Friday, September 28, 2012

The lands outside Khemet






Anciendor
The continent that Khemet is a part of, is still largely unexplored. Only its northern coast is well traveled. The name “Anciendor” is a bastardization of the old elven “Ancaindor” (“Land of the [Snapping] Jaws”). It is unknown whether these “jaws” refers to the many dragons living here, the dreaded water creatures found south of Atlantis, or even the titanic magical monsters that are said to linger in the barren realm of Sumeru (see below).

Atlantis
(aka Athlantu, Haltardos, or Natilcatum)
Far to the west and north of Khemet lies the tropical continent of Atlantis. It is composed of long sloping hills, mountains, and jungles.  A remnant of a once-gigantic continent, Atlantis nowadays is a mix of kingdoms, city states, and  barbarian tribes. Its species are humans, half-elves, crinti (half-drow), and spirit folk, with small populations of dwarves and orcs. Atlanteans still worship the Hellenic pantheon (including Athena, Hades, Poseidon, and Zeus), but also Chthonic gods from the Eire Kelts. There has been an influx of Crosstian and Hadeen peoples, including Castellan colonists.


Carthage
Also called “Carthage Renewed”, this city state lies west of Khemet, on the Tjehemu Desert's north coast. For several centuries, the city had been thought to have been destroyed by a then still young ImperiMor, only to re-appear out of thin air in the year 800 CCC.  Its queen, Leto "the Beautiful", has in the past three decades since then renewed the ancient trade ties with Khemet and other nations of the South. Much mystery still surrounds Carthage; how –and where- did the city survive its destruction? Was its reputation as a hive of demon-summoners just ImperiMor propaganda, or was there a truth to it?

Castellan
Further away than even Atlantis, to the far north-west of Khemet lies Castellan, an odd mix of Northern and Southern cultures. A mostly arid land that has long been fought over by the Hadeen and Crosstian religions, Castellan is a strong trading power throughout the Azure Ocean.

Dahara Zhina (aka “The Shivering Isles”)
In the middle of the Azure Ocean lies a chain of islands inhabited by a race of horned, hoofed humanoids of several different skin colors. Only in recent years have the Desarii revealed themselves to the outside world. Much is still unknown about them, but they have opened trade and appear keen to learn about the cultures around them. Dahara Zhina is called the "Shivering Isles" because sailor's tales tell of a disease or curse that kills all outlanders who set foot here.




Desert Lands  (“Terra Arum” or “Lands of the Drifting Cities”)
This is a realm to the north-east, separated from Khemet by leagues of Azure Ocean. The most remarkable feature of these lands are the drifting cities, each a traveling oasis ruled by a sheikh.  These cities float –by unknown magical means- over the shifting desert sands, in vast geometrical patterns. Each traverses their route in a few years to several decades. The gardens and fountains of the cities are maintained and jealously guarded by clans of warrior dynasties: humans, and smaller numbers of dwarves, elves and half-elves. They keep a watch on the nomads, who  travel from city to city, alternating between the roles of trader and bandit. Outside the cities, the Terra Arum are hazardous for the traveler. Quicksand, sand storms, giant spiders, brown dragons and cannibal tribes are just some of its dangers.  Another is that without a skilled guide, the patterns of the drifting cities may elude the foreign visitor.
The church of the Hadeen is dominant, but mostly lives peacefully with those whose traffic with ghosts and djinni. One religion that is firmly outlawed –yet has never been fully eradicated- is the “Y rune cult” that worships the pantheon of the Blood Gods, or “Ancient Ones” of Sumeru.

Agadain (aka “Emerald of the Desert Lands")
The nominal capital of the Terra Arum, shaped like the sickle of the new moon, is known for its lush gardens and oases. Its ruler is Caliph Shirad; his eldest daughter, the Princess Aalisha looks to inherit his throne as Califa. Sultan Mehmet El-Djebar runs the daily business of Agadain. Landmarks include the Monastery of Al-Kalim; the fabulous Dulq-adir Tower; and the Plaza of Everlasting Night, a market run by a sinister djinn who makes the plaza vanish at each dawn.

Loz Azlon
The famous port of the Desert Lands. Its most striking features are enormous waterfalls, and the Palace of Alamut, standing on a sheer cliff. Nominally a fief of the Hadeen Caliphate, the Loz Azlon's oligarchy is run from the shadows by the Hashashim: a cult of fanatical, mystic assassins. Loz Azlon prospers from the trade passing between ImperiMor further north, to the Oriental realms and through the Holy Lands to Khemet and the rest of the South. Perhaps its famous export is the alchemical “Loz Azlon water,” which is a strong narcotic allegedly used by the Hashashim. A traveler can also browse among the many astrologers, architects and sages here.

Dominio (aka “Hold of the Sea Princes”)
The Dominion of the Sea Princes is a loose coalition of competing city states, thriving on trade and small but numerous overseas colonies in the South Continent. The Crosstian religion is prevalent, but in its hinterlands cliques of witches still maintain the rituals of older -and mostly bloodier- gods.

Dragon Lands (aka “Regio Draconia")
In between the Western desert of Tjemehu and faraway Atlantis stretches a vast area of broken lands  and wilderness called the Dragon Lands. Supposedly the inner region is teeming with dragons, wyverns and such monsters of all sizes and types. Every few decades, explorers and treasure-seekers go in – a rare few have even got out.

Hellenike
An old civilization that has long since retreated into isolation, the Hellenike city-states were the farthest-flung colonies of the Isle of Samaris. Ages ago, the Hellenike occupied Atlantis, parts of Qa, and even briefly ruled in Khemet.  They founded what later became ImperiMor. But in the year 98 CCC, Hellenike was devastated by the effects of the Maelstrom. Afterwards, an attempt to conjure up vast Ancient magics at the expense of Khemet earned them the wrath of the pharaoh. Many of the Hellenike were carried off into slavery.

Holy Lands (aka “Regio Sanctum”)
To the north-east of Khemet are what Crosstian crusaders and Hadeen prophets alike call the “Holy Lands.” Many wars have been fought over possession of Heru-Saleh (‘Jerusalem’), the temple-city that houses relics and sites significant to both these faiths.

Kehjistan (aka ‘Gold Coast’ and ‘Ivory Coast’)
To the east of Khemet lies a region of jungles and steppes where the black-skinned natives guard the ruins of old palaces. Others are happy to sell the old treasures of their once-mighty civilization. It is these tribes who work closest with a string of ImperiMor- and Dominio colonial settlements along the shores of the Azure Ocean.

Qa
Far to the south-west of Khemet, across the Tjehemu Desert and the Dragon Lands, lie the giant jungles, sheer peaks and parched valleys of the Qa Empire. Among their inventions are airships that carry merchant– or warriors- into battle. Thirty years ago, the empire was led by the demon Kashnyabr, who led the occupation of several surrounding nations. But the demon was banished and Qa thrown into disarray. Trade has resumed with the city of Natilcatun, ruled by the Huatta priests. The Qa remnants are dependent on commerce with Khemet. The overland trade caravans are vulnerable to bandits and many monsters, including dragons, chimerae and feral griffons.

Sumeru (aka Sumer, or “Land of the Ancient Lords”)
Far to the south and west of Khemet lies Sumeru, believed to be the first place in Yaddrin where the Blood Gods, or “Ancient Ones” pantheon manifested their terrible avatars. These avatars were opposed by a group of gods who were friendly or at least supportive of mortal kind: these are known today only as the “Elder Gods.” As with the Ancient Ones, much about these deities is now confused or forgotten. After a series of terrible wars between the pantheons millennia ago, the land is devoid of life, or at least of wholesome living beings.  Many ruins still stand, but even hardened tomb robbers are wary of the tales of sanity-draining sounds and deadly magical radiations.



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