An Overview of The World of Almorath


Ages ago, before the Sundering there was only one great continent in the midst of an all-encompassing sea. This was Kalor, the One Land. But when the Human Sorcerers, in their pride and folly, challenged the rule of the Gods they were thrown down and in their fall they broke apart the world. Such was the power of their fall that Kalor was split apart, not only in a physical manner, but at an elemental level. This division was largely responsible for the great weakening of Magick that occurred after the Sundering. Land crumbled into the sea and other land rose steaming from the depths. Civilizations were destroyed and races laid waste to. But life, as always, survived. After the cataclysm, Kalor was no more. In its place were three great islands and an expansive archipelago scattered across the tortured face of Almorath. But almost none of the great cities or the ancient cultures survived intact. Instead, what followed was a thousand, thousand years of barbarism and fear. It was only in the dawning of the Time of the Four Tribes that knowledge began to supplant madness. And with the dawn of the Age of Kings have the first few tentative steps been made to chart the unknown vastness of the new face of Almorath.

The remnants of the vast land that was once Kalor are now known as Meridon, Gessam, The Coral Islands, and Skarppsey. For a map of the current shape of Almorath, click here. For more information on each land mass, click below.

Gessam

Gessam is elementally aligned with the Aspect of Fire. It is a land of heat and sun. It lies along the equator of Almorath, far to the West of Skarppsey. The outer edge of the great island is covered by lush, deep jungles that climb almost to the top of the Barrier Ring, a chain of tall mountains backing sandstone cliffs that encircle the inner desert heart of Gessam. The height of the Barrier Ring prevents all but the fiercest of yearly storms from pushing clouds into Gessam's interior. Because of this, except for the rare oasis that touches an upwelling of groundwater, the land is harsh sandstone jebel and burning seas of dunes. At only one point does the Barrier Ring open out to the sea, and this is the site of the great port of Ashamm's Tree (named for the king who founded the port and planted a great palm beside one of the many oasis in the area). The slightly wetter outer edge of the desert provides enough shelter, water, and game to sustain human life. The small bands of nomadic Bedu tribes cross some of the inner parts of the desert and bring trade and news. However, only the brave or the foolhardy travel to the interior or center of the Great Dune Sea. Not only is there almost no water to be found, but the interior is guarded by the enigmatic Lizardmen. This strange race trades and kills for unknown reasons. But they are the sole source of the rare Noe Root and Ganji Red Spice. These items command high prices in all markets and so there are always a few traders willing to risk their lives and chance the Lizardmen's goodwill to make the trek into the deep desert.

Meridon

Meridon is elementally aligned with the Aspect of Earth. It is a vast land, fertile and mostly flat. It is the most populous of the lands and has the greatest mix of races of any of the lands. This land was one of the first to recover from the effects of the Sundering and thus it was the first to recover writing and the Arts of Magick. As such it has had the longest time to build a history and divide into nations. Meridon is now a patchwork of city-states and dukedoms with allegiances to one of about a dozen different powers. But while intrigue is often a way of life in the court, few real battles have been fought and no real wars in living memory (of humans anyway). Trade is a way of life for a great number of the populace and road building is a constant affair to link cities and the ends of kingdoms. Meridon has vast forests, many of which are only now starting to be explored. And the Alfar races, which are rare or vanished on the other lands, are almost as common as man in Meridon. They share the lands and cities, walking as equals and friends throughout most of Meridon.

Skarppsey

Skarppsey is elementally aligned with the Aspect of Air. It is a land of fierce and ever present winds which whistle and carve a cold path across its face. Skarppsey was the last of the lands to emerge from barbarism, and many pockets of it still exist throughout is ruined expanse. Skarppsey was ground zero of the Sorcerer's Fall and as such, it was split nearly into by the force and fury of the Sundering. The black, volcanic heart of Skarppsey was vomited up upon the land and scarred much of it. To this day, the center of Skarppsey is a wasteland of granite, basalt, and obsidian inhabited by monstrosities warped by the Magicks released during the Sundering. Through the center of Skarppsey runs the Greatstep Break, a vast, deep gorge. At the bottom is a channel for a terrible river, warmed and boiled in places by still active lava flows. The Northernmost end of Skarppsey is endless tundra and glacial fields. To the East it is the Cold Waste. To the West it is the Norn Ice Fields. South of this and covering huge areas of Skarppsey is the Great Northern Forest. Eventually it gives way to rolling, turfy hills, mountains, and plains in the south. Only the heartiest of creatures or men live in the North, with most of Skarppsey scattered populace living South of the edge of the Great Northern Forest. It is ruled by fierce Thanes and Jarls who provide the only protection against the ravages of winter-starved wolves and moor trolls. Magick is feared and hated because of the ruin it brought to the land (though none could say how or why this ruin came), but respected for its power and protective force. The last remnants of the Ljosalfar haunt secluded areas. They are a dying race here. But their dark brethren, the Dokkalfar have claimed the entirety of Dokklund and their armies were driven back from Skarppsey itself only recently by the last power of Rhbus (who are now believed to be vanished utterly). Men scratch what living they can from the rocky soil and hope for better days.

The Coral Isles

The Coral Isles are elementally aligned with the Aspect of Water. The entire archipelago is claimed as the domain of the Coral Kingdom and ruled by the Coral Queen. In fact, few but the Inner Isles actually owe allegiance to her, but all fear her power and send tribute to her court to avoid her wrath. The navies of the Coral Queen are legend for their swiftness and the ruthlessness of their captains. All who do not pay the Queen's Duty on travel and trade or refuse to present their chop (a seal which all captains and merchants must carry) when intercepted are mercilessly pursued, boarded, and their cargo confiscated. Usually the captains are killed and sometimes the ship is sunk with all aboard it. The Queen's Navy operates as protector of both ports and the right of passage for those who pay her price. And they operate equally as pirates and raiders of all who do not. The Coral Kingdom extends from the Ivory Isles off Skarppsey's West coast to the Southern Reaches near Meridon's Southern edge. As such, the Coral Kingdom and the Coral Queen receive trade goods from all the lands and both have grown wealthy and decadent off of them (most especially the Inner Isles where the Queen's Court is held). However the Coral Queen has grown more vicious and jealous of the other lands of late, particularly Meridon with its vast fertile fields. Rumors hint of a possible invasion and more traders are growing fearful of passing under the Queen's scrutiny. Instead they take longer routes though the open ocean and across the largely uncharted GreatSea to avoid her duties and her navies.