The world of Carceres is indeed a vast place.  Below are some places in the world, some near the current campaign game and others very far away from it.

Northern Equatorial Places


The North Eastern World

Mainland


The Dragon King’s Land: Superna-Filicost

In the north of the main continent, the dragon high lord Filicost resides in his self established country Superna-filicost.  Superna translates into common as northeast as by north wind.  The second part to the name of each country is, traditionally, the first name of the king to the country, with the first name to each country always remaining permanent.  When the country’s power is held or taken by anyone other than the current king, the second name immediately changes to the new king’s first name.  This has been for historical accuracy and was a system set up by the elves.

Superna is the largest and most strategically advantageous kingdom of the continent.  To the south of the kingdom (and north of all other kingdom’s below it) a vast desert resides.  Surviving in the desert is near impossible, making it difficult for any armies to attack the kingdom but also making it difficult for armies to leave. So many people have died in the dessert that it is no surprise that phantoms and ghosts have been reported by travelers in the area. In fact, several sources confirm that a group of Allips (pg. 16 MM) collectively patrols main routes within the desert, driving anyone they can into insanity.  The overwhelming tactic is not characteristic of the spirit’s typical behavior and it is rumored that a dark necromancer is harnessing the power they drain from others, while others believe they have been attracted to something else darker in the desert.  The desert is impassable to anyone traveling on foot or horseback.  Extensive methods must be taken into action to ensure supplies do not run out and that the weather conditions do not overwhelm the traveler. A guide is suggested to be taken.

To the north of the desert a chaparral exists where some nomadic tribes are able to run freely under the rule of Filicost.  It is said that the tribes pay tribute to Filicost merely by supporting his kingdoms economy through trade of goods.  The tribes are said to be some of the earliest inhabitants of the continent and Filicost, being a lawful and righteous king, has respected this in ruling the territory.

Further north are where the cities and towns of Superna begin to spring up, and where most of the everyday life takes place within the kingdom.  The kingdom from here on out to the north is covered in scattered forests, hills, mountains and plains, a few bogs also exist. The Capital is as far north as can be built, and behind it a vast mountain range, making the spot a perfect place tactically.



Kaza-Tir

The Elven Kingdom of Kaza-Tir lies to the South West on the main continent, it is a small coastal empire that has been under the rule of the high-elf Tir Brightlingsea.  King Tir is a neutral power, allowing a balance of good and evil to reside in his land.  His decisions allow the rule of good and evil alike under the laws of his domain as long as those he give responsibility to follow his laws and work together. It is because of this agreement of alliance amongst the good and evil rulers that those of chaotic alignment do not typically find it comfortable to rule here - though in Neutrality exceptions can be made.  Most rulers are of some sort of lawful or neutral based alignment.




North Arctic Regions


 Northern Pole: Evernight 

One region of the northern artic area is positioned on the planet in such a way that it is almost never day there.  The name was thus given, Evernight. Decades (as Earthly time is) go by without a hint of sunlight.  Strange and rare creatures exist in this region, mostly ones that do not wish to be found in the light.  An immense ice palace also exists there but is guarded by a gargantuan ice creature.  Fire based creatures seem to have trouble in some regions and can even become harmed by just walking into some places without some form of resistance to the excessive cold.  Even creatures and people that are comfortable in colder climates cannot reside here, because of the degree and harshness of cold weather.




Other Locations



The Edge of the World

Stretching across several oceans of the world, an enormous cliff resides in the middle of the ocean.  The cliff is thousands of feet above the ground, more ocean exists beyond its falls.  Many travelers’ have mistaken it to be the edge of -what they feel is- a flat world and have attributed the planet to being as such.  The mistake is understandable as many of the continents in the area are not able to see and end to the oceanic falls.  Its is the illusion created by its great distance that makes people believe that the falls stretch across the world and thus proves the world to be flat to them, but distances to the north and south confirm that the falls to in fact end and the cliffs at these points level out into a normal, cohesive area of the ocean again.  Land masses, continents, countries all exist in between these points and have entire generations of people and creatures that carry out their lives not knowing that the cliffs have an end, though the higher intellectual end of the population might suspect its falsity as the “edge of the world.”


The Dungeon Continent

An entire continent exists where the entire mass of land, from shore to shore is covered in a stone built dungeon structure.  Mountains too have been built over by the stone structure - it is a grand site to any traveler, to see an entire continental land mass completely covered in stone.  It is not known how such an impossible structure could be built.  The stone building seems to be infused with some sort of magical force, which does not allow teleportation in or out, nor will it allow any magical or natural abilities to pass through its walls.  The only way in to the continent is through the several openings along its coasts.  Different openings lead to different encounters and pose different challenges at its entrance.  Hardly anyone travels to these parts, but one traveler was able to enter for a period of time and come back alive and well.  It is because of him that any information about the continent is known at all.  Many undead, ones that cannot be turned, reside here.  It has been said that some of these undead actually have some sort of intelligence.

More recent rumors have sprung up, that the continent was created by a powerful Djinn.  The Djinn, was said to have been summoned by the emperor of the continent.  The emperor was looking for all of the power he could attain.  In summoning the Djinn, it is said that he sealed his own tomb, as the Djinn used the wishes the emperor requested in a manipulative way.  The Djinn is said to allow the emperor to think he is still ruling the continent through psychological trickery. It is the Djinn, who was said to have created the vast stone network and to have turned so many of the people there into undead - mindless followers.  The Djinn is not free and needs the emperor as his pawn to gain anything in the world.


The Titan Golem

The titan Golem is home to thousands of humans that built and run it.  It is made of a combination of magic and iron.  It is rumored that it was built to fight against an evil Titan but no one knows for sure.  Currently a powerful Batazzu Sorcerer runs the Golem construct.  


The Crown of Bulvi

The Crown of Bulvi is a kingdom made up of several realms, all of them following King Bulvi.  The various countries pledging allegiance to The Kingdom of Bulvi make up a confederacy of sorts, though Bulvi’s authority overrides any other when necessary.  Each country rules its own domain without interference from the other realms that are part of the crown, but each realm works together with The Crown.  The Crown is mainly populated by humans and is a Lawful Good kingdom.  Elves, Dwarves and Halflings are not too uncommon and there are rare sightings of Half Giants within the realm.


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