Lorem has a long history of fostering great civilizations. Four hundred years after the Upheaval, the lands of Lorem are magic scarred and dangerous. The dominions of yore are tatty things now and the land is only beginning a long period of recovery.
Ardeg Forests: Home of the wood, gray, and high elves. Vastly forested, and isolated by two tempestuous rivers, and Eld Sehline and the Eld Vintas. In years past, traffic was carefully controlled through the forest, but with the loss of Rostram, there is very little traffic through the Forests. Unwelcome visitors find their trails confused and the routinely find themselves back on the bank of the twin rivers.
Dawindar: Pastoral kingdom governed by a council of stewards. With rolling hills and vast table lands. The country side is dotted with abandoned monasteries and bustling manor houses. Dawin's Rest is likely one of the largest cities in Lorem. Built into and along a vast cliff-face, the city winds up and around the cliff. Atop the cliff sits the temple of Xeoz with a vast leaden stained glass window. As the sun rises, the window catches the light during the equinoxes and casts light upon Dawin's Bay.
Lorem Political Map, Accurate as of the Campaign Start
Radnerhof Plains: An expansive hilly area stretching from the Shattered Sea to the western reaches of the Mantok mountains, Radnerhoff has a split population. Halfing hillforts scatter the countryside while nigh-permanent wooden caravans wend their way through field and dale, crossing brook and road, trading goods and services between the one for and the next.
Tulan: A cosmopolitan island kingdom not far from the southwest coast the Radnerhoff, the Tulanese build great ships that stand proud on the water. Tulan sends merchants far and wide to bring back goods, art, and fine woods to build her next fleet. Around Lorem, the Court at the Fjord Palace is renowned for exquisite balls and other pursuits of the nobility - including dueling and fox hunting.
Krita-thas-rass: The sweltering neighbor of both Tulan and Radnerhoff, the swamp realm of the Naga Lords rises from muck. Largely populated by Yuan-ti, the cultural is as harsh and unforgiving as the lands that gave rise to the kingdom. For many centuries,the Yuan-ti of Krita-thas-rass have done a brisk trade in slaves. Visitors to this land are advised to be well armed lest they find themselves on an auction block.
The Tribe-folk of Martok: Located behind the Martok mountains and above the dank of Krita-thas-rass, the orcs eek out their daily lives on the windswept plains of Martok. There are no large settlements in Martok, although one or more tribes may be found resting in the carefully sheltered rivers and lakes. The land is harsh, but navigable - provided one comes prepared for hardship.
The Isolated Fastness of Quareg: A small kingdom on the eastern coast of Lorem, Quareg is said to be the ancestral home of the gnomes. Ringed by high mountain walls of the Sheer, the land is one of reclusive bounty. Trade is limited according to what the Quorum deems acceptable and travel of foreigners strictly controlled to the point of being essentially forbidden.
The Northern Confederacy: A loose alliance of petty war lords and strongmen. The once peaceful land was beset by all manner of planar incursions - most of them violent and eager for mortal pain and misery. In the aftermath, it was easy for the strong willed to seize the reigns of power and exert their will over the blood soaked populous. The Norther confederacy consists of the following states: Mortengard, Yarma, Hestrem, Ilisen, Aer'sa Sylvanna, Rosentia, Persia, and the city-state, Capstalian
Haz'Darad: After the Upheaval, the dwarven people were dispossessed of the ancestral homes. Together, mountain dwarves of Kaldar and hill dwarves of Rockslide moved to the northern slopes of the Martok mountains. As these roving bands moved though Lorem, passing through village and city, oft locals woke up to find their brewers, smiths, and masons - long professions dwarves carved for themselves in human lands - gone. Haz'Darad is known to exist only by halfing caravans and Tulanese merchants who trade at the gates into the mountain. No dwarf encountered in the lands of men acknowledges to be from Haz'Darad, making a wonderful topic to discuss over a mug of ale.
Kaldar that Was: The mountain holds of the Clans of Drodar vanished during the Upheaval. Where once an immense spur of mountain peaks plunged southward from the Ice Wall Mountains, there is but an ovoid depression two miles deep. The surface is pocked by tunnels that once lead to the Deep Mines and at the bottom rift a gaping raw wound in the earth generates clouds of mist. Only a few remaining mountain dwarves eek out a subsistence living as prospectors look for easy access to the fabled Deep Mines.
The Petty Kingdoms: Small realms separated by wild areas left untouched by mortals, the Petty Kingdoms are small freeholds of various sorts on the eastern coast of Lorem. The kingdoms self police themselves to prevent the Northern Confederacy from annexing the area.
Rostram, City of Mages: For many hundreds of years Rostram stood on upon the northern corner of Lorem facing the shattered sea. The city was run by a conclave of wizards associated with elemental schools of magic. The city had a did a brisk trade in manufactured magical goods, providing weapons, baubles, and scrolls for anyone willing to pay the associated price. Not only that, the wizards often loaned out their junior members to provide valuable services. Much of Dawindar still relies on the earthen roads building by the Geomancers and Hydrolists are responsible for bringing water to the secret places of Martok. Firebrands lended might of arms to many conflicts and the Mistrals were employed by the Tulanese explorers and merchants to move goods and services when the wind failed. Since the Upheaval, the city of Rostram is silent. None return who venture there and the city walls are clouded in mist. Only three of the four towers of wizardry rise above the the low lying clouds - the Obilisk, the Icecrag, and Cloudspeak.
Llothspren: Once part of Lorem-proper, the home of the drow and wild elves was sheared free from the continental shelf and is now roughly 100 miles off the coast and about 200 miles further south. The island is carefully guarded by black ships flying opalescent sails. From time to time, the black ships strike out from the northern bay and poach unwary ships. Their crews do not return, but Tulanese captains tell tales of being changes through the channel and the caravan folk of the Radnerhoff find debris strewn on the coast - not of it the strange, black wood.