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One of my favorite bits of fluff is maps.  But more than just official GW maps, I also really like seeing other people's home-made maps and hearing about their kingdoms and whatnot.  So this is a thread to share you maps and tell us a bit about the setting for your campaigns.

I'll start.  This is the Vale of Efengie (named for the store Fun-n-Games), in Ghyran.  It's part of a larger region called Eucebium.  The Gates of Eucebium are a collection of unstable  and/or ruined Realmgates.  Bludor is the main bastion of Order in the vale while Chaos currently controls land trade routes from Fort S'nak, a massive fortress erected by titans during the Age of Myth.

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One of the important features of Eucebium is The Azyrspire.  If you walk along it for long enough, they say it leads to Azyr.  Settlers used it to populate the area before the Age of Chaos, but it has been closed for a long time.  During the Age of Myth, Hammerstadt was a thriving metropolis, but during the Age of Chaos, Nurgle demolished it with a trio of plagued meteors and the survivors resettled in the Vale of Efengie.

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The Free City of Reaper is a city of mercenaries near the foot of Mt. Koula.  It is ruled by the Reaper King, a monarch as ancient as he is mysterious.  All are welcome in the city, which often results in skirmishes and sometimes outright war, but the Reaper King's rule must be respected... or else.

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Edited by Nacnudllah
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Your map looks great! 

I also agree, seeing other peoples maps and read what they came up with is one of my favorite parts of the hobby. 

I made a map for my local gaming group as well, some time ago. 

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I'll just copy what I wrote back then. Its not completely up to date anymore but the basics are still the same. 

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The smouldering peninsula is located in the lands of Aqshy, the realm of fire. The peninsula is a hot and dry land but there a a few notable exceptions. The emerald coast in the south-west, the black river in the east and the jungle of the serpents tongue at the base of the peninsula.

Between these green oasis are large swathes of inhospitable land. On the base of the peninsula, stretching for miles and miles into the land is the desert know as the burning sands, while packed between the emerald coast and the serpents tongue lies the Ashland of Zharr-Gron, isolated by either water or the great mountains to the west and to the north, in form of the Iron Ridge and the Ashen Mountains.

The peninsula maybe a unforgiving place to live in, its location with in the realm makes control over it worthwhile. Many trade routes start or end at the harbours of the emerald coast and the two realm gates nearby makes them essential for Sigmars conquest of the realms. The southern gate leads another, far away, part of Aqshy, the boiling sea. While the northern gate leads to the mirror sea in the realm of metal, Chamon.

The peninsula is home to a number of different races and realms. The cities of the western coast are part of Sigmars Grand Alliance and a symbol of the returning order. The three cities, while home to all kinds of people, are each dominated by one race. The grand city of Caledorai (named after a mythical aelven hero) is home to a ever growing number of aelven. While both Swifthawk Agents and Scourge Privateers use the city as a home base for their adventures further into the realm, the main faction within the city walls are the worshippers of the Ur-Phoenix. They were one of the first people to arrive at the emerald coast and one of their biggest temples in all of Aqshy stands in Caledorai.

Further north lies the city of Friderica. Home to every race in Sigmars Grand Alliance of Order and important trading post in this part of Aqshy. Many of these how make halt in Friderica will later continue further inland, trying to reach the mysteriouse temples, hidden deep inside the jungles of the serpents tongue, the lone Wyldfyre Lodge in the Blackshard Mountains or try to pass through the Realm Gate of the Mirror Sea to Chamon.

 

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Mine are a little more old school and currently embedded in the picture file for battletome pages, each is a half of a history map of Ghur dating to prior to the Age of Chaos and the initial rise of the Suneater tribes. Many of those civilizations featured may well be mere rubble today but that wont deter treasure hunters using it to find the location of their previous capitols to pick clean the bones of these once mighty empier.s

 

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Nice work on your maps everyone. @Nacnudllah really like yours. What software did you use? 

Edit: Also curious to hear more about Waaaghtown

I recently recreated my map. It is the premise for my Ironjawz and Dispossessed lore. Any other armies I may play, as well as those of my friends and gaming group, I have tried to include here.

This is the Northern Kingdoms of Zarcosia, a land of tundra and hardship with few habitable lands that the free people have colonized since the Age of Myth. When the Age of Chaos struck, the Khorne Bloodbound broke the armies of Order in the Battle of the Scarred Steppes in the east. However, their westward march across Zarcosia was stopped by the stubborn Dispossessed, unrelenting Greenskins, mysterious Wanderers and Sylvaneth of the Frostwoods, and Ulzor,  offspring of the Godbeast, Selvagrack.

Right before the Age of Sigmar, the Ironjawz appeared unexpectedly and wrestled Khorne's grip over Zarcosia, confining the Blood God's warriors to Slaughter Keep at Lake Vorcaa. Now the civilizations of man, duardin and aelf are on the rise. Lands once lost are being reconquered. Cities and commerce have returned and the realmgates closed long ago are now reopened. Chaos, while weakened, still has a presence, while the rampaging forces of Destruction have grown bolder and see the rise of civilizations as the perfect chance to find someone else to battle besides the "spikey-boyz"

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Here's some lore that I've worked on for some of the kingdoms and cities:

The Ankor Volghar- realm of the duardin who mine valuable but unstable Ghur Ore, which sometimes causes earthquakes if mined too much. Their kingdom might be shattered, but the Dispossessed endure like their mountain strongholds. After centuries of suffering from Greenskin raids, the Blood Storm of Khorne, and the Blackbeard Wars against the Legion of Azgorh, the Throngs of the Ankor Volghar stand vigilant and march forth to strike grudges from the Dammaz Kron and reclaim their lost homes. Their attacks can be savage, their tactics aggressive, even by dawi standards, but such is the fury of their vengeance and thirst to reclaim their realm.

Karak Volghar- the seat of power for the dawi of the Frattura Mountains. The city has survived some of the worst earthquakes that have struck the kingdom, but the scars on the surrounding peaks have also left their mark on the hearts and minds of its people. High King Oldor Frostbeard resides here along with the Dammaz Kron. Some of the finest weaponsmiths and armoursmiths forge their craft here, including the fabled runelords, though their workshops and secrets are only known by a select few.

Kazad Wyr- the Ice Fortress overlooking the Great Fissure. Elevated higher than most of the other holds in the Ankor Volghar, the fortress city has been left susceptible due to the various quakes. Smaller fissures have opened to its north and east, isolating the hold above and below ground. Stone Lake Pass to the south is the only path that will lead to the hold. Some of the finest warriors are born here, including Sven Stoutbeard and the famed 8th Ironbeaker Legion

Grung Angoz- in the valley south of Kazad Wyr lies Stone Lake, a large body of water that produces large quantities of stone and marble. Many villages and mines call the lake home, but Grung Angoz is the main settlement in the area. The dawi here work tirelessly at their industry, cranking out engineering marvels to defend the Ankor Volghar. A small detatchment from the Ironweld Arsenal also have a small workshop nearby. It was here where Engineer Finn Barggroth created the steam engine “Barag Grimazuln” or “Barggroth's Wrath”

Karaki Karag- the Ankor Volghar places high values on its rangers, for if not for them, the realm would have fallen ages ago. So it is that ranger recruits are trained at one of the harshest peaks south of Karak Volghar. Much of the settlement is above ground and neighbors the Yeti Valley. The mighty wutroth trees provide sturdy lumber for just about everything in the kingdom, and it is here that recruits and longbeards alike must harness their skills by clearing the valley of yetis or grobi that pop out of the caves.

Barak Urbaz- the port city on the east coast of the Baitello peninsula along the Scryfish Stait. Trade is vital through the waterway after the duardin collapsed the mountainside along the eastern trade route of Balitello. While it warded off the invading Khorne armies during the Age of Chaos, Balitello and Jaskviny suffered. Now the Dispossessed try to atone for their actions as their ironclad warships patrol the strait vigorously against any threat that could threaten this vital trade route.

Khazid Thardin- following the assassination of King Ulther by the Black Grot, the Dispossessed fought a bitter war against the Moonclan Grots in the western reaches of the Frattura Mountains. While the Black Grot escaped, the duardin eradicated the grots and began to re-colonize the west. Several mining settlements and watchtowers were established, greatest of all was Khazid Thardin. The city became a vital crossroads for trade and reconnected the duardin with their human allies in the north and west. It is also home to the Gyrocopter Tradefleet established by High King Oldor Frostbeard.

FALLEN HOLDS

Bar Drog- the first major hold lost during the Blood War against Khorne, the demise of Bar Drog is shrouded in mystery. The duardin claim the surface-level city was razed by the Blood God’s maddened warriors, but no specific grudge has ever been written in the Dammaz Kron. In truth, it was not the Bloodbound who destroyed the hold, but death magic that razed the city. The duardin do not speak of it, but whispers abound about a dark presence that swept through the city that claimed any mortal soul during the Khorne siege. The ruins of Bar Drog remain, but rangers report the dead have claimed the city. Many have tried to enter, but only a handful have ever returned, maddened and muted by fear of what they’ve experienced within.

Kazad Knol- one of the last strongholds to stand against the Khorne incursion of the northern realm of the kingdom. The forces of Chaos and Destruction besieged the mountain seven times, but on the eighth, the Blood God’s warriors finally broke through and sacked the hold. However, thanks to the sacrifice of Lord Bragnus Bouldergut and his runelords, they trapped a significant amount of daemons inside the mountain. When Bragnus and his warriors made their last stand inside the Great Hall, their deaths triggered several powerful runes of warding to activate, preventing the daemons from leaving. Eventually, the Ironjawz of Da Bloodbreaka Clan would eradicate the daemons and claim Kazad Knol as their new home, Mount Kraktoof.

Kazad Karin- the final battle of the Blood Wars, or “Baragor’s Triumph," saw the armies of Order, Khorne and Greenskins converge on the Bridge Citadel. After four days of fighting, the walls of Kazad Karin were finally breached, forcing High King Baragor Frostbeard to enact his final solution. After evacuating as many citizens and warriors as could escape south across the bridge, the king ordered the mountain to be collapsed. The only path across the Great Fissure to the southern realm was destroyed, and many warriors were lost, but the Greenskins and Khorne armies were routed, saving what was left of the Ankor Volghar.

Karak Byrn- famous for its deep gold veins, any duardin who laid eyes on the Sun Mountain during sunset would claim the rock came alive like living gold. Alas, a gold sickness overcame its people. Not long after the fall of the Northern Empire did Karak Byrn cut off communication with their kin, fearful that a similar calamity would deprive them of their wealth. Blinded by their greed, they failed to recognize the impending threats from above and below ground. Moonclan and Spiderfang Grots staged a two-pronged assault upon the Dispossessed and eventually breached the hold. Unwilling to let the grobi take their home and gold, the duardin desperately over-mined a Ghur Ore vein and brought the mountain down upon itself. The last images the dawi defenders in the highest peak saw was the sun setting upon Karak Byrn one last time.

Undback Hirf- the fortress stood for centuries as a welcome station for travelers and adventurers journeying from the eastern reaches of the Frattura Mountains. Its warriors were also lauded for defeating Mugnog the Ever-Hungry and his Gutbusters. Sadly, Undback Hirf would fall to treachery from inside its walls. Derdrick Darblisson, son of Thane Gidrick, was defeated and captured by the Dawi Zharr during a failed expedition to Aqshy. They eventually broke the steadfast duardin, and ordered him to open the way for them into the Ankor Volghar. Days after his return to Undback Hirf, he entered the main gatehouse in the cover of night, slew the guards, opened the gate, and signaled to the awaiting Dawi Zharr army nearby. Derdrick finished his betrayal by killing his father, submitting the fortress to its fate, and commencing the Blackbeard Wars.

OTHER HOLDS

Karak Varf- the fierce regiments of Warden King Thygrim Kragsson guard the High Mountains north of the Grastiger Highlands. Only three mountain passes connect the highlands to the Glacier Kingdom of FjordFire, and the duardin control two: the central and western passes. Here, they collect a toll for anyone passing through: from merchants, travelers and adventurers, to mercenaries, armies, and even their duardin cousins to the south. The High Mountains are not known for precious minerals, but fur from the dyre wolves that prowl its crags is quite lucrative.

Zhufkhragg Agrul- hidden inside the Jaugertoof Peaks in the east, the duardin built a great city within the stone overlooking the Bite of Khotos. On the south side of the peaks, the keen duardin use the numerous waterfalls that feed into the Bite to power their contraptions within the hold. Behind one of these waterfalls is the entrance to Zhufkhragg Agrul, but it can only be seen by those dawi who live within its halls. When Chaos began rampaging Astakos, Warden Queen Zargona Yurdassil reluctantly sealed the keep, preserving her citizens for centuries until it was rediscovered by adventuring duardin who traced their lineage back to Zufkhragg Agrul. They mine gemstones and hard stone that their human and aelf allies in Astakos value highly for their monuments.

Grimaz Vlag- The duardin of Grimaz Vlag stubbornly endure against the harsh environment of the Barren Tundra in the west. Built into one of handfuls of bluffs across the desolate land, the city survives off subterranean wells that absorb water when rain or snow melts into the ground. Underground farms also provide the bulk of the food for its inhabitants thanks to shafts built throughout the bluff to allow sunlight to travel inside. Warden King Athranbor Bronzeforge protects the bluff from encroaching beasts and the Grot Wolf Hordes of Noktra PointyFang. Grimaz Vlag also survives thanks to its fortified skyport that welcomes the gyrocopter fleets of the Ankor Volghar and the skyfleets of the Kharadron Overlords. Salt is the prominent resource mined across the Tundra, and Grimaz Vlag happens to hold some of the richest deposits. Hunters and traders usually stop here to acquire the salt to preserve their cadres of meat. Nearby on the northern bluff is the free city of Frostbutte, which overlooks the Thunder Mesa where the Stormcast of the Primal Sons have built a Storm Keep, and in the south is the lost bluff city of Boarglade, where rumors swell that its people were magically turned into pig people. 

 

Balitello- with the mortal races ascending once more across Zarcosia, there is hope that the fractured kingdom of Balitello may one day become whole once more. Ages ago, it had been one of the strongest lands on the continent, boasting vast wealth from sea trade, great libraries of knowledge in its free cities, and a strong relationship with the duardin of the Ankor Volghar. But when the Imperator and his family were assassinated during a skaven raid on Foridotta, the kingdom began to splinter. It was not long after when the Khorne Bloodbound invaded from the Scarred Steppes. Among the armies of Order that fought together, few belonged to the people of Balitello. Pettiness, greed, and fear gripped the people and its states. They would not answer their allies’ calls for help until the Blood Storm had reached Balitello. The invaders crashed into the southeast and burned everything in its path. Recognizing the dire circumstances, nearly all of Balitello united to fight to defend their homeland. In that climactic battle, the nearby mountain of Monte Furia erupted and the creature Ulzor emerged. It scorched the open plains to the south and burned the chaos forces to ashes. Balitello was saved, but with no common enemy to keep them united, the free cities returned to their bickering once more. To this day, the broken kingdom remains fractured, but hope has returned with Sigmar’s champions descending across the land. Whispers spread of a great congregation to determine the next leader of Balitello, but old habits die hard, and there are some that would rather rule their trivial estates than answer to a superior, even if it was the rightful heir.

Durazzon- built in the southwest Frattura Mountains, these humans worship the duardin god Grungni and have become an honorary city within the Ankor Volghar. It is the only major settlement of Balitello that the Duardin Empire has allowed to be built within their realm, but overtime, they would prove to be loyal allies, even when the rest of their kin was not. In the final days of the Blood Wars, only the soldiers of Durrazon fought and died alongside their duardin comrades during Baragor’s Triumph at Kazad Karin. The other free cities of Balitello were entered into the Book of Grudges, but Durrazon was regarded with the highest honor. The Dispossessed allowed its people to share the Varn Bolgrinn Valley and rewarded them with exclusive mining privileges. Their military isn’t broad, but they boast some of the finest swordsmen across Zarcosia in the Blades of Durazzon. Their leaders were one of the first to reach out to the Stormcast Eternals when they arrived, and support the reunification of the peninsula.

The Borato Triplets- renamed from Heldensport, The Borato Triplets are the richest cities in Zarcosia and the least pleasant to be in. Trade is what fuels the city, but its complicated competition is what fuels its success. Mortimer Borato was a well-regarded tradesman whose family has ruled Heldensport for generations. It is rumored he was one of the first to negotiate Azyr trade with Sigmar himself and even bargained a fair deal with the Khazalid Empire of Chamon. However, in all his success, he never established a clear line of succession. Thus, his three children, Zufina, Almo, and Renzo began to bicker just as their father’s corpse was cold and buried. The city suffered and was close to strife, when their mother Rufina stepped in. Before her death, she made her children settle on operating one of the three massive ports across the peninsula city, hoping to end the squabbling. That would make things worse, for their families have continued their sibling rivalry generations onward. Heldensport is but a line in a history book now. Its new name, The Borato Triplets, refers to the three cities that have grown around the ports. Each one is operated and governed by one of the three families. Their rivalry is spoken across the Northern Kingdoms. Coin and blood feuds erupt on a whim, yet none will be satisfied until one has browbeaten the others into submission, no matter the cost

The Grandfastness of Corello- when Balitello fractured, the Grandfastness of Corello was the first city state to declare independence. The city sits on a floating island hovering the Shimmering Lake. Members of the Collegiate Arcanum search the lake for the magical source that allows that allows the island’s flotation and experiments to see if it can be altered. Other than the forests that surround the lake, the Grandfastness of Corello has no other resources and must rely on trade and conquest. Being the former military bastion of the kingdom, it holds a great armoury and disciplined freeguild armies. In the aftermath of the Khorne Bloodbound’s defeat, its forces seized land across southwestern Balitello, including trade routes between The Borato Triplets and Foridotta. It is Durazzon, however, that Corello despises the most. Border skirmishes have occurred between both free cities, and their leaders have never cared for one another. While reunification is discussed, Corello stands firm with its independence.

The High Court of Foridotta- surrounded by marshes, bled by skirmishes with rival cities and the underhanded skaven, the former capital has seen better days. At its peak, Foridotta was one of the strongest influences and powers in Zarcosia. Its armies were stout and disciplined, her surrounding lands fertile, capable of producing high volumes of crops and produce. Yet people flocked to Foridotta in search of knowledge and teaching. The grand libraries were stocked with tomes from each of the mortal realms, relics were discovered and presented by the Excavator’s Guild across the land and brought to High Azyr itself. While it was left unfazed by Khorne, the Skaven were responsible for Foridotta's withering. Several assaults above and below ground left terrible damage across the city, including the theft and destruction of artifacts and colleges. When the fields eventually became a mire and food supplies were low, the populace began to flee. Because of its background, the run-down High Court has remained neutral grounds for the other city states. Yet the city has undergone a renaissance along with the other free cities with the arrival of the Stormcats and the return of Azyr. The dream of reunification is spoken loudly in the streets and bars, and the citizens believe the glory days of Foridotta will soon return once again.

 

Jaskviny- despite its size, it had once been a wealthy kingdom. The majority of its people lived in the foothills of the lowlands, mining away and operating ports to deliver coal and other minerals to nearby kingdoms. Looking down at their simple lives were the citizens of Strakoten, a city-bastion constructed by the might of Azyr. It wielded incredible influence over the other kingdoms, for who could match their decadence and might? That came crashing down when the Khorne Bloodbound came to Jaskviny. While Strakoten survived thanks to its impossibly high walls, the foothill villages were all but purged from the mortal realms. Thousands who tried to flee to Strakoten discovered no friendly tidings at any of her gates. The city-bastion would accept no refugees nor deliver aid. Fear had gripped the former-Azyr resident, for what would happen if just one outsider was an agent of the Dark Gods? Yet the real driving force was greed. For too long did Strakoten abuse its wealth. With war sweeping the lands, the money flow had dried up. Now any and all who came would seek to steal that wealth in the name of aid. The greedy hearts of a couple thousands led to the unspeakable butchery of the bulk of its people at the hands of Khorne’s followers. The rest who were able to flee escaped and established a new city for themselves at Bluugord Canyon. With their absence, Greenskins, Grots and  Ogors have moved into the foothills, threatening the shipping lanes of the Scryfish Stait and the reclaimed kingdom of Astakos. 

Strakoten- named after a large drake that used to roam the nearby peaks, Strakoten became a junction of prosperity between Ghur and Azyr. In the city square is a realmgate that opens into the market district that never closed nor found shortage for ingots and gold. Sadly, trade dried out when Azyr closed its gate during the Age of Chaos. Feeling abandoned and self-preserving, Strakoten shunned the outside world. Its outrageously large walls alone defeated any enemy besiegers, but they also turned away several former allies looking for aid. It’s unknown if the realmgate still functions, nor the well-being of its residents. No living mortal has has entered the city in centuries. 

 

Bluugord Canyon- most of the refugees of Jaskviny fled as far west as they could to escape the coming Blood Storm. Eventually, they reached The Exodus Expanse, a channel of sea where the civilizations along the eastern shore had previously come to find salvation and escape their own tragedy long ago. This time, the Jaskvin survivors crossed the sea seeking their own deliverance and reached the harsh landscape of the Bluugord Canyon. Along its shores, they founded a new life for themselves and became close trade partners with their allies across the Expanse. While the coast belongs to mortals, traversing and living within the canyon is nigh impossible. Monsters of all kinds dwell in the bottom searching for food, either from a stonehorn, a dustwyrm, or even a caravan of trades, while scale-crusted beasts prowl from above. Their sharp claws dig into the rock itself to give them a better vantage point to pounce on prey below. The only safe travel across are the peak bridges. Constructed by the duardin, these roads travel the tops of the bluffs, with watchtowers scanning the skies and grounds for any dangers to travelers. However, not even the best defense can deny the savagery of a beast’s appetite.

Hope’s Harbor- the first settlement founded by the Jaskvin survivors, Hope’s Harbor has grown into a bustling port city. While it imports great loads of agriculture to feed the scant communities of the canyon, it does offer great wares in return. Furs and hides from the great beasts of the canyon snare excellent value, their exotic meat drawing the food connoisseur from  Azyr itself, while the rare weeds and plant life give alchemists, healers and priests the final ingredient in their latest concoctions. With the roaming threat of the canyon’s beasts, the Jaskvins have a noticeable populace of ogors within its walls. These Maneaters, some from the famed group Mork’s Mandibles, protect the port from all threats within and without. The ogors also hunt the beasts, trade their goods among the crowds, and also serve as bodyguard for those wishing to travel the peak bridges. The ogor district of Hope’s Harbor may be unruly, but the Jaskvins are appreciative for their service. They will not allow the actions of Strakoten to repeat again, and are open to most races who intend to trade and be civil, at least while they are docked.

Port Lilacroth- abandoned by the Jaskvins ages ago, Port Lilacroth has been under command by the Scourge Privateers as far as most elders can remember. It was a secondary port for the Jaskvin settlers as they established new towns and villages along the coast. While Hope’s Harbor absorbed the bulk of commerce, Port Lilacroth became the preferred destination for those hoping to avoid the heavy tolls and less restrictions for guidelines. In time, Scourge Privateers began harassing the port, seizing cargo from smaller ships and causing trouble for authorities within the town. Outraged after the Council of Merchants banned them, the aelf corsairs returned and seized control of the port. Fleetmaster Shibith Dreadflag now rules the town and has opened her docks to anyone. Disturbed by her charge, the Jaskvins left their homes for other settlements around Hope’s Harbor. What has become of Port Lilacroth is a piratical town where mayhem reigns supreme, and sometimes the best business deal comes with the edge of a cutlass rather than flattering words.

Aymonrath- settled long ago by the Swifthawk Agents, this simple outpost has turned into a bastion that helps the mortals traverse the Bluugord Canyon. While they assist guarding the Peak Bridges, the Swifthawks roam the tops of the canyon, delivering with haste word from other outposts or settlements. The high peaks are also nesting grounds for hawk and eagle mounts. Below the bastion is a monstrous graveyard where their birds can wrestle the meat from dying or deceased beasts that would normally overpower the avian creatures. Aymonrath has also endured several attacks from a Court of Flesh-Eaters who make their home in one of the caves inside the canyon. With the threat of beasts lurking on the surface, it has proven difficult for the aelfs to displace the undead abominations.

 

Edited by Gorks Pokin' Finger
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@Gecktron I really like your map of the Smouldering Peninsula!  What did you use to make it?

@Melcavuk I've seen some of your blog posts here, is the battletome available for download anywhere?  Or is it still a WIP?

@Gorks Pokin' Finger Thanks, I've been using a free webapp called Inkarnate (with a little work in GIMP after the fact).  It's a little limited, but does nice work.  With regard to Waaaghtown!, I have a habit of naming things and finding out what they are after the fact.  Thus far, it's kind of the rough and tumble part of the city where boyz can be boyz.  Reaper is a very welcoming city, but some need a little extra room.  After our most recent skirmish campaign, it gained a soup kitchen run by Ogor Butcher Slogg Sexipants (I have a very imaginative group of players).

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9 hours ago, Nacnudllah said:

@Gecktron I really like your map of the Smouldering Peninsula!  What did you use to make it?

@Melcavuk I've seen some of your blog posts here, is the battletome available for download anywhere?  Or is it still a WIP?

@Gorks Pokin' Finger Thanks, I've been using a free webapp called Inkarnate (with a little work in GIMP after the fact).  It's a little limited, but does nice work.  With regard to Waaaghtown!, I have a habit of naming things and finding out what they are after the fact.  Thus far, it's kind of the rough and tumble part of the city where boyz can be boyz.  Reaper is a very welcoming city, but some need a little extra room.  After our most recent skirmish campaign, it gained a soup kitchen run by Ogor Butcher Slogg Sexipants (I have a very imaginative group of players).

Nice! I like the idea of a soup kitchen. I firmly believe Destruction can have its own unique and hilarious cities and civilizations to match their Order compatriots 

Also, thanks for directing me to Inkarnate. Despite the limitations, it was fun to use and somewhat simpler than the one I have been using. The additional content is tempting to purchase. I spent a few hours toying around and made a map of a local region from my original one. 

LOCH SORGRIM- Loch Sorgrim is in the southern Grastiger Highlands, nestled along the Frattura Mountains, and was one of the few paradises across the tundra lands of Zarcosia. Surrounded the Loch are several human and duardin villages, as well as the town of Gildenberg. Because of the fresh water from the mountains, large amounts of agriculture can be produced on the fertile ground, stout lumber can be gathered, and fresh drinking water can be gathered and bartered. Sailors have always been weary of traversing the Loch because the beast known as Sorzek prowls the waters. The Loch settlements were left unfazed during the Age of Chaos, but recent events have threatened the safety of the Free People. Following the effects of the Necroquake, Loch Sorgrim turned black. Her clean, transparent waters became tainted in a matter of days, and a curse soon followed. In the south, the pine forests have begun to die, an eerie blight overwhelming the lands, forcing villagers to flee. Khazid Mrak is now isolated from the north, with only the Ralsten Pass providing commerce and escape should the situation degenerate. Mages, priests and runelords battle the foul magic daily to prevent The Hungry Blight from spreading further downstream. Within the Loch, the wyrm Sorzek was changed into a ravaging undead beast. Driven by its mindless hatred for the living, Sorzek now attacks any mortals and ships who trespass upon its domain. Even the fleets docked at Gildenberg are no longer safe, which has forced admirals and merchants to halt all sea trade until the beast is dealt with. Worse still, Ironjawz from Da Bloodbreaka Clan emerged from the east after earthquakes in the Frattura Mountains opened new passes into Loch Sorgrim. The orruks sacked the village of Lakedorf, then established an encampment, Rockfang Gulch, south of Hagadorf. Skirmishes have grown on the eastern shores as the Freeguilds have made hasty defenses to try to stop the Ironjawz advance. With sea trade shuttered, the farming village has become critical to Gildenberg's survival. 

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Edited by Gorks Pokin' Finger
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Luv me some maps! I've looked into this Inkarnate, and it sure is better than Paint/Photoshop  xD

Updated the map from my narrative army/project, it looks half decent now!

 

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Just copy-pasting the intro, for a quick glimpse about the background. As you can see, the Glimmering-City is an overcrowded ****hole metropolis!!!! 

The Free Principality of Veriithas lies in a remote location of Ghyran, concealed to the eyes of many. In an enviable geographical position, this peninsula of vast fertile grasslands is surrounded by the natural defenses of a mountain range in the north and the immensity of the ocean elsewhere. The activity is mostly centered around the major urban capital known as the Glimmering-City, the Jewel of Veriithas. Resplendent towers and busy market streets all contribute to the magnificence and prosperity of the region, while its inhabitants boast of high moral integrity, intellectual brilliance and formidable martial prowess. The very name of the capital is testimony of its greatness, as even in the darkest hour of the night, it may be sighted from many many leagues away, its incessant activity granting an eternal glow of light. The older generations assert this was all true in the past, nostalgic of greater times. For in the current age, not all that glitters is gold.

For more info, feel free to check on the appropriate thread (still wip of course):

 

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All maps look smashing ? mine was made in cc3 with a little gimp aftertouch, so looks pretty oooold school haha, keep hearing about this inkarnate thingy, will update using it when I find the time! 

I'll post the campaign intro text from my blog below. The campaign is an open ended, games mastered narrative type affair, set in Ghyran. 

----------------------------------------

The City of Umbhr

Umbhr was founded as a client city to Hammerhal and though largely autonomous, its rulers owe allegiance and homage to the Twin-tailed City. Located far to the East in a land known as the Wylderlands, Umbhr acts as a forward operating base for recolonisation efforts and the control and exploitation of its dangerously untamed but realmstone-rich hinterlands (the purplish local manifestation of which is called Feystone).

The city is governed by a high council comprised of the leading figures (known as Dynasts) from the primary racial communities; Aelves, Duardin & Free Peoples, mediated by Lord Celestant Eldenor of The Verdurous Legion stormhost. Positioned below these rulers are The Delegation; important leaders of factions, guilds and sects from across the city.

The Verdurous Legion spent bitter decades fighting heroically against the pestilence of Nurgle during the War of Life on Ghyran, long before the founding of the Seeds of Hope. Though they gave great account of themselves, such was the overwhelming odds and twisted nature of the land that nearly every Stormcast gave their second life and suffered multiple reforgings before being thrust back into the fray once more. A quiet despair had begun to creep its tendrils through their ranks as each rebirth stripped away a little more of each warriors dwindling sense of self, undermining moral and threatening the survival of the host. It was at this time that the goddess Alarielle returned to Ghyran through the valiant efforts of the Hallowed Knights Stormhost. With the Everqueen reborn in a terrible martial aspect, she led vast hordes of Sylvaneth warriors to the aid of the beleaguered forces resisting the corrupted forces of the Grandfather and finally, the tide began to turn. It was in these final years of the war that the Legion were exposed directly to radiant aura of Alarielle; to this day each stormcast bears an unshakeable devotion and gratitude to the Goddess (whom they refer simply and reverently to as, "The Lady"), for it was through her divine intervention that each legionnaire did not wholly lose their humanity.

The races have thus far lived in relative harmony, though away from the shadow of the God-King the utopian society of Azyrheim has begun to show cracks as the years have passed. Each of the racial groups are referred as the Kindreds and they have their own internal organisation and, increasingly, they inhabit different quarters of the city. Each Kindred has its own primary area of responsibility and activity; Duardin – civil/military engineering (including Feystone mining works), Free Peoples – agriculture and trade, Highborn Aelves – Lore keeping and magical research. In addition, each Kindred is also responsible for maintaining a military force in defence of the city and its hinterlands, some of which is in the form of conscripts to the Umbhrawardens.

The Umbhrawardens are a non-sectarian ranger guild tasked with patrolling the fledgling road networks through the Wylds, protecting isolated mining & agricultural Wylderfolk communities from bandits and other more exotic denizens of the uncharted forests. Their ranks are drawn from the Duardin and Human Kindreds with support from the Stormhost garrison (the Aelven Kindred are tasked with the permanent garrisoning of the city defences and are largely exempt from Warden-service, though they can occasionally found amongst their ranks under special circumstances).

Recent years have seen the high council commission a push to colonise the land far to the east of the city. These efforts were spearheaded by the Verdurous Legion who, during a gruelling two year campaign, smote their way through the recalcitrant tribes of man, orrruk and ogor infesting the forests. These diversions aside, the stormcast sought primarily to beat back those minions of Nugle which still lingered on after the Blight War. In this they were to all intents successful, and the Grandfathers pestilence has been largely exiled beyond the vast and foreboding Peaks of the Lost. In the wake of this period of slaughter, settlers and explorers were quickly despatched, while veteran Duardin engineers set to clearing land and extending the cobbled surfaces of the Wylderway road eastwards. Though the eastern Wylderway remains a dangerous frontier zone, many are the folk who flock here, keen to reap the rewards of the realmstone-rich hinterlands. The fortified town of Gillinbhad now stands as a trading hub and forward operating base from which Umbhrwarden patrols and stormcast retinues alike venture forth to provide a measure of protection to those who seek to make a livelihood in the forests. Another organisation, the Aelf controlled Guild of Remnants also now has a strong presence in the town, from where they seek to catalogue and exploit the large number of sites dating from the Age of Myth which can be found overgrown in the depths of the wilderness, by those with the skill and courage to do so.  

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@BluesPixie really like your lore and the details on your map. I hope to hear more of your tale.

I'll keep the thread going with another map I made from my story:

kPN9_pElFANK_7ppCMnskAKBDMPFmskj3SCaZIFUFgE.jpg?fit=crop&crop=faces%2Centropy&arh=2&w=960&s=3832003ce22141e4b475a025d7849120

The BloodlandsNorth of Jaskviny and south of the Frostwoods, the lowlands have changed names enough times to confound the minds of the Collegiate Arcanum. Its original name lost to time, as are its people. Khorne’s Blood Storm erased nearly all evidence that civilization once dwelled in the lowlands. The scarred husks of settlements scattered across the area are but a reminder of what has been lost. From the ruins of the lowland’s, the Bloodbound staged their conquest of Zarcosia. They devastated the duardin kingdom in the Frattura Mountains, burned the southern kingdoms of Jaskviny and Astakos to ash, and terrorized the people of the Gastiger Highlands in the west. With reinforcements pouring in through the realmgate at Carnage Hold, The Bloodlands became a paradise for Khorne’s worshippers. However, the intervention of Nurgle and the defiance of the aelfs of the Frostwoods held the Blades of Khorne. While endless fighting ensued for centuries, the Blood Warriors could never deliver a fatal blow to their enemies. Eventually, their momentum was halted. By the time the Age of Sigmar arrived, Khorne’s forces had grown lackadaisical, bored from the senseless fighting that had grown stale. Then the Ironjawz showed up and gave the chaos warriors more than they could handle. In a series of grand battles, Da Bloodbreaka Clan overpowered the Khorne Bloodbound. When Gorfang da Immortal slew Deathbringer Kalrak Bloodmarked at the Battle of Crystal Fields, Khorne’s grip across Zarcosia was shattered. After several more defeats, the remaining forces would bunker down in Carnage Hold where a sea of Greenskins besieges them to this day. Besides skirmishes with Nurgle’s forces and aelfs from the Frostwoods, the orruks unquestionably rule the Bloodlands. With enemies all around, the orruks enjoy the paradise that their enemies once embraced. However, the various kingdoms of Zarcosia are regaining strength and are starting to challenge the orruks for control of the lowlands. They are a pivotal region in Zarcosia because its highway connects several kingdoms together and offers rare resources that most civilizations desire. Once again, the Bloodlands will earn its namesake.

Ishumir- one of the few cities to survive Khorne’s onslaught, Ishumir stands proud but its people are scarred permanently. After the boiling of the Parched Sea and the formation of The Kasprow Slop, Ishumir was besieged everyday by the Bloodbound. Countless lives were lost in the defense of the city, but through their tenacity and wit, they persevered. Even with Khorne’s hold slipping on Zarcosia, Ishumir remains vigilant. Its people have become rugged, quick to act over contemplation, preferring savage grit over graceful movement. The coming of the orruks has allowed its forces to leave their island to rediscover the ruined landscapes of the Bloodlands. However, their allies in the Frostwoods, whom without their aid would have seen Ishumir fall, have fallen silent. No messages have been received nor scouts returned from their travels. 

Carnage Hold- the long-lost capital of the former lowlands is the site of Khorne’s last bastion on Zarcosia. Protecting a realmgate connected to the Realm of Chaos, daemons and mortals launched thousands of assaults across the continent during the Blood Storm. They constructed the Kasprow Slop across the Parched Sea to try to burn down Ishumir, but after centuries of besieging the city, they failed. Now, reinforcements from the Blood God’s realm are sent straight to battle outside the bastion’s walls. Since the Battle of Crystal Fields, orruks have rampaged across the Bloodlands, claiming much of Khrone’s former territory. The peninsula where Carnage Hold stands is a living battlefield as orruks fight Blood Warriors for the sake of a good fight. The fighting has gone on so long that the orruks have built a town on the mounds of ****** at the base of the peninsula. The Khorne Warriors can smell Mount Dung from their battlements, but the scent of blood is always stronger. Despite the precipitous situation, the Bloodbound rejoice in an endless battle where there are stakes to be had. Control of the Bloodlands is not out of Khorne's reach just yet. 

Mount Dung- while the Bloodlands are forever stained red from Khorne's Bloodstorm, green is the color that now dominates these lands. After Da Bloodbreaka Clan smashed aside Khorne's armies, greenskins poured into the Bloodlands from all over. Gorfang's boyz control the southern entrance to the Frattura Mountains at the Ruins of Mingol Krum, but the rest  of the region is controlled by dozens of warring clans. The largest concentration resides at Mount Dung, a war camp or town settled on the poop mounds of the orruks. It is situated at the base of a peninsula where Khorne's followers endure in Carnage Hold. The fields between the camp and hold are scarred battlefields where war rages constantly. Even at Mount Dung , fights break out between rivals. Nevertheless, the orruks here have found a paradise and will continue besieging Carnage Hold until nothing but ruins remains.

Grolack’s Manor- with Khorne’s victory almost assured during the Blood Storm, it was the timely intervention of Nurgle’s forces that halted their momentum. From his mansion on the northern peaks of The Frattura Mountains, The Harbinger Grolack unleashed his blight upon the lowlands. It was slow, but eventually, Nurgle’s feculent life spread in the west. Fighting for control of the Bloodlands was fierce, but Khorne was pushed back for a time. Grolack then turned his focus west to the Lighting Arcanum in the Grastiger Hgihlands. His thirst for the tower’s raw energy would be his undoing as he was killed during one of several battle fought against the Arcanum’s defenders. Daemon Prince Zighdan now leads Nurgle’s forces from Grolack’s Manor. He almost achieved daemonhood after defeating the Stormcast Eternals during their initial push into the Bloodlands. However, at the zenith of his triumph, Da Bloodbreaka Clan would deliver a terrible defeat, drawing the ire from Grandfather Nurgle, and forcing Zighdan to start from scratch. His forces contemplate their next move as the Bloodlands once more descends into war.

The Grand Bulwark- standing at the entrance to Jaskviny, the Grand Bulwark has done its job in halting all adversaries from entering its lands for centuries. It could not protect the city of Dustbarrow, which was razed to its foundations, but the massive battlements withstood the worst that Khorne’s forces could throw at it. Its thick walls and massive gate rivaled the towers of Azyr’s cityscapes. The gate remain closed under the isolation orders of the Strakoten leaders. Rumors abound of the fate of its people, but the gate denies all entry, even the eyes of Sigmar.

The Last Watch- for years, the battlemages and soldiers of The Lightning Arcanum defended the Grastiger Highlands along the southern foothills that border the Bloodlands. After the arrival of the Stormcast Eternals, the forces of Order began to push back. Together, they drove eastwards into the Bloodlands, establishing an outpost upon the western cliffs. From The Last Watch, humans, duardin, aelf and Stormcast fight to reclaim the lowlands from the forces of Chaos. While the orruks and khorne warriors battle in the east, the immediate threat comes from Nurgle’s forces from Grolack’s Manor. The diseased host has tried to take The Lightning Arcanum on multiple occasions, but now its defenders look to take the fight back to them.

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All of these are really interesting ! 

I'd love to know if there are some people around here who draw their own maps from scratch and by hand. It's something I've dabbled in once or twice some time ago just to try it out but I'd really like to properly work on one that's set in the AOS universe. It would be cool to get some tips on tackling such projects. :3 

Anyway, I dug through my old files and found the first one I did all these years ago. It's VERY crude but meh, I like it. It brings back fond memories of a simpler time. :') 

Map.jpg

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@Pyreshard LOOOVE the map. Looks so authentic, reminds me of those old medieval maps where they go "here be dragons" hehe. The crudeness is so awesome, I can imagine an Imperial Free Guild erudite drawing it among a huge pile of old papers in the middle of the night with a dim candle in hand :D I prefer these to computer generated ones, but all ain't have the talent!  

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23 minutes ago, VBS said:

@Pyreshard LOOOVE the map. Looks so authentic, reminds me of those old medieval maps where they go "here be dragons" hehe. The crudeness is so awesome, I can imagine an Imperial Free Guild erudite drawing it among a huge pile of old papers in the middle of the night with a dim candle in hand :D I prefer these to computer generated ones, but all ain't have the talent!  

Thanks a lot, that's really sweet of you ! 

I'll try doing a better one, I'll be sure to post it here if I ever get to it. :) 

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My map is really basic compared to everyone else's. I need to investigate a better map making program ?

 

These are the Lands of Tagge. Part of the realm of Ashqy I will be running a short campaign over, plus some fluff (apologies for spelling/grammar it was drafted on my phone on a boring commute)

Tagge is part of the team of Ashqy - the fire realm. However due in part to the realm gates that are found here it's climate and geography is quite varied from frozen iceholme, the freezing salt plains, humid brackens and the tropica sea of smoke around Farport. 

The original domain of Tagge is situated  on the isthmus to the east of The fresh sea that separates that body of water from the sea of smoke. Having access to the fresh sea (in reality a giant Inland lake) provided drinking water and allowed the nomads to settle, farm and ultimately found Tagge. However it's water and location meant raiders came for water or to march north or south through Tagge. As such the Lord of Tagge became known as the protector of Tagge as their role involved repelling these invaders - this role had been held by tha Blackraven family for many generations and they have at least ensured the survival of Tagge if not its growth. Under the rule of the last Lord Blackraven this has changed and the borders of Tagge have expanded to cover the majority of the map the campaign will be fought over.

Starting from the south
Farport is a trading town, a stop for traders before they cross the sea of smoke. Sea raiders from the south and east have targeted it before and whispers tales talk of a more sinister half remembered nightmares. The sea of smoke is full of life, traders talk of huge fish, deadly eidolons and creatures bigger still seen in the seas. 

Kaledro's end. A barren set of cliffs to west. Kaledro was a mighty hero from ages long gone. It is said he came from the south far beyond the sea of smoke and helped protect the original population from raiders and invaders. Why this barren set of cliffs bears his name is long forgotten now.

Gateway. The entrance to the northlands. A great fortress on the west of the sea of smoke. Until retaken by Lord Blackraven it was home to Intarian raiders. Under the rule of Lord Blackraven it became defense against raiders from the western seas.

The fresh sea. A huge inland lake, vital for life in this region. Forests to the north provide wood and the lake provides a source of food. Many battles have been fought against chaotic raiders here and it is said a huge force of tzaangors were destroyed in the woods to the north of the lake.

The Blackgate. A realm gate as black as night is here. It's destination varies with the seasons and it has connected to all known realms at one time or another. The land around it is warped has characteristics of al the realms and visitors have a feeling of sadness. Farmers in this region often uncover rusted armour or weapons but non now live who knows why they are there. 

Skifftown. Not part of Lord Blackravens domain. It is a hold of buccaneers and freebooters. A source of raids into northern Tagge. It is the main entrance to the notthern isles.

Iceholme has realm gate to the realm of death shyish and cold winds blow from the gate constantly. As such this is a frozen part of the realm of fire and denotes the northern end of the Lands of Tagge as ruled by the Last Lord Blackraven.

The winds that blow from Iceholme have froen the red Salt Plains. This is a dry arid and cold desert but precious metals are often found here and bigger dangers besides.

Cove is a place of learning. Many mages have come from this humid town. The scholar Sceelian is said to have come from Cove. It is the eastern end of the Lands of Tagge.

The Isle. A mysterious landlocked isles. Some say old religions were practicised here. The rocks are scrawled with runes and motifs than non can discern. Of its original inhabitants non now remain.

The brackens are a series of rivers and hot marshes that lead into the north of the sea of smoke. Raiders have come from here.

The pit. Once an aelven citadel - the spear of the sun - a place of high learning and culture. Destroyed by aelven infighting and orruk and chaos raids from the north and east. It is now abandoned by the selves and home to orruk bands who call it the pit.

 

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I discovered a pretty cool map-making tool.  https://azgaar.github.io/Fantasy-Map-Generator/

It's a procedural map-maker that has cultures, countries, automatically generates cities and town names, and then lets you edit all that after the fact if you want.  Here are some examples that I've been working on.  The first one is zoomed out, this is the sort of thing it generates.

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The second one is zoomed in.  I haven't done any real editing here, I just zoomed in and set it to a topographic view (it also does cultural and political maps).

fantasy_map_1537399400247.png.1e7847d2f4297199e69ff01dfa54d9b5.png

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Dawnland is an obscure province in the realm of Ulgu that grew out of the annual narrative event at NOVA Open. The small group of players that attended in 2016 sat down and did some world building and came up with this initial map of the region.

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The next year in 2017 the region went through some significant changes, in large part from the decisions made by the players leading the different factions struggling for control of Dawnland. Some names of places changed, although our map wasn't any more sophisticated. The Duardin city had fallen under the control of Queen Neferata and then recaptured and burned by the brotherhood of spies & assassins that took back Dawnland to belong to the original inhabitants. But the power of Death still permeated the land, particularly in the corner of the Deadlands. But a century passed from the devastating war of rebellion, and the canal network served as the basis for a new economy to distribute the valuable mineral of Synder.

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For the 2018 event we had a team of organizers contributing to the development of the narrative background of Dawnland. Not only did we rename some locations, but we also developed the map to look a bit more interesting. And a gazetteer was written to provide more background for players to consider when creating their own army narratives to explain how their generals came to find themselves in this corner of Ulgu.

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Dawnland is an obscure province of Ulgu, but not without mystery and fortune. The canals that cross the plains were built long before the Age of Chaos, and many portions are no longer used. What follows are the most notable districts with strategic value for the guilds that control them.

IMRIAN SEA: The Imrian Sea is tied intimately to the canals of Dawnland, the tides providing both force and fluids to sustain the network of waterways. And it serves as a means of transport for the merchants sailing to other provinces with holds filled with a variety of goods, not the least of which is refined Synder.

SORWIND SWAMP: This swamp had once been a verdant plain of rich farmland, but flooding long ago before the Age of Chaos swallowed up the cities and fields. Now the swamp is a dangerous place, although some intrepid explorers have retrieved lost and powerful relics.

JADENVYNE JUNGLE: Tangled vegetation and thick humidity makes this a dangerous place for all inhabitants, although a race of small humanoids appear to thrive and craft strange relics with powerful properties. Sometimes they have been convinced to trade relics for Synder, although they prove obstinate antagonists to anyone trying to take possession of these sacred items by force.

DEAD LAND: Almost nothing is known of this district, although it has served as a gateway for the armies of Queen Neferata to open a breach with the realm of Shyish in an attempt to reestablish her power here in Dawnland. This invasion must be stopped and reversed if the guilds are to continue leading the region in prosperity.

SYNDER MINES: The Dawnbreak Mountains run across the top of the region in a jagged series of inhospitable peaks. At the foot of these mountains are ancient entrances to the Synder Mines which have served as the source for Dawnland’s most valuable resource. After the ore is mined, it is sent in barges under guard for refinement.

DAWNBREAK FOREST: The forest has provided a valuable resource for timber in recent years as the population has increased and trade has thrived throughout the region, requiring accessible building materials to construct buildings and canal boats. And some of the trees exhibit mystical properties which prove crucial ingredients for enchanted relics and skyvessels. But the shadows deep in the forest are dark, and few explorers return from extended adventures beyond sight of the treeline.

DAWN BREAKERS: The broken terrain in this place serves as a refuge for outlaws and cultists. The canal which connected this district to the wider region has fallen into disuse since an earthquake opened rifts and shifted rocks into strange formations. But many of the broken places have revealed access to strange subterranean locations which have been profitable to some adventuring bands in search of easy fortune.

SUNKEN CITY OF A’PHRONDIA: This city continues to serve as the center of a strange collection of aelf tribes working together to raid shipping lanes in the Imrian Sea and build a new civilization on the ruins of this ancient city. Beneath the waves is rumored an ancient device of such magnitude that it actually manipulates the tidal forces of the Imrian Sea.

CANAL DISTRICT: Remnants of disused canals at the foot of the Shadow Ziggurat has served as the foundation for the fastest growing district in the region. Free tribes and minor guilds build structures everywhere and attract new settlers every day. Although the canals here are little more than open sewers and the residents exhibit meager means, the true power is behind the number of willful residents.

NALSEND: Although not as large and impressive as Sy’Dell, this township is key to the refinement of Synder. Subterranean canals link facilities beneath the city with the mines in the Dawnbreak Mountains.

SY’DELL: The capital of the region, Sy’Dell is a city of canals and cathedrals. It is the center of the canal network and commerce throughout the province of Dawnland. The spires of the banks and most powerful guilds are indistinguishable in majesty to the steeples above the halls of all the religious orders.

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Large campaign maps were printed out to serve as a means for tracking control of the different locations during the three days of the grand narrative.  On the second day the godbeast Nehnaxiir drifted in from across the Imrian Sea, casting an ominous shadow across the landscape.

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On Sunday afternoon Dawnland had been torn apart by war and an epic conflict between the inhabitants of the region and the massive godbeast. Although the godbeast finally left the region in piece, the shattered remnants and drained canals would never again resemble Dawnland.

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Edited by Bostian
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I've combined Azgaar's Fantasy Map Generator with some additional finishing in powerpoint to make a new regional map for my campaign setting.  Eucebium is the region in turmoil that all of my previous Game Day events have taken place in, but I'm growing the map to add some new regions and to get a bigger view of the area they inhabit.

Kytos: This region is peopled largely by barbarian cultures.  During the Age of Chaos, they fell to worship of Khorne.  While some still follow the Blood God, some follow other more positive and life affirming Blood Gods, and others have rediscovered the nature-loving nomadic lifestyles of their past.  Army allegiances aside, the people of Kytos are brash and aggressive.

Vivax: During the Age of Chaos, Vivax was a bastion of Nurgle... and it still pretty much is.  Vivax is very much still recovering from Nurgle's influences on the land and the people.  It is also home to the Bleeding Gate that connects it to Ghur.

Lamellia: Historically Lamellia has been a Seraphon kingdom.  However, during the Age of Chaos, it provided safe harbour to the people of Order and fought to stem the encroachment of Vivax's corruption.  Lamellia is also home to the ruins of an ancient Duardin kingdom now known as Karak Uzgul, the Mountains of the Dead.  There is actually a lot more of Lamellia to the north and east that is not shown on this map.

Trolgotha: To the south of Eucebium is the wild region of Trolgotha.  Trolgotha has no seat of power and is defined only by its uncontrollable borders.  It is populated primarily by Greenskinz, but also by those that would prefer to avoid the prying eyes of civilization.

The Soulless Vortex: The bay to the south of Eucebium is actually home to a thriving population of Idoneth Deepkin.  It is a great churning region blighted by mystic storms that prevent ships from traversing the bay safely (contributing to Trolgotha's seclusion from the rest of civilization).

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That fantasy map editor is freaking awesome.  It's almost overwhelming the things you can do, it's incredible.  The only part I don't like is how nearly any map ends up as islands or an oceanbound continent.  So etimes I like my maps to have "uncharted territory" along one or two edges to show they are part of a greater continent.

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16 hours ago, Aegisgrimm said:

That fantasy map editor is freaking awesome.  It's almost overwhelming the things you can do, it's incredible.  The only part I don't like is how nearly any map ends up as islands or an oceanbound continent.  So etimes I like my maps to have "uncharted territory" along one or two edges to show they are part of a greater continent.

In Options, you can change the heightmap template from High Island to Peninsula to get land at the borders.

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Here's the world map I just whipped up for my (mostly skirmish) games.  All credit definitely goes to the original artist- all I did was shamelessly take the worldmap for the 13th Age RPG, and change the names for the faction icons, because I think everything on it already works pretty well to encompass most of the AoS factions, as is.

I'm not really sure which realm I would place it in, yet.  Probably either Ghyran as it personally feels the most "normal" of the realms to me, or Ghur, because the "Migration routes of the Koru Behemoths" that goes around the perimeter of the map gives me images of some sort of roaming herds of minor Godbeasts the size of entire settlements.

I figure the Dragon Empire is a good example of things attaining something of a balance after the Realmgate Wars died down, where every faction has an equal opportunity to survive and fight against all the others.  

-The Forces of Chaos were driven north into the Frostrange, and south into the Burning Wastes by the Stormcast after their arrival and capture of the citadel now known as First Triumph.  The Abyss is a weak spot in the material of the realm, whose bleeding energies allow daemons to exist in a near-permanent state, which is why the area is known as the Daemon Coast.

-The Stormcast and human Freeguilds hold most of the main cities that have been settled along the coast, and they regularly skirmish against the Duardin of Forge and Anvil and their cousins to the south, the Fyreslayers of the Magma Keeps, while all four factions face constant conflict with the Skaven stronghold in Hell Marsh.  Far in the West, Kharadron traders have also begun migrating into the area, establishing the two mountain-based skyports of Cloudhome and High Dock.

-The splintered factions of the Aelves hold the Queenswood, and the Wildwood, with the Dragonlords on the straits where the ocean flows in, and their Dark Kin rule in the Shadow Port. 

Of course the whole area is constantly plagued by roaming bands of Orruks and Beastmen, as well as Skaven.  With all that shoreline, the Deepkin can pretty much show up anywhere, and there's a giant forest to the north called "The Dragon Wood" with a big mountain called Starport......

 

 

Here's the original version which shows the detail of the locations much better:

https://burningofages.weebly.com/uploads/3/0/7/6/30764287/dragon_empire_map_3.jpg

The Dragon Empire.png

Edited by Aegisgrimm
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I'm in the process of updating my maps. Here are two for my Duardin and Ironjawz. They are fighting over the two halves of the duardin empire, the Ankor Volghar 

737245756_TheAnkorVolghar-North.jpg.d5190e91aba80d522d481e37b13fe005.jpg1712160459_TheAnkorVolghar-South.jpg.f7eaf68179c9744a286929b8b25ee323.jpg

The Ankor Volghar- realm of the duardin who mine valuable but unstable Ghur Ore, which sometimes causes earthquakes if mined too much. Their kingdom might be shattered, but the Dispossessed endure like their mountain strongholds. After centuries of suffering from Greenskin raids, the Blood Storm of Khorne, and the Blackbeard Wars against the Legion of Azgorh, the Throngs of the Ankor Volghar stand vigilant and march forth to strike grudges from the Dammaz Kron and reclaim their lost homes. Their attacks can be savage, their tactics aggressive, even by dawi standards, but such is the fury of their vengeance and thirst to reclaim their realm.

Karak Volghar- the seat of power for the dawi of the Frattura Mountains. The city has survived some of the worst earthquakes that have struck the kingdom, but the scars on the surrounding peaks have also left their mark on the hearts and minds of its people. High King Oldor Frostbeard resides here along with the Dammaz Kron. Some of the finest weaponsmiths and armoursmiths forge their craft here, including the fabled runelords, though their workshops and secrets are only known by a select few. The main realmgame within the kingdom lies deep within its halls, allowing the duardin to travel great distances or across realms to trade or aid their kin.

Kazad Wyr- the Ice Fortress overlooking the Great Fissure. Elevated higher than most of the other holds in the Ankor Volghar, the fortress city has been left susceptible due to the various quakes. Smaller fissures have opened to its north and east, isolating the hold above and below ground. The Skaven and Gloomspite Gits have launched renewed assaults from the weakened defenses in the deep, but the stout warriors, some of the finest in the kingdom, keep them at bay. The reknowned Sven Stoutbeard and the famed 8th Ironbeaker Legion reside here. Grung Angoz

Grung Angoz- Grung Angoz a wealthy settlement just south of Kazad Wyr. Settled on the northern shores of Stone Lake, the area provides large quantities of stone and marble that the guilds compete to acquire. The dawi here work tirelessly at their industry, cranking out engineering marvels to defend the Ankor Volghar. A small detachment from the Ironweld Arsenal also have a workshop nearby. It was here where Engineer Finn Barggroth created the steam engine “Barag Grimazuln” or “Barggroth's Wrath”

Karaki Karag- the Ankor Volghar places high values on its rangers, for if not for them, the realm would have fallen ages ago. So it is that ranger recruits are trained at one of the harshest peaks south of Karak Volghar. Much of the settlement is above ground and neighbors the Yeti Valley. The mighty wutroth trees provide sturdy lumber for just about everything in the kingdom, and it is here that recruits and longbeards alike must harness their skills by clearing the valley of yetis or grobi that emerge from undetected caves. The trade route through from Barak Urbaz through Kaldarth is vital and thoroughly patrolled by the Rangers.

Barak Urbaz- the port city on the east coast of the Baitello peninsula along the Scryfish Stait. Trade is vital through the waterway after the duardin collapsed the mountainside along the eastern trade route of Balitello. While it warded off the invading Khorne armies during the Age of Chaos, Balitello and Jaskviny suffered. Now the dawi try to atone for their actions as their ironclad warships patrol the strait vigorously against any threat that could threaten this vital trade route. The hold also serves as a skyport for Kharadron and other skyvessels.

Khazid Thardin- following the assassination of King Ulther by the Black Grot, the Dispossessed fought a bitter war against the Moonclan Grots in the western reaches of the Frattura Mountains. While the Black Grot escaped, the duardin eradicated the grots and began to re-colonize the west. Several mining settlements and watchtowers were established, greatest of all was Khazid Thardin. The city became a vital crossroads for trade and reconnected the duardin with their human allies in the north and west. It is also home to the Gyrocopter Tradefleet established by High King Oldor Frostbeard.

FALLEN HOLDS

Mount Kraktoof- once a hold that could rival Karak Volghar, Kazad Knol fell during the Blood Wars, but not before a final act of duardin defiance. Thanks to the sacrifice of Lord Bragnus Bouldergut and his runelords, they trapped a significant amount of daemons inside the mountain using powerful runes of warding inscribed on a chaos sword. Bound to the weapon, Khorne’s incarnates would be trapped inside the mountain for centuries until the Ironjawz of Da Bloodbreaka Clan eradicated them and claimed Kazad Knol as their new home. Mount Kraktoof now serves as gathering point for Gorfang's amassing WAAAGH! The Destruction City has become a thriving, ramshackle metropolis. Brutes maintain animosity within the walls, but fights break out daily. Every so often, the city will be sacked by an enemy or its own inhabitants, before it is rebuilt. Those living outside the mountain must prove themselves before entering Bloodbreaka Hold, for only the strongest can reside within Bloodbreaka Hold. Within the fallen dwarf city lies the “Screamin' Sword” of Khorne, the ancient artifact used to trap its daemon prisoners. Currently locked away due to the screaming daemons that gave the orruk shamans headaches, sometimes Gorfang will use it to rip tears in reality to test his boyz against Khorne's best when they grow bored and need a fight.

Skullthumpa Peak- home to the Skullthumpa Greenskins, Gorfang’s original clan before he became an Ironjaw.  They boss around the rest of the lesser orruk, grot and ogor races who couldn't fit inside Mount Kraktoof. Once a prosperous dwarf hold known as Karak Bodor, her mines and lands are ravaged and stripped of all resources for Da Bloodbreaka Clan’s WAAAGH! Outside at Krudzog’s Quarry, the unruliest Greenskins and Ogors are ordered to carve out large slabs of stone and rock that are to be used to construct a mighty bridge that will connect the north and south together and open the way for Da Bloodbreaka Clan to assault the heart of the Ankor Volghar. Due to heavy mining of Ghur Ore, earthquakes have rattled Skullthumpa Peak, opening new passages and long-lost gnawholes for the Skaven to infest. Rather than destroy the threat outright, the orruks relish the constant stream of ratmen to slay, providing endless fights and a training ground for the weedier Greenskins of Da Bloodbreaka Clan to mesh their teeth against.

Varn Drog- one of the first major holds lost during the Blood War, the demise of Varn Drog is shrouded in mystery. The duardin claim the surface-level city was razed by the Blood God’s maddened warriors, but no specific grudge has ever been written in the Dammaz Kron. In truth, it was not the Bloodbound who destroyed the hold, but death magic that razed the city. The duardin do not speak of it, but whispers abound about a dark presence that swept through the bluff city, claiming any mortal soul during the siege. Now her desecrated halls and tunnels are said to be guarded by ghostly dawi who patrol them like they were still living their daily routine. Sounds of battle can be heard by adventurers from outside the keep. Not even the orruks have dared to make Bar Drog their home, for their superstitions are accurate of the horrors that lie within those walls. The ramifications of the Necroquake have freed these spirits from whatever grudge or curse held them bound to the bluff. Now they venture into the surrounding area, some maintaining their laborious routine, others wandering aimlessly for their release, while a few have recognized their fate and seek vengeance on the living, whether they be the orruks at Skargor’s Watch or their former kin ranging in the surrounding forests.

Kazad Karin- the final battle of the Blood Wars, or “Baragor’s Triumph," saw the armies of Order, Khorne and Greenskins converge on the Bridge Citadel. After four days of fighting, the walls of Kazad Karin were finally breached, forcing High King Baragor Frostbeard to enact his final solution. After evacuating as many citizens and warriors as could escape south across the bridge, the king ordered the mountain to be collapsed. The only path across the Great Fissure to the southern realm was destroyed, and many warriors were lost, but the Greenskins and Khorne armies were routed, saving what was left of the Ankor Volghar.

Karak Byrn- famous for its deep gold veins, any duardin who laid eyes on the Sun Mountain during sunset would claim the rock came alive like living gold. Alas, a gold sickness overcame its people. Not long after the fall of the Northern Empire did Karak Byrn cut off communication with their kin, fearful that a similar calamity would deprive them of their wealth. Blinded by their greed, they failed to recognize the impending threats from above and below ground. Moonclan and Spiderfang Grots staged a two-pronged assault upon the Dispossessed and eventually breached the hold. Unwilling to let the grobi take their home and gold, the duardin desperately over-mined a Ghur Ore vein and brought the mountain down upon itself. The last images the dawi defenders in the highest peak saw was the sun setting upon Karak Byrn one last time.

Undback Hirf- the fortress stood for centuries as a welcome station for travelers and adventurers journeying from the eastern reaches of the Frattura Mountains. Its warriors were also lauded for defeating Mugnog the Ever-Hungry and his Gutbusters. Sadly, Undback Hirf would fall to treachery from inside its walls. Derdrick Darblisson, son of Thane Gidrick, was defeated and captured by the Dawi Zharr during a failed expedition to Aqshy. They eventually broke the steadfast duardin, and ordered him to open the way for them into the Ankor Volghar. Days after his return to Undback Hirf, he entered the main gatehouse in the cover of night, slew the guards, opened the gate, and signaled to the awaiting Dawi Zharr army nearby. Derdrick finished his betrayal by killing his father, submitting the fortress to its fate, and commencing the Blackbeard Wars. When the fighting was done, the Vengryn Waystation was established. Vaneera, Derdrick's sister, leads reconstruction efforts to refortify and reopen the Northeast Passage.

The Desolation of Karag Drakk- long ago, clans from the Ankor Volghar saved the Wrothfyrd Lodge from certain destruction by a host of ogors. Indebted and grateful, the surviving Fyreslayers established a new lodge in Mount Furia. They would fight, drink and live among their kin for centuries until the Age of Chaos. When a Khorne army invaded southern Balitello, the ensuing fighting awakened a terrible beast from within the dormant volcano. It's explosive arrival detonated the volcano and devastated everything in close proximity. Karag Drakk was no more, and its nearby colony was buried under a sea of molten lava. After extinguishing all combatants in Southern Balitello, the beast returned to the volcano to slumber. Few adventurers have explored the ruins of the volcano, only a handful have ever returned. Whatever treasure or lost knowledge is buried inside, the duardin consider it a wazzok's quest to disturb that horror which lies beneath.

The Ankor Volghar - North

Thryng Morga- the former temple city of the duardin has been vandalized and tarnished by indescribable indecencies by the Greenskins. A handful of shaman reside here to try to harness the lost duardin magic, sealed away for ages and hidden by their runes. Right before Mount Kraktoof was completed, Da Bloodbreaka Clan engaged a joint-strike force of Stormcast Eternals and Kharadron Overlords in a battle known as Da Smashing Party. The fighting was so grand that a great idol dedicated to Gorkamorka was built atop the battlefield. When Mount Kraktoof was finished, the guns of the Kharadron’s Ironclad were mounted atop Bloodbreaka Hold as a trophy. Whenever the orruks figure out how to work the guns, they may provide a potent defense against a siege or to stop another sacking.

Spite Pass- once a fledging duardin hold, it was converted into a highway for travelers of the Underway to use while journeying from the south. Long abandoned during the dark days of the Ankor Volghar, the duardin have secretly refurbished its roads and bridges in recent years, allaying it with new runes to seal the passes for only but duardin and runelords to traverse. The Ankor Volghar now utilizes Spite Pass to track the Greenskins in the north and collect resources from nearby camps in the foothills.

The Crystal Fields- following The Great Calamity that split the Ankor Volghar in two, the snow-covered lands north of Kazad Karin began to rise, forming a series of foothills that reshaped the landscape. Within the foothills, crystals of various sizes have emerged. Many of these are frozen ice or rocks, but some are valuable crystals harnessed by the duardin for gemstones, trinkets, runes, and other goods. Dozens of duardin villages sprung up within the foothills to mine these minerals, filling the coffers of many families and clans. Long abandoned after the Blood Wars, these crystals have grown five times their normal height. In some places, the hills are covered in forests or mazes of these sparkling minerals. The Greenskins have no use for the crystals, but adventurous duardin will take their chances to retrieve what they can before returning to the safety of Spite Pass.

The Slaughter at Stuntie Hill- angered by High King Oldor Frostbeard’s hesitation to reclaim the Ankor Volghar’s lands, Warden King Hjuldahr Agridsson of the Amber Hands marched his entire clan north to recover their ancestrial homesdefiled by the orruk scum. So arrogant and stubborn was Hjuldahr when he declared his oath that he overestimated the strength of his foe and failed to see the trap Da Bloodbreaka Clan laid before him. Marching on to Mount Kraktoof, the dwarfs overextended themselves in the Crystal Foothills and were quickly surrounded by the Ironjawz. Forced to retreat up the highest hill, Hjuldahr and his kin made their last stand against Gorfang's boyz. One duardin was spared, but he was sent back south to retell the tale of the massacre, but not before he was clean shaven and humiliated. When word reached the Ankor Volghar of the Slaughter at Stuntie Hill, Hjuldahr the Mad was entered into the Dammaz Kron for the senseless destruction of his clan, along with Gorfang, who received another entry into the Great Book. Angered, King Oldor ordered the throngs be assembled and war preparations be made.

Da Green Gate- when the Ironjawz discovered the realmgate, it was a ruinous mess, sabotaged by the duardin to prevent Khorne’s forces from utilizing it during the Blood Wars. It would take months and a handful of exploding shamans before the orruks rebuilt and reactivated the realmgate. With the capability to visit any of the mortal realms, Da Bloodbreaka Clan don’t have wait long before they find their next fight. However, the orruks don’t know how to control the gate, and sometimes end up in random places, for better or for worse. Outside forces have also used the gate for their own means, but the Ironjawz don’t mind this. It just brings the fight right to them.

Ruglid’s Raidin’ Camp- when the Necroquake hit the Frattura Mountains, countless Greenskins perished in earthquakes and landslides that wreaked havoc across their lands. However, an unintended blessing was the opening of a western pass into the humie lands of Loch Sorgrim. Gorfang dispatched Ruglid da Black and his Gore Gruntas to check if there were any good scraps to be had. Once the Gore Grunta Boss returned with several humie ears, thousands of orruks cheered and descended on the lower lake valley. To reward his boss, Gorfang told Ruglid to establish a raidin’ camp in the western pass. From this prime location, Ruglid’s boyz can hit Loch Sorgrim, or travel north to pillage the fruitful lands of the Grastigor Highlands. The camp also has banners and symbols to help guide drunken gargants towards a destination. Whether that’s the humie lands or back towards Mount Kraktoof is the garagant’s intoxicated prerogative to decide.

Hellchoppa Keep- named after the legendary warboss Drukud HellChoppa, who slew Khrone Champion Sigor at the climactic battle of Kazad Karin, the outpost serves as a waystation for hordes of greenskins and ogors who travel north to fight the spikey boyz in the Bloodlands. A market has burgeoned here with orruks returning from the northern battlefields with odd trinkets and weapons they wish to auction or trade. Chaos weapons and armour fetch several teeth, while aelf trinkets and potions draw much attention from Moonclan traders who wish to add to their experimentin’ kits. The keep is also responsible for alerting Mount Kraktoof of any pressing threats that dare traverse through the Kronz Gap.

Red Ruin- when Khorne’s forces were defeated at Kazad Karin, the bulk of the army retreated north into the waiting choppas of the Greenskins. Hounded and hunted for days on end, the survivors were eventually cornered along the mountain wall. With death all but assured, the blood warriors beseeched their patron for his blessings. Enraged by their cowardly actions and disgusted by their desperation, Khorne threw his fist at his followers and punched the earth they stood on. The impact of Khorne’s fist shook Zarcosia to its roots and destroyed everything within its radius. To this day, the area is still scarred red with the ruin of Khorne’s fist imprinted into the earth. 

The Bombing of Scrapfort Oggha- the arrival of Sky-Fleet Ingvarsson has boosted the duardin war effort across the Frattura Mountains. Da Bloodbreaka Clan attempted to counter this threat by constructing their own armada of flying ships. However, during construction, animosity broke out amongst the grot and orruk workers, with a ship tested out by the Ironjawz in squashing the uprising. This was spotted by the Gryocopters of the Ankor Volghar, and two days later, the entire fleet of Admiral Arbek Ingvarsson arrived to strike Scrapfort Oggha. The bombing was relentless and unmerciful, destroying every building and any chance of air superiority for the Greenskins.

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Another updated region map of my personal continent in Ghur

Jhokulands.jpg.1997161e47a152255e89d7698357ef7f.jpg

THE JHOKULANDS

Legend speaks of a mighty God-Beast named Jhokul. He was thought to be the size of a continent that traversed Ghur in a time before the Age of Myth. Wherever Jhokul went, destruction was followed by rebirth, as worn-out lands were pummeled and reworked into prosperous, thriving environments. The God-Beast would eventually encounter Gorkamorka and combat the belligerent god for three days. Mountains were tossed and regions were smashed, but the orruk god was victorious. He decapitated the God-Beast and planted its head as a trophy atop the eventual continent of Zarcosia. In time, mortals would settle across the Jhokulands and give homage to their giver. This lands was once gorgeous paradise until the time of “Jhokul’s Awakening.” A cataclysmic earthquake ruptured a massive underground volcano system that sank part of the southern highlands into the earth. The southeast would become covered in burning ash and eventually be known as the Scalding Valley.

While the northern coast also suffered, becoming a winter wasteland from the eruption, the shifting mountains rose the surviving lower highlands further upwards, creating a hospitable plateau dubbed Jhokul’s gift. The dawi of Karak Varf and humans of Malegeth both share the fertile upland as their own, but the encroaching Darkoath Tribes have threatened to seize control from them. Following the Necroquake, the western bulwark was destroyed, opening the way for chaos tribes to ravage small farming communities and lay claim to a portion of the land. Malegeth has been assaulted several times, but has managed to stand firm, for now.

Within the Scalding Valley, everything fights to stay alive, but there is wealth to be had here. Rare minerals and diamonds are scattered above and below the black mountains, while hunters search for the reptilian beasts that roam the land. Tucked away from the dangers of the valley is Fjordfire, an aelven city hidden by illusional mists and defended by the martial prowess of the Eldritch Council, Order Draconis and Phoenix Temple. The Phoenix Temple holds the Jhokulands in particular homage, for the land of fire and ice is sacred to the followers of the Ur-Phoenix and provides vision to the warriors of rebirth. Recruits and veterans alike journey across the valley and to the Glacial Jungles to retrieve feathers of frost and fire phoenixes. Prior to the Necroquake, the aelves received new rivals in the valley. Seemingly out of nowhere, the Brass Despoilers of the Beasts of Chaos arrived and claimed the volcano of the Savage Morass. They launched a terrible raid that destroyed Etosis and despoiled sections of the Frostwoods and the Grastiger Highlands. Meanwhile, Fyreslayers of Runeson Jarokk formed the Brokfyord Lodge, a new home for the disenfranchised ninth son of his insouciant Runefather. With a knack for finding ur-gold, Jarokk and his Fyreslayers battle back the dangers of the Scalding Valley to find new glories and riches.

The fight for survival in Zarcosia is best displayed in the northern wastelands of the Jhokulands. It was here where Jhokul’s last children perished, their sibling rivalry finally coming to a head that saw a climactic clash of monsters that ended Jhokul’s line forever. Their skeletal remains provide shelter and reprieve for the Darkoath and Orruk tribes who fight daily across the frozen lands. They are ignorant to the true power that lies inside the Temple of Jhokul. Considered a delopidated relic of the past, it was constructed by a cult of mortal followers and is believed to hold the last vestiges of Jhokul’s power deep within. A curse has been set upon the temple and its guards do everything they can to protect their prize. Searching for such knowledge are a host of Stormcasts of the Astral Templars’ Sacrosanct Chamber. They established a base on a nearby bluff to examine the region, but the constant attacks by Greenskins and Darkoath tribes has stalled their research.

In the northwest, the Necroquake caused part of the ice shelf to break apart. Now the Shattered Coast has become a battleground for rival tribespeople who must be willing to die for the slim ice shelfs they call home. They must contend with sea creatures from below, the random-but-powerful elements of nature, and the tempting offers of the Chaos Gods.

Most dangerous of all is the threat hidden within the Eye of Jhokul. The icy mountain holds a realmgate controlled by Archaon’s forces. Those tribesmen who wish to prove themselves must survive the trek to the mountain, and only then must they earn admittance to the fortress before they are shown a hint of respect. Jhokuland lore says the Eye acts as a conduit to revitalize the land, but chaos’ control has altered the mountain, causing it to sink into the land.   

Four passes connect the Jhokulands with the neighboring kingdoms of the Grastiger Highlands and the Frostwoods. The humans of the western pass erected a natural barrier, the Arskon Bluffs, to prevent any tribes from raiding further south. The duardin control the main highway between Jhokul’s Gift and the eastern parts of the Grastiger Highlands. The Etosis Pass, once firmly controlled by the Aelves of the Frostwoods, is now contested with the Beasts of Chaos. Finally, the eastern pass is blocked off after the Necroquake created the Molten River, a constant stream of lava blocking all land travel along the coastal route. 
 

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