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.
Legal Stuff: materials of and references to the "Dark Dungeon" IP are copyrighted (c) Jaap de Goede 1994 - 2004
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