Helgar Region Karteria Region Darokin Republic Ambrosia and the North Lands The Rain River Valley and Surroundings Julians Square Gonandin and Region Pommberg The Evil Lands of Taragor Serpents' Isle Dwarven City Trekkenholde The Sea of Destitude and Beyond The Priate Isles known as Pilgatore` The Desert of Ker-Quasi The Northern Towns of Primara The Kohl Commonwealth The Druid City Woodgate Village of Kreighton Wild Tribes of the Southern Plains Home of the Gnomes Ruins of the Dracs nosite nosite The world you must see to apreciate! Click the name to go straight to that location. Click the "Home" key to return to the map.
Map Legend is red equals Large City, Blue equals Town or Village, Purple equals Dwarven or Elven City, Yellow equals Lookout or Fort, black is Unknown Point

    While it may appear to be a highly details map above, it is simply the start. Click on a region you find interesting and it will lead to you to a location of greater detail yet. Cities, terrain, history and more await you at each location. Yet there is still more to add, as all good worlds go, nothing can ever be truly finished.

Rain River Region

     Perhaps the most recorded region of the world, and my personal favorite place to visit, is the Rain River Valley. In general this area includes Rain River, Parsius, Kaverna the Nations Capital, and many other small towns and villages listed below.

    Kaverna, the capital city of the nation of the same name is located south along the coast of the Sea of Grays, near the Stromcoer River. The Balor Mountains set the scene of the city, one of the largest on the Western coast of the continent. Thirty five thousand people call the city home and many thousands more live in the area or travel to and from Kaverna daily.
    A large portion of the national Army are based here, comprising of six thousand foot militia, two thousand five hundred cavalry, and four thousand shipmen and naval soldiers. In times of need there are at least eight thousand retired members of the military within the city or the surrounding areas. The military and the city is funded by a 3% tax on trade goods and property rights, as well as money collected from the Lords and Barons within the boundaries of the Kaverna Nation.
    Any person, be him human or otherwise, may enter the city itself, but entrance to the capital buildings and the castle proper are very limited to invited guests and members of local government. There are many magical traps that can catch a man or group of men off guard and several groups of militia patrolling the city randomly. While criminal activity is minimal, many underground activities are allowed to operate in order to maintain an unseen control on where money flows and who is gaining or losing valuable assets.
    Emperor Weston controls the entire region on a whim, allowing for many personal freedoms not seen in many parts of the world. While he is getting older, he is still a giant of a man, and in very good health. He tries to lead his Nation into prosperous times, and often walks the city talking to locals as almost equals, to know the true opinions of his cherished people.

    The City State of Parsius Lord Narnia of the House Narnia rules this city as a separately controlled military dominated kingdom. He has been in charge of Parsius for seven years answering only to the Emperor himself. While he is related to Emperor Weston, it has gained him no favor. He has earned his rank through the military working as an explorer and conqueror in the days before law and order were applied by the Kaverna Nation. The very city itself only exists through his determined efforts in clearing the river of monsters that had been infamous for slaying so many sailors from days past.
    There are about five thousand people that farm and live in the area. This supports a thriving caravan route, who come to Parsius to send their trades upriver to Rain River City, Edmonton and Gerard. The trade goods and occasional travelers are protected by an eight hundred man militia, three hundred mounted militia, and roughly two thousand naval troops. These troops are also responsible for guarding the Rain River itself from marauding pirates that travel the coast looking for ships to plunder or capture.
    This is also a fishing city with many small boats going out in the mornings and returning with loads of fresh fish for the city and towns beyond the reach of the sea. Coral miners work from this port as well as whalers. Another unique trade within Parsius are the Glass Workers Guild. They produce fine works and raw material to be ships all over Kaverna and the world.

    Rain River is the stronghold of the Northern Front of Kaverna. Other cites lying within its boundaries are Edmonton, Gerard, and Surgos. King Weston resides here, as the oldest child and only son of the Emperor. While this walled city has a strong military of its own, its greatest strength is in its trade routes and its ever expanding influence over the regions around it. There are new overland routes being forged every year, as well as river routes that are kept ice free most of the winter.
    Local economies support the city, including food grown or meats raised in the area. There are still huge forests locally where many wild beasts can be found in great abundance. There is very little danger of the city starving, but other dangers do exist.
    Being a frontier city brigands, orc raiders, hard winters and occasional monster attacks keep the military on its toes. More of this city can be found in City Guide of Rain River.

    Edmonton is a small farming community outside to the East of Rain River. They raise livestock and fowl, and grow many of the foods needed to support the local human population.

    Gerard is a mining city to the West of Rain River. They provide trade with a local Dwarven City, Breggenholde, and a strong human presence in the mountainous areas to the Northwest.

    Surgos is the utmost Northern village associated within the Realm of Kaverna, based at the mouth of the Rain River. These are a hardy people, what few live here year round. The constantly provide protection for travelers coming from the South as well as battle kobold and orc raiders from the mountains they live in. Its a small village and often find themselves stretched to their limits to survive through the winters. Food and goods have to be shipped in from Rain River weekly, and the caravans are often not protected as well as they should be due to the shortage of militia to protect them. Often common adventurers are hired on to guard these wagon trains that happen to be traveling the same direction.

Helgar Region

    This area is open to expansion and exploration by any adventurer that thinks he can take on the wilds of the mountains and the Crystal Lakes region.

    Port of Helgar This port city in located at the mouth of the Raven River, located across the narrow sea from the island of Karteria. The ports are well patrolled, keeping the violence to a minimum, and keeping the known trouble makers under constant watch. The city maintains a mid sized port, with many fishermen and dock workers, who make a living unloading and reloading trading vessels. Helgar supports a small fleet of fifteen caravels, and ten cogs. All are converted into war ships, and patrol the coast from Karteria, to Pommberg. Often, the pirates from Karteria run this little navy off. But with the help of Pommberg, a large fleet can be assembled, and pirates are killed, sunk, or captured to suffer their punishment.
    Helgar also has about eight hundred foot soldiers, which are deployed to outer villages, or sent to rid the kingdom of monsters. Much hunting is done by the soldiers, to help to feed the local citizens. More or less, the kingdom ends at the tree line, where ores, kobolds, ogres, and some few trolls lurk looking for their own meals. Many people avoid the forest, except to get firewood, or lumber for building homes.
    The port city holds about fifteen thousand people, with another twenty five thousand people that live in the farmland surrounding river basin. Some trade goods that are considered valuable are transportation, inexpensive weapons, rice, and meats. For an unknown reason, many of the livestock in the kingdom have been disappearing.

     This region is extremely wild, and many travelers are warned about entering the sea or stopping on its shores. The dangers include monsters, evil races, weather extremes and pirates, just to name a few.

    Sea of DestitudeThis great inland sea covers 7,200 square miles, and borders many lands, including the beast land of Taragor. There are several rivers that flow into the sea, but not enough fresh water to diminish the high salt content. Fishing is barely possible since the tides tend to pull out most of the wildlife that tries to find a home in the briny waters. The only way into the inner sea is through the Strait of Pilgatore`. The waters are very treacherous not only from the pirates who wander upon it, or the monsters on shore, but the tides themselves can destroy any small to medium sized boat.
    There are two islands at the entrance of the sea, the largest being Jermand and the smaller being Toluk. They are the smaller of the three pirate isles that make up the country of Pilgatore`. Simone is the largest island and the one that prevents many travelers from using the sea as a shortcut to other lands. There currently no known races colonizing the sea, due to its violent nature. If the strait was eliminated, or blocked, the sea would eventually become a large lake, and life would find it's way there.




    Darokin Republic




    Julian's' Square



    Taragor is likely the most dangerous place in the known world. Evil races and religions rule this land. To trespass here not only risks the lives of adventurers but of every nation in which borders this terrible land.

    The lands of Taragor are very different from the rest of the known realms. The name Taragor means in most common tongues, Land of Beasts. There is little magic in the whole region, and it is desperately sought after. Any village that brings in a single tragic item is regarded as safe for another month.
    Geographically, Taragor is located North of the Sea of Destitude, surrounded by the Balor and Veltrala Ranges. There are two rivers in the valley The Hanus on the West and the Purgus on the East. Near the center of the plain is a large semi-active volcano. Northwest of the volcano lie the only woods in the valley. They are called the Worland Woods, and several secrets are kept within its thick foliage. About half of the valley is very hilly, with only the center region flat enough to be called a plain. Within this area, much farming, ranching, and hunting takes place. There are six small villages in the valley, with the capital of the region being located at the base of the volcano.
    The capital is called Claxia, named after its founder. The founder also happens to be a devilish man, rumored to have escaped from hell itself, only to found his nation in a hellish region of the world. He has 'civilized' the local horde, and made it into a relatively intelligent army. There are one hundred eighty thousand goblin kin in this valley. They have learned to farm, herd and ranch, and to not kill each other. It is a very strenuous effort, enforced with monthly sacrifices, and bloodletting en mass. Saraclax himself may perform these rituals, if only to keep the peoples of his nation under control. The devil also has a large armed group searching the mountains for passes that would allow the army to escape the volcanic valley, spread their misfortune. So far they have had no luck. All of the populous fears Saraclax more than each other, and falls in line with his orders.
    About sixty thousand members of his most dreaded army can be found along the city borders in tent cities awaiting his commands. There may be any number of large black dragons in the area under Saraclax's harsh command. A fateful deal set many years past sealed the fate of the black dragons of Taragor, binding them to the evil of the land itself.
    The second village is Voshe. Located near the coast on the Purgus River. This town is primarily inhabited by gnolls and kobolds. The city, like all others, was built by humans many hundreds of years ago. This used to be a large port until it was abandoned by human settlers. The stone docks still stand, empty of all but a few captured ships. There may be as many as twenty five thousand inhabitants in this city alone. They are intelligent enough to understand trade and commerce. But they are more likely to take members of a ship hostage, and sacrifice the goods to Saraclax.
    Village three is Pluntek, located in the Southern arm of the Balor Mountains. twenty thousand creatures live in the area, since the village itself was destroyed in a large fire. Much of the city is under the surface population by Duergar and dark dwarves. They are attempting to dig through the mountains, forming a pass as ordered by Saraclax. This village produces much needed metal ore to forge weapons and tools for when the pass is complete.
    The next village is Gertear, located at the mouth of the Hanus River. Many kobolds, goblins, and gnolls live tightly packed in shallow tunnels under the ancient city. As many as fifteen thousand monsters live in this area fishing the river and hunting in the hills for food and trade goods. They have little, but understand that they must obey all commands of Saraclax, or be burnt to a crisp.
    Yulail is the fifth village of Taragor. There is very little here since the village was destroyed by Saraclax. He wasn't satisfied with the meager sacrifice received from Yulail and sent his pet black dragon to gain reparations. The village was located near the center of the plains.
    The final village of Forx is built to the North of Claxia in the woods. Harpies, goblins, and kobolds, twelve thousand in all, search for a way to the rest of the world. They bring Saraclax captured miners, mostly dwarves and some adventurers, for him to question.
    Recently dams were placed on the rivers creating small ponds for fishing. Food becomes scarce during certain times of the year, so this might help in some small way.




    The Serpents Isle

    The Dreams of Dwarven Folk intertwined with the Reality of Hard Work.

    The Dwarven lands of Trekkenholde One of a very few vestiges of Dwarven Ancestry, Trekkenholde thrives with the sounds of young and the noises of busy forgers. The city is only four hundred years old, but steady excavation has revealed natural wonders not meant to be seen for thousands of years. There are almost eight thousand Dwarves living and working within the city. One of the closest kept secrets of world is hidden in the caves below; a secret land entrance to Taragor. The shaft itself has been closed off to prevent the hordes from escaping the land of Taragor. There are also openings to the Forests to the North and to the Lost Lake. Negotiations are under way to allow a trade route through the caverns of Trekkenholde. This would allow travelers and merchants to pass safely through to new markets. The biggest problem is security from bandit companies, and mercenary troops looking to get rich off of Dwarven Goods. A solitary tunnel may be excavated further North, for just this purpose.

    "Pilgatore is one of those places you hear about as a child to keep you in your bed. As an adult it one of those places you hear about that makes you wish you had never heard how nice it was as a child."

random traveler at port.

    Straights of Pilgatore` Named after the pirate commander that controls the only access to the Sea of Destitude, the straight is almost impossible to navigate without a strong wind, and a stronger team of oarsmen. When the tide flows out of the sea, the strait is like a twenty mile wide river, at its narrowest point. It is definitely not a good idea to get into the sea during these times. Every six hours the tide will crest, at either its high or low point.
    There are three islands at the mouth the channel, the furthest out is called Toluk. Toluk is relatively flat, with few inhabitants, other than a few stranded travelers, or the occasional beast that might eat them. The island does have an old fortress on it, but it is in major disrepair, and is good only for shelter from minor rain showers. There may be hidden caches of food or supplies, for stranded pirates. The second island is Jermand, and is very different from Toluk. The larger island of Jermand is very mountainous near the center of the island. It used to be volcanic, but is now inactive. There are possibly large caverns within the cone of the mountain but none have ventured to find out. Many large and prehistoric animals are rumored to live on the island. The island is covered in lush jungle, and the mountain can be a very dangerous place to venture.
    Named after the first daughter of the pirate commander, Simone is the stronghold of the Inner Seas Pirates. Although they do not pirate the Sea of Destitude, they base is guarding the only entrance to the sea. This is just one of the bases used by pirates under the flag of Commander Pilgatore. In the port of Simone, there are at least forty mid-sized Drakkars, used in attacking merchant vessels, and another fifty cogs used to haul captured goods back to base where the items can be sorted, used, or resold at a foreign port. The crews of every ship in port are protected inside the city by a stone wall, rising out of the water twenty feet. The wall surrounds the entire city, or almost one third of the island. The rest of the island is left for homes, farms and ranches, or for captured wild animals.

    Ker-Quasi, also known as the Desert of the Ker is a very dangerous place for the common man. Beware and hire a guide here, or risk you life in vain.

    The Desert lands of Ker-Quasi Little is known of this desert with the exception of the Ker. They are a rare breed of human who like to suffer in the desert heat with no water, little food, and dirt in their face Lots of dirt. In reality they are the equivalent of desert gypsies. They travel from oasis to oasis, clearing out monsters and providing shelter to travelers. They never ask for anything, but gifts are accepted. It is considered rude not to contribute to the local Ker band. Many monsters live along the trade routes waiting for the unwary to cross there paths. Without the Ker to keep them at bay, much of the desert would be too dangerous to cross day or night. The Ker always show up at an oasis at on a regularly scheduled time each month. There are several bands of Ker who secretly leave coded messages to each other hidden in the sands.


    The Kohl Commonwealth


    The Druid City Woodgate




    The Village of Kreighton


    The Plains of the Wemics


    Forest of the Sentinel In the middle of a great forest near the Lake of Crystals, stands the greatest monolith of the Gods that eyes have ever laid on. The statue stands at least one hundred fifty feet tall. In actuality this is a large space craft. Landing here only years before the crew was wiped out, save one. He traveled from the area deciding to learn about the inhabitants of this newly discovered planet. His whereabouts are unknown, and he is really the only person left in the world who knows how to use the ship. Local hunters and trappers have named this place the Sentinel, since it appears from a distance to be the statue of some great god.


    Ruins of Draco


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