Across the Thousand Oceans
from the continent of Fulcrise Haelere, the Furthest Lands unfold.
The highest peaked mountains, the most vast-reaching plains, the
deepest wettest jungles. An avalanche of life and a stampede of land
forms. The Furthest Lands are unknown to the outside as anything
other than an abstraction. They are the lands of primal monsters and
multitudinous magics, the beginnings and endings of stories. A fairy
tale in overgrown megaliths and myriad megafauna.
animal/monster life here is drawn from a variety of sources:
currently living animals, particularly marsupials and birds, animals
from the Mesozoic era, animals from the Cenozoic era, inspirations
from the work of Wayne Douglas Barlowe, Clive Barker,
underrepresented mythology, and the curly Suessian reaches of my
50,000 years ago, the greatest ancients waged an
incomprehensible war with their unknown enemy from the shining city
they had settled atop the Juum plateau. On the Day of the Black
Finger, darkness poured from the noon sun, the shining city was
destroyed, and Juum crumbled into a hole that never filled, an
endless depth called the Hive Mouth.
Now, the races that lived in
the shadow of the ancients have cobbled together their own areas of
civilization in a land that resists taming. Here food is rarely a
problem, all environments teem with plant and animal life. Few
communities are truly agricultural and farms, like all settlements
must be defended constantly. This is the true problem in the
Furthest Lands: the environment quickly takes back from civilization,
roads and paths are consumed, monsters return, nature spirits incite
and seek to inhabit the people, and there are many many creatures
adept at predating humanoids. The only routes to holding back or
taming in some small way the wilderness is multi-species cooperation,
magic, or creating a symbiosis with it.
Now, the unique living
magic of this place, the peculiarities of its geography and the
ruinous transformation that created the Hive Mouth have unbalanced
the vital energies of the world. This has resulted in the Furthest
Lands becoming a sort of planar sink. Magical travelers often
unexpectedly end up here from the Cross Continent and from throughout
the multiverse. Likewise, magical travel off continent is now
considerably more difficult, and escaping the bonds of the distorted
world itself near impossible.
The Furthest Lands have a tropical
to sub-tropical climate and two major seasons. The dry, hot season
is called Sunhold and lasts two thirds of the year, while the cool,
wet season is called Stormseat and lasts the rest. There is a single
sun and single moon.
This is a continent mostly without kingdoms,
where the few true cities have necessarily high walls and strange
rules. Outside the peoples’ scattered enclaves, the beasts and
nature spirits own the lands, lands that have swallowed up most
evidence of the past. This is a continent where journeys require
preparation and are never assured successes. Very few people venture
out alone, and the strongest and wisest know best when to run.
Here's a general overview
of the geographical areas. Many occur as the briefest note, some of
those I know about and won't get into until later, some I have the
vaguest idea beyond their name. A name is often enough...
Twin Cities Area
civilized and settled part of a savage continent.
& Kraoshd, the Twin Cities - connected to each other across
the Ceresine River via Bruuhoila's Bridge (an immense stone bridge
that appears almost a natural landform, said to be built by one of
the iele First Magic users, a holy site). The bridge is usually the
simplest and least expensive way to cross the Ceresine, which is wide
and home to many hungry creatures. Each city is surrounded by a
90-foot stone wall with one major and two lesser gates.
change hands quickly, the cities have alternately been united under a
single ruler, separate but trading, or openly at war. Each has been
nearly leveled in the past 200 years. The constant rebuilding and
periodic shifts in control create a riot of art, advertisement, and
architecture. Government and basic services are a complete mess at
best. The Twin Cities trade with a network of specialized farming
and fishing villages nearby, hunting settlements further out in the
Great Plain, the fishing nation of Rilm, Tauk Toma, and controlled
dealings with Soec. A huge amount of goods and services are found in
the two vast central marketplaces: normal and exotic animals, fish,
vegetables, textiles, weapons. Stalls, stands and hawkers of all
races line the streets, ready to haggle at great length, and
disappear with their wares in seconds at the slightest sign of
trouble in the market. Some stalls are built to slide back into the
store and close up with metal or chitin plated shutters. Merchants
and local shoppers are used to clearing out quickly to avoid
rampaging escaped animals, street fights, magical mishaps, and the
odd gang war or militant crackdown.
The Twin Cities are the
launching point for countless caravans heading out across the Great
(lower) Ceresine River - a wide, deep, wild river
teeming with animal life. The Twin Cities serve as the primary
crossing point, but barge passage can often be purchased at other
Mygwa - a farming village in the shadow
of Anderside. Mygwans raise livestock here close to the river,
lappets and crenchies for clothing and armor.
Mil Waite - a
farming village in the shadow of Anderside.
the Blue Forest
- a dense jungle of strange plants, few of which are actually blue.
Beyond the slicers and and various wretched arboreal mammals, there
are metal ziggurats deep within that no plants will take root
Jaolis Tract - a broken forestland to the south of
Kraok Marshland - a salt marsh, at the
southwestern edge of the continent.
Gragot Plain Area
gigantic open savanna with few areas of civilization.
Gragot Plain (the Great Plain) - the drier area of the plains,
with sparse vegetation. Spans from the the Nemeb River to
East Gragot Plain (the Vash) - the lush part of
the plains, with more vegetation. Spans from the Nemeb River to the
Jungle Wall (the border of the Faakshidraa and Faakmataba Jungles to
Nemeb River - the muddy, slow-moving river
near the center of the plain.
Sradahath - the waypoint
village, the most common stopover point on cross plain journeys. It
is surrounded by huge sharp rock spires, moved into place in ages
past by an unknown force. Sradahath is disproportionately heavy in
entertainment venues, like bars, brothels, and gaming houses. Most
extensive animal market on the continent. If a plains creature isn't
currently up for sale in Sradahath a deal can be made to procure one
Gnarl - the village in the stump. Here a giant
tree grew from a gorge-like rock formation, ages past the tree was
gutted, either by fire, insects, or disease, and its enormous
hollowed remains became a defensible perimeter. Gnarl is
predominantly a hunting camp and trading post, lacking the space for
Ibisi – a Monster
Aegir Tarn - the low southernmost mountainous
range separating the plains from the sea. Primary underground
nesting ground of the largest Mororca tribes.
the ancestral Mororca Tri-horn lair deep in the mountains
underground. Home to the current Tri-horn's extended family.
A land of endless
Rainforest - the largest jungle of the
continent. Mostly held by the Fasinaa lizardfolk from their capital
city Fasinadas. This is a dense, dark rainforest made of immense
intertwining trees, parasitic and saprophytic flora. In its depths,
the Faakshidraa contains many naturally occurring layers which house
a variety of separate specific environments.
Jungle - the so-called “Jungle of the
Elders”, second-largest on the continent. Lies across from the
Faakshidraa and is bordered on the north and west by the Jodah range.
A taboo place generally avoided by the Fasinaa.
a Monster Village.
- the capital of the Fasinaa lizardfolk
nation, a city carved into giant trees and the caves beneath
Tsugumi's Mouth –
the southeastern delta lands. The richest and most contested
farmlands on the continent lie here.
Marsh - the winding marshland that forms the
southeastern edge of the continent.
Nassaa - "Best View”, a Fasinaa canopy
village at the southeast end of the Faakshidraa.
Mataba Ruins –
metal ruins of the ancients.
Ruins - the warped remnants of the Fasinaa
city Shidraa. Now overwhelmed by a massive fungal growth, stretching
the village at the edge of the Eerilke Marsh.
Tskuun River - longest of the three main
rivers, it begins in the Jodah, curls all the way around the
Faakshidraa Rainforest and ends in Tsugumi’s Mouth.
small coastal area around the Cratered Bay including the Cnatka Taer
and the villages at the edge of the Ridgewaste.
the City of Magic - meticulously carved from
the top of the tallest peak of the Cnatka Taer, the Magic City’s
architecture is the most elaborate and fanciful anywhere on the
continent. The city is structured in tiers, five above the main gate
and three below. Entry lies at the end of a huge, wide, winding
stone staircase. The cabal of powerful wizards, scientists, and
archaeologists who call themselves the Children govern this place and
store their carefully hoarded knowledge here. The Children have kept
Booezor stable with clearly defined laws, and safe from most threats
that magic and money can combat. Population is predominantly iele,
though more chrichoral are found here than any other city. Booezor’s
economy revolves mainly around the trade of spell and magic item
components, which it lies in a unique position to monopolize. The
other major trade service is the sale of the Children’s restricted
magics like Space Magic (including teleportation), the group’s
catalog of true names, or certain powerful divinations. The City of
Magic trades with the Fasinaa realm of the Faakshidraa, villages
along the Pofft coast, and the eastern end of the Ridgewaste, and the
occasional caravan from the Twin Cities.
Sea - the wide western sea.
- a coastal town.
Waste - the sprawling badlands below the
Yarmir Tarn that stretch for endless miles. Commonly called the
Bloodless Plains, the Hollows, and Dust and Sighs.
Tarn - the northernmost mountain range of the
continent. Jagged peaks that create countless aeries, treacherous
caves, and yawning fissures.
the broken lands to the north of Booezor. Hunting grounds of many
strange creatures attracted to the Magic city.
Altra – a
the deepest, darkest swamp on the continent. Birthplace of the
Taer - a short range of mountains, Booezor
Tomada Yoma Area
An area dominated by
desert, waste, and high cliffs overlooking the Arcris Sea.
Yoma - an expansive desert, almost as
expansive as the Great Plain.
Tauk Toma -
the great temple city of the Wheel, home of
Glass Waste - a
vitrified wasteland stalked by terrifying predators and twisted
Rilm the City of Fish - a
city built into and on top of cliffs hanging out over the Acris Sea.
Umash, iele, and Fasinaa boats set out from this rocky port to haul
in thousands of kinds of edible and otherwise useful sea creatures.
Seasonally afflicted by oppressive winds from the Glass
- a deep oceanic trench that runs close to Rilm. Fish, whales, and
all manner of other sea creatures pour from it near constantly, in a
Abelwidt - a
Five Oases -
the holiest site of the goddess Immacula, a Kiss Upon Seeds.
Sea - the wild western sea, dotted with many
small islands and the archipelagos where the Gawshien and other
isolated tribes of iele live.
Two large islands to the
northeast of the main continent. Home of the Shem empire that
periodically strikes at the mainland.
Sea - the quiet northern sea.
Shem - city of the Shem, curious geometric
stone structures protruding senselessly from an immense mass of
blue-white crystals. This is the Crystal Colony of the insectoid
abominations called Shem, where they each return once a month to
drink up reflected sunlight and keep their strange congress.
Island - the smaller of the islands, avoided
or unused by the Shem and unseen by any from the mainland.
– ancient metal ruins that terrify the Shem.
The mountainous isolated
Cnacociel Tarn -
the sharp-peaked mountain range dividing the
Werefti Sea -
the wide western sea.
Vortice Tower -
a windowless, black stone tower suspended thousands of feet in the
air. This is the steed, the coffin, the forge, the manse and the
master is N’Gael.
Ig the City of Outcasts
- there is a great beast that wanders Cnacol,
burdened across its acres of back with a tremendous ball. Balanced
upon the ball is the point of an inverted pyramidal structure which
is the city of Ig. It has been hundred of years since any have seen,
let alone traded with the mysterious city.
Wendg – also
known as the “Dreaming Mountain”. Something sleeping beneath
projects its dreams across the mountain, and people are ensnared
second most settled area, and the only one controlled by a single
Ceresine River - a wide, deep, wild river
teeming with animal life.
Soec, City of
Monsters - the underground city of Soec is a
cleverly managed warren of depravity. If an act or good is illegal
in some other city, chances are it’s legal here. Soec is home to
over a dozen competing gangs who deal in drugs, slaves, dangerous
magic, poisons, assassination, and depraved craftwork.
“street” tunnels are often several building levels high, and lit
by phosphorescent moss and fungi blooms. Alleys and disused streets
will have lower ceilings and have poor lighting (sometimes
luminescent lichen is the only thing to eat).
Ovocil is, and has
always seemingly been the hidden ruler of Soec, his desires
accomplished by his Hands, Jaelek and Jaff. Jaelek the Right Hand,
is regularly visible and communicates on the master’s behalf. Jaff
the Left Hand, is rarely seen but is said to be responsible for the
assassinations of those who disobey or work against the master.
Ovocil demands toll fees through the city’s main gate, which is a
stable gateway to the deeps, as well as a tax on near every purchase.
Tax evasion is punishable by petrification, the statue-remains of
those who didn’t pay litter the central square.
cities with a low population of iele, Soec is one of the most
diverse. Many creatures who could never be found in a lighted city
are seen here, naga, medusae, myconids, and stranger things from
below ground going about their business and carrying on as
- the widest and tallest of the central mountain ranges that gird
- a town on the opposite side of the Ceresine river from Soec. Close
enough that the City of Monsters’ many gangs hold sway here as
- the disintegrating terrain at the borders of the vast Tomada
Pallenseil Plain -
the lowlands of the peaceful skies. Compared to the Gragot or the
Vash, the Pallenseil is an idyll. Though the farming is easy here
and the packs of animals and giant monsters fewer, entire towns can
still disappear seemingly overnight.
of Attalystor - the tallest peak of the
Mumattoba Tarn, source of the Ceresine.
The ruinous wastes that surround the Hive Mouth.
Lake - a great placid lake at the approximate
center of the continent.
Hive Mouth -
an infinitely deep hole? A well of cosmic evil? The resting place
of a falling star? A gateway to a greater darkness? A wound? A
womb? There are few who know of the great abyss that the Juum
plateau has become, and none who understand it. Year by year it
- the frozen desert. A quiet, apparently lifeless desert of fine
white sand during the day. The yawning winds of Centerscar make the
desert freeze each night,
Ria Vrika - the
short doomed flow from Vriskirr, fed to the Hive Mouth.
Eska – a
- isolated waste village.
Vris – a
Taer - small mountain range separating the
Faakmataba jungle from Centerscar.
Fen – the dead marsh.
The high mountain home of the
Chrichoral, inaccessible by all other races.
Riji – a mountaintop village of the
Star on Zikken - the
capital "Secret City" (more of a village really) of the
Chrichoral, meeting place of the Songstealers, their living heroic