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[Asydia] Map and Region overview



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1) Esgoloth

High in the mountains north of Ralkhara and the Karikun desert lies the frozen tundra of Esgoloth. The high elevation and northern bearing of this area means it in a constant state of winter. The place is riddled with hot springs, geysers and steam vents which, along with the occasional tremors, suggest that something volatile and dangerous is happening deep beneath the region.

Esgoloth is home to a stocky and hardy race of people known as the Esgol Dwarves. They are short and heavily built with muscle and often fat - the Esgol Dwarves are quite hairy and almost always sport large, bushy beards and long hair. Their hair is either white or black in colour, or a mottled combination of both.

Unlike most other regions, the Esgol Dwarves are scattered throughout the area in small communities, rather than clustered in larger towns and cities. Each small community is centered around steam vents or hot springs, to bring warmth to them - the wilderness away from these hot-spots is almost unlivable due to the harsh weather and frequent blizzards.

The Esgol Dwarves are known by outsiders as Spirit-Drinkers (To bring fire to their souls), Pipe-Smokers (To warm their hearts) and Steam-Eaters (since they enjoy relaxing in steam-tents, inhaling the vapor to warm their core.), and they are thought of as a very aloof, philosophical race.

2) The Karikun Desert

A harsh, sandy desert rife with dangerous beasts and mystery. The rain and cool weather is caught by Esgoloth, leaving the low-elevation bowl of Karikun devoid of water, save for several minor streams and a large, subterranean lake. To the north and east lie treacherous cliffs and mountains which lead to Esgoloth, though travelling through the harsh peaks and climbing the rises is near impossible. Along the south border the desert ends, turning to forest and then quickly swamp. The border is defined here by the Harte river; a wide but slow waterway infested with crocodiles which begins in the mountains and ends in the JadeSea.

The Karikun Desert is home of the Ouzquin Dremorix - an insular race of humans who are revered as glass-smiths and hardy warriors. They are a short and tanned race, fairly small-framed but filled with a wiry strength. The Ouzquin Dremorix have several settlements in the desert, but the largest is Bareka, a massive city built on sturdy bedrock against and the walls of a cliff. They worship Axtrami, god of Storms, Glass and the Desert.

3) Sen-Rab

South of the Karikun Desert is a massive, swampy region known as Sen-Rab. It's borders are defined to the north by the Harte river and to the east by the turbulent Nyhaul river, the latter of which is prone to flooding several times a year. Due to the higher elevation of it's neighbor - Ralkhara - Sen-Rab tends to get most of the excess water from this flooding, which makes most of the land a swampy jungle, year 'round. To the west and south is the tumultuous JadeSea, so named because of the way to waters seem to turn a brilliant green with the setting and rising of the sun.

The Capital of Sen-Rab is Gama-Sol, which is constructed atop a rise to the south of the region, relatively dry and out of the swamp. It overlooks the jungle below.
Sen-Rab has very prominent ancient Egypt influences, if Egyptians happened to live in a swampy jungle. The leader; the Khira, is worshiped nearly as a god-on-earth. Other gods are represented by the animals native to region (Crocodiles, Snakes, Rats, Mosquitoes, Panthers), usually in the form of an animal-headed human. Slavery is not uncommon, and great tombs are erected throughout the jungle by them in homage to past Khiras - many of which are forgotten and lost within the jungle and overrun with villains, vicious animals or worse. Outside of Gama-Sol (the capital) Most Sen-Rab inhabitants live in smaller settlements within the Jungle, farming and hunting to make a living and sending tribute in form of a percentage of whatever gold they make to Gama-Sol and the Khira.

4) Ralkhara

A verdant countryside with rolling hills and pleasant woodlands, Ralkhara is the long set of land east of the Nyhaul River. To the far north, the elevation rises quickly and the climate becomes cold; this stretch of land quickly ascends into the mountains of Esgoloth and is the safest way to travel there. West lies Sen-Rab, a region which Ralkhara currently holds a flimsy truce, and a large portion of the land to the south is covered by the Mistmere forest; a dense, inhospitable rainforest which is rumored to be haunted. To the east it's border is defined by the rapids of the Wispen River which comes from Greylake empties into the sea. Alongside this river lies the Castle Runlok; the great walled city housing the King, Valance Avaryn.

Knights and Valor, Castles and Honor. The Ralkharans live their lives under the rule of the King and his Lords and Dukes. Ralkharan Society shares similarities with Medieval England and Knights-of-the-round influences. The Ralkharans tend to believe in the One-God; a single deific entity. Some Ralkharan zealots are very strong-minded on this subject and take it on themselves to send missionaries into other lands to try and spread the word of the One-God. This is the cause of many conflicts in neighboring countries; especially Sen-Rab whose Khira swiftly and violently rebukes all suggestions of gods outside of the Sen-Rabbin pantheon.

5) Hyparica

The isles of Hyparica rest in the eastern Jade Sea and is technically part of the Sen-Rabbin borders, though the Hyparicans will laugh at such a ridiculous notion. Fishermen, Pirates, merchants and swashbucklers are they; tellers of tales and sea-hardened old-salts. The Hyparicans believe in the same pantheon that Sen-Rabbins do, however they don't much care for the idea of the Khira and his supposed god-like state. Hyparican Seafarers travel to the mainland often to trade fish and collect supplies. They are considered friendly enough but untrustworthy and are treated with suspicion - the Gypsies of the seas; often more things than supplies go missing after a Hyparican visit, it is said; teenagers swayed by the lure of freedom on the seas are thought to sometimes run away with them, setting sail with the Hyparicans when they leave for their isle.

Filled in some basic info of each area. More detailed information will come in future with separate threads.

This little bit of info is more to give myself a quick gauge of the military might of each region in comparison with the others, but others may benefit from the information, so here it is.

This is a score-card for each region on different areas of military might. The score is out of 10, with 10 being the best and 1 being the worst.

--- Quote ---Sen-Rab
The Military might of the Khira is made up of a mixture of trained leaders directing conscripted peasants; they are numerous but rely on the direction of their leaders. Sen-Rab is accessible through much of the east, but it's swamps create difficult terrain for passage.

Military skill: 6/10
Military numbers: 7/10
Region Defensibility: 6/10

Karikun Desert
The Ouzquin Dremorix are small in numbers, but high in skill. The desert features difficult terrain with few routes in, giving high natural defense.

Military skill: 9/10
Military numbers: 2/10
Region Defensibility: 8/10

The Ralkharans are well-trained and plentiful in numbers. Entrances to Ralkhara are plentiful and the easy terrain makes it somewhat more difficult to defend, however.

Military skill: 8/10
Military numbers: 7/10
Region Defensibility: 4/10

Esgoloth's choke-point just north of Ralkhara makes for great defense, however the Dwarves are largely nomadic and are wrapped up in their own skirmishes with the White-Orcs; they do not have much in the way of military might. The White-Orcs would defend the land better than the Esgol Dwarves should someone attempt to invade.

Military skill: 3/10 (dwarves) 6/10 (White-Orcs)
Military numbers: 3/10 (dwarves) 5/10 (White-Orcs)
Region Defensibility: 9/10

The boatsmen of Hyparica are not a particularly violent group, though they will defend their land should invaders come. The remoteness of the island allows for good defense, but their numbers are fairly small.

Military skill: 5/10
Military numbers: 4/10
Region Defensibility: 8/10
--- End quote ---


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