Regions
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Bit of a placeholder entry; to give a place to brainstorm, and until (if) better names are thought of.
The South-West of Dargarth is the most populated area on the continent, boasting several coastal cities within close proximity. One end of the great trade road grounds out in the region; combined with easy sea access to the cities, this makes the region popular with traders.
On the mainland stands the capital of the Order of Mardur; seasons past it outgrew its original city walls and merged with a nearby township which had grown up in its shadow. While technically two distinct cities, the sister city is notable as one of the few major urban centers in Dargarth to not be protected by fortress walls. The nearby Isle of Narscin itself is home to two sizable cities upon its shores: the former capital of the island, long since under Explorers Guild protection, as well as a younger city grown up around a profitable gold mining operation.
Outside of the cities the south-west is a windswept coastal region devoid of the extensive forests which can be found further north. Its extensive coastline includes many inlets and bays, as well as two islands with notable mineral deposits.
Nations: Explorers Guild, Order of Mardur, Mercenaries of Bitter Peak
Just north along the great trade road can be found the Central region of Dargarth. Starting from the narrowest point of the continent the region extends south-eastward in a great arc between the mountains to the north and the desert to the south. While the south-west might boast the largest trade centers, the coin they trade in probably originated from this region, as the area contains massive mineral reserves. Somewhat ironically there are almost no permanent settlements in the region, but it is home to the greatest density of fortifications upon the face of Dargarth, presumably holdovers from the Old Kingdom.
The region was originally mostly unexplored, with Mardurian assets to the south-west and the Order of the Abbot in the mountains to the north-east. As time passed on Mardur expanded northward while the Abbot secured the rest of the mountain, and the great trade road was built, and the lands between the two nations were explored. After a time a Legion exploration party explored the last uncharted wilderness along the trade route, settling an outpost between the two nations. This by accident or divine fate coincided with the public declaration of the merger between Mardur and the Order of the Abbot, placing the outpost squarely in the middle of the now largest nation on the face of Dargarth. Afterwards the combined nation expanded its borders out of the mountains, while Legion explored in the south.
Despite its lack of settlements, the merging of countries has acted as a catalyst, making this one of the most thoroughly explored regions of the continent.
Nations: Order of Mardur, Legion
Continuing along the trade road, one comes to the Eastern Mountains of Dargarth. Once home to the elusive and monastic Order of the Abbot, who lived in reclusivety, they spent much of their time fortifying the mountain passes. Their isolation changed somewhat when they agreed to connect their capital with the cities of the south. Legion has holdings in the foothills to the east.
Nations: Order of Mardur (formerly Order of the Abbot), Legion
Traveling to the East, the trade road moves down out of the mountains onto the eastern plains. The flatlands consist of everything east and south of the mountains, extending in wide sweep across the continent, and are broken up only by a few small forests and the occasional palm grove. The boundaries of the region are marked by sea and stone; the ocean to the north, east, and south, the stark mountains to the northwest, and the rivers of the central region acting as a final bearer to their last outlet in the southwest.
Geographically, the district is regarded as generally unremarkable, with few notable landmarks, the near sole exception being the Great Southern Desert. This arid region nearly splits the region in twain, cutting a swath almost perfectly through the middle of the plains, leaving a band of fertile land around the outside.
The trade road was originally intended to connect to the eastern capitals (for more information see: The great trade road. However construction soon stalled once construction reached the great desert. To this day the end of the road stops abruptly a league out in the sands.
Politically, the region could easily be split into north and south, with the holdings of Legion primarily centered in the wild prairielands of the northeastern peninsula, and Alliance holding sway over the small forest and long settled farmlands of southeastern peninsula.
The south-east is one of the oldest settled regions of the continent; in the modern era it was first the holdings of the Imperial Guard, and later by Alliance, following the collapse of the Guard. Being far from the dangers of the high mountains and deep forest which exist further west, and guarded by the desert, this region likely is the oldest civilized region, stretching back to the collapse of the Old Kingdom.
The north-east, however, has long been thought of as a unknown wilderness. Long left unexplored by the modern nations of Dargarth, this changed when Legion claimed the region as its own. Since its inception, Legion has made strides in the exploration of the area. In hindsight it is unknown whether the region, which includes the northernmost reaches of the desert, has long been settled by reclusive folk, or whether the remoteness was a factor in Legion choosing the area as a base for their operations. Either way no settlements of notable size were known to exist in the region.
Leaving the trade road behind one cannot overlook the North-West of the continent. It is a land of dense forests and the western mountain range. The region contains the eldest of the modern nations, the Explorer's Guild. Their capital, Newholme, stands at the northernmost point of the continent, where their original exploration ship wrecked long ago. It stands surrounded by the largest conifer forest on the continent, and has a long history of settlement.
South of the forest stands a large swath of unexplored land which extends south-west to the sea, and is home to a variety of monsters. Explorer territory extends in a narrow band south along the edge of the bay and swamps, thereafter turning to the west, bracketing in the monstrous hordes. This narrow band of civilization is guarded by a string of fortifications.
To the west of Explorer lands, and standing to the other side of the monster territory, is the holdings of the Briarwood Clan. Their native home is the jungles on the western peninsula, but they also hold some territories on the far side of the bay, in the western reaches of the conifer forest. These holdings include an ancient lighthouse while allows them to navigate the maelstrom which guards the entrance to their bay. While unable to rival the cities of the south, Briarwood territory houses what is probably the densest concentration of hamlets and townships on the continent.
Of note in this region is the former capital of Albion high in the western mountains; while now crumbled into presumed ruin, it still stands guarded by former knights of that realm. Occasionally other former retainers can be found across the mountains.
Nations: Explorers Guild, Briarwood Clan
Still to do:
- The Northern Islands
- The Eastern Islands
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