Geographical Names
Cities
Leaders
Geographical Legend
Points of Interest
Geographical Names
General Map
The Brim- The Brim gets its name from two things:  1) In ancient times, people believed it to be the 'brim' of the world, and 2) It is a desert that has high concentrations of brimstone found in its sand.  Separating the two is a tedious and long process, so pure brimstone mines are still more popular.  Not a very populous region, considering the plant life is scarce even for a desert.  Goblins subsist on the cacti that manage to grow.

Doze Mountains- 
Another location deriving its name from two sources; a combination of the local dialect bastardizing the phrase 'those mountains' into 'doze mountains', and the fact that agrimony grows wild all over the range.  Though this is the wrong climate for agrimony, this growth is a by-product of the connection Doze Mountinas has with the Underverse.  (See POI)  The base of the mountains has been settled by mostly simple folk; most towns revolve around farming of one sort or another.

Everwhite-
All trees in this region have a permafrost of sorts on them.  Even in above-freezing weather, they can be observed to have a light covering of frost on them.  Most plants exhibit this trait if planted in Everwhite soil, though some have been cultivated over the decades to resist this, so that people could actually farm and eat.  Like Doze Mountains, Everwhite is subtley tainted by the Underverse.  Even the people become frost-tainted albinos if a family stays for a generation or two.  Mostly populated by hunting-based towns.

The Gods' Graveyard-
Rumored to be the resting place of the two dead gods, that of water and that of air.  Generally speaking, this is a somber region, filled with serious-minded folk.  FAITH makes its HQ here; the religious climate here is exceedingly calm, with the thought of dead gods on many citizens' minds.  This is a popular place for wizards, fighters, and monks; without dependence on higher powers, Gods' Graveyard is quite militaristic.

Golden Grasses-
The lush, fertile plains found in this region are famous for producing better-tasting food, more effective herbs, and the best livestock.  A high standard of living is enjoyed, though most of the land is already claimed, putting potential new-comers in a rough spot.  This paradise is home to a large diversity of races and peoples.

Mephice-
This icy region is a lightly populated tundra.  With the exception of the Hot Spot, the natural order of things in Mephice is that of ice.  The People's Palace, a metropolis which occupies the northern region of Mephice, has been slowly terra-forming Mephice for centuries with Druidic magic.  As of late, the tundra seems to be fighting back.  Blue ice can be found here, though only in deep mines that are cold enough to freeze a miner's sweat.  Blue ice golems have been appearing and attacking druid terra-forming camps.

Peaceful Pines-
The origin of this name is either a very large mistake, or the work an extremely sarcastic cartographer.  Peaceful Pines is anything but- it is home to monstrous humanoids of all kinds, all of which are very violent.  The Ignis Weed that grows rampant all over the forest does not help matters.  The monsters found here are thankfully lacking in magical and technological prowess, and thus can be held at bay by the towns in surrounding regions.  The east and west sides of Oriensolum are somewhat divided due to the dangerous nature of Peaceful Pines.

The Scaled Jungle-
Home to Yuan-ti and other similar reptilian lifeforms.  In addition to being the stomping ground of reptile-folk, the Scaled Jungle is abundant with darkwood-barked plant monsters, evil treants in particular.  While there are a few human settlements on the outskirts of the jungle, the majority of this land belongs to the Yuan-ti and their lesser slaves.  The Yuan-ti keep to themselves for the most part, but the occasional raid on a human camp is far from rare.

The Shadowcasters-
The sinister, shadowy hills are home to league upon league of Duskwood trees, whose twisted shapes cover the land in perpetual twilight.  Dwarves of all kinds call this land home, for the Shadowcasters are rich in ores.  Urdrukar is especially abundant, making it virtually impossible to do any scrying or divination into the Shadowcasters.  The various dwarven clans have an uneasy peace, though claim-jumping and theft are frequent.  Though the dwarves fight amongst themselves, they would assemble in an instant against a common enemy.
Bodies of Water
The Cauldron of Wrath- This bay is home to an underwater hot spring, which collides with the ocean's icy waters to create a semi-permanent storm off the coast of Peaceful Pines.  Small, lesser Tempests (MM II) are spawned from this storm every few weeks, and tend to cause chaotic destruction before they burn themselves out.

Burning Tears- The Burning Tears are waters infrequently sailed, and with good reason.  Few dare cross the eastern edge of the continent, for the ruins of ancient Ironrelm loom on the horizon.  Foul brimstone breezes from east Oriensolum cause jelly-like precipitation to fall throughout the region.  These sticky, bitter globs are moderately flammable, and many ships have fallen victim to the fiery hellstorm that results from this phenomenon occuring with lightning.  Little life can be found here, save for the occasional aquatic mutant.

Ocean of the Blue Sun- Mephice, the Eternal Tundra, seizes the waters about it in an icy embrace.  This unnatural cold gives the air, and the sun itself, a blue tint.  All that roams this ocean are several broods of aboleths, and a large pod of zeuglodons, who are mortal enemies with one another.

Slack Tub Sea- Myth states that Rhodes used this sea to quench the different parts of Steelrelm as he forged them.  Slack Tub Sea is a calm, friendly sea that many use to circumvent Peaceful Pines.  Legend says that an un-named, discarded landmass that Rhodes didn't care for still resides at the bottom of the Sea.
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