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 Westlands, as they have always been known, are the cradle of human civilization. Long ago the first men carved themselves a place on Dominaria, and from the shores and hills of Mataér they spread. The First Great Empire of the West, now colloquially refered to as the 1st Imperium, rose out of King John of Illyria’s masterful conquest of and treaty with the Cormyri Empire in the 2nd Age. The Imperium has risen and fallen twice since then, its territory varied, but it has always come back to the High Houses of Cormyr and Illyria, the two key provinces of the late Imperium. The 3rd Imperium was easily the largest country in Dominaria, spanning almost 900 leagues East to West and almost 500 North to South. But now the great Empire is gone as quickly as it began and a half century of progress and peace with it. Now the West is a patchwork of countries, counties, and kingdoms divided by simple lines on paper. New Kingdoms and Countries have been formed out of old House alliances and newly found power.
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 towns, villages, monasteries, fortresses, inns, and cities. But the roads and highways in between criss-cross an unimaginable expanse of wilderness. Grasslands and plains stretch as far as the eye can see, and mountain peaks rise from ancient forests. Off of one of the ancient and well-traveled highways, a wayfarer is unlikely to meet a soul before they reach a small town or inn. So despite the grand countries and proud kingdoms, the Westlands is hardly bereft of wilderness or places to adventure. The grand history of the Westlands has left this wilderness scattered with grand works of and forgotten testaments to civilization. While cutting across the Illyrian Marches or Cormyri Vale one might traverse a vast plain cut by an ancient aqueduct. An abandoned watchtower may guard a solitary hill - standing silent vigil over a forgotten landscape.
After the Dragon was killed in the Centrality, Lord Adam Renzel of Ramosia led the Coalition in talks with Lord Jacob Tionne of the Northern Alliance. The talks between the two major remnants was meant to piece the shattered Imperium back together but if anything broke it apart further. The short war that followed broke apart the two sides and made the West the patchwork it is today. Many centers of power and not a few Great Houses were destroyed utterly in the war, so the lines that once so clearly defined power have been blurred. In the spaces between power, old races have claimed new seats of power. Two Elven nations have risen in the West, and the Dwarven Freehold takes root in Cormyr. New clades of elves and dwarven towns dot the landscape further west, and communities of other races long without a firm hold in the westlands have appeared. To further complicate matters, remnants of the Dragon's forces yet linger in the shadows. Several warlords remain at large, and some Houses still rue the day the Dragon fell.
All of that is for the Lords however; for the simple folk of Dominaria these last years have been a breath of cool morning air after a long night. Although life is far from perfect, things are returning to 'normal'. Life goes on in the aftermath of the Dragon's War, cities rebuild and farmers replant their fields. Trade and information once again flows along the roads, and the cities of the west now teem with life. For commoner and adventurer alike life is now wide open. Guilds and Orders aplenty move to take a new place in this new world, and the many countries born from the Imperium's death look to make clear their identity. This fresh morning is not without it's red sun however: this time of opportunity is run through with uncertainty. An entire generation has known nothing but war, and finds themselves absent profession in what many hope will be a time of peace. More esoterically: the vast infrastructure that held up the teeming millions is either in ruins or stretches from new country to new country - its fate uncertain. So the Westlands sits as it always has, a land of vast green plains and rolling vales, of mountains and rivers, and watches as this Age unfolds. And among these thousands of years of history this new generation of Dominarians try to find their place.
- The Empire of Ramosia
- The Malkieri Dominion
- The Kingdom of Onea
- The Tionne Hegemony
- The Kingdom of Strakenland
- The Plains of Cormyr
- The Dragonland Reach
Beldron (New look for the Geography)
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.
The Sword Coast
The northern coast of Lower Beldron is a land of fjords and narrow inlets. It was originally names for its shape, like many swords jutting into the Narrow Sea, but now it earns its name in blood. Ever since the double-dip of the collapse of the Saphirre Kingdom and then the fall of the Sipanian Hegemony, the Sword Coast has become a new haven for piracy in the West. Pirates and other lawless groups have begun to take up living in the Sword Coast; everything from mercenary bands looking to carve out a city state to pirate captains or commodores looking for a safe haven from which to strike. Some have encountered darker groups as well, but during the Dragon War many such groups went to the mainland. The Sword Coast pirates have put so much pressure on shipping through the Narrow Sea that trade lanes have switched south into the open ocean south of Beldron. The city of Visserene has profitted immensely from this and is now the second largest port city on Dominaria. Tallins too has had its share of prosperity, but with a darker tint. Many pirates have made Tallins their nominal home port and so long as they cause no official trouble, the Duchess of Tallins permits their illegal trade.
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.
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 populations dwarf 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.
The vast swath of land between the Otarian Plateau and Selucian Gap in the west and the Cimmerian Penninsula in the east is the heart of the Eastlands. While most western observers note little but the sand, there is a cultural and geographic diversity in the East that puts any casual analysis to shame. The Southern Caliphate for example, most people's first thought when they hear "Eastlands", has three or four distinct regions stretching across more than a thousand miles. Karnak, the city of Kings, and the nearby "Cities of the Heart" form the center of the great realm. To their east, the "Cities of the Pearl" line the Bay of Pearls and live out their thousand year drama as they dive for the beautiful gems. The "Trade Cities" sit on the high desert roads, sprawling across several wadi and oases and guarding the Caliph's influence. Several sultanates and emirates fill in the spaces in this vast mosaic to complete the Caliphate. Due to the peculiar circumstances of living in the East, each city is separated from the next by great distance, and each city is massive. With the exception of the rivers that bracket the heartland, any meaningful amount of water will spawn massive cities as people naturally flocked there over the centuries. Many of these cities were independent Caliphates before the first "Grand Caliph" of Karnak, Qudra, and Rog'osto unified the south; and many have been since, on and off. Each one has its own culture and life to it, determined by position, geography, and which clans, houses, and societies moved in.
To the northeast of the Southern Caliphate lies Upper and Lower Sura, the fractured remnants of Greater Sura (or the Northern Calipahte). Greater Sura once stretched from the shores of the Great Bay, or Golden Gulf, south along the alluvial river systems that flow off of the Otarian Plateau. It was a powerful country that thrived on its fertile land, mines, and tri-axis trade: north with the elves and Dhazanti, east with the Otarians and Arcadians, and east with the Calipates of the south and east. For all it's power though, it fell to the Southern Caliph and the Wandering One prior to the generally accepted "Second Campaign of the Wandering One". Now the remnants pay homage to the Grand Caliph by law, although in practice this amounts to very little real influence. Upper and Lower Sura are just too distant, and separated by the Sa'ankar Wastes and the Ghostlands, to fall under the Caliph's sway. Their current expanse is from the Wastes to their southeast, to the Otarian Plateau, north to the now petrified Kheyr Forest, and east to the Janni's Anvil. Inside this expanse, the oft-warring cities fight to control the fertile alluvial fans and high desert mines alike. Each city is powerful in its own right, and the land here is better than much of the south outside the heartland, but the fractious nature of Sura prevents much real growth. Ruins and farms, desert mines and forest alike lie throughout this land forgotten by the world at large. There is a Calipha in Lower Sura, and a Sultan in Upper Sura, but both are the rulers - in name only - of fractured realms. Change may be on the wind however; the Calipha of Lower Sura has brokered a deal with the Dhazanti in the North, and the Sultan of Upper Sura has made himself a valuable ally to the Emirs of the Emerald Caliphate. If the two decide to marry, as seems likely, and can unify their peoples, which will be a far harder task - Sura looks to be on the rise again.
The Enlightened Lands
- The Southern Caliphate
- The Sultanate of Numadia
- Enlightened Cities
The Bay of Pearls
The Far East
The Crowded Sea
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.
After the War of the Ílleste, the Alendar, Kyrinvae, and Sel'Daru Elven nations formed a new realm in the fertile lands north of the Rhunar Waste. They separated according to House and Clan and formed the cities and countries than most outsiders now refer to as the "Elven Kingdom".
The vast plateau east of the Verge is called Otaria. Some of the first eastern men to venture north found the fertile plateau and became the native Daru people. Mountain men and men from Felix travelled east at the same time, settling the Pardic Mountains and its valleys - the native Skirk Goblins have been their on-again-off-again allies. Later, during the Second Age, men of the West searching for a religious paradise would find the expanse of green fields and forests and settle it as well. The native Daru worshiped the Sun and the Moon, lovers who danced across the heavens together. The Caliphs loosely tolerated this, and the Daru's fierce mastery of the plains prevented anything but, but the pilgrims and knights of Pelor who'd traveled east knew this must be Pelor and his wife, Avo. The Daru and these newcomers quickly became allies, and the Daru were impressed by the magic and technology of the newcomers who worshiped the same Gods as they. So the nation of Paladonia and the Kingdom of the Daru peoples flourished across the plains. This alliance slowly became a powerful nation as the two groups built and expanded and within a century Otarian goods traveled on highways south and spread around the world.
The boom of peace and prosperity however, would not last. Otaria's surge in power, especially religious power, tipped the balance - or so scholars say. The Eastern Paladin fell into evil with most of his men, and so began the war that has lasted three Ages now. The Paladonians and the Daru have battled the forces of the Cabal, which soon included the Western Paladin and many of his men, since that time. The tides ebbed and flowed, and the sides even joined to fight the Wandering One in his Third Campaign, but for thousands of years there had been religious war. Now though, all that has changed. The Southern Caliph invaded Otaria in the early 70s 4A, shattering the paradigm as the Cabal's forced battled alongside the Dragon in the Westlands. The cabal's strongholds fell swiftly, and the Paladins were pressed hard before Arcadia intervened and eventually forced a peace. But now Otaria is broken, and the lines which defined the land and so easily come to mind are no more. The Pardic Tribes now rule in much of the south, and the Emerald Caliphate of the Enlightened Peopleis firmly established in the East. The Otarians rule in the north and are bringing the west to heel, but the specter of the Cabal ever lingers as it does in the westlands.
The Plateau itself is a rich and fertile land, fed by mountain runoff and preserved from the destruction that many scholars claim blasted most of the East clean eons ago. The River Daru cuts the plain in two, and the Celestian Forest and Pardic Mountains dominate the two halves geographically. Several smaller rivers and canyon formations are the only features in the otherwise verdant rolling plains. The climate is warm and friendly to planting for the majority of spring, summer, and fall and Otaria's winters are normally long and mild or short and brutal in cycles. Dust storms and intense squalls occasionally build over Sura, the Arixo Badlands, or Dhazantar; and in the winter brutal ice storms can drop out of the mountains. Otherwise though, Otaria is the beautiful land of plenty that's advertised.
In 82 FA, the peoples of the plateau live in a tense but easing peace. The war has been over a few short years and the new countries XXXX
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|