Geography

Geography - Land
The world of Aragoth is fictional place; it is home to four known continents. The four continents are named as followed, Sanam in the westernmost reaches of the world, Arathos in the mid regions, Xenitheria in the east and Zenlor in the south. Each continent houses its own unique peoples, environments and climates along with an assortment of other factors. The people of the world believe it to be flat and as of 398 N.D. any other continents are unknown.

Sanam
Sanam is the smallest of the three continents and is the furthest west. It is largely made up of one large island, with multiple smaller ones extending out of the north and south, they are largely uninhabited. Sanam's climate is heavily influenced by the Sea of Night in the west; this is best shown in the unique day and night cycle that affects the entire continent. Night generally lasts 16-18 hours of every day due to the thick layer of clouds that prevent much of the suns light from reaching the ground, the rest of the hours of the day are spent in a dim cloudy evening like phase. In the winter months darkness has been known to last upwards to 20 hours and freezing temperatures make life in Sanam difficult during the winters. Sanam forests are generally sparse and the few trees that grow in them are dead shells of what they once were, covered in mosses and fungi, the few bushes and grasses that cover the country side are also rare. Much of the continent is covered in dark mosses and large expanses of fungi growths that receive nutrients from decaying organic matter. Normal crops rarely grow here and the farmers generally farm a variety of edible mushrooms. Said farmers must first clear vast quantities of fungi away from the soil and then construct walls around their fields to prevent the larger inedible fungi growths from spreading into them. Livestock are typicaly only pigs and poultry with larger animals such as cattle or horses being unable to survive in the strange climate. Rain is frequent in Sanam and warm sunny skies are almost never seen between the dark clouds that cover the continent, snow often falls along the mountain ranges but rarely is seen amongst the wet Rocklands.



The Mountains of the Moon
Much of the continent is positioned between the North and South ranges of the Mountains of the Moon, The Mountains are significantly smaller than most of the other mountain ranges found outside of Sanam and they rarely exceed 2,000 ft in height. The Northern range extends down the western coast of Sanam and ends at roughly its middle point, the Southern Range is far smaller and only exists along the south eastern coast of Sanam, this leaves a significant area of coastline open along the south west and north east of Sanam. The inhabitants of the northern mountain region are hostile to most and are refered to simply as the Moon Tribes, this name is given due to their fanatical devotion to their unamed moon goddess.

The Three Sisters
Three small rivers flow across the continent from north to south, named collectively as the sisters and apart as Nirm, Merna and Frias. The sisters provide much of the people’s water and serve as a means of transportation for much of the trade within the one kingdom that resides on the continent. At the mouth of the Merna the Sanemese city of Blare sits as the soul city in the continent. The three rivers sources are unknown, but likely spring from a small glacial lake somewhere in the Northern Mountains of the Moon.

The Rocklands
The Rocklands is the name given to the largest portion of Sanem, they are named the Rocklands for the massive boulders that burst through the fungi growths that cover much of the continent. The region is covered in rolling hills that are divided by the Three Sisters. Fungi farms cover the landscape and much of the peoples food comes from these farms, villages and towns lay scattered amongst the countryside and at the far southern section of the continent the city of Blare sits along the river Merna atop a large dark hillside overlooking the Grey Sea. The Shutter

The Shutter is a chain of islands that connect Sanam to Arathos, they are inhabited by multiple small fishing villages. No proper city resides anywhere on the islands and they are often contested in wars between Storn and Sanam. The fungi growths that cover Sanam are nonexistent here and they are covered in forested wilderness, and rocky beaches. The influence of the Sea of Night is far less prominent here, but it is still visible and sunny days are a rare sight.

Arathos
Arathos is the central continent in the world and is one of the most technologically advanced continents on Aragoth. The people of Arathos are largely part of the Dailvic culture and they span from Helen in Xenitheria to Shochelm in the far northern reaches of Arathos. The climate varies but generally it goes through 5-6 months of winter from November to March, but snow fall has been known to fall exist as late as April, this climate does not exist in the mountains however, winter usually lasts from as early as October to as late as May, with snow remaining at the highest peaks all year long. In the north it touches the Frost Maul, the south Outriders Gulf and the Bay of Storn and in the west it borders the Grey Sea and in some areas the Sea of Night.

Isle of Shochelm
<span style="font-size:10.0pt; line-height:150%;font-family:"Arial","sans-serif"">Shochelm refers the frozen island that exists of the northwest tip of Arathos, it is impossible to reach on foot and in order to reach the city of the same name, one must travel by ship. The eastern side of the island is covered in snow covered mountains that are frequently subject to harsh blizzards, further westwards however thick pine forest takes its place and this exists all the way to the coast. South of the island the infamous Winters Passage exists and many ships have been wrecked between the towering ice bergs and boulders that burst from the sea floor.

Winters Passage
<span style="font-size:10.0pt;line-height:150%; font-family:"Arial","sans-serif";font-weight:normal;mso-bidi-font-weight:bold">Winters Passage refers to the narrow passage of water that separates Arathos from the island of Shochelm in the northwest. It is usually impassable due to the clusters of ice bergs that gather in it. It is littered with the wreckage of destroyed ships that tried to journey through it and failed. The few ships that have successfully passed through it have emerged battered and in need of costly repairs.

The Stoan
<p style="line-height:150%"><span style="font-size:10.0pt; line-height:150%;font-family:"Arial","sans-serif"">Stoan is the name given to the river that runs through northern Armoria and into the northern portion of the Grey Sea. It runs largely within the uninhabited mountain valleys and serves little relevance to the people of Armoria. Despite this however its size makes it one of the larger rivers in the world.

The Armorian Forestlands
<p style="line-height:150%"><span style="font-size:10.0pt; line-height:150%;font-family:"Arial","sans-serif"">The Armorian forestland, typically called only Armoria, is a section of Arathos that borders the Grey Sea, north of the Crosslands and west of the Frostbacks. This area is primarily pine forests and farmlands, some sections of the forests are deciduous trees but it is primarily coniferous. The forests border the Frostbacks in the east are referred to by its people as the Westwoods and the forests in the north near the Sload remain unnamed by any official source, they are usually refereed to only as the northern woods. The area between either forest is countryside that is covered in farms owned by the local Dailvic Armorians.

The Crosslands & The Roth and the Rois
<p style="line-height:150%"><span style="font-size:10.0pt;line-height:150%; font-family:"Arial","sans-serif"">The Crosslands are an area that is a heavy mix between the Armorian Forestlands in the north and the Stornlands in the south, its borders are clearly marked by the Roth and the Rois rivers that run out of the Frostbacks in the west. The region has a mix of deciduous and coniferous forests that are fairly sparse in comparison with the northern forests of Armoria. Other than forests most of the land is covered in farmland that provide much of the people’s income. The people living in the Crosslands are a mixture of Armorian Dailvic and Stornish Dailvic and the cultures clash often when both larger monarchies go to war. during periods of war between Armoria and Storn the Crosslands receive the heat of the fighting and it shows, multiple conflicts have left the region depleted of wealth and few of the local resources remain apart from fertile soil and what little is left of the woodland. A perfect example of the Crosslands depleted wealth is the thriving fur industry that provided much of the locals with work, after a long war between Armoria and Storn that lasted several winters, little was left of the large game that provided furs for trade in the region. Although no proper city resides in the Crosslands, both Storn and Arnoria have cities built along either rivers length. In the north the Arnorian cities of Tydol and Asurn stand near the mouth of the river Rois and in the south the Stornish city of Greyrock resides where the two rivers split.

<span style="font-size: 10.0pt;line-height:150%;font-family:"Arial","sans-serif";font-weight:normal; mso-bidi-font-weight:bold">Roth and Rois are two twin rivers that split from an unnamed mountain river, said river flows from the Frostback Mountains at their most southern point. They separate the Kingdom of Armoria from the Principality of Storn and serve as a water source for much of the people in the region.

The Stornlands
<p style="line-height:150%"><span style="font-size:10.0pt; line-height:150%;font-family:"Arial","sans-serif"">The Stornlands are the southernmost part of Arathos and they are the only region to border the Bay of Storn. In the western corner of the area the Shutter Islands branch out and connect Arathos with Sanam. To the north the mighty Frostbacks tower among the Stornlands. The region is covered in thick deciduous forests with some small pockets of coniferous pine land, besides these most of the area is cleared farmland or infertile, rocky hills. South across the bay the hot climate of Zenlor allows for the coasts of Storn to remain wet instead of frozen in the winters and this allows for a flourishing trade industry in the area. The region has a significant population and because of this much of the land that can be, is heavily farmed throughout the year; this has led to the soil becoming less fertile, due to over farming. Storn has a thriving mining industry thanks to its rocky terrain, Stornish metal is shipped from its ports across Aragoth for high prices rivalling the Dwarves in both the Frostbacks and the Old Mountains, iron, lead and copper are the dominant metals mined. Most of the mining done in the region is done around Greyrock along the southern portion of the Frostbacks. <h4 style="line-height:150%"><span style="font-size:10.0pt; line-height:150%;font-family:"Arial","sans-serif"">The Frostbacks  The Frostbacks are the region that make up a significant part of Arathos, the cold moutain range streches from Storn to the Frost Maul and the massive Khladum's Lake rests high up in them. The Dwarven kingdom of Khardum have control over the range and their cities rest within some of the largest peaks. The Dwarven port city of Thur Rhu'n resides along the Bleak Strait and serves as the dwarves of Khardum's main link with the rest of the world. Trees are far less prevalient in the valleys and canyons than in the Oldmoutains and become sparser and eventualy disapear all together the higher one goes into the moutains. The northernmost point of the range has deep crevices that open up along the coast allowing seawater to pour deep into the earth, these crevices lead deep underground into the massive network of canyons that run underneith the earth and that even the Dwarves have little hope of fully exploring.

The Veerish Grassland
<p style="line-height:150%"><span style="font-size:10.0pt; line-height:150%;font-family:"Arial","sans-serif"">The lands north of Storn and along the Gulf are the vast open grasslands of Veer, home of the mighty Veerish horse lords and fierce Veerish common folk, this region makes its wealth of off the massive herds of cattle that roam the plains, flocks of sheep are also a common site amongst the grasslands. Few trees exist within the region, apart from the north western section where they border the mountains. Farming is particularly present along the coast around the cities of Vire and Varikar. Apart from the massive quantities of livestock and fertile farmlands, few resources are present in the grasslands and the people remain fairly poor, many prefer to seek work elsewhere as mercenaries specializing in mounted combat. Veer is a mix of culture between the old Dailvic ways of western Arathos and the Bailion culture of imperial Arathos in the east. The mixing of the two cultures has left the region with a hybrid culture, Dailvic sets the tone for most things, with the old Imperial culture residing predominantly  in the areas system of laws and government.

The Western Forestlands of Nibes
<p style="line-height:150%"><span style="font-size:10.0pt; line-height:150%;font-family:"Arial","sans-serif"">The Forestlands of Niben are a zone that spans both Xenitheria and Arathos, they are separated by the waterway known as the Bleak Strait, because of this they are divided into both eastern and western. The western version of the area is stationed in the eastern portion of the continent of Arathos and to its south are Outriders Gulf and the Veerish Grasslands. This area once served as the capital region of the mighty Bailion Empire, but hard times resulted in the collapse of the empire that once stretched from Eastern Niben to the borders of Storn, despite its fall the culture of the dead empire remains in Niben to this day. Its southern border is marked by the fast flowing Ashenya River that provides much of the region with both water and trade.

The Ashenya
<p class="MsoNormal" style="mso-margin-top-alt:auto;mso-margin-bottom-alt:auto; line-height:150%"><span style="font-size:10.0pt;line-height:150%;font-family: "Arial","sans-serif"">Ashenya is considered by many to be the mightiest and largest river in the world. It runs out of one of the glacial lakes deep in the Frostbacks and flows into Outriders Gulf. The once great city of Balainis rests at her mouth and still serves as a trade hub in the Gulf to this day. Many ships use her as a means to reach settlements further inland. Its name is derived from the Bailion religions water goddess Ashenya.

<span style="font-size:13.5pt; font-family:"Times New Roman","serif";mso-fareast-font-family:"Times New Roman"; mso-fareast-language:EN-CA">Xenitheria
<p class="MsoNormal" style="mso-margin-top-alt:auto;mso-margin-bottom-alt:auto; line-height:150%"><span style="font-size:10.0pt;line-height:150%;font-family: "Arial","sans-serif";mso-fareast-font-family:"Times New Roman";mso-fareast-language: EN-CA">Xenitheria refers to the easternmost lands in Aragoth. Xenitheria stretches far into the east and its furthest reaches remain uncharted, apart from this some of the south-eastern regions are fairly well known if not fully charted. The climates vary wildly and can differ between snow capped mountains to fertile grasslands in a heartbeat. North and south Xenitheria is generally viewed to be split roughly along the river, Gheerak's Spill. Southern Xenitheria's is usually warm and sunny with occasional rainfall along the coasts and in the grasslands, with little rain ever falling deeper into the mountains, snow has never been seen this far south even within the mountains. Northern Xenitheria however can see freezing winters up in the mountains and wet ones down by the coast.

<h4 class="MsoNormal" style="line-height: normal;"><span style="font-size:12.0pt; font-family:"Times New Roman","serif";mso-fareast-font-family:"Times New Roman"; mso-fareast-language:EN-CA">The Arid Wastelands 

<p class="MsoNormal" style="line-height:150%"><span style="font-size:10.0pt; line-height:150%;font-family:"Arial","sans-serif"">In the south its coastlines touch the large Sunar Ocean; these regions are largely arid wasteland, speckled with bits of dry grasslands. They are known by no true name but are often referred to the Wastelands. Few cities reside along its eastern coast apart from the Sunarian city state of Arapos.

<h4 class="MsoNormal" style="line-height: normal;">The Xenitherian Coastlands and the Grasslands of Southern Xenitheria

<p class="MsoNormal" style="line-height:150%">The south-eastern coasts of Xenitheria is covered in fertile coastlands, home to the city states of Numari and Raleph; they are built along the wealthy Bay of Sunar and are some of the riches city states in the world. Further inland the golden grasslands of southern Xenitheria open up and extend northwards up until the Old Mountains. The culture of these city states are that of the ancient and dead Sunari empire that once surrounded the entire bay region, on both Zenlor and Xenitheria.

<h4 class="MsoNormal" style="line-height: normal;"><span style="font-size:12.0pt; font-family:"Times New Roman","serif";mso-fareast-font-family:"Times New Roman"; mso-fareast-language:EN-CA">Eastern Plains 

<p class="MsoNormal" style="line-height:150%"><span style="font-size:10.0pt; line-height:150%;font-family:"Arial","sans-serif"">The western coasts of Xenitheria borders Outriders Gulf and makes way for the Eastern Plains and the river known by many as Gheerak's Spill, this regions only true city is Helen at the mouth of the river where it empties into the gulf. Up river small villages and towns can be found all along the river, home to the tribal Orcish people who call the region home. Far up the river and deep in the Old Mountains the civilized world disappears and small Goblin encampments are the only sign of life amongst the steep mountain canyons.

Gheerak's Spill
<span style="font-size:10.0pt; line-height:150%;font-family:"Arial","sans-serif"">Gheerak's Spill is the arguably the longest river in the known world and runs out of the Old Mountains of eastern Xenitheria and into Outriders Gulf. Its name is derived from the Orcish god Gheerak, who according to their mythology died somewhere in the east and the river is the one of the last streams of his blood draining into the sea. The river and the surrounding lands are home to both sub human races the Orcs and the Goblins. The Orcs generally live in the grassy hill country that borders the north side of the river, whereas the Imps live further east in the mountains deep within valleys and in underground caverns. Trade along the river is restricted to a few orcish riverboats that serve to transport what few goods are produced among the villages down river to the Bormosi port city of Helen. The lands surrounding Gheerak's spill are some of the most sparsely populated areas in all of Aragoth and beyond Helen very few settlements of men exist.

<h4 class="MsoNormal" style="line-height: normal;"><span style="font-size:12.0pt; font-family:"Times New Roman","serif";mso-fareast-font-family:"Times New Roman"; mso-fareast-language:EN-CA">The Eastern Forestlands of Nibes 

<p class="MsoNormal" style="line-height:150%">The Forestlands of Niben are a zone that spans both Xenitheria and Arathos, they are sperated by the waterway known as the Bleak Strait, beacuse of this they are devided into both eastern and western<span style="font-size:10.0pt; line-height:150%;font-family:"Arial","sans-serif"">. North of the Eastern Plains the Eastern Forestlands of Nibes begin and the Bailion peoples are first seen. This region makes up the small extension from the continent that makes up the entrance to the Bleak Strait. It is home to a few small farming towns, but lacks any proper city.

<h4 class="MsoNormal" style="line-height: normal;"><span style="font-size:12.0pt; font-family:"Times New Roman","serif";mso-fareast-font-family:"Times New Roman"; mso-fareast-language:EN-CA">The Old Mountains 

<p class="MsoNormal" style="line-height:150%"><span style="font-size:10.0pt; line-height:150%;font-family:"Arial","sans-serif"">North of Niben the Northern Old Mountains bursts from the earth, towering among any other range in the world, the Dwarven Kingdoms of Agincor exist in the northern part of the range. Deep below the mountains massive canyons and ravines run through the earth and built within these reside the subterranean Dwarven cities. Most of the Northern Old Mountains is covered in thick pine forests and raging streams that drain from glacial lakes further north. The Southern portion of the range is devoid of all life, apart from the savage Goblins who prey on any who enter their mountains. The mountains are typically brighter in colour than their northern brothers and rain is rare. The two different sections of the mountain range can be roughly divided along Gheerak's Spill and are known by many as the North and South Old Mountains.

<h4 class="MsoNormal" style="line-height: normal;"><span style="font-size:12.0pt; font-family:"Times New Roman","serif";mso-fareast-font-family:"Times New Roman"; mso-fareast-language:EN-CA">Tiberia & Plutong Island Chain 

<p class="MsoNormal" style="line-height:150%"><span style="font-family:"Arial","sans-serif"">In the far <span style="font-size:10.0pt;line-height:150%;font-family:"Arial","sans-serif"">east <span style="font-family:"Arial","sans-serif""> the land of Tiberia is known to exist, however it remains uncharted. It is supposedly covered in coniferous trees that remain covered in a thin layer of snow that exists during most of the year. The Tiberian people make their living largely of off whaling and fishing, but the lumber trade is strong here due to its massive pine forests. South of Tiberia the Plutong Island chain springs from the ocean and they also remain largely uncharted, this is due to the massive amounts of pirates and slavers who prowl this section of the Sunar Ocean. Besides pirates, the local inhabitants are also fairly hostile to other people, very few tribes do not openly attack travelers and the few that do not occasionally are involved in trade with Sunarian traders.

<p class="MsoNormal" style="line-height:150%">

Zenlor
<p class="MsoNormal" style="line-height:150%"><span style="font-size:10.0pt; line-height:150%;font-family:"Arial","sans-serif"">Zenlor is the southernmost landmass in the known world, its southern and western reaches are entirely uncharted by any known map and it remains the least understood of any continent. In the north it touches Outriders Gulf, the Hassarai Desert region that makes up the northern section of the sub continent are scattered with trade posts because of it, and the local inhabitants. In the charted parts of the west, it touches the Sea of Night and is covered in thick steaming jungles that extend into the heart of the sub continent. In the east it borders the Sunar Ocean and this portion of the sub continent varies from savannah to desert to fertile coastlands. The eastern edges of the steaming jungles fade away into savannah as they approach the sea and in the north, northwest and southeast parts of the sub continent it quickly turns to desert, in the northeast however they become rich coastlands that allow for thriving city states to exist thanks to the large Zambivi river that flows northwards out of the steam jungles. The sub continent is uniquely divided into two known parts, in the north is the previously mentioned part and in the south is the exotic realm of Nii. The reason for the division of the two is caused by the steam jungles reaching the Sunar Ocean at about mid way down coast of the entire known continent. The steam jungles follow the coast south for many kilometres before finally ending at the Naijong mountains and giving way to the exotic land of Nii. Little is known about Nii apart from that it is controlled by a mighty empire that is referred to simply as the Niijon Empire. A small city state resides on an island off the coast of the continent and is referred to only as Wiri, it is known for being a pirate and slaver stronghold made up of peoples from both Zenlor and Xenitheria. Very few maps depict the land of Nii and it is almost completely unknown (apart from a few travelers and intellectuals) anywhere north of Sunas. Back up in the north-eastern corner of the sub continent, the Peleg Island chain connects the two continents of Zenlor and Xenitheria together. The islands are inhabited by a series of small farming and fishing villages that belong to no true nation; they are very similar to the fertile coastlands of north-eastern Zenlor and south-western Xenitheria and serve as a route for any passing ships. Snow never falls anywhere in Zenlor at anypoint during the year and it is perpetualy warm througeout the year, rain falls generaly in the Steam Jungles and along the coast, never in the deserts and very rarely in the Great Savannah.

The (Zenlor) Coastlands or Sunaria
<p class="MsoNormal" style="line-height:150%"><span style="font-size:10.0pt; line-height:150%;font-family:"Arial","sans-serif"">The Zenlor Coastlands or Sunaria are home to the three Sunarian city states of Sunas, Tunar and Haera. It is a fertile region covered in farmland, most prominently around the mouth of the Zambivi River. Little forest land covers the region and much of the structures build are built out of mud brick. Lumber is generally brought in from upriver in the Steam Jungles where some companies harvest the outskirts of the massive jungle for lumber, or from the thick pine forests of Tiberia.

The Zambivi River
<p class="MsoNormal" style="line-height:150%"><span style="font-size:10.0pt; line-height:150%;font-family:"Arial","sans-serif"">One large river known as the Zambivi flows northwards out of the steaming jungles and into the Bay of Sunar, the delta of the river allows for the mighty city of Sunas to survive and serves as a trade system for all the peoples along its great length. The people who live along it are organized into primitive tribes that hunt, fish and farm along and within the river, trade with them results in ivory, furs and other exotic goods being brought east to Sunas.

The Steam Jungles
<p class="MsoNormal" style="line-height:150%"><span style="font-size:10.0pt; line-height:150%;font-family:"Arial","sans-serif"">The name Steam Jungles is only a title given to the vast quanitity of land that makes up most of Zenlor; it is just a title that serves to collect all of the native and regional names given to the different sections of the jungle. The jungles stretch from the northwest of the continent all the way south to Nii and possibly beyond. Their south-western border remains unknown and extends into the uncharted lands where only fables are known. The jungles are dark almost always and thick vines the size of men’s arms hang from the canopy that towers hundreds of feet up into the skies. The Zambivi River flows from the central area of the jungles and likely comes from an uncharted mountain range somewhere beyond the dark jungles. The few known peoples of the Steam Jungles typically avoid outsiders and from what is known about them display a primitive existence, rumours however of a vast jungle empire somewhere off of the current maps can be heard across the Sunar Ocean.

The Hassarai and Hasain Deserts
<p class="MsoNormal" style="mso-margin-top-alt:auto;mso-margin-bottom-alt:auto; line-height:150%"><span style="font-size:10.0pt;line-height:150%;font-family: "Arial","sans-serif";mso-fareast-font-family:"Times New Roman";mso-fareast-language: EN-CA">The Hassarai and Hasain Deserts refer to the two deserts that exist in both the north and southeast parts of the continent.

<p class="MsoNormal" style="mso-margin-top-alt:auto;mso-margin-bottom-alt:auto; line-height:150%"><span style="font-size:10.0pt;line-height:150%;font-family: "Arial","sans-serif";mso-fareast-font-family:"Times New Roman";mso-fareast-language: EN-CA">The Hassarai Desert is spread across the north coast of Zenlor from the Bay of Storn all the way to the Peleg Islands in the east. Most of the desert is covered in massive sand dunes that tower over small mountains, it is dry and arid and the only note worthy inhabitants are the traders that occupy the coastal trade posts, and the native Hassarain desert nomads who trade with them. Sandstorms frequently strike the trade posts further inland and trade posts can often be found abandoned their occupants presumed lost or dead out in the sands. Its temperatures are significantly hotter than the surrounding regions, but are far less hot than it brother to the south.

<p class="MsoNormal" style="mso-margin-top-alt:auto;mso-margin-bottom-alt:auto; line-height:150%"><span style="font-size:10.0pt;line-height:150%;font-family: "Arial","sans-serif";mso-fareast-font-family:"Times New Roman";mso-fareast-language: EN-CA">The Hasain Desert unlike the Hassarai Desert in the north is far hotter and can reach temperatures where water will evaporate in seconds. It is located along the eastern coast of Zenlor and is significantly smaller than its brother desert in the north. Sandstorms are less of a concern here, however they can quite easily appear and scatter one of the few caravans that march across the coasts towards the exotic land of Nii in the far south. Sand dunes are much smaller here and rarely reach such colossal heights as those in the Hassarai Desert. Its only inhabitants are the Serpant peoples of Hasain who dwell among the sheltered oases that scatter the desert and along the warm coastlines. They are typically hostile and avoid outside contact and trade with them has only received hostility in return, they do not randomly target travelers, but will attack if they feel their territory is being threatened.

The Great Savannah
<p class="MsoNormal" style="line-height:150%"><span style="font-size:10.0pt; line-height:150%;font-family:"Arial","sans-serif"">The Great Savannah refers to the region of Zenlor that is as its name suggests primarily savannah. The region is populated by primitive tribes who farm, hunt and fish around the Zambivi River that runs through the center of the savannah. Elephants, rhinos, leopards and other exotic creatures roam the savannah and are hunted for their furs, horns and ivory which the locals trade to the Sunarian ships that sail up and down the great river to dock in the small town/trade post of Zambivia upon the island of the same name, it resides in the center of the Zambivi river.

Geography - Water
<p class="MsoNormal" style="mso-margin-top-alt:auto;mso-margin-bottom-alt:auto; line-height:150%"><span style="font-size:10.0pt;line-height:150%;font-family: "Arial","sans-serif";mso-fareast-font-family:"Times New Roman";mso-fareast-language: EN-CA">Apart from land masses several oceans cover the world. The major ones are separated into the Frost Maul in the far north, the Sea of Night in the far west and the Sunar Ocean in the far southeast.

The Frost Maul
<p class="MsoNormal" style="mso-margin-top-alt:auto;mso-margin-bottom-alt:auto; line-height:150%"><span style="font-size:10.0pt;line-height:150%;font-family: "Arial","sans-serif";mso-fareast-font-family:"Times New Roman";mso-fareast-language: EN-CA">The Frost Maul is the ocean that covers the northern portion of the world. It is perpetually cold and blizzards and storms are a common occurance all year long. Its outskirts are home to a few trade routes during the summer months, but even then ships traversing this coastline are few and far between. Deeper north the sea is covered in thousands of ice bergs that make travel dangerous all year round, this region is known as the ice fields, at the northernmost point ice caps tower hundreds of feet about the water preventing any further travel. Generally the only people willing to brave this far north are whalers out of Bormos, Targon or the Dwarven port cities, but even they rarely stray to far into the ice fields.

<p class="MsoNormal" style="mso-margin-top-alt:auto;mso-margin-bottom-alt:auto; line-height:150%"><span style="font-size:10.0pt;line-height:150%;font-family: "Arial","sans-serif";mso-fareast-font-family:"Times New Roman";mso-fareast-language: EN-CA">"You open your eyes long enough to look out and you’re blinded for the next half an hour, but if you don’t and you hit a berg... you won’t even have time to wish you had looked, the water will kill you before you can.”

<p class="MsoNormal" style="mso-margin-top-alt:auto;mso-margin-bottom-alt:auto; line-height:150%"><span style="font-size:10.0pt;line-height:150%;font-family: "Arial","sans-serif";mso-fareast-font-family:"Times New Roman";mso-fareast-language: EN-CA">-Unknown Sailor

<p class="MsoNormal" style="mso-margin-top-alt:auto;mso-margin-bottom-alt:auto; line-height:150%"><span style="font-size:10.0pt;line-height:150%;font-family: "Arial","sans-serif";mso-fareast-font-family:"Times New Roman";mso-fareast-language: EN-CA">"The walls towered above our ship, a thousand feet upwards they loomed and chunks of ice the size of city blocks fell from its unseen heights sending waves that could topple a ship if you steered to close."

<p class="MsoNormal" style="mso-margin-top-alt:auto;mso-margin-bottom-alt:auto; line-height:150%"><span style="font-size:10.0pt;line-height:150%;font-family: "Arial","sans-serif";mso-fareast-font-family:"Times New Roman";mso-fareast-language: EN-CA">-Konros Thorman, when his ship approached the ice caps.

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The Sea of Night
<p class="MsoNormal" style="mso-margin-top-alt:auto;mso-margin-bottom-alt:auto; line-height:150%"><span style="font-size:10.0pt;line-height:150%;font-family: "Arial","sans-serif";mso-fareast-font-family:"Times New Roman";mso-fareast-language: EN-CA">The Sea of Night resides in the far western portion of the world. It primarily borders Sanam, but at its farthest south it touches the coasts of western Zenlor. All year round it is dark due to a thick layer of cloud that covers the skies. Sunlight rarely reaches to far westwards and eventually total darkness takes over and travel becomes near impossible. The few ships that travel westwards beyond Sanam rarely return, those that do only report that they turned back when total blackness began to consume everything. At its northern most point it borders the Frost Maul, this leads to ice bergs regularly floating south, this tied with the almost absolute darkness make travel in the north impossible. In its south it stretches into the unexplored western coasts of Zenlor, further south it continues into a dark and foreboding realm that remains unknown. No cities border the sea and sea trade is almost never even thought of for the few towns that reside along the western coasts of Sanam. For this same reason piracy is also not an issue, for there is very little worth stealing in the seas of always night.

<p class="MsoNormal" style="mso-margin-top-alt:auto;mso-margin-bottom-alt:auto; line-height:150%"><span style="font-size:10.0pt;line-height:150%;font-family: "Arial","sans-serif";mso-fareast-font-family:"Times New Roman";mso-fareast-language: EN-CA">"Black as night and cold as the grave, bergs float inches from the ship and you wouldn’t know it until you stuck your hand out and touched it."

<p class="MsoNormal" style="mso-margin-top-alt:auto;mso-margin-bottom-alt:auto; line-height:150%"><span style="font-size:10.0pt;line-height:150%;font-family: "Arial","sans-serif";mso-fareast-font-family:"Times New Roman";mso-fareast-language: EN-CA">-Konros Thorman, as his ship sailed down the northwest coast of Sanam.

<p class="MsoNormal" style="mso-margin-top-alt:auto;mso-margin-bottom-alt:auto; line-height:150%"><span style="font-size:10.0pt;line-height:150%;font-family: "Arial","sans-serif";mso-fareast-font-family:"Times New Roman";mso-fareast-language: EN-CA">"Jorgos Brackin fell into the dark waters and before he could cry out he was sucked into the deeps by an unknown creature, strange things lurk out in the darkness, be thankful our goddess protects you heathen."

<p class="MsoNormal" style="mso-margin-top-alt:auto;mso-margin-bottom-alt:auto; line-height:150%"><span style="font-size:10.0pt;line-height:150%;font-family: "Arial","sans-serif";mso-fareast-font-family:"Times New Roman";mso-fareast-language: EN-CA">-Sanam dark shaman of the Moon Tribes, when asked about the Sea of Night.

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The Sunar Ocean
<p class="MsoNormal" style="mso-margin-top-alt:auto;mso-margin-bottom-alt:auto; line-height:150%"><span style="font-size:10.0pt;line-height:150%;font-family: "Arial","sans-serif";mso-fareast-font-family:"Times New Roman";mso-fareast-language: EN-CA">The Sunar Sea takes up the large body of water in the south eastern portion of the known world. It divides Zenlor and Xenitheria and is crossable at its northernmost point in the Peleg islands. North of it lies Outriders Gulf and to its south lies the exotic land of Nii, its easternmost border remains uncharted. The ocean is filled with trade routes carrying an assortment of cargoes; it offers many of the Sunari cities access to the lucrative trade waters of Outriders gulf while also allowing for protection from the expanding Niijon and Wiri kingdoms, via frequent tropical storms during half of the year. Pirates and slavers patrol the eastern sector of the ocean looking for the few travelers that make the voyage eastwards into Tiberia and Plutong.

<p class="MsoNormal" style="mso-margin-top-alt:auto;mso-margin-bottom-alt:auto; line-height:150%"><span style="font-size:10.0pt;line-height:150%;font-family: "Arial","sans-serif";mso-fareast-font-family:"Times New Roman";mso-fareast-language: EN-CA">"The sea is not a danger to those who travel south, but stray into the east and you will face pirates, slavers, cannibals and worse."

<p class="MsoNormal" style="mso-margin-top-alt:auto;mso-margin-bottom-alt:auto; line-height:150%"><span style="font-size:10.0pt;line-height:150%;font-family: "Arial","sans-serif";mso-fareast-font-family:"Times New Roman";mso-fareast-language: EN-CA">- Heras Tapasph Priestess of Rapateph in Numari.

<p class="MsoNormal" style="mso-margin-top-alt:auto;mso-margin-bottom-alt:auto; line-height:150%"><span style="font-size:10.0pt;line-height:150%;font-family: "Arial","sans-serif";mso-fareast-font-family:"Times New Roman";mso-fareast-language: EN-CA">"The Niijon Empress sent sixty war ships to take this city, every one of them now lies at the bottom of my bay and all I had to do was wait until it rained."

<p class="MsoNormal" style="mso-margin-top-alt:auto;mso-margin-bottom-alt:auto; line-height:150%"><span style="font-size:10.0pt;line-height:150%;font-family: "Arial","sans-serif";mso-fareast-font-family:"Times New Roman";mso-fareast-language: EN-CA">- King Rasmo of Sunas, when presented with a declaration of war from the Gurgen Queens of Arapos.

<p class="MsoNormal" style="mso-margin-top-alt:auto;mso-margin-bottom-alt:auto; line-height:150%"><span style="font-size:10.0pt;line-height:150%;font-family: "Arial","sans-serif";mso-fareast-font-family:"Times New Roman";mso-fareast-language: EN-CA">"Waters blue, skies blue, fish are blue, even some of the ships are blue."

<p class="MsoNormal" style="mso-margin-top-alt:auto;mso-margin-bottom-alt:auto; line-height:150%"><span style="font-size:10.0pt;line-height:150%;font-family: "Arial","sans-serif";mso-fareast-font-family:"Times New Roman";mso-fareast-language: EN-CA">- Unknown Sea Captain

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Lesser Waters
<p class="MsoNormal" style="mso-margin-top-alt:auto;mso-margin-bottom-alt:auto; line-height:150%"><span style="font-size:10.0pt;line-height:150%;font-family: "Arial","sans-serif"">Apart from these, several smaller bodies of water make up the world, they are as listed

<span style="font-size:12.0pt; font-family:"Times New Roman","serif";mso-fareast-font-family:"Times New Roman"; mso-fareast-language:EN-CA">Outriders Gulf
<p class="MsoNormal" style="mso-margin-top-alt:auto;mso-margin-bottom-alt:auto; line-height:150%"><span style="font-size:10.0pt;line-height:150%;font-family: "Arial","sans-serif";mso-fareast-font-family:"Times New Roman";mso-fareast-language: EN-CA">The central body of water between Arathos,Zenlor and Xenitheria, several trade routes span it linking either continent. It is a warm water region and winters affect only its very northern section. In the far north it is halted at the Bleak Strait and beyond this is the Frost Maul. In its west it borders the Bay of Storn and beyond this the Sea of Night and the Grey Sea. In the South it is bordered by the Bay of Sunar.

<span style="font-size:12.0pt; font-family:"Times New Roman","serif";mso-fareast-font-family:"Times New Roman"; mso-fareast-language:EN-CA">The Bay of Storn
<p class="MsoNormal" style="line-height:150%"><span style="font-size:10.0pt; line-height:150%;font-family:"Arial","sans-serif"">The Bay of Storn resides just off the coast of the principality of Storn, it is plagued by storms that flow down out of the mountains to the north and serves as a trade route between Sanam and Outriders Gulf. In the west it borders The Sea of Night and the Grey Sea. In the East it is halted by Outriders Gulf. Its southern and northern borders are coastal regions of both Arathos and Zenloria.

<span style="font-size:12.0pt; font-family:"Times New Roman","serif";mso-fareast-font-family:"Times New Roman"; mso-fareast-language:EN-CA">The Grey Sea
<p class="MsoNormal" style="line-height:150%"><span style="font-size:10.0pt; line-height:150%;font-family:"Arial","sans-serif"">The Grey Sea is a small sea that separates Sanam from Arathos. It is subject to the cold storms and winds that flow south out of the Frost Maul during the winter months. It serves as the most western spot on every trade route. Its south it is covered in small islands known as the Shutter that connect it to Arathos. Beyond the Shutter the waters either split into the Bay of Storn or south west into the Sea of Night. It north is dominated by the Frost Maul and very few trade routes continue into the frozen sea. Although it is possible for ships traverse the northern sea and exit on the opposite side of Arathos and come out at the Bleak Strait, very few traders choose this path for its dangerous conditions. The Grey Seas name is derived from its skies that are always cloudy and overcast, this is caused by its proximity to the Sea of Night.

<span style="font-size:12.0pt; font-family:"Times New Roman","serif";mso-fareast-font-family:"Times New Roman"; mso-fareast-language:EN-CA">The Bleak Strait
<p class="MsoNormal" style="line-height:150%"><span style="font-size:10.0pt; line-height:150%;font-family:"Arial","sans-serif"">The Bleak Strait is a narrow strait that separates northern Arathos from northern Zenloria. It is often difficult to pass through during the winter months due to massive the amount of ice bergs flowing south out of the Frost maul. At its southern most point it flows through the port city of Bormos before flowing south into Outriders Gulf. Mountains cover both coasts of the passage keeping any settlements from developing in its cold domain, Dwarven cities however open up at its most northern point allowing for some sea trade further south.

<span style="font-size:12.0pt; font-family:"Times New Roman","serif";mso-fareast-font-family:"Times New Roman"; mso-fareast-language:EN-CA">The Bay of Sunar
<p class="MsoNormal" style="line-height:150%"><span style="font-size:10.0pt; line-height:150%;font-family:"Arial","sans-serif"">The Bay of Sunar is the large bay that makes up a significant portion of the Sunar Ocean. It separates Outriders Gulf from the open waters of the Sunar Ocean and houses the port of Sunas, the largest city in all of Zenlor. All trade between Outriders Gulf and the Sunar Ocean passes through the bay and this has led to incredible wealth for the cities that lie on the bays shores. At its most northern point it connects into Outriders Gulf through the Peleg island chain.

<span style="font-size:12.0pt; font-family:"Times New Roman","serif";mso-fareast-font-family:"Times New Roman"; mso-fareast-language:EN-CA">Khaldum's Lake
<p class="MsoNormal" style="line-height:150%"><span style="font-size:10.0pt; line-height:150%;font-family:"Arial","sans-serif"">Khladum's Lake is one of the largest lakes in the known world. It resides far up in the Frostback mountains of Arathos and was formed by the melting of a glacier. It serves as a source of water for most of the Dwarven cities and derives its name from the Dwarven explorer Khaldum Dhan who successfully charted the entire lake in 233 N.D. along with his crew of 23 dwarves. The lake twists its way between the large mountains and is about 320m at its deepest.