Geography (Age of Titans Supplement)
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The continent of Geburah and surrounding lands are divided into seven broad areas.
 The North
The north is based on high fantasy, classic D&D.
Kingdom of Gardonia: A vast kingdom composed of four mostly independent regions. The capitol is Eoden Falls, which is at the foothills of the Gebryan mountain range, at the place where the Gebryan river splits into four rivers. Gardonia was once an evil empire, which is how it achieved unity of language, currency, calendar, and so on, but the empire quickly fell and was replaced by the good kingdom.
The Black Swamp: A large swamp near the shore ruled by Spythe, the ancient black dragon, and controlled by captains of 'the Spytic Dragoons' which is a cult that worships Spythe and Tiamat.
Selladora: A forest about a hundred miles east of the Black Swamp with strong connections to the feywild. The forest has within it different types of forest, including a vast [banyan tree], over a mile in diameter, which is the mother of the banyans of Adáko, and several divine oaks, enormous trees with bright leaves and flowers.
Revynne: A land composed of five major lakes and a dozen or so smaller lakes, connected by a network of rivers. This was an elven kingdom, but it is far less elitist than most elven kingdoms, and so there is a large half-elf and human population here as well.
The Titan Hills: A vast hilly area south of Gardonia ruled (mostly laissez-faire) by a dozen or so titans. This is an area rich with ruins, caves, and all sorts of monsters and is often used for profit adventuring.
Rünlast: A good magocracy, devoted to the collection of knowledge and legends and characterized by its excess of towers. It is in constant struggle with Oscillorian to prevent its evil wizards from expanding into other realms.
Selephorash: A city-town in the midst of the Tulgey Wood, a mysterious forest with a strange labrynthine quality. This town is also a magocracy, but unlike Rünlast and Oscillorian it is neutral. Mages from those kingdoms are under truce in Selephorash and often come there to parley.
Oscillorion: An evil magocracy. Unliked Rünlast, it only promotes the path of the wizard and no other spell caster; all non-wizards are considered inferior. Its cabal of 'Green Wizards' are possibly the most powerful in the world.
For more details, see; The North.
 The South
The south is based on some alternative conceptions of fantasy roleplaying.
Elaneth: The center of all psionics. It is here that one comes to transform into an Elan. Psionics are common in this realm and become less common as one travels away from it. Psionics first entered Geburah when a comet struck here, creating the large Elaneth crater, an age or so ago.
Kingdom of Haiguard: A holy dualist theocracy, dedicated to worship of the force of Good itself, and to the service of angels. Completely welcoming of all races, charitable to other kingdoms, and constantly at war with Moorguard.
Kingdom of Moorguard: A vile kingdom. Its purpose is to expand and enslave. Its subrace of humans (imperials) seeks to rule over all others. It is in close alliance with Gaurn, the mightiest of evil titans, who has his own small kingdom in the mountains north of Moorguard.
Grimm: Originally part of Moorguard, Grimm was founded by a captain of that kingdom who was slain and raised as a death knight. Along with his lich grandmother, he rules this enormous necropolis. There are mortals in this kingdom, but they are in the minority, and all intend on becoming undead at some point.
For more details, see; The South.
 The East
The east is based roughly on bronze age Europe and North Africa.
Lone Drisst: The desert to the north of Spyre. Inhabitat by nomads and dotted with small cities and alhambras at its rare oases. Most cultures are combinations of the cultures of Spyre and Valus.
Dün Drisst: The desert to the south of Spyre. Similar to Lone Drisst in most characteristics, but its cultures are less influenced by Valus and more by Graëtos.
Spyre: A kingdom along the river Lyne. Divided into upper Spyre (to the west) and lower Spyre (to the east by the mouth of the river) with fiefdoms scattered between. Based on ancient Egypt.
The City-States of Graëtos: Three major city-states, and about a dozen smaller city-states. Based on ancient Greece.
Empire of Valus: A centralized empire. Valus was originally ruled by a magocracy which was eventually overthrown and for that reason the practice of magic is highly suspect here, and viewed as a perversion of strength. Also includes the forbidden cursed city of Morgolus. Constantly in conflict with Barbaros, a plain to the west inhabited by barbaric tribes. Based on ancient Rome.
East Töl: Töl is an island south of Graëtos. East Töl consists mainly of small tribes of humanoids constantly in struggle with the mighty beasts that live there including the dinosaurs. Based on prehistoria.
West Töl: Töl is an island south of Graëtos. West Töl is more civilized, composed of a variety of tribes or nations who are usually, but not always, nomadic. Most are hunter-gatherers, but some agriculture exists as well. Based on Pre-Columbian America.
For more details, see; The East.
 The West
The west is based on mythic Arabia, Persia, and Africa.
West Akhrabas: A few small kingdoms, but mostly composed of nomadic tribes. Based on mythic Arabia.
East Akhrabas: Similar to West Akhrabas, but based on mythic Persia rather than Arabia.
Mythaldos Jungle: A mysterious jungle that according to legend, played some important part (what specifically is unclear) in an ancient dead kingdom. Many strange ruins with magic effect difficult to replicate may be found here.
Grey Jungle: A more barbaric jungle, full of dangerous creatures and proud tribes. Based on one aspect of mythic Africa.
The Wylde: Plains and hills populated by dangerous monsters and nomadic tribes. Based on another aspect of mythic Africa.
Kingdom of Mandelos: A large good kingdom. Animal spirits are worshiped here, so animals are commonly found walking in the streets alongside the humanoids. This kingdom is in good relations with Haiguard, but prefers to remain secluded and autonomous. Based on another aspect of mythic Africa.
For more details, see; The West.
Relme is a low magic island to the northwest based on medieval Europe. Although Relme is composed of several kingdoms, frequently at war with each other, the real authority in this region is the Church of Kathol, which has a sort of veto power over any policy of any kingdom, except Andelot.
Andelot: A kingdom with a capitol city hidden in the mountains. This is the only kingdom in Relme independent from the Church of Kathol, though it has a very similar religion. Based on medieval England.
Vorsag: A kingdom known for its strong warriors. Strongly allied with dwarves and gnomes. Based on medieval Germany.
Thyne: A kingdom known for its contributions to science and crafts. Based on medieval Spain.
Vynland: A kingdom known for its arts, food, and wine. Based on medieval France.
Vashland: The kingdom which houses the capitol of the Church of Kathol. Based on medieval Italy.
Twynland: The only non-low magic area in Relme. Not actually a kingdom, Twynland is ruled by several independent family-based collectives. Based on mythic Ireland.
For more details, see; Relme.
Adáko consists of four islands in the southwest based on mythic India.
Dhalí: The center and largest island. The cultures here are mostly blends of the more extreme cultures found on the surrounding islands.
Arundhatí: Island to the west with cultures based on law and hierarchy.
Solastrí: Island to the northeast with cultures based on family and tradition.
Ró: Island to the southeast with very esoteric cultures based on mysticism and nature.
For more details, see; Adáko.
Islands to the northeast based roughly on Grimm's fairy tales and the Chronicles of Narnia.
Brindol: The largest island in this region. This land has a small humanoid population and is mainly populated by anthropomorphic animals, such as talking horses and small villages of civilized mice.
The Tiny Islands: Over a dozen separate archipelagos, each with its own unique cultures, but mostly lacking in civilization.
The Star Islands: One large archipelago to the northeast housing several seafaring cultures.
The Unwelcome Isles: A more dangerous archipelago to the south of the Star Islands. Populated mainly by monsters and pirates.
For more details, see; Lauraël.
 Other Environments
Besides these seven geographical regions, there are a few other places ripe for adventuring.
Underdark: Usually only accessible from caves within any of Geburah's many mountain ranges, a vast network of tunnels and caverns lies far below the surface. This is the domain of several of Geburah's races, and at its deepest is a terrifying realm of aberrations.
Underwave: Within the seas, gulfs, and oceans of Geburah may be found a variety of civilizations. Usually these are found in cities of coral near the coasts, but past the shelf in the deepest parts of the ocean may be found the largest of sea monsters and schools of sentient marine life.
Overcloud: The skies, though mostly empty, are nonetheless home to a variety of creatures, some of which live there and others merely there during their waking hours. Also there are somewhere between ten and twenty large floating islands, relics of a bygone age, surrounded by clouds so as to be indistinguishable from the ground, which wander over the land and water. These range in size from about an acre to several miles and are usually populated by powerful spellcasters, the only ones who can control their movement.