Geography (Anazar Supplement)
From D&D Wiki
 Overview and Map
Anazar is dominated by a single, large continent, though there are many islands (some quite sizable) scattered throughout the planet. Since communication is limited to a near-Medieval level, there are still large swaths of land that are unknown.
 The Elven Kingdoms
Though elven communities are spread throughout the natural places of Anazar, and elves can be found in virtually any large city, the overwhelming concentration of elves is in the traditional homeland of the elves, in and throughout the Forest of Amerilmore. This ancient homeland has only recently been reconquered (from the dragons), but has quickly been repaired, and is rumored to be close to surpassing its former glory.
 The City of Amerilmore
Situated on an enormous forested island in the middle of the crystal clear blue waters of Lake Amerilmore, the City is the pride of all elves. Cloaked in eternal twilight, the island is known for its enchanting natural beauty and surreal environment. The entire city has been protected with powerful elven magics, which provide the following effects:
- All elves in the city are blessed with a constant Aid and Magic Weapon spell (caster level 20). These spells fade 12 hours after an elf leaves the island.
- Any non-elf with hostile or belligerent intentions is illuminated with a constant green Faerie Fire spell and is subjected to a Doom spell (caster level 20). The shaken effect dissipates when the subject leaves the island, while the faerie fire effect lasts an additional 12 hours.
- The entire island is under the effects of the Hallow and Consecrate spells.
 The Human Lands
Isolated in the extreme north, Anselm is a backward nation similar to medieval France. It's government is feudal monarchy, and the land is almost entirely inhabited by humans, though a small community of elves thrives in the forests in the south (the Royal Forest) and several large and savage tribes of goblins lair in the northern mountains (the Eagle Cap Mts.).
The current monarch of Anselm is King Marak, who rules from the city of Weatherholm (Large City, Pop. 21,000). Marak has no heirs, and it is rumored that Baron Solnorm will take his place as king when he dies. Whether this will happen is questionable, since Jaida, the court seer, has secretly foreseen a different set of occurrences, ones which leave both the King and Baron dead and the kingdom in pieces. But the visions also show her gaining immense power, so she has thus far been content to simply bide her time.
 Cloom's Reach
The bustling mercantile stretch of coast along the coast south of Amerilmore is know as Cloom's Reach. Here, several major human city-states exist in relative harmony, though economic struggles are commonplace. The humans of Cloom's Reach are widely known as cunning diplomats and shrewd businessmen, but are also renowned for their sense of hospitality and nearly competitive social grace (they always rush to outdo the generosity of their neighbors, as this act reflects only beneficially upon their reputation).
 City State:
 City State:
 City State:
 The Dwarves of Innisfell
 The Dwarves of Kuril
 The Great Plains
 The Nomadic Orc Tribes
 Mt. Haphborn
 The Troll Wastes
The Troll Wastes is the name given to the huge, unclaimed tracts of land along the eastern third of Anazar. The Wastes actually encompass a wide variety of terrain, including plains (both warm and cold) and forests as well as mountains, bogs, and even a small swathe of tropical jungle. Much of the interior of the region is a barren wasteland riddled with the ruin of the ancient Giant civilization. The savage land is peopled by the many derivative races of the shattered former Giant race, once civilized but now little more than roving marauders or mere predators. The foremost of these, both in savagery and numbers, are the brutal Grey Trolls.
 The Darkcap Mountains
The Darkcap Mountains separate the Troll Wastes from the rest of Anazar, and likely are responsible for much of the success thus far of the Kuril dwarves and elves in holding back the periodic explosion of Troll violence. Rumor holds that the mountains are riddled with underground passages and dark, hidden vales full of evil and hatred. Few from the mortal races ever approach the nether regions of the mountains, preferring to instead use the two open and fairly tamed passes, one each in the north and south. The northern pass, the Pass of Uvrikel, is manned by a small dwarven outpost from the Kuril kingdom, while the elves of Amerilmore watch vigilantly over the southern pass, the Long March of Ilithandoril (named for a legendary elven general).
 The Grey Plains
This is the name of the wasteland in the center of the Troll Wastes. It is populated with Grey Trolls, small mammals, and nothing else but the most sparse vegetation. The towering ruins of the ancient Giant cities are scattered along the dry, dusty stream beds of once rushing rivers.
 The Seas
 The Sea of Shoals
 The Gleaming Isles
 The Straight of Needles
 The Fire Isles
 The Great Sea
 The Frozen North
 Orc Lands
Barbaric orcs (much more savage versions of the prevaling variant, the orcs of the Haphborn plains) live in thousands of isolated mountain valleys throughout the north. Their numbers occasionally raise high enough to spill out upon the surrounding lands (mostly in human areas, but throughout some dwarven realms as well). Generally, however, they are content to live with infighting and fierce tribal rivalry.
The Icelake Valley is a generic orc valley, filled with cold, rolling hills and warring orc tribes.