54 entries bear this mark.
Belagria is the upper half of the Material Plane—the inhabited world where most of 'life' occurs.
A confederation of four city-states in southwestern Westrim, wedged between the Milras Forest to the north, the Dunes of Kunagi to the east, the Bloodlands…
The heartland of Ve's time-magic theocracy, where the Grand Imperial Ecclesiarch has sat unblinking upon the throne for generations, seeing futures that guide every aspect…
A high mountain basin ringed by the Gül Mountains—Ngül to the north, Egül to the east, Sorgül to the southeast—forming the heartland of the Güli giants.
A landlocked territory in southeastern Central Aboyinzu, defined by three river valleys that drain northward into the Deadloop inner sea.
A lake in the Dalizi Wildlands.
The forested eastern third of the Wanderlands, filled with the low hum of Dragon's Gate and ruled by the dragon Ziru.
A sea of sand hiding an empire of orange.
The golden savannah of northwestern Ve, Edari is a vast wilderness claimed by no settled nation.
A stateless jungle coastline along Rimihuica's eastern seaboard—no overarching authority, just scattered harbor settlements, sub-nations, and slowly building catastrophe.
The Farlands occupy the western coastal region of Upoceax—a vast stretch of land running nearly 600 miles from north to south.
The northernmost of the three Kendrel Kingdoms, occupying a chain of barrier islands and submerged reef-cities along the eastern edge of the Agreben Sea.
The heart of the Kendrel Kingdoms—oldest, largest, and most stubbornly traditional.
Six hundred miles of jungle.
The Innerrim is the vast jungle basin at the heart of Rimihuica—a dark green sea of dense forest filling the continental interior.
The forests of lies.
Kadroka is a savanna region in southwestern Central Aboyinzu, dominated by open grasslands and the drainage basin of the Royko River system.
A colossal expanse of jungle in southeastern Ve, consumed by the Krell over the past three centuries.
Two hundred miles of toxic marshland, tangled jungle, and patient death.
What remains of Alaria's magical heartland after the Tolarian mage-kings switched on the Apparatus of Severance at Elderran and tore the region apart.
The volcanic kingdom.
The massive frozen eastern landmass of the Northern Isles—roughly a thousand miles of lawless, monster-haunted ice with no governing power.
The northwestern edge of the Dygon Beastlands, where the jungle breaks against a landscape of rolling hills, scattered groves, and open grassland.
A region inhabited by satyrs in Central Aboyinzu.
The heartland of western Ve—a kingdom of shepherds and silk-weavers ruled by a monarch who speaks for a god.
The Shiverplains stretch across the central interior, a vast grassland that gets its name from the way the wind makes the tall grass ripple in…
The grass sea.
The permanently frozen far north, beyond any prayer-coalition's reach, where ruined sunlit-era cities stand beneath glaciers and relict wildlife outlived the warmth that bred them.
The permanently frozen far south, beyond Bryn's warmth-band, where the ruins of sunlit civilizations and stranded wildlife mark the end of a coalition that could not hold.
Endless gray landscape above Zylogmus Eternus — burning rivers, deadly radiation, chimeric beasts, and tornadoes nearly daily.
A desert necropolis peninsula whose dunes are crowded with tombs, god-courts, and the dead-cities of a vanished dynasty.
Stone, steel, and blood.
Windor occupies the northern coast of Terrenia, a wedge of fertile lowland backed by the forested bulk of the Green Mountains.
An enormous maze of corridors and tunnels built on the lower surface of the Material Plane — the 'infinite labyrinth,' a megadungeon spanning thousands of miles.
A vast ocean between Ve and the central continents, the Alrock is claimed entirely by the triton theocracy of Vetral—a claim no surface nation recognizes…
A rugged hill country along the western edge of Meadow Sound, separating the coastal waters from the interior jungles.
The scarred buffer zone between Atriik's southern reaches and the Ishnit Jungles, where generations of warfare between the Kor/Sharabha city-states and the Naruaghin tribes have…
The Cacklehills rise east of the Elephant Groves, a stretch of broken, rocky terrain that got its name from the hyenas that infest the area.
A small region in the southern Kelder foothills, between Eshbya Hills and Tomgryir Eror.
A region of the western Piktiniti Desert defined by the Postronamas pillars—massive stone columns hundreds of feet tall, spaced roughly ten miles apart in a…
The Dygon Beastlands sprawl across the entire southern end of Ve, a primordial wilderness roughly four hundred miles north to south and six hundred miles…
The Elephant Groves are the largest forest in the region—a vast, ancient woodland that serves as the birthplace and spiritual homeland of the loxodon race.
A stretch of open terrain west of The Glog where the Dragon's Spine briefly relents, creating the only significant lowland passage along this section of…
The Glass Forest is the western edge of Old Tolaria's ruins—the first place the wild magic touched and the most accessible part of that fallen…
Glidwyn Forest fills the transition zone between Eloweir coastal territory and the interior plains, a dense temperate woodland that marks where Eloesi ends and wilder…
The hills where the nameless come to die—or to begin again.
The Jinxz Plains occupy the southern stretch of the central grasslands, named (according to the goblins) for the bad luck that follows anyone who crosses…
The Jungles of Godahi form the vast interior basin of the northern Emerald Coast—a sea of green canopy stretching roughly 300 miles east to west…
The southernmost of the abandoned harvesting regions in Deo Esari's territory.
The Salt Flats mark where the Luquihn Desert meets the Gindrik Sea—a blinding white expanse of crystallized salt stretching roughly a hundred miles along the…
A hilly region in the northern Sandreach Mountains, home to hill giant clans known throughout the region for their aggression and brutality.
Tythikerys is a vast stretch of arid scrubland in southwestern Central Aboyinzu, homeland of the Tytheri blood orcs.
Absolutely collosal stalactites, larger than mountains, hanging from Malstaris.
A region in Malo Kon Greikh.