Geography

The world of Itlan has been reshaped many times over the course of its long history. Ardhmur is the only true continent after the merging of the islands. Its population and landscape are often vastly different from one location to the next, but in the time since the joining things have taken shape together. Rivers and lakes dot the landscape where the islands came together along side ancient ruins. Scholars note that there are more of the ruins than inhabited cities.

  • The Northern Wilds: A partially forested land with little civilized societies, the Northern Wilds are home to numerous goblinoids and other barbaric beings. No place on Itlan is the term survival of the fittest more accurate than this region. The only known warforged city and the untamed Thunderhoove Woods make up the rest of the area. The coastline at the northern edge of the continent is barren and lifeless, caused by a blight dragon loosed when the shadar-kai invaded.
  • The Coastal Kingdom of Chorledon: A kingdom first created by githzerai, gnomes and kobolds, The Coastal Kingdom is a fractured land threated on all sides by various enemies. Chorledon consists mostly of lordships which continue to grow due to the lands impressive technology. There are numerous rocky cliffs overlooking the seas and a few beaches where pirates are known to land often. The remainder of the land is mostly grassy hills and farmland.
  • Firesands Desert: Overbearingly hot, the Firesands Desert definately earns its name. Travel across the sand is trechearous without taking into account the various beings who call it home. The reclusive thri-kreen and genasi rarely leave the confines of a place many others would refuse to enter. It is also one of the few places where devils are known to roam without restriction.
  • The Erbak Mountains: The only major mountain range on Ardhmur is also home to the coldest regions. Climbing the mountains is no small feat and is only made harder by the snow creatures which live there. The major power of the area is The Two Dragons Empire, though it remains in constant battle with the denizens of The World Under and various goliath tribes of the mountains.
  • The Cursed Swamplands: A dangerous place of disease and general foulness, The Cursed Swamplands are as dangerous a place as can be found on the surface of Ardhmur. Filled with warring lizardfolk and bullywugs, few places are safe there. But there are riches to be had if one knows where to look and some will brave any danger in order to obtain it.
  • Central Ardhmur: At the heart of the continent, Central Ardhmur is also in the middle of the cultural battles going on throughout. There are several groups which vie for control of the area; the merchant led City-State of Farensin, the high elves of The Temple of the Overseer and the undead from The Dark Keep of Dregevir. None have been able to get the upperhand as of yet.
  • The Giants’ Steppes: An land once dominated by tribes of giants, The Steppes are a place where new folk have come to settle in recent times. The only major power in the area is the minotaurs of Coran’s Pass, and they do not mind other moving in so long as they are left alone. But predators have also been more common as well, following their food source to the new location.
  • The Lake of Stinging Fog: The domain of the Great One, the Lake of Stinging Fog is as inhospitable a place as once can imagine. The very air burns those not used to it and that is the least of traveler’s worries. The lake itself is home to warped creatures as the fog seeps into all living creatures.
  • Valditria: A lightly wooded area with a few hills, little about the landscape of Valditria stands out. It is the home of halflings, who typically remain within their acres of land known as Altonshire. United Amvilan is supposed to be a city of peace amongst various races, but there remains a tension within the city as old emnities take time to fade.
  • Eastern Plains: A wide open stretch of lands, the Eastern Plains are home to numerous tribes which lead barbaric lives. Most are nomadic, following the various indigenous wildlife as they migrate from place to place. A few of the tribes are more powerful than others, but all hostility relents at the Tradelands where peace reigns. Scattered throughout the land are ruins and crypts from an ancient civilization.
  • The Coast of Goldensands: The south western coast of Ardhmur is made up of pristine beaches and verdant farmlands. It is a place of relative peace aside from the yuan-ti city of Magiyaba, though dangers still exist. Trade is thriving in the region and its population has begun to swell. But the Seaside Caves draw the most attention
  • Forest Elimnindria: Those who visit Forest Elimnindria believe it is the most vibrant location on all of Itlan. From the wonders of Lake Purity and the Endless Falls to the beauty of the elven city of Lilydale, few are not awed by the place. While that beauty hides many dangers, for those who live there it is well worth it.
  • The Island of Eternal Harmony: A small island which was once blissful, it is now a permanent nightmare. The undead walk amongst the ruins of once beautiful buildings and everyday folk live in constant fear of a violent plague. Those who remain on the island are mostly the stalwart followers of Eanswynna.
  • Noliarith’s Isle: The island of demons has been twisted into a husk of its former glory. Broken up into various parts controlled by greater demons, it ranges from unbearably hot to unbelievably cold. Lesser demons cover almost every inch of free land and constantly fight for supremacy. When a portal to the mainland opens demons try anything to be first through, including killing others of their kind.
  • Vansinyan Island: The island of the snakefolk is a unique in that it travels across the world, guided by the ancient magic of the yuan-ti. The land itself is covered by a massive and deadly jungle. Occasionally the island will land and cause havoc in the local area before departing once more.
  • The Shadowmote: Few who aren’t beings of shadows ever travel to the Shadowmote, and those who do are more often twisted by it than not. It is the home of the shadar-kai and a place where no sun reaches. The terrain is dark and foul as is everything which lives there.
  • The World Under the Surface: The danger the surfacers face is nothing compared to the constant threats seen in The World Under. Home to drow, duergar and other various evil races it a not a place for the faint of heart. There is power to be had underground, but is it worth the price once would have to pay?
  • The Traveling City of the Spectacular: There are few things individuals on Ardhmur look forward to as much as the visit from The Traveling City. The city is a giant maze of intruiging performances and rare sights. There is a rumor that The Traveling City is a front for more nefarious actions.
  • Ghelmor Isle: Only recently discovered by the residents of Ardhmur, Ghelmor Isle is a jungle and forest covered land with various ruins dotting the landscape. It is believed that the original residents are the rat-like nevaks who live in tribes there, though sahaugin also now reside there. A couple small settlements have sprung up with opportunists seeking to unearth the potential treasures found there.

Geography

A World In Chaos Cidolfas