Cardan Realms

Cardan is the central continent of Cellworld.

RealmsMap

AGEA (2)

AgeanHoplite

Once part of the mainland of Cardan (before it was separated during the Invoked Devastation) Agea is now a large mountainous island mostly covered in sprawling rain forest. One of the first empires of Cellworld originated here after defeating the cyclopean realms that occupied the mountains at the time.
Agea is now a confederation of city-states, each controlling a particular valley or pass. In the past it has at times been under Avalin rule also – and such is the case with the northwest part of the island today.
The rugged and humid terrain has led to the development of Agean hoplites for war. These soldiers (fighters) are mostly armored in breastplates and greaves, carry large, round shields and wield spears with deadly precision. Agean honor true heroes, whether they possess mental or physical prowess (although like Avalins they do not like any flashy or destructive magic use) making clerics, champions and wizards common choices. Bards to sing of these heroes are popular all over the isle.
Population: Human 90%, sylvan creatures (centaurs and satyrs mostly) 3%, kenku 2%.

ARAK (30)

ArakCastleKnights

A small kingdom nestled to the east of Cheldayne and south of Cavandare. This kingdom is nearly all hills and mountains but these people have still had to fight hard to retain their lands from “unintentional” takeover by these neighboring countries. As a result of this, their skill in the manufacture of arms and armour is almost unparalleled and their skill in arcane magic is also well known. These two factors have enabled the small nation to retain its sovereignty. In these respects it is similar to Brymoria, holding onto the ideals of the dissipated Exalted Kingdom.
Although peaceful by nature these people know all about conflict, both from protecting their lands from neighbors and from the beasts that inhabit the mountains and hills. As such fighters (including many warmains) are exceptionally common among the militia. The unique arcane spellcaster of these lands are the military trained warmages who learn to cast spells whilst in armor.
Population: Human 70%, dwarf 20%, half-orcs 3%

ASHVILLE (EMPIRE) (7)

To call this region of northwest Cardan an empire is a misnomer. This is the name given to it by foreigners, for the locals know that no emperor rules them. Occasionally a bretwalda (high king) rises above other kings to rule most of the land, but first and foremost Ashville is a land of conflict.
The endless power struggles and wars have left Ashville in a perpetual dark age. Devils and evil magisters scheme and plot, adding to the turmoil of the land; pitting leaders against leaders and religions against religions. There is perhaps one thing that these people are united in, their hatred of the humans from the Heartlands, whom they have conquered in the past and still fight when given the chance.
Although there are rare and powerful arcane magic users (mostly magisters), the majority of the population are warriors of some sort. Clerics of Araxus The Lord of Malice and other evil and lawful deities are also common.
Population: Human 70%, troll 10%, hobgoblin 5%, devil/tiefling 5%, orc/half-orc 3%

ATH VERAYNE (41)

Cheldayne settlers established Ath Verayne around 500 years ago.
Early settlers here (as in Khunahkrath) were mages fleeing from Cheldayne, so arcane magic users (of various classes) are found here in numbers. Later migrations of refugees from Tojar have brought with them a strong warrior tradition making fighters common too. Bards also occupy a prestigious position in Ath Verayne as heralds.
Population: Human 85%, hobgoblin/half-hobgoblin 8%, elf/half-elf 3%

AVALIN PENINSULA, THE (8, 9, 10)

AvalinSoldiers

The Avalin Peninsula of southeast Cardan was once much larger and included Agea. However, during the Invoked Devastation much of it was destroyed and either sank beneath the waves, separating Agea, or was turned into wastelands like in the north. That was the end of the Empire of Avala that once ruled over all of these lands.
Now the peninsula varies markedly in its terrain. Three distinct areas and cultures now form part of the peninsula and each is considered its own homeland for character generation.

Republic of Avalin (8)

Although the republic lays claim to the entire peninsula, except for the land of the Hadran city-states, their rule is centered on the people who live in the southeast and along the southern coast. This is the majority of the fertile land that is left on the peninsula, except for the forests and hills of the southwest that are home to many sylvan creatures and thus not settled.
Avalin is ruled by elected senators and is known as a neutral country in most modern diplomatic matters. The Avalins have re-established many of their sea trade routes. (Colonies they have established can use this homeland for character generation).
The armies are well trained and life in the legions is often compulsory. Most legionnaires are fighters. Although a center of learning Avalins have no love of arcane magic users who cast flashy and destructive spells (a hangover from the Invoked Devastation) and most are arrested on sight. Clerics are very common and druids are said to have originated in the Shattered Lands of the north (which counts as a separate Homeland due to its uniqueness).
Population: Human 90%, sylvan creatures (satyrs and centaurs mostly) 2%, kenku 2%.

(Copy of Realm Sheet for Avalin Empire attached to Files below - even though the name 'empire' might need to be changed ;))

Hadran City-States (9)

The city-states of northwest Avalin have been independent for six and a half centuries (since they split from the Avala Empire in its twilight years).
A margrave (or prince) that is essentially a hereditary dictator rules each city-state. Most city-states are aggressive traders and each has a strong resource of its own. For example Berav Luka has its crops, Skorat its navy & shipyards, Vlorovik its engineers and red iron, and Brodrana its many warriors.
Most standard classes are found in the city-states.
Population: Human 93%, dwarf 4%, elf/half-elf 2%.

Shattered Lands, The (10)

This vast wasteland was all that remained of the north part of the Avalin Peninsula following the Invoked Devastation. Although considered under Avalin rule, they have very little influence here.
The land encompasses rocky desert, sandy wastes, ash fields, a sea of glass and other barren areas with one magical wood oddly located in the area. The weather here is mostly hot and dry but can vary significantly. Acid rain and strange-coloured lightning with magical powers are often reported.
Several minority peoples make their homes in these lands including Zambrians, lacertilians and goblinoids. Many have had to adapt to the harsh climate, others are lost peoples who leave to find a niche in other lands.

BADOR (11)

This country is governed by an oppressive regime of wizards known as the Blood Mages. The majority of this land sits upon a high plateau nestled in the high lands of the great dividing mountains, in northeastern Ashville. More recently the Blood Mages have sought to infiltrate the markets and power centers, be they financial or magical, in other nations to sell their magical wares. The true motivation behind the creation of these enclaves is unclear, though many watch warily.
Wizards form the elite class and nobility of the land. They are protected by many, well-disciplined soldiers, making fighter (especially warmains) a common choice. Neither priests nor merchants are especially common here. A few rogues may chance themselves but they are rare, as are most other classes. The Blood Mages despise sorcerers & magisters.
Population: Human 62%, troll 8%, orc/half-orc 10%, dwarf 8%, goblin/hobgoblin 5%.

BLACKFELL (15)

Blackfell is the home to many people who have fled the harsh edicts of the northern Asheni rulers. Blackfell is a large rocky bay surrounded by old, dense forest where the people hide. It is also a hilly region, especially as one gets closer to the Dividing Wall Mountains.
The people of this land enjoy their freedom, but are thoroughly steeped in evil and dream of revenge on the whole of Cardan. They hide many renegade demons that have dwelt here since the First Coming of the Fiends. They have also begun making ocean-voyages to the west with their increasing navy. It is believed that they have founded ninja families based on the teachings of the people they have encountered across the ocean. The Blackfell Navy is also very notorious for their Piracy and those that fall into their hands are rarely spared.
Most classes are found here, though rogues are particularly common and magisters and wizards are very rare, due to their association with the Ashville Empire.
Population: Human 67%, orc/half-orc 20%, demon/tiefling 5%, dwarf 4%, troll 2%, tannaruk 1%

CARANTHA (16)

Avalins moving west early in the history of human migrations settled this area. This region is known by many names: The Wilderlands of Caran because of its vast deserts, Carantheum after the people who live there, or sometimes even Re Damasra, after the principal and central city-state. Once a fertile expanse the land was ruined during the Invoked Devastation.
The realms within Carantha include the wealthy city and lands of Re Damasra famous for its magisters and red iron, Kurishah a land of bandits and the worlds best land-traveling merchants, and several other city-states and small confederations that eke a living out of the barren landscape.
There are no dominant classes in this region, most classes on Cardan can be found here.
Population: Human 70%, orc/half-orc 10%, ogre 4%, goblin 4%, kreen 3%, lacertilian 2%

CAVANDARE (17)

Cavandare of central Cardan is a land of low mountains and small rounded hills called drumlins. In this land of rain, sandy ridges obstruct the flow of water, giving rise to numerous basins occupied by lakes or peat bogs, surrounded by lush vegetation.
Cavandare is divided into small kingdoms, whose leaders are elected by tribal law. To others they are a chaotic people, but they are very loyal to their clans and to their gods. One could not doubt the piety of a Cavandari.
Classes that favour wilderness knowledge are popular here, especially brymori druids who are highly respected. Clerics of certain deities favoured by the Cavandares are also welcomed in the clans.
Population: Human 80%, giants 15%, dwarf 3%

CHELDAYNE & THE UPPLANDS (18)

Cheldayne and the Upplands are dominated by their mountains, which form the backbone of both lands. These rugged mountains contain many exposed rocky peaks that soar above rivers that cut through forest-clad valleys.
The people of these lands have clung to their Brymori clannish ways of life. There has rarely been a central ruler of any of these lands, although a great hero has recently united several of the clans in Cheldayne and others are undecided as to what to do.
The people use the rugged land to their advantage when defending it. The Cheldaynes are known as fierce guerilla fighters and contain some of the best bowmen known to Cellworld. As such rangers, fighters and barbarians are common. The holymen are druids or brymori bards. Arcane magic wielders are loathed, as are many clerics whose idea of conversion is strongly opposed by the Cheldaynes.
Population: Human 75%, dwarf 15%, orc/half-orc 5%

DANIRHIEM (21)

This is a cold land of mountainous areas cut by many deep bays called fjords. Small Danir kingdoms rely on these fjords for settlement. From these bays the Danir issue forth in the spring and summer months to raid south in their longboats.
Danir society is based upon warrior traditions and most of the people are barbarians. Some rangers and few fighters are also included. Skalds (savage bards) tell of the heroic battles and voyages made by their people and the clerics and runethanes are the intermediaries between Dane (the patron of most Danir) and the warriors. Few other classes exist here except for rogues, who are still rare.
Giants and trolls can still be found in the inaccessible highland regions, where the Danir often hunt them during the winter months.
Population: Human 78%, dwarf 18%

DIVIDING MOUNTAINS / WESTERN WALL (23)

This mountain range has served to divide the lands of the asheni from their brymori ancestors. It still serves this function today, hence the people of the heartlands see them as a wall and to others they are simply known as the Dividing Mountains.
The mountains are relatively low and cut by many river valleys. The slopes are generally well forested, except in the extreme north where they border on the lands of Danirhiem. Humans live on either side and in the valleys, whilst dwarves and giants control the caverns and higher lands of the mountains. Humans simply choose a region that borders the mountains for character generation.

DLACTLAND (25)

Although small in size, this homeland warrants its own entry here merely due to its unique inhabitants. The land consists of low, steep-sided mountains covered in thick forests.
The Dlacts live here. Most surrounding lands dispute that the dlacts are human. Whatever their origin, they are a fierce and savage race that cover themselves in paint and tattoos and seem to take delight in the thrill of battle.
Dlacts are barbarians who generally kill any intruders in their lands on sight. Some are hired as shock troops by other nations. Druids are the spiritual leaders of their tribes.
Population: Dlact 85%, goblin 7%, kobold 7%

DUNAVIK (26)

Dunavik is a small, but well-populated nation, nestled between Carantha and the Hadran City States. Much of Dunavik consists of low, rolling hills blanketed by farms and pastures. Its southern border includes a tiny slice of coastline giving the nation access to sea trade.
Dunavik is ruled by holy men over which presides The Master who is the absolute dictator of the land, and leads the clergy in the worship of Tobek (the Trickster) – the realms patron deity.
Being a holy land, as such, clerics are common. In fact many have levels in cleric even if following another vocation. Given that Tobek is the patron deity, rogues are also very common. Fighters form most of the military and mind witches who act as police are the only frequently found arcane magic user.
Population: Human 50%, goblin 25%, orc/half-orc 10%, hobgoblin 6%, dwarf 4%, kenku 2%

HEARTLANDS, THE (28, 29, 33)

This large area comprises of the lowlands of eastern Cardan between the mountain ranges and the sea. It is the land occupied by the Brymori peoples whom long ago united most of the lowlands under the Exhaulted Kingdom. Since the fall of this mighty empire many various kingdoms and realms have developed, each with their own lands and cultures and detailed below as separate homelands for character generation.
The Heartlands consists of old wood forests, sheltered dales and frequent moors that now house many farms and rural communities. There are several highly settled areas and crowded cities too, mostly in the east.

Brymoria (33)

Brymoria is mostly a low-lying area of rolling hills and abundant old wood forests. Several wide meandering rivers wind their way across rich fields and plains.
A strong feudal system rules Brymoria with a hereditary monarch on the throne. Rulers are generally fair and honest law-abiding nobles. There is a real national pride evident amongst Brymorians and all contribute to the land being a bastion for good and fairness.
Most classes are found in Brymoria. It is considered the home of paladins who are very common, as are clerics and wizards due to many centers of learning. Soldiers are well-trained fighters and ranger wardens protect rulers’ lands. Unusually, there are many with psionic talent in the north of the country. Close to the esteem of the paladins are the many bards of these lands who are welcomed and applauded in every village, city or tavern. Bards are always able to find a place to stay in these lands; especially brymori bards.
Population: Human 70%, dwarf 15%, thayar 2%

Chandalaya (28)

Firstly it must be noted that Chandalaya has divided due to a continual succession of weak and vain rulers. A character from this land must choose either the western or eastern part of the kingdom.
Western Chandalaya is ruled by nobles who value the old traditions of surrounding one’s self with loyal, mounted knights. Although technically still part of Chandalaya, few of these lords pay any heed to the king’s decrees. Unfortunately the lords, and thus the people, of western Chandalaya see little of the wealth produced by the kingdom as most of it goes towards keeping the king’s courts happy or is invested in overseas expeditions.
Eastern Chandalaya has a renaissance type culture where unfettered swashbucklers and daring rogues of the streets or seas are the norm.
Population: Human 80%, elf 5%, half-elf 5%, dwarf 2%, orc/half-orc 2%

Dalelands, The (29)

These include the lands of the central region of the Heartlands. It is a beautiful area of forested hills, wide meadows, clear lakes and streams. It includes Lyleestaad and the Neradaan Dales ruled by dwarves, and The Dalmyr March (or Dalmyria) a land of humans caught between the warring nations of Brymoria and Chandalaya.
The Dalelands are home to many heroes and many bards to tell of their exploits. It is a region where folk of varied backgrounds (and classes) can make names for themselves’.
Population: *Human 60%, dwarf 30%. *swap humans and dwarves percentages in Lylestaad and the Neradaan Dales

KHUNAKRATH (42)

Khunahkrath is a forested land on the western coast of the Lands of Gorlinn. Wizards fleeing the lands of Cheldayne established this kingdom.
Khunahkrath is known to most as the Kingdom of Mages, and rightly so – with as many as three-quarters of its population being arcane magic users of some sort. Rogues can be found here too and recently secretive monk monasteries have been established.
Population: Human 64%, elf/half-elf 20%, torcri 2%

LANDS END PENINSULA (40)

Whilst the southern part of this land is covered in tropical rainforest and jungle home to numerous orc tribes, several terrain types and people are found here. A vast swamp is home to many lacertilian in the northeast, strangely barren hills are in the north, and scrub makes up the rest.
The peaks are the homes of the sky elves’ aeries. It was near these peaks where their ships sank six thousand years ago. With the aid of magic they grew wings, flew to the mountains and have remained there ever since. In recent times they have had contact with elven (particularly helfling) sailors and several have left with them to adventure or return to the elven homeland as diplomats or, just out of curiosity.

LANDS OF GORLINN (43)

Other than the southwest coast, this wild region has remained unsettled by humans and other good races, despite being the site of many expeditions and explorations. Hill trolls, kobolds, orcs and other exotic and unknown creatures make their homes here.
All manner of wilderness dominates here; Thick forests, lush grasslands, rugged hills and boulder-strewn mountains.

MORNALDUUM HEIGHTS (46)

Also known as the Mornalduum Holds, this hilly area of northeast Cardan in a mix of danir and traditional brymori cultures and peoples. It is also home to many dwarves.
The area has no central government. Instead each lord rules from a castle or hold over their surrounding lands. There is plenty of competition and war between two or more holds is common. Each hold varies in outlook, but above all the people fight for their independence.
This is a land of warriors known for making exceptional armor and weapons. As such fighters (especially warmains) and barbarians are by far the most common class. Rangers are valued as hunters and all holds prize their bards. Rogues too are fairly common; druids are the standard religious functionaries.
Population: Human 40%, dwarf 40%, orc/half-orc 15%

RELVOOR (53)

Relvoor is a mountainous area situated in southeastern Cardan. The large central plateau lies at an average of 1,200 feet above sea level, but slopes down to meet the sea in a series of deep bays.
At some stage in history the two Cardan human races settled in this area, thus the modern day Voorans are a mixture of Avalin and Brymori blood.
The Voorans dwelt in isolation from the rest of the world for centuries, but have since come forth in great numbers. Their aggressive attitude and exceptional sea-faring abilities mark them as one of the most powerful maritime nations and they have settled many lands in recent decades. These colonies can choose to use the Relvoor homeland for character generation.
The people of this land are proud and passionate. There are few magic using people of any kind, but there are many fighters, unfettered and rogues. Several monasteries have also been established in the mountains.
Population: Human 95, dwarf 2%

SANCTUARY MOUNTAINS (54)

These mountains join the Dividing Mountains in central Cardan and are one and the same to the Brymori (this range simply separates them from the Avalins as the other range separates them from the Asheni). To the Caranthans they are known as the Sanctuary Mountains.
They are formed of a porous dark-brown stone streaked with minute veins of silver and gold. The ancient rocks are heavily fractured and crumble or slide with the least provocation. They were hospitable until the Invoked Devastation turned them to a dry wasteland. Humans from here should choose an adjoining region for character generation purposes. The mountains are the traditional home of orcs.

SARLENA (31)

With contact with celestial agents Brymoria helped to establish this tiny realm high in the Dividing Mountains where its principle job is to guard the major pass through the mountains. This pass has been used by many asheni and fiends for raids against the good peoples of the Heartlands. An outsider (usually a celestial of some sort) has always been in charge of defense here but recently a bariaur has been granted the position.
There are many arcane and especially divine casters in Sarlena. Most common though are the many champions of good willing to lay down their life for the defense of this pass and the many innocents beyond.
Population: Human 85%, dwarf 9%, aasimar 5%

SHEMMAT (39)

The ruins of an ancient, mighty empire lie here east of the Landsend Peninsula. It is unknown who built this empire, but it has been suggested that it was Caranthans who spread along the Storm Coast early in history. Others argue that Shemmat was built by a race much older than humans that magically left the kingdom, quite possibly the chessan duar. Whatever its origin the hobgoblins of Tojar fear this place and do not venture here without good reason. Stingers now prowl the ruins that some adventurers still visit for the hidden riches.

STORM COAST, THE (59)

This region describes the long southeast coast of Cardan. As its name suggests violent storms lash the coastline.
Originally Avalin peoples settled the northern end of this coast. Many of these territories have fallen under the expansive tyranny of the Tojar Empire, and the Storm Coast is in serious danger of being completely swallowed by the hobgoblin armies.

THALDARIAN HIGHLANDS (32)

Embracing moors, boggy peat basins and great glacial lakes (lochs), the windswept landscapes of the Thaldarian Highlands, whilst rugged and wild, contain some of the most spectacular scenery in northern Cardan.
Thaldaria is currently under the rule of Brymoria and the nobles of the land resemble the Brymorians in outlook. However, the ‘highlanders’ fiercely defend their freedom and obey the edicts of their clan leaders and no one else.
The people of these lands are mostly warriors of some sort. Arcane magic is unwelcome, but clerics hold positions of high regard.
Population: Human 75%, dwarf 20%

TOJAR (Tojaran Empire) (73)

Years ago a small number of hobgoblins were forced south by the Caranthans into what was perceived then as almost uninhabitable lands. Many of the hobgoblins died as they trekked across the land, struggling for survival. If anything, this trek only served to make them even more bitter towards humans than they already were.
When they reached the more fertile lands on the other side, they set about establishing themselves so that such a thing would never happen again and so they could extract revenge. Originally this meant that they occupied and fortified a small-uninhabited region but as their numbers grew, they required new lands, taking them freely when they could, or by force when they could not.
One by one they warred with the nations of the south, and one by one they conquered them, until most of southern Cardan belonged to them and all other races were subservient.
As such Tojar now encompasses regions that vary from swamp to desert, from plains to mountains. The northern plains and gentle hills are extensive and have always been known as the Kalasi Steppes. The empire itself is ruled as 16 distinct provinces each under the control of a single senator and his legions. Each province then gives its allegiance to the Emperor who lives in and controls only the city of Toje. In the past, provinces have tried to rebel and secede from the Empire, but the other provinces always rise against them under the Emperor’s rule, always to the Senator’s regret.
Fighters, rogues and hexblades are the most common classes of Tojar with witches their primary spell casters. In this regard witches are treated more like mystics or tribal shaman/adepts. Whilst goblinoids tend to adopt any religion near them the Tojarans do not venerate any deities at all, thus divine spell-casting classes are exceptionally rare.
Population: Hobgoblin 80%, goblin 10%, human 5%, troll 2%, giant 2%

CNotes: Cardan has been through many incarnations. It has always been a European/British Isle-type setting with Vikings in the north, Saxons in the west and Romans in the southeast. When our settings were combined, the southern section of Cardan expanded immensely, to make may for the mighty Tojar Empire (ported from Shane's campaign I believe). Most kingdoms are based upon European kingdoms at various times in their history. In a sense it is a typical setting and remeniscent of many generic settings prior to the points of light conceit of 4E.