Geography, Climate, and Politics (Dominaria Supplement)
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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.
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 Marches or Cormyri Vale 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).
The sub-continent of Beldron is separated from the mainland by the Narrow Sea. Although Beldron's history includes several Kingdoms, Hegemonies, and other attempts at unity, for much of its history city-states have defined the political landscape. In a land so apparently tough to rule from one place, powerful city-states or unions of several have long held sway over the island. It is a land of beautiful coastlines, rolling coastal plains, and also forests, mountains, and fjords. The seaward coasts are picturesque lands of rolling coastal plains and beaches, broken by small bluffs and forests. The interior of the country is a mixture of hilly forest and mountains, with rivers and passes the primary avenues of transportation. The landward coasts are rocky beaches in the north that blend into sandy, temperate beaches in the bend and then fjords and mountains along the Sword Coast.
Beldron is primarily broken up into two areas, Lower Bledron and Upper Beldron. XXXX
The great city of Arcadia was founded in latter days of the 1st Age and has stood against invaders, rebels, and all the ravages of time for nearly 3000 years. Four times the city has fallen, and four times Arcadia has refused to kneel. From the marble halls of the Rose Palace and the white floors of the Senate the Emperor and his government rule over Arcadia, Andor, Felix, Selucia, and Concord. In each vassal state Proconsuls rule in their stead and ensure peace and stability throughout the Empire.
Arcadia, last of the ancient Empires and the only one never to completely fall, now has a critical decision to make. The 4th Age has been incredibly successful for the Arcadians: the Caliph’s men have been pushed out of Selucia, Felix has been reclaimed, Andor absorbed, and Concord defended. But even though the Arcadian heartland has never been threatened, and despite the fact that the 4th Age has yielded naught but victories for the ancient and resurgent Empire, its citizens tire of war.
Wives miss their husbands and husbands their homes. Greybeards are the only ones that remember the 50 years of peace that closed the 3rd and opened the 4th Age, and they were only children. In the last 50 years they have seen war to reclaim Felix from the Orcs of Orcinium, war against Andor then alongside them against Ramosia, a war in the Sea of Swords, two wars with the Caliphate, one against the Pardic Barbarians, one against the Concord rebellion, and most recently war against The Wandering One.
And now to Arcadia’s decision. Do they go to war again to save the Imperium, less than 30 years old, and aid their greatest western rival of the last age? Or do they allow the the myriad forces of darkness to rule in Cormyr and Illyria, Imperial heartland and the first great civilizations in the West? The Caliphate also looms to the east, and looks to take advantage of an Otaria bereft of leadership.
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 – 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.
Then also, there is the dreaded Lich Queen. Said to live in a glacial palace on the ice flows of the far north, her hands are everywhere...and nowhere.
Why do I like this place? It's the stink, it reeks of magic...old magic. It so defies my ability and outstrips even my age that I am intoxicated by it. Something happened here, long ago. This vast landscape was not always so; I cannot say what it was...but I wonder. So why do I soar over this sea of sand? I love it.
Corkus the Scourge, Blue Dragon of The Jannis' Anvil
Thousands of miles of starkly beautiful and inexorably deadly sand. Rivers and springs surrounded by some of the most beautiful natural paradises a mortal can lay eyes on. Cities large and small: small cities that huddle against the sandstorms, and cities so huge their population dwarfs realms of the West. These are the Eastlands; land of the desert nomads beholden to nature alone and the Enlightened of the city who follow the Caliph of Karnak.
Small city states and semi-autonomous regions exist all over Dominaria. Tiny principalities, fortress monasteries, cities-states, and temple complexes are scattered throughout the patchwork of countries in Dominaria. The Morivanian Church, warrior priests of St. Cuthbert, runs several fortress monasteries along the foothills of The Verge and will ever open their gates to the people in time of trouble. The Children of the Light, a knightly order of Pelor, have churches and fortresses scattered throughout the Westlands. Mages Guilds, while not on the scale of city-states certainly, exist almost in a world onto themselves in their towers and compounds. Small principalities and duchies – each with their own goals, enemies, and string of allies – exist and often fly under the radar of the larger countries and Houses. Darker yet are illegal slave encampments near the mountains or necromantic communes in the hidden places of the world
Several however, are worthy of note. First there are the twins, Venicia and Rishdan, and the lost Imperial city of Illȗnia. Venicia: jewel of the southern coast, center of trade, and largest city in the West. Rishdan: link between the east and west, and trade hub of the Sea of Storms. Then there is Illȗna, an exiled House of the 2nd Imperium that exists north of The Verge. These three cities come easily to the tongue of almost any Dominarian. Venicia and Rishdan especially are well known centers of trade to the knowing and nearly mythical cities of vast wealth to the peasant. Further east is Anubrikosh, a city-state flourishing in the Far East, which sits astride the main land and water trade routes in the Far East. Then there is the dark city of Sutulak, once a place for humans, dwarves, and orcs of ill repute to meet and trade; now the hub of the dark Orcish slave trade and the beginning of the Hidden Road that brings slaves east.
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.
|Dominaria Campaign Settingv|
|Players' Handbook||Races, Languages, Classes, Magic, Religion, Literature and Lore|
|Dominaria Gezeteer||History, Geography, Climate, and Politics, Factions, Calendar and Holidays, Cosmology and the Planes|
|Dungeon Master's Guide||About, Items of Legend, Bestiary, Consumables, Sample Places, NPCs, Variant Rules, Adding to Dominaria|