Danatha is the vast eastern continent. The western shores have recently been settled by sea-faring humans from Cardan, whilst in the west the Kazari humans have built city-states before the land becomes and endless sea of grass, most of which remains unexplored.
To the north the icy reaches of the Devil's Arm reaches towards Cardan and in the south the Steps of the World lead down to the Dark Continent of Djana.
DEVIL’S ARM (22)
These northern lands of mountains and ice are a frigid place to eke out a living, and few do. This whole region remains ice and snow-covered all year round. There is no one central government, just pockets of civilization.
Danir have settled along the coasts, elves wander the east and light elves have built palaces of ice in the southeast, and other races such as tuskans, canisarans and taer are commonly found here, but rarely together.
Population: Human 99%. (Swap this with other races if in their home realms. In wild areas a mixture of native races is more likely)
DREN (5)
Dren is mostly a dry windswept land. From the sandy wastes and dusty plains the land rises in the north towards the Kazari city-states.
Whilst humans live here, they are mostly slaves of the evil brayhan (goatfolk) who rule over a fiend-worshipping empire. The few who are free mainly live life as corsairs on the southern seas or as outlaws in various pockets on the fringes of the Brayhan Empire. Ironically the brayhan themselves are ruled over by two humans. These two men hate each other and this country is in a perpetual state of civil war as their individual armies seek to destroy the other.
Classes that best enable people to avoid or oppose the brayhan are most common amongst the outlaws: rangers, rogues and champions. The brayhan are predominantly fighters with a government of clerics.
Population: Brayhan 40%, human 40%, elf 5%, dwarf 5%
ENDLESS PRAIRIES (27)
This area is a vast, rolling grassland situated between the Wyrmspine Mountain chain and the Wilderwood and Kazari, running from the Frozen Way in the north to the Steps of the World in the south. The eastern region is dominated by tall grasses, which grow high enough to hide someone mounted upon horseback. To the west, shorter grasses prevail.
All these grasses are home to the pronghorns and bison that are an important food and hide source for the nomadic and hunter inhabitants. With few large predators on the prairies there are also numerous small animals found here. Rangers, totem warriors (barbarian variant) and druids (especially shaman) are all common classes.
Civilization has almost no hold on the area. Nomadic litorians, canisarans, centaurs and elves populate the region. Other than the odd Kazari wanderer, very few humans have ever laid eyes upon this place.
ESQUIA (66)
This is a land of tall wind-swept mountains, deep coniferous forests and snow-covered meadows where the northern shoreline freezes over for most of the year.
This is a land shared by the esquians and frost dwarves that have a culture all to their own. Living in igloos and hunting in kayaks these peoples eke out an existence by hunting all manner of game from seals to polar bears.
Population: Canisaran 75%, dwarf 20%.
FRONTIER, NORTH (67)
This is the traditional homeland of Cellworld’s elves and the Larefian Forest is still the center of elven culture. Humans from Brymoria have settled here in the last 200 years. In this time they have misplaced or mixed with the dwarves in the hills and the delgonquin canisarans and elves in the woodlands. Humans who are no longer loyal to the crown of Brymoria select this homeland. Loyalists are better represented by the homeland of Brymoria for character generation.
This is a land of expansive woodlands, rolling hills and luscious meadows.
The human lands have recently divided from one large regency (New Brymoria) into smaller states and most areas are now self-governed or part of an alliance. Only in the west, along the coast, do they remain loyal to the laws and crown of their motherland. The people of the east have a more accepting attitude of the area’s original inhabitants and many are frontier settlers who rely on the land’s resources for a living.
Rangers are common. Fighters and wizards willing to join them are very welcome. Clerics have a great opportunity to establish new sects and churches. Generally any class is accepted, except paladins who remind the people of life under the strict Brymorian rule. These folk are also very accepting of other races, unlike the regime of their pioneers who took lands from many.
Population: Human 60%, elf/half-elf 20%, canisaran 8%, dwarf 5%. (Terrain affects these percentages. In hills, swap dwarf with human. In forests elves and canisarans occupy the first two positions – move the rest along. The Larefian Forest is 95% elf.).
FRONTIER, SOUTH (68)
Like the Northern Frontier this is a land of vast forests, including massive redwoods, rolling hills and plains. The region is also home to many large lakes and the rivers than run to and from them.
Originally home to wood elves and canisarans, lacertilians established a huge empire here before human settlers crossed the western seas and put a stop to it about 200 years ago. Since then Chandalayans have established a large and wealthy colony here, and unlike the Brymorians to the north they did it by avoiding hostilities with the native population (except the ruling lacertilians of course).
The humans who have come to these lands generally have greater wilderness lore than the Chandalayans back home. Some of the world’s best explorers dwell here and thus rangers are common, although most classes are found amongst the population.
Population: Human 55%, canisaran 20%, elf/half-elf 15%, lacertilian 5%.
FROZEN WAY, THE (69)
This region of vast tundra, snow-capped mountains, and sprawling taiga links the Endless Prairies to the Devil’s Arm.
It is a wilderness region that has not likely been seen by human eyes and is not ruled by any one power. Centaurs, uldra and giants make up most of the population, though elves often travel through this region.
KAZARI CITY-STATES (48)
Nestled between the Wilderwood to the north and Dren to the south, the Kazari City-States consists of five stone hewn cities upon the shores of a large freshwater inland sea, Wakiir. All five populations worship the same god; unfortunately they each interpret his words differently which has led to numerous altercations between them. While there is no outright war between them, those from outside any of the cities are viewed with suspicion if not outright hostility. It is not unheard of for sanctioned attacks to be blamed on bandits when one is questioned. These are generally a proud people, given to insult easily and quick to anger. In the center of the inland sea a small island exits above which a huge unmoving figure hovers. Most of these people view this figure as the physical embodiment of their god.
It is a land of great deserts, lush oases and tall mountains. It is united by a powerful, monotheistic faith inspiring piety, zeal, and honor, yet tales tell of demon-haunted cities and godless sorcerers who wield strange magic.
The shores are plagued by particularly fierce corsairs, making it harder for travelers to visit.
The Kazari are not fond of metal armour due to the heat and sandy nature of their land. As such unfettered fighters and rogues are frequently found here. Wizards (known as sha’ir) are the primary form of arcane spellcaster and these are still very rare, though their summoned outsiders are common nuisances that cannot resist meddling in the affairs of humankind. Divine casters are usually restricted to the noble cast.
Al-Quha
The western-most of the five City-States, Al-Quha is home to the most fervent worshippers of Koras of any of the five cities. While the Sultanate of the city has a long and proud history, it is undeniably subservient to the power of the church, and the Caliph. The church regularly sponsors expeditions into the wilderness to the west, hunting for heretics to convert to the worship of Koras, or be burned as blasphemers. It is the zealous, even fanatical, church of Al-Quha that keeps the other cities wary of conflict, as there is no way of knowing how they might react.
Population: Human 92%, elf 2%, dwarf 2%, orcs/half-orc 1%
Kur
Guarding the northern borders of the Wakiir from the savage raiders to the east, Kur is a city seemingly on permanent military readiness. With some of the most arable land in its domain, and bountiful supply of water, Kur maintains the largest horse cavalry of the Kazari. Kur also maintains a military outpost at the ruins of Bedin-ael, where they launch most of their patrols into the eastern deserts scouring for raiders.
Population: Human 75%, dwarf 10%, elf 5%, orcs/half-orc 3% and canisaran 2%
Rakeshi
Located on the southern edge of The Sea of Wakiir, Rakeshi is known to have the most capable navy of any of the City-States and, while they still rarely venture beyond sight of the shores, they have been known to land upon the mysterious island in the center of the Wakiir Sea. Rakeshi also maintains a military outpost in the ruins of Mor. While this ancient city often comes under attack by the barbarians from the east and south, their control of the southern coast enables the Rakeshi navy to keep the city stocked with all the supplies it needs.
Population: Human 75%, elf 8%, canisaran 7%, dwarf 4%, and orcs/half-orc 2%
Symbaya
Symbaya is easily the largest of the City-States, a thriving metropolis that sits on the north-western tip of the Wakiir Sea. The fertile Symba River produces an abundance of food to keep the citizens loyal to the Sultan and the Caliph. While there is no doubt that Symbaya’s location, between the other four cities, leaves them in a seemingly precarious position, they have managed to not only survive, but to grow from strength to strength due to the skillful and astute diplomacy of its rulers.
Population: Human 75%, orcs/half-orc 8%, elf 5%, dwarf 5% and canisaran 2%
Thune
Thune is the only one of the five City-States that does not sit on the shore of the Wakiir Sea. The jagged cliff edges along the mouth of the river prevents any but the most exclusive of residences to be built, and the small section between the city and the sea is lined with Estates from some of the wealthiest nobles and merchants of the city. The city itself is a thriving metropolis, second only to Symbaya in size, and trades in many metals and gems from the mountains to the north. The other City-States often view the Thunites with mistrust, as they are known to wield powerful magics, however they will always belay their suspicions long enough to conclude their trading.
Population: Human 75%, dwarf 8%, orcs/half-orc 7%, canisaran 3% and elf 2%
PLAINS OF SHAREK, THE (72)
East of Dren, the Kazarai City-States and the Wilderwood this region is a seemingly endless expanse of grasslands and prairies. There are almost no topographical features higher than rolling hills. This makes this region’s weather patterns some of the most unstable upon Cellworld, with tornadoes and thunderstorms commonplace. There are virtually no permanent structures on the plains, once away from the western mountains, as any that are built are generally destroyed within a decade by the storms.
Most peoples here are nomads and follow the vast game herds as they wander.
The humans here are descended from the Kazari but some clans exhibit qualities that suggest members of other human sub-races once made their homes here. These people are proud and live by their own code of honour, though most other lands consider the inhabitants of the plains to be barbarians. Each clan has assumed the totem of one particular animal that they admire more than others that they try to emulate to varying degrees.
Barbarians (most with totems), totem-warriors, rangers, rogues (as scouts – nanala variants), savage bards and shamans are all viable classes among these people.
Population: Human 50%, canisarans 20%, litorian 10%, elf 10%, lacertilian 4%, orc 4%
REDLANDS, THE (52)
Named after the colour of the rock that dominates the landscape here, the Redlands is a dry place of wind-shaped mesas and deep-cut canyons. Rocks balance impossibly on one another in some of the most outstanding rock formations one could imagine.
Few intelligent species live here, and it is rumoured the lacertilians who do are ruled by red dragons that come down from the peaks of Surtr’s Furnaces. Goblins and canisarans are also common here.
STEPS OF THE WORLD (58)
This area serves to separate (and protect) Djana from Danatha. Most of the area is covered in grasslands like the Endless Prairies, but desert is enroaching upon the area from all directions.
The Steps are characterised by massive cliffs and steep banks that run for miles with few precious passes and gullies that allow access down to the next level as one travels south. The nomadic elves use these as highways in their journeys from one continent to the other. Humans from the Near East and northern Djana have seen and explored the area, but no humans are native to the Steps. Gnolls, centaurs, litorians, wemics, scrabs and canisarans are all common encounters in this region.
SURTR’S FURNACES (60)
Unlike the Wyrmspine Mountains, which in fact make up the northern part of the same mountain range, Surtr’s Furnaces feature many active volcanoes. The western slopes are steamy and very tropical, but little moisture gets to their other side and the eastern slopes give way to the dry and windswept Redlands. The steep walls of the Furnaces hide many cavernous entrances to the monster-infested tunnels of the Underdark.
These lands are a hive of evil, a treacherous landscape made worse by the presence of creatures such as fire giants, salamanders and red dragons. Humans do not dwell in or near these mountains.
Where these mountains but up against the rain forest of Zamoa the foothills tend to be gentle and they are crossed with sluggish, meandering rivers. This region is home to many animals including; the spectacled bear, puma, condor, white-tailed deer, cavy (brown guinea pig), vicuna (llama like) and beautiful birds such as the emerald toucanet (green with yellow beak), and the cock-of –the-rock (live in low areas, orange-red with grey-white wings and tail, full mohawk crest).
WILDERWOOD (62)
This thick, twisted mass lies north of the Kazari city-states. It is a dark place of thorny growth and inhospitable terrain. Only the gygarthir’rin (wild elves) are known to dwell there alongside the many evil races that call the Wilderwood home. Few humans alive have ever seen its vastness, and few would want to.
WYRMSPINE MOUNTAINS (63)
The highest peaks of Danatha can be found in the Wyrmspine Mountains, a massive chain that includes the Hurac Peaks to the north and become Surtr’s Furnaces in the south.
Dwarves have built some of their most majestic halls and holds on and under these mountains, but they face an ever-increasing onslaught of goblins, orcs, giants and other evil humanoids of the Underdark – to which there are many entrances beneath these mountains.
The only humans to visit here are those of the Northern Frontier who have established trade routes with the dwarves, something that has been re-opened of late thanks to the heroic acts of two dwarven adventuring parties from the borderlands between the humans and the mountains.
ZAMOA (65)
This is a land of forbidding natural barriers. Mountains, swamps and steaming jungle make it a place rich in resources, but hard to settle.
Canisarans are the civilized inhabitants and communities build stone ziggurats for their gods. They are very war-like and hostile. Not surprising considering the other intelligent races of the region count orcs, giants, goblins, and even dragons in their numbers.
Humans have not settled these lands, though a handful of brave sailors have explored the coasts and returned with gold, gemstones and rare spices.