Rune, as it is generally accepted by historians today, is flat, resting upon the back of Agradon, the gigantic dragon who holds up our world and maintains our crystal sphere. There are six known continents that are well documented. Edint Rie's map, while useful is now known to be generally inaccurate and out of date. Not only am I not a cartographer, I also believe that no maps of Rune exist as a whole, so I will have to explain the continents as best I can. As of the official start of the third age 1400 years after the Great Orcen Wars, the continents are as follows.
The north western continent is named Atria and is home to the Collective state of Myrcia, my home, the black forest, and the frontier. Myrcia is made up of individual states, if you will, controlled by individual feudal lords. These states are known as the Nothernlands, under the control of the Northlanders; the Palesian fields; inhabited and controlled by the Palesian Halflings and the hill gnomes; the Varden cities, a land "home" to the Alesian dwarves; and the Collective State of Clockwork, which contains the remaining vestiges of the Clockworkers, tinker gnomes, and warforged. I do hope they change that name soon, while we often turn to the Clockworkers power, many a brave Myrcian died in that terrible war, and that name is a bloody reminder. As for the black forest, we know that many nations exist within, but that is the Elvin territory and they guard their borders ferociously. The forest stretches over half the continent, nearly continuously, thus making the black forest an effective border to the frontier. As a matter of note, no one has ever traversed the black forest without the help of the elves. The frontier is a dry and arid wasteland, whose inhabitants live around the small oasis that exists. There are no nations to speak of, but many factions and cities populate the area. These include the Ahab, a race of peoples known for thier trading and barganing; The Mopos halflings, a nomadic race; the five tribes, the native tribes of the fronier, wild and feral, not to mention the various other monsters and creatures that abide on those plains.
Below Atria separated by the Crudusbarak, or the backbone of Crudus, is the continent Virdia. It is comprised mostly of the countries of Dag-mar, Hexmark, Alesia, Entmark, Agnor, Mortin, The Sitomus colective, the grey wastes, the Dwarven Empire, the Dragonis Spine, and the Andoniat Arpeggio. The continent is very mountainous, consisting of the Crudusbarak and the Dragonis Spine, and thier various off-shoots and sub ranges. Many of the peoples live snuggled into the mountains arms or within the moutain itself. However the greywastes are a flatt badlands, devoid of all life and many plains and large platues spanning thousands of miles exist on this continant. The largest plain which lies directly south of the Baraks is the Grossberg plateu. four nations lay claim to the area. Alesia is the primary nation in controll of the area. They are monotheast, beliving in one nameless god. They are known for the twelve crusades that they have set out upon in attemps to capture the area and bring the nameless one, or whatever they call "it," to the "heathens." I have known some Alesians in my time and most of them are a grosely stuborn lot. There is also Dag-mar, a nation held loosly together by large guilds of theaves and where politics are solved by the gladiators sword. Hexmark lies to the north, prised for thier forward social thinking and high politics. Finaly to the south is the large nation of Agnor, a proud people. To the North west, Across the little spine as it's called lies the small nation of Entmark. An interesting collective to say the least. South of entmark across the lower Baraks lies the The Sitomus colective and below that Mortin. Little is known of these contries as they are just beyond the normal traveler's fare. South of Agnot lies the grey wastes, which I have metioned earlier, allong the western seabord lies the Dragonas spine, the wildest and dangerous wilderness any yet speak of. Finaly as the spine reaches the oacian the moutains turn into a chain of islands known as the Andoniat Arpeggio, a chain of islands thousands miles long streaching west into the Worlds edge. Mostly home to pirates, the area is technical ruled by the Andoniant Empire and it's Armada. Finaly the island end with the final island Saith.
To the west of Crudus lies the Worlds edge, an ocean that no one has ever returned from. It is general excepted that sailing that way for to long will result in falling off the back of the dragon, out of the crystal sphere, and into the void. Needless to say no one has ever braved those seas and returned alive, though the western coast is generaly ran by all manner of pirates based out of the the Andoniat Arpeggio and the cities of مَدينَه ساحِل (Lamath Etbev) and جلمود خطر البحر (dwhag syh shraa) on the western frontier.
To the south east of Virda is Pullus, a relatively small and unknown continent. Those that return from there usually refuse to talk of their travels.
Pullus is by far the closest continent to the "Rune oculus," or eye of rune. This phenomenon also goes by the name of "Eye of terror", "endless tempest," or, "the great Maelstrom," translated from the tongues of the area. Rune's eye is an, apparently natural, storm that stays in one spot. Nothing is known of the interior of the storm other than, besides ships of legend, none have sailed it and survived.
North of the storm is the area known as the endless seas. Here a people have managed to eke out a living on top of the water of the ocean living only upon four islands and their own ingenuity. It is a truely remarkible place and I have been able to travel there a few times before. Most living on floating towns called, adobies, as they have for thousands years.
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