
A map focusing on the geography of the Heart of the World, and its various nations and capitals.
Whitewall Plateaux: The northern edge of the known world, past which surely nothing can grow and live.
Territory of the Mercenary Kings: A loosely-affiliated partnership of mercenary lords who have claimed themselves as the lands' rulers over time as they consolidated power. Recently lost its eastern territories in a war to an alliance between Auhei and Brinnilee.
Auhei: Dry open grasslands, sparsely populated but zealously defended by its inhabitants, who breed some of the known world's sturdiest mounts.
Brinnilee: Originally part of Auhei, but seceded two centuries prior due to a major cultural divide.
Sovereignty of Beletam: The undisputed powerhouse of the region, sprawling with fertile farmland, which has allowed its population to expand and form a dense network of small cities and towns, with the capital at the center. Has developed manufacturing methods far beyond the abilities of its neighbors, but as a result, is constantly in need of quality metal ores. This directly lead to the war upon (and following annexation of) its small southern neighbor, Dinnlan.
South Beletam (Formerly Dinnlan): A harsh, mostly dry region, but is densely packed with rich veins of iron and copper ore, which it historically used to trade for its foodstuffs. Conquered by Beletam five years ago, and is undergoing a transition to Beletan rule.
Peshtul Confederacy: A confederacy of mostly self-contained city-states, with its small towns and farmlands located in the center of a ring of its largest cities, so that the inner lands are easily defensible.
Akalos: Sparsely populated, except for the line of cities on its eastern coast, which provides the majority of its food and commerce.
Baramor: A small country with a tendency towards neutrality and trade. A great temple marks the center of its capital, where secretive guilds produce fine and detailed artifice, utilizing methods that they are extremely secretive about. Invasions have been threatened if they did not share their methods, but they responded by (allegedly) rigging the temple to explode if an invasion force ever breached the city walls. As of yet, no threats of invasion have been acted upon.
Eastwall: The last vestige of civilization before the Grey Wastes, which no expedition has returned from. The climate is harsh, but a line of farmlands near the eastern river allows the nation to sustain itself.
The Green Reach: An extremely fertile section of land, and the breadbasket of the western side of the continent. While it produces a great deal of food and crafts, most of it is kept within the nation itself, as trade with the east is made difficult by the Indrel Mountains separating them from the majority of their potential trade partners.
Indrel Mountains: Given its name by its native Indrel population, who guards their territory fiercely. Though they cooperate with travelers to lead them through their mountains (for a price), they are otherwise extremely secretive and isolationist.
Val Salia: The region is formally known as "The Val Salian Passage," as the city-state of Val Salia claims no lands outside its capital, but none of its neighbors wishes to try and claim for themselves. Originally a rest stop for travelers moving up and down the barren passage east of the Indrel Mountains, it is now a great center of trade for the northern nations via land and sea. An important and widely-used section of land that connects the northern and southern sections of the continent, the passage would be coveted by nearby nations if it were not kept barren by the western mountains, which blocks the flow of moisture from the west.
The Newborn Isles: Records indicate that these islands were just shallow sandbars until a series of major volcanic eruptions nearly 300-400 years ago. The lands are now fertile, and it has drawn a large population from the other nations of the gulf.
The Glorious Empire of Kalleg Darr: A tiny self-declared empire full of jerks with strange facial hair styles that nobody likes.
Arisota's Hold: Apparently far enough south to not anger the mountain range's Indrel population, what started as a makeshift refugee camp has since grown into an unassailable mountain fortress, from which the population is able to project its power many miles outwards into the Southlands.
United Tribes of the Southlands: Originally a wide-ranging collection of warring nomadic tribes, they banded together in a loose alliance several hundred years ago to halt the armies of the north from marching south past the mountains. There is still a great deal of inter-tribal warfare, but they are quick to put aside their differences if the northerners ever show signs of coveting their lands again, and so civilization's expansion southward has been halted ever since.
Origin point of the yinglet species: Suspected birthplace of the Greater Yinglet. Hot, humid, and covered in marshes and swamps filled with dangerous and toxic flora and fauna. They originally spread outward in random directions before their Great Leader emerged and formed the Enclave system. While yinglet enclaves dot the landscape in all directions from this point, the concentration of growth appears to be headed northward, with the Val Salian enclave the northern-most (known) one, and by far the closest to any human city they have established.
Cult of the Great Lake: A secretive, zealous people, who live by a strict religious code, centering around the nearby lake, and/or something they believe to reside within it.
The Uncharted South: Growing hotter with each mile traveled, and with no civilized peoples or outposts in sight, attempts to map the regions further south have proven dangerous and unreliable. The only existing reports suggest that there is only countless miles of hot, sprawling grasslands past this point.
Whitewall Plateaux: The northern edge of the known world, past which surely nothing can grow and live.
Territory of the Mercenary Kings: A loosely-affiliated partnership of mercenary lords who have claimed themselves as the lands' rulers over time as they consolidated power. Recently lost its eastern territories in a war to an alliance between Auhei and Brinnilee.
Auhei: Dry open grasslands, sparsely populated but zealously defended by its inhabitants, who breed some of the known world's sturdiest mounts.
Brinnilee: Originally part of Auhei, but seceded two centuries prior due to a major cultural divide.
Sovereignty of Beletam: The undisputed powerhouse of the region, sprawling with fertile farmland, which has allowed its population to expand and form a dense network of small cities and towns, with the capital at the center. Has developed manufacturing methods far beyond the abilities of its neighbors, but as a result, is constantly in need of quality metal ores. This directly lead to the war upon (and following annexation of) its small southern neighbor, Dinnlan.
South Beletam (Formerly Dinnlan): A harsh, mostly dry region, but is densely packed with rich veins of iron and copper ore, which it historically used to trade for its foodstuffs. Conquered by Beletam five years ago, and is undergoing a transition to Beletan rule.
Peshtul Confederacy: A confederacy of mostly self-contained city-states, with its small towns and farmlands located in the center of a ring of its largest cities, so that the inner lands are easily defensible.
Akalos: Sparsely populated, except for the line of cities on its eastern coast, which provides the majority of its food and commerce.
Baramor: A small country with a tendency towards neutrality and trade. A great temple marks the center of its capital, where secretive guilds produce fine and detailed artifice, utilizing methods that they are extremely secretive about. Invasions have been threatened if they did not share their methods, but they responded by (allegedly) rigging the temple to explode if an invasion force ever breached the city walls. As of yet, no threats of invasion have been acted upon.
Eastwall: The last vestige of civilization before the Grey Wastes, which no expedition has returned from. The climate is harsh, but a line of farmlands near the eastern river allows the nation to sustain itself.
The Green Reach: An extremely fertile section of land, and the breadbasket of the western side of the continent. While it produces a great deal of food and crafts, most of it is kept within the nation itself, as trade with the east is made difficult by the Indrel Mountains separating them from the majority of their potential trade partners.
Indrel Mountains: Given its name by its native Indrel population, who guards their territory fiercely. Though they cooperate with travelers to lead them through their mountains (for a price), they are otherwise extremely secretive and isolationist.
Val Salia: The region is formally known as "The Val Salian Passage," as the city-state of Val Salia claims no lands outside its capital, but none of its neighbors wishes to try and claim for themselves. Originally a rest stop for travelers moving up and down the barren passage east of the Indrel Mountains, it is now a great center of trade for the northern nations via land and sea. An important and widely-used section of land that connects the northern and southern sections of the continent, the passage would be coveted by nearby nations if it were not kept barren by the western mountains, which blocks the flow of moisture from the west.
The Newborn Isles: Records indicate that these islands were just shallow sandbars until a series of major volcanic eruptions nearly 300-400 years ago. The lands are now fertile, and it has drawn a large population from the other nations of the gulf.
The Glorious Empire of Kalleg Darr: A tiny self-declared empire full of jerks with strange facial hair styles that nobody likes.
Arisota's Hold: Apparently far enough south to not anger the mountain range's Indrel population, what started as a makeshift refugee camp has since grown into an unassailable mountain fortress, from which the population is able to project its power many miles outwards into the Southlands.
United Tribes of the Southlands: Originally a wide-ranging collection of warring nomadic tribes, they banded together in a loose alliance several hundred years ago to halt the armies of the north from marching south past the mountains. There is still a great deal of inter-tribal warfare, but they are quick to put aside their differences if the northerners ever show signs of coveting their lands again, and so civilization's expansion southward has been halted ever since.
Origin point of the yinglet species: Suspected birthplace of the Greater Yinglet. Hot, humid, and covered in marshes and swamps filled with dangerous and toxic flora and fauna. They originally spread outward in random directions before their Great Leader emerged and formed the Enclave system. While yinglet enclaves dot the landscape in all directions from this point, the concentration of growth appears to be headed northward, with the Val Salian enclave the northern-most (known) one, and by far the closest to any human city they have established.
Cult of the Great Lake: A secretive, zealous people, who live by a strict religious code, centering around the nearby lake, and/or something they believe to reside within it.
The Uncharted South: Growing hotter with each mile traveled, and with no civilized peoples or outposts in sight, attempts to map the regions further south have proven dangerous and unreliable. The only existing reports suggest that there is only countless miles of hot, sprawling grasslands past this point.
Category All / All
Species Unspecified / Any
Size 1000 x 1016px
File Size 417.3 kB
I wonder where the small isolated village that Nova (my wonderful yinglet oc) would be on here
Probably somewhere down in the mountains at the left bottom corner
It's ment to be a very small village that is very isolated(nova being the only yinglet living there).
A fun little non-cannon home for my little Nova
I hope you don't mind me having that village for Nova btw ^^;
Probably somewhere down in the mountains at the left bottom corner
It's ment to be a very small village that is very isolated(nova being the only yinglet living there).
A fun little non-cannon home for my little Nova
I hope you don't mind me having that village for Nova btw ^^;
Very nice! I always enjoy getting a little perspective on stories that take place on other worlds, a look at what the place looks like. I hope this gets into the Extras area of the comics page!
One question, though: what is the scale, roughly? I mean, early maps were pretty much never perfectly accurate in the way modern people are used to, but I have no idea if it's 200 miles between Val Salia and the Yinglets' origin place, or 2000. This could be a world-spanning landmass, with Val Salia nearly on the equator, or it could be a Europe-sized continent with the equator well to the south. (Or north, for that matter.)
One question, though: what is the scale, roughly? I mean, early maps were pretty much never perfectly accurate in the way modern people are used to, but I have no idea if it's 200 miles between Val Salia and the Yinglets' origin place, or 2000. This could be a world-spanning landmass, with Val Salia nearly on the equator, or it could be a Europe-sized continent with the equator well to the south. (Or north, for that matter.)
Hmmm, I'm thinking that there might be some, at least indirect, connection between the thing supposedly in the Great Lake and the origin of the Greater Yinglets, and maybe a connection to certain artifacts. Perhaps there are also dealings between the Cult and the yinglet High Elders.
Comments