Geography, Climate, and Politics (Dominaria Supplement)
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[edit] The World of Dominaria
Whether you're searching for adventures against great evils, aching quests for personal glory, or want to make the world tremble at your name - Dominaria has it all. With 4 Ages of History, a huge amount of places to travel to and loads of variety you can craft any adventure you want.
I have just started to work with Campaign Cartographer 3 and my work is still very rough but I wanted to get a draft in to give people an idea of my world and the countries therein. The map is bereft of cities, interior boundaries, roads, forests, smaller mountain ranges, and all the other details that make an awesome map but bear with me. I'll keep on improving my skills and I'll post better maps as able.
To the right is the continent of Dominaria and the islands of the Southern Seas. There are some basic political boundaries and the overall terrain types are there as well. this can be used as a general reference until my better maps go down.
[edit] The Westlands
The vast territories of The Westlands are the cradle of Human civilization. Here, amongst other races, vast human empires and kingdoms hold sway over millions of people. The Westlands are teeming with life and 4 Ages of history have left a patchwork of cities and peoples related by both current situation and ancient ties. Here can be found vast expanses of grasslands cut by forests and smaller mountain ranges and rivers. Towns, villages, monasteries, and fortresses dot the landscape and most roads are well traveled.
None of this is to say that The Westlands are bereft of wilderness or places to adventure, far to the contrary. The vast size of The Westlands means that the spaces between cities and their villages and towns are also vast. Likewise thousands of years of history have left ruins and complexes aplenty and a myriad of Orders and Guilds from which to find work. The history also drives the feel of the wilderness. While cutting across the Illyrian March one might traverse a vast plain cut by an ancient aqueduct. An ancient watchtower may stand on a seemingly random hill - standing silent vigil over a forgotten landscape. One may find whole underground complexes, their purposes not readily apparent. Even the cities mentioned above are ripe for adventure, each holding different guilds and power brokers and each with their own life.
Adventure in the Westlands therefore, can have many faces. Does the party fight for a House, a city, an empire, or a nation? Do they work for a Guild or a Temple? Are they searching for an ancient artifact to stop a rising evil? Or are they simply out for 'da loot', taking any job they can get? All of these and more are possible across the vast patchwork of peoples in the West. There are dozens of Houses and countries and further dozens of organizations each with their own goals and motivations - all of which only spells gold and glory for those strong enough to make a name for themselves.
Current arch-evils and other varied bad things will be listed in the DM section, what's below will be player knowledge (dependent on knowledges and backstory of course).
[edit] Westlands Adventure Seeds
In the year current year of 65 FA The Westlands are ripe for adventuring:. These are just a few region-level ideas, there are far more then I could possibly list. Current arch-evils and other varied bad things will be listed in the DM section, what's below will be player knowledge (dependent on knowledges and backstory of course).
- The Warlord known as 'The Dragon' leads a rebellion against The Imperium, does the party take a side?
- The Houses of The Imperium, although united in the 3rd Imperium, provide ample rivalries and ambitions for all sorts of adventures. Whether it's cloak and dagger quests on an epic scale or just between rival Houses - it's all here. Guild competition and even occasional wars fill in the blanks and mean that there is always another cause to champion or simply master to serve.
- The Ramosian City States are on the brink of civil war after an Ak'kritari Army backed by an Imperial Legion sacked the city of Beldron on suspicion of supporting the Dragon. Does the party side with Ak'kritar to crush the Dragonsworn or do they dig deeper into the why?
- Arcadia has just reconquered Felix from Orcs and Barbarians and need strong swords and cunning minds to help make it safe again.
- The Concordian Rebellion might be over, but their General Hottuffe and his remaining men along with a large part of the Concordi people have fled East into the islands of the Sea of Storms. Could a party help pacify Concord? Could they take to the seas and fight back the former Concordi merchantmen and Naval ships turned pirate? Or do they side with the people of Concord? They could take the fight to Arcadia on Concord or in the waters of the Sea of Gold, or help the Free Concordian Alignment cement their hold on the lawless islands of the Sea of Storms.
- The Sword Coast is a morass of warring Dukedoms and Lordships with Guilds and Orders in the area taking sides and looking for a profit. If you can't make up an adventure or two there then I don't even know what to say.
- The latest chapter in the Velmorran Civil War just ended, but even with the ink on the Winter Treaty newly dry tensions are already hot again. Take the side of Ebou Dar or Fal Darra in the struggle over this ancient kingdom.
- The Hellenic States' ancient rivalries mix with their rising desire for glories past in the face of Imperial turmoil. Intrigue between the cities therein or the States ambitions without could provide plenty of adventures.
- The Beldroni Kingdoms internal peace has lasted almost 80 years, and this period of unity following the start Last War of the Wandering One has changes a place once as violent as the Sword Coast into a devilish web of court intrigue and under-the-table power struggles. This is a place of 'cloak and dagger' adventures, much the same as the Houses of the Imperium, but with a more intimate feel.
If all of this is just too Nine-cursed, complicated, and complex - then 4 Ages of history and the rise and fall of countless Kingdoms and Organizations provide all of the random quests and dungeon-delving you are ever going to need. Explore an ancient ruin, go spelunking in the deep places of The Westlands, go kill some dragons. It's all there and it's all happened before, use Dominaria as the canvass for any adventure you want.
[edit] The 3rd Imperium
The 3rd Imperium is easily the largest country in Dominaria, spanning almost 900 leagues East to West and almost 500 North to South. It is a land of vast green plains and rolling vales, it is a land criss-crossed by mountain ranges and forests and rivers, and it is the heart of western Human civilization. The Imperium can be pretty squarely divided into four regions: Cormyr, Illyria, The 'Northern Alliance', and Ramosia. All of these stem from ancient history: The Kingdom of Cormyr, The Republic of Illyria, and the racial ties of the former city-states of the Ramosian Crescent. The Northern Alliance too has it's roots in history: in friendship with the Dwarves and constant wars against Orcs, goblinoids, and Barbarians from The Verge and further north. Each region has it's own distinct feel and feeling towards the others and the world at large, but all are held together under the rule of the Emperor and the Council of High Seats in Centara.
19 Great Houses have a High Seat on the Council in Centara and they rule alongside the Emperor, serving as advisors and legislators and enforcing the rulings of the council. Emperor Charles Tionne is the current Emperor, and although clothed in immense power, must work with the High Seats in order to make sure his will will actually be enforced. Likewise the Houses must work with each other in order to pass laws and edicts. Both of these serve as the ancient balances of power in the Imperium, and date back to King John's formation of the 1st Imperium. Each High House rules an area the size of almost any country outside the Imperium; and will include, on average: a large city as the capital, a fortress, one or two other cities or very large towns, several townships usually centered around a cluster of villages, and maybe even an independant Guildhouse/Fortress/Temple or two large enough to be put on the map. All of this may sound rather dense and constricting to the players, but given the size of the space we are dealing with here, I think you'll find it's just right.
Daily life in the 3rd Imperium varies wildly depending on where one lives and what one does. All sorts of lives are lived here, from the farmer who has never left his township and the city peasant who is similarly constrained, to the cosmopolitan merchant - well traveled on the roads and rivers of the Imperium. In 65 FA, life in the Imperium has taken a turn for the worst. Gone are the easy years of plenty in the 40s and 50s; in their place have come five years of toil and trouble. The rise of the Dragon in the Imperium and whispers of growing evil in the east have accompanied these times and the recent outbreak of civil war in Ramosia has only raised tensions. There is a certain feeling of a calm before the storm or the tension in a stick right before it snaps. And while it would be a stretch to say everyone goes hooded and peasants are wary of all strangers, the tension and growing war against the Dragon is on everyone's mind.
Travel through the Imperium reflects these tensions. Banditry and lawlessness in the countryside is on the rise as Legions move south towards the Dragon or east into Ramosia to put down the rebellion that has sprung up there. Small groups of men (and even larger ones as the decade wears on) stake their claims in the countryside, taking advantage of the fact that many Legions in the Imperium at large are now tied to cities or particular fortresses. Stranger happenings are also on the rise, although still rare: strange creatures may now walk the ancient ruins that dot The Westlands, cults are beginning to rear their ugly heads, and Clerics are beginning to have problems contacting their Gods.
Again I need to reiterate that one need not fear for their lives on the roads of the Imperium and peasants are still open and inviting, though measured and sometimes guarded. The tensions and dark happenings are currently in the background, really only the Houses near the Dragon's advance or bordering Ramosia will show visible signs of tensions. Cities are still bustling, roads are still crowded, and the townships still farm, herd, or mine according to their location. Festivals and games are still held and trade is vibrant and lucrative. If one goes looking for trouble though, searching remote ruins or even following reports of bandit groups or dark happenings, one can and will find it.
[edit] The Houses of Cormyr
[edit] The Houses of Illyria
[edit] The Ramosian City States
The city states (now Houses) of Ramosia joined the Imperium in until 32 FA.
[edit] The Northern Alliance
The 3rd Imperium was declared in 21 FA, but did not incorporate all of the Northern Houses until House Malkyr's surrender in 26 FA.
[edit] The Republic of Valmorra
[edit] Ebou Dar
[edit] Fal Darra
[edit] The Sword Coast
[edit] The Beldroni Kingdoms
[edit] The Hellenic States
[edit] The Athon Alliance
[edit] The League of Sartos
[edit] The Free City of Hellistos
[edit] Rhodes
[edit] The Arcadian Empire
[edit] Andor
[edit] Felix
[edit] Selucia
[edit] Concord
[edit] Sillicia
[edit] The Verge
| β | . . . and there I stood on the verge of the World, on the very edge of the North. If I took but one more step I would be in uncharted lands, beyone the ken of all that had come before. There was no question of course; I stepped. | β |
| βThe Travels of Jain Farstrider, circa 120 SA. | ||
The Verge in the immense mountain range that borders The Westlands. It's mountains easily dwarf any other peaks in the world, with the possible exception of The Spire and some of the taller mountains of the Tern Isles.
[edit] Otaria
[edit] Northern Paladonia
[edit] Southern Paladonia
[edit] Eastern Paladonia
[edit] Western Paladonia
[edit] The Daru
[edit] The Cabal
[edit] The Pardic Barbarians
[edit] The Skirk Goblins
[edit] The Great Eastern Desert and the Caliphates
Terms:
- Muluk al-Tawaif: "The warring States" or "The warring Brothers" is the Caliphi term for all of the lands west of Arcadia.
- Al-Arcadi: Caliphi word for Arcadia.
- Al-Calipha Ghareb: Literally "The Western Caliphate", this is the Caliphi term for the Imperium.
- Al-Calipha Washm: Literally "The Eternal Kingdom", this is the Caliphi term for the southern Caliphate.
[edit] Northerned
The desolate dark of the Northlands lies past The Verge and far beyond the knowledge or care of the people of the West. Numerous barbarian hordes vie for control of the uncharted territories of the North, all while fighting off the regions more unnatural inhabitants β vampires and lycans inhabit this cold realm as well as Remorhaz and other creatures.
There is no overarching power structure nor any one group that is more powerful than another. The vampires and lycans concern themselves with their own plots and wars, each cosigned to the wastes of the Hadarac. The barbarian Hordes of the Kjeldons, Bouldus, and Nords have been fighting each other for thousands of years. But there are rumors of a Warlord of the Kjeldons, one who might challenge the legacy of Ragnar Blackmane and unite the shattered Empire of Kjeldos, one who might rebuild the shattered city of Taypol and re-light the torches of Darath Eisen have been on the wind. Rumors of this new Warlord have even begun to be whispered in the courts of the Northern Houses in the Imperium, but they are mere rumors...for now.
The only constant in the vast North is the city of Illuna. House Illuna was once one of the greatest of the Imperial houses, but was forced north after leading a failed rebellion. Now their city-state is the only bastion of 'civilization' in the North, albeit surrounded by barbarians and beset by winters those south of The Verge could scarcely comprehend. Illuna's unique mix of Western technology and discipline and Northern size and hardiness have served it well and it's people prosper and trade well along the western Imperium. With the hardened Illunian 'Ice Brigades' and their unique Svarguard, their borders are kept relatively secure.
The unseen element, as there nearly always is one, is the Ice Queen. She lives in a glacial palace in the far north, on the coast of the Barren Sea. Her plots spread throughout the Northlands and any who venture through cannot help but be influenced by her, direct or otherwise.
[edit] The Southern Seas
[edit] Kyprus
[edit] Krete
[edit] Nova
[edit] Malta
[edit] The Free Concordian Alignment
Return to Dominaria
