Region Maps
The Mass of Walache
The Mass of Walache is the result of the late continent Walles, and it's neighbor continent of Achein. Almost seven hundred standard years ago the entirety of Walles and Achein collided into one another, connecting at The Shragg. The process happened so quickly that voyaging crafts believed they were grounded, still seeing their home shores while on their journey across the Bloody Sea. The wars between the Kingdom of Illmater and Tymora's Domain ceased, as being so close made war mutual destruction. On the west there are three main regions; West Aspar, South Walles, and North Walles. The inner shore, as it is known "The Kingdom", is unpopular due to the mix of races that reside. In the east their are four main regions; Great Achein, The Commonwealth, Moltenbrook Mountains, Dunes of Tears, and the Poison Coves. The point in the northern mountain ranges that were crushed together are called The Shragg, which is mostly impassable. Even if the land bridge between the two great regions aren't feasible routes, trade from the sea is flourishing. Most have come to accept this new continent as their home, as peace doesn't come easy.
The Bloody Sea
The Bloody Sea, named for the red waters that run from the rusted iron mountains, and for the amount of ships that have spilt it's guts to the shores. These waters are best known to sailors and travelers, as there's not much to do on the two week journey, besides charting the shores from Great Martyrdom to Capital Midsummer. On the west are the cities of the Kingdom of Illmater; Great Martyrdom (Capital), Justicar, Neckpoint, Blood Port, and the many small farm towns between Lone Point and Silver Bay. More than half of the food from these towns are exported, giving a steady income for the commonfolk.
Tymora's Domain may not spread as far, but each location is built to last. The regions main homesteads are Capital Midsummer, Newater, Far Tower, and Old Townfort. The region between Great Achein and The Commonwealth is known to the locals as Tymora's Grasp. Since there is a lack of farmland, the people work on their crafts, joining artisan guilds, and constructing the great buildings Tymora's Domain is known for. The commonfolk here sell goods and crafts to maintain their livelihoods. Other populated locations include Lighthouse Midrid, built by both kingdoms as a testament of their peace.
Huntstone and Charcruel has some rather friendly orcs, as their war-like behavior is directed towards the beasts in the ocean. Two Kings of Kings Citychurch is one of the last remaining temples for the gods. Most don't go as south as the Sunken Cliffs, as going to other lands would require a closer launching point.
In the middle of the Bloody Sea is Bladepoint, grave to many. Bloody Waters, said to be red from a bleeding deity, is as north most would take you. The fear of Bladepoint even forces some sailors to hug the shore near Newater all the way round to Sailor's Retreat. Spending days longer to avoid those waters. None dare come close to The Fall, as any who have survived the crossing rather not talk about the lurking in those waters.
The Bloody Sea may be called horrid by most, yet everyone enjoys the wealth it brings, and the smart keep in mind the graveyard of ships, goods, and people it used to be.
North Walles, Kingdom of Illmater
North Walles, or more commonly referred to as Kingdom of Illmater, stretches far from it's capital. The multitude of towns and villages which appear from north of Lone Point all the way down to south of Silver Bay, is known as "The Kingdom". The capital Great Martyrdom is home to thousands of humans, with many of the other races living alongside in harmony. Justicar, the second largest city in the region, supports The Kingdom with it's knights, guilds, and sailors. The agriculture flourishes from the rich silt which washes down from the mountains, allowing most anything to grow here. As the most vast farming region on the continent, half of the crops here are exported, providing a steady income to the farmers and dukes who reside here.
In the Bloody Sea, Neckpoint is home to sailors, scholars, and fishermen, providing a rest stop for those on the way to Achein or even further south. Blood Port, for those unfortunate enough, or mad enough to be posted there, watches the north shores for signs of danger. Lighthouse Midrid is a shared island between The Kingdom of Illmater and Tymora's Domain, allowing vessels to be checked before entering the others docks.
Just north of The Kingdom is home to the dwarves, and there lies their capital Ironhearth. Being home to the mountains they only come down for events, festivals, and trade. Any who wish to leave their rocky fortress are welcomed to The Kingdom, always looking for expert craftsmen. If you were to travel even further north, Murky Mire is the largest swampland around, heated by underwater fissures, and host to many creatures elsewhere unwanted. Valley of the Moon is a cold, rocky plain, void of interesting creatures and plant life. Anything of note can be found in the East Swamp forest, which has more action around it's long standing trees. Perhaps because it's simply more interesting then being in the slow valley.
North Walles is a great place to settle down, being somewhat safe, and somewhat boring. With a call to action remaining just around the corner.
West Aspar
The West Aspar region is home to the largest forest in Walache, Great Sylva. The elf city Gala Espar (Earth-bound) is home to wood elves and high elves looking to remove themselves from the busy life of the Bloody Sea. Some which live here defend the last world tree, Ygdrasyll, from the outside world. A bit of proof that some of their gods once lived. Crooked Ridge provides Kobold Lake with most of its water, and is home to quite a few kobolds as well. The Rolling Hills not only has Far Harbor (The west most human city) in it's lands, but is home to halfings and gnomes, hiding from outside forces. The few dwarf villages in this area's southern mountains trade with those looking to pass. Crying Cove is home to many different races, all looking to remove themselves from the population of the Bloody Sea, as those born there tired quickly of the busy cities.
Do not mistake West Aspar to be a safe haven, as it's the perfect place for any to set up a den of secrets, hidden from the forces that be.
South Walles
South Walles is an quiet place. Away from the hustle of major cities and tucked in between conflicts of old, these lands have laid bare for far to long. The wilds are inhabited by beasts running rampant. Beside the elves dedicated to keeping the forest in check, there is a lack of control over these south lands. Darkling is home to the dark arts of the tieflings, known for their trickery and infernal bloodline. South Peak Forest is kept in check by the elves who hone their skills on the wilds here. Fisherman's Wharf is the home to most of the sailors who feast from these warm waters. Tarrensun is the safest one can hope to be this far south, as taking Hell's Path will lead to the most dangerous part of South Walles. Deadman's Land was once the hub for safe travel between the two landmasses, Walles and Achein, before they were shifted seven centuries ago. Something catastrophic happened here, long ago, scaring the land to this day.