) are equal and independent administrations. In reality of course the headland is a hotbed of rivalries and intrigue as each tries to one up the other. Very small remaining forests exist in a delicate state of the these fierce competitors trying to use them for themselves without completely destroying them.
A mostly desolate area just south west of the peninsula, constantly eroded by endless hot winds. The aptly named hamlet of Oasis provides a breather for those travelling across, along with outposts near the twin coasts.
A warm bay of fish so plentiful that boats move through them like sludge. It cuts into the continent’s eastern shore.
Many hamlets and farms dot these lands. Although looked down upon for their simple lives, the people here are content to live this way, tucked between breathtaking mountains, forest, and sea. This is the largest mass of land within the continent and takes up the full south eastern quarter.
A somewhat mysterious dwarven city in the mountain, height of their culture and provider to everyone else of gem and ores. A fascinating trail though the mountain range starts here - (mostly) above ground roads and underground dwellings (largely roadside inns) allow peoples to traverse the otherwise impenetrable landscape. It is just east of the centre of the continent, with the train heading west.
At the centre of the continent and end of the dwarven trail is the city of Jeese. Although built in dwarven vernacular this is a cosmopolitan city. Every kind of creature finds a comfortable home, from underground halls, to sunny houses carved into the side of the Jeese Mountain, to riverside mound-houses. The wide river is famous for its yearly salmon runs and many ferry services for getting across.
Foglands and Mushroom Shield
Wet, foggy plains surround these 2 strange settlements. This cartographer unfortunately cannot tell you much of them as I left when I realized that they both happily count goblins among their inhabitants. They hinted at underground settlements although I cannot see how that is possible with the relatively soft ground. This area is reached by going north after leaving the dwarves trail (Players may discover underground caverns held up by giant hardwood-like mushrooms and dangerous dwellings within them)
An entirely forested island home to 2 elf ‘tree forts’ - Silvate and Warstona. Inhabitants grew trees over centuries shaped into pleasant (for the stout-hearted) homes. This large island site northwest of the mainland.
“Islands” that sit below the water’s surface instead of above, providing sun warmed hard ground for the gilled and finned people living here. Several house boats offer quarters and markets for others. Kelp and coral products are the main exported resources. This is the most western point of the map.
A dangerous “city” of goblins in the marshlands. The deltas, shores, and wetlands provide enough resources for the small mean creatures to thrive despite and unwillingness to cooperate even among their closest kin. The nearby craig bluffs and lone Craig Mountain even provide ore for their rudimentary weapons. The delta is on the westernmost part of the continent and the Blight its self is on the western coast.
A series of long beaches provide a pleasant stop on the one’s journey. The laid back inhabitants (fish and land dwelling) mostly live in fishing villages. Warm - despite its southerness - due to warm currents from an unknown source. (Players may discover underwater thermal activity).
Despite being the largest island, Mayne island is crowded by mountains, sea, and forests, leaving little room for the people. Due to the cold southern climate they wear heavy skins as clothing, making their makeup hard to discern. Their buildings are likewise ambiguous in nature.