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I made a map of The Glittering Archipelago recently for the pirate thread.  I used a couple different tools, but it was another that started with Inkarnate.  Here's what I made initially.

159246225_GlitteringArchipelago.jpg.1a1e84a17fc1bc0a81fdc5de5ae9b389.jpg

But since I wanted it to look more like a dirty pirate map, I used MSOffice (powerpoint specifically) to change the colors to sepia, and then used the Photocopy Artistic Effect.

1646516459_GlitteringArchipelagoFinished.jpg.0dfc6b368ec7bbfadf296bf30c119e00.jpg

And because it was for a sort of performance art narrative thing, I actually printed it out and mutilated it to make it look more like a proper treasure map.  So here is what I finally ended up posting over there.  My First Mate Smitty Cystongue with his map of The Glittering Archipelago.

1517876502_SmittyandMap.jpeg.ca65e940a4d279f2bf3c278cc5c98404.jpeg

This island chain was actually a mountain range as recently as the Age of Chaos.  It was a duardin kingdom (although others lived there too), and its shining gem was the fortress of Kazak Gorlm.  The people of the kingdom stored all of their values in the vaults of Kazak Gorlm's mountain fastness.  Unfortunately, during the Age of Chaos, the whole place ended up flooded and the duardin fled to the skies to join/become the Kharadron Overlords, leaving the others to their fates.  Now theregion is a treacherous series of islands mostly populated by treasure hunters working out of Brassport.  A few descendants of the humans and aelves that populated the kingdom have survived living simple, rough lives in the fishing villages and forests of the islands.

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More maps from the Northern Kingdoms of Zarcosia in the Realm of Beasts! 

1198418866_TheBarrenTundra.jpg.c81d63aea0252ae75de4f5255b735182.jpg

The Barren Tundra- similar to a desert, the Barren Tundra offers little respite for any who wish to traverse it. For as long as books have recorded history, this region has never produced life, but that hasn't stopped mortals from fighting to exist against the environment. Vegetation is difficult across the tundra, making farming near impossible. Most flora includes low grass, wild berries, shrubs, hostile lichens, and thunderbrush. There are several ventures by the free people to turn this harsh landscape into a hospitable region. Some methods are beginning to progress, while others have failed with consequences. Many of the tundra’s oasis’ and water sources are safe to drink, but several, including Frostspite’s lake, are poisoned, or are known to drag a man into its shallows forever. Salt is the biggest trade commodity, but the meat from animals that dwell across the tundra is also in high demand. The northern cities of Lighthold and Westhollow are the most stable regions where the land is naturally healthy for crops, but this security puts them in harm’s way by those jealous of their fortune. While some people will risk the trip by land, sky-transportation is the preferred method of travel. Most havens of civilization require constant shipments of trade to survive, especially the eastern coastal villages along the Masonic Sea. There are also a handful of bluffs where the forces of Order fight for existence across the wasteland. In the west, the city of Thunder Mesa stands as a beacon of hope against the harsh environment. It is here where the Stormcasts of the Primal Sons constructed their Stormkeep, protecting the tundra people from the land itself, as well as from the Dragon Ogors and other beasts that scale down Thunderscorn Peaks. Further east lies the duardin of Grimaz Vlag. They excavate the largest salt mine across the land. Their skyport is vital for trade across the Tundra. And in the southwest is the lost bluff city of Boarglade, where rumors swell that its people were magically turned into pig people. Anything south of this bluff is considered inhospitable land that only the Grot Wolf Hordes of Noktra Pointyfang can endure. Littered across the Tundra are the remains of Godbeasts and gigantic creatures of old. Countless more still roam the Tundra, risking their own lives to eat anyone and anything to live another day. It falls to the warrior monks of Ancestor's Aerie who train to protect the towns and people across the Barren Tundra from the beast's savage hunger.

Grimaz Vlag- The duardin of Grimaz Vlag stubbornly endure against the harsh environment of the Barren Tundra. Built into one of handfuls of bluffs across the desolate land, the city survives off subterranean wells that absorb water from the surface through special filters. 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. Despite defending against several raids, the duardin have been unable to dislodge the grots from the southern oasis dubbed Noktra’s Drinking Hole. 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.

Thunder Mesa- another civilization that was destroyed during the Age of Chaos, Greersce was a magnificent city that sat atop the largest bluff on the Barren Tundra. In the years after Chaos was driven back across Zarcosia, the Stormcasts of the Primal Sons chose this site to establish their Stormkeep and helped construct the free city of Thunder Mesa. Thanks to archaeological findings and the magics of the Mystspire wizards, the bluff is beginning to see life blossom. Farm are cropping up as land becomes fertile, and the citizens of the free city are starting to spread out across the fortified bluff. At the base of the cliffs lie the city’s port. The docks have been reinforced to survive the sharp waves that bite into the rock and wood, but shanty buildings and warehouses are still built to scale the cliff, creating a unique and haphazard trade district. From their Stormkeep, the Primal Sons try to tame the land and beasts, while defending the bluff from the Thunderscorn. Because of their presence, lightning storms are a common occurrence across the bluff, providing much-needed water to the blossoming vegetation.

Frostspite- it’s easy for the people of Frostspite to feel trapped upon their bluff city. The Dragon Ogors of Thunderscorn Peaks present a constant danger, the lake below them is poisoned, and resources are hard to acquire. Nevertheless, the people endure the harsh realities. Frostspite is almost dependent on air-vessel trade, but there are areas around it that provide nourishment and tools. South of the bluffs are the skeletal remains of two grand beasts: Viermyth’s Rest and Zayndrio’s Demise. Both sites are good sides for hunters and trappers because they attract countless beasts of various species and needs. The western lakes possess accessible clean water, but the open grounds leave them vulnerable to attack.

Thunderscorn Peak- home to the hundreds of Dragon Ogors who reside in the cliffs, peaks and crevices of the mountains. Remarkably, they ignored the call to Chaos, but remain a threat for the civilizations of Order. They will come down periodically to pillage and fight before retreating back to their mountain homes.

Ancestor’s Aerie- tucked away on the lowest peak of Thunderscorn Peaks is a temple of aelves and humans who specialize in monster slaying. Dozens travel far and wide to gain acceptance into the school, but only a small number are ever accepted. Different classes journey to this sacred ground to learn how to bring down the monstrosities that terrorize the mortal realms. It is common to see Wildwood Rangers and Greatswords train side-by-side along with Executioners, Mercenaries, and even the warrior women of Morathi’s court. Overseen by Naero Giantslayer, the temple boasts no defenses save the trainees and masters inside. When monsters do attack, they are seen as training exercises for novices, where control and instinct are taught to defeat these monsters. It is also home to one of the oldest tomes in Zarcosia, the Uldigaroh, which tells how each of the Northern Kingdoms was founded. There is also a spell believed to control storms across the land, which explains why Dragon Ogor’s always attack the temple.

Boarsglade- it was the furthest civilization in the Barren Tundra, for anything south became too inhospitable for the forces of Order. Sitting perfectly above the grazing fields of boars and gore gruntas, Boarsglade became a site for fine pork and livestock trade with the northern kingdoms. Yet in time, the bluff city became isolated from its sister cities. All land travel became too perilous, while sky ships never returned from the southern journey. The citizens realized too late that a sorcerer had cursed Boarsglade to become a tainted place. In the centuries onward, the citizens would devolve into pig-like beastmen and become resentful of their former allies across the tundra. Raids began at once across Thunder Mesa, Frostspite and Grimaz Vlag. Those unfortunate to be captured are brought back to Boarsglade to undergo the transformation, adding to the swine’s numbers.

Lighthold- during the Age of Chaos, Auburndale, once the greatest city along the Exodus Expanse, was sacked by countless Darkoath marauders and raised to the ground. Trapped on the peninsula by the encroaching Dragon Ogors from Thunderscorn Peaks, refugees made their way to the hilled town of Lighthold. The people here managed to survive the Age of Chaos, but were practically trapped on the peninsula save for boat travel. Today, Lighthold enjoys prosperous trade with its neighbors on Thunder Mesa. The town also serves as a vital beacon for sea and air ships to avoid the treacherous fjord further in the bay. These signals are needed to combat the distracting call of The Silent City.

The Silent City- it’s rumored the Silent City used to belong to people of high divinity and magical prowess who wanted to escape persecution and regulation from Auburndale authorities. It’s said their trifling in dangerous magic brought upon the city’s destruction. Others believe the city used to boast music so loud that the beasts of the Tundra could hear it in the far south. Such jealousy that they could not produce such beautiful sounds that they became jealous. It’s said that one day a hungry Godbeast came down from the mountains and devoured all sound from the city, hence its moniker. However its demise, The Silent City is now a cursed place. Despite being inland, a strange calling emanates into the sea, attracting captains and their vessels. If they do not break their trance, they are lost like the dozens before them along the deadly fjords inside the bay.

Mystspire- seeking to turn the harsh environment of the Barren Tundra into a habitable landscape, sorcerers of the Eldritch Council and Collegiate Arcanum established Mystspire on the coast of the Masonic Sea. From this secluded peninsula, they can practice their craft on the nearby wasteland to see if they can harness magic and science to terraform the region. Thus far, they have been unsuccessful, but their efforts have drawn the interests of nobles, criminals and heretics across Zarcosia. However, their experiments have recently been halted so the town can defend itself against the threat that attacked Midovark.

Mikovark- a thriving town upon the Masonic Sea, the aelfs and humans of Midovark prospered throughout the centuries of the Age of Chaos. Protected from the Grot Wolf Hordes by the Stubborn Foothills and from large naval assaults thanks to the nearby fjords, Midovark was well-insulated to protect and assist their neighbors through the decades of suffering. A place of learning and open ideas, it was even considered the pinnacle of life across the Barren Tundra at one point. Tragically, Midovark was all but destroyed by an unknown enemy. While much of Midovark’s buildings and treasures remain, an ocean-like mist clings to the streets and alleyways, barnacle clings to the sides of structures and wagons, ruins of ships lost long ago are strewn across the shore, and countless people lie unresponsive but living, as if their very souls were missing.

Westhollow- the region is the only hospitable land where mortals can actually farm and live off of without magical assistance. Produce is the main export of Westhollow, and traders across the Exodus Expanse will always stop here to pick up fresh food for their parched communities.  The region is not without its dangers. Bandits and Thunderscorn pillage and harass farmers and travelers alike, but dust cyclones are known to damage even the stoutest buildings in the area. It’s also believed the local pirates that terrorize the coast have a secret cove hidden nearby. 

Oscolas Rampart & Honor’s Watch- ages ago, these two outposts were connected through a cliff-side highway, ensuring the kingdoms of the Grastiger Highlands and Balitello had quick passage to aid one another. Now a thick forest covers all traces of this road, forcing travelers to use the valley road below. Both entrances to each kingdom are well defended, but the trade route between the fortifications is wrought with peril due to the nearby Thunderscorn and bandits in the foothills south of the Rampart.

Light’s Horizon & Duskbay- small fishing villages based in natural bays just south of Honor’s Watch. The humans here provide shelter for travelers and sailors alike, so long as you are willing to barter goods or possessions for a warm bed. The villages were protected once by a western outpost, but it fell into a state of disrepair and would eventually be claimed by nature. Only through the Masonic Sea can both villages be reached.

Sierveth’s Remains- the hulking remains of the Godwurm Sierveth can be seen for miles across the Barren Tundra. Legend tells that Sierveth ate whole townships as he crossed the Barren Tundra, and that much of the current landscape is thanks to the paths he made across the land. While mortals are grateful for his death long ago, his children still haunt the landscape, tunneling underground before striking from below the surface on an unsuspecting foe. 

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On 5/10/2019 at 9:08 AM, Gorks Pokin' Finger said:

More maps from the Northern Kingdoms of Zarcosia in the Realm of Beasts! 

1198418866_TheBarrenTundra.jpg.c81d63aea0252ae75de4f5255b735182.jpg

The Barren Tundra- similar to a desert, the Barren Tundra offers little respite for any who wish to traverse it. For as long as books have recorded history, this region has never produced life, but that hasn't stopped mortals from fighting to exist against the environment. Vegetation is difficult across the tundra, making farming near impossible. Most flora includes low grass, wild berries, shrubs, hostile lichens, and thunderbrush. There are several ventures by the free people to turn this harsh landscape into a hospitable region. Some methods are beginning to progress, while others have failed with consequences. Many of the tundra’s oasis’ and water sources are safe to drink, but several, including Frostspite’s lake, are poisoned, or are known to drag a man into its shallows forever. Salt is the biggest trade commodity, but the meat from animals that dwell across the tundra is also in high demand. The northern cities of Lighthold and Westhollow are the most stable regions where the land is naturally healthy for crops, but this security puts them in harm’s way by those jealous of their fortune. While some people will risk the trip by land, sky-transportation is the preferred method of travel. Most havens of civilization require constant shipments of trade to survive, especially the eastern coastal villages along the Masonic Sea. There are also a handful of bluffs where the forces of Order fight for existence across the wasteland. In the west, the city of Thunder Mesa stands as a beacon of hope against the harsh environment. It is here where the Stormcasts of the Primal Sons constructed their Stormkeep, protecting the tundra people from the land itself, as well as from the Dragon Ogors and other beasts that scale down Thunderscorn Peaks. Further east lies the duardin of Grimaz Vlag. They excavate the largest salt mine across the land. Their skyport is vital for trade across the Tundra. And in the southwest is the lost bluff city of Boarglade, where rumors swell that its people were magically turned into pig people. Anything south of this bluff is considered inhospitable land that only the Grot Wolf Hordes of Noktra Pointyfang can endure. Littered across the Tundra are the remains of Godbeasts and gigantic creatures of old. Countless more still roam the Tundra, risking their own lives to eat anyone and anything to live another day. It falls to the warrior monks of Ancestor's Aerie who train to protect the towns and people across the Barren Tundra from the beast's savage hunger.

Grimaz Vlag- The duardin of Grimaz Vlag stubbornly endure against the harsh environment of the Barren Tundra. Built into one of handfuls of bluffs across the desolate land, the city survives off subterranean wells that absorb water from the surface through special filters. 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. Despite defending against several raids, the duardin have been unable to dislodge the grots from the southern oasis dubbed Noktra’s Drinking Hole. 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.

Thunder Mesa- another civilization that was destroyed during the Age of Chaos, Greersce was a magnificent city that sat atop the largest bluff on the Barren Tundra. In the years after Chaos was driven back across Zarcosia, the Stormcasts of the Primal Sons chose this site to establish their Stormkeep and helped construct the free city of Thunder Mesa. Thanks to archaeological findings and the magics of the Mystspire wizards, the bluff is beginning to see life blossom. Farm are cropping up as land becomes fertile, and the citizens of the free city are starting to spread out across the fortified bluff. At the base of the cliffs lie the city’s port. The docks have been reinforced to survive the sharp waves that bite into the rock and wood, but shanty buildings and warehouses are still built to scale the cliff, creating a unique and haphazard trade district. From their Stormkeep, the Primal Sons try to tame the land and beasts, while defending the bluff from the Thunderscorn. Because of their presence, lightning storms are a common occurrence across the bluff, providing much-needed water to the blossoming vegetation.

Frostspite- it’s easy for the people of Frostspite to feel trapped upon their bluff city. The Dragon Ogors of Thunderscorn Peaks present a constant danger, the lake below them is poisoned, and resources are hard to acquire. Nevertheless, the people endure the harsh realities. Frostspite is almost dependent on air-vessel trade, but there are areas around it that provide nourishment and tools. South of the bluffs are the skeletal remains of two grand beasts: Viermyth’s Rest and Zayndrio’s Demise. Both sites are good sides for hunters and trappers because they attract countless beasts of various species and needs. The western lakes possess accessible clean water, but the open grounds leave them vulnerable to attack.

Thunderscorn Peak- home to the hundreds of Dragon Ogors who reside in the cliffs, peaks and crevices of the mountains. Remarkably, they ignored the call to Chaos, but remain a threat for the civilizations of Order. They will come down periodically to pillage and fight before retreating back to their mountain homes.

Ancestor’s Aerie- tucked away on the lowest peak of Thunderscorn Peaks is a temple of aelves and humans who specialize in monster slaying. Dozens travel far and wide to gain acceptance into the school, but only a small number are ever accepted. Different classes journey to this sacred ground to learn how to bring down the monstrosities that terrorize the mortal realms. It is common to see Wildwood Rangers and Greatswords train side-by-side along with Executioners, Mercenaries, and even the warrior women of Morathi’s court. Overseen by Naero Giantslayer, the temple boasts no defenses save the trainees and masters inside. When monsters do attack, they are seen as training exercises for novices, where control and instinct are taught to defeat these monsters. It is also home to one of the oldest tomes in Zarcosia, the Uldigaroh, which tells how each of the Northern Kingdoms was founded. There is also a spell believed to control storms across the land, which explains why Dragon Ogor’s always attack the temple.

Boarsglade- it was the furthest civilization in the Barren Tundra, for anything south became too inhospitable for the forces of Order. Sitting perfectly above the grazing fields of boars and gore gruntas, Boarsglade became a site for fine pork and livestock trade with the northern kingdoms. Yet in time, the bluff city became isolated from its sister cities. All land travel became too perilous, while sky ships never returned from the southern journey. The citizens realized too late that a sorcerer had cursed Boarsglade to become a tainted place. In the centuries onward, the citizens would devolve into pig-like beastmen and become resentful of their former allies across the tundra. Raids began at once across Thunder Mesa, Frostspite and Grimaz Vlag. Those unfortunate to be captured are brought back to Boarsglade to undergo the transformation, adding to the swine’s numbers.

Lighthold- during the Age of Chaos, Auburndale, once the greatest city along the Exodus Expanse, was sacked by countless Darkoath marauders and raised to the ground. Trapped on the peninsula by the encroaching Dragon Ogors from Thunderscorn Peaks, refugees made their way to the hilled town of Lighthold. The people here managed to survive the Age of Chaos, but were practically trapped on the peninsula save for boat travel. Today, Lighthold enjoys prosperous trade with its neighbors on Thunder Mesa. The town also serves as a vital beacon for sea and air ships to avoid the treacherous fjord further in the bay. These signals are needed to combat the distracting call of The Silent City.

The Silent City- it’s rumored the Silent City used to belong to people of high divinity and magical prowess who wanted to escape persecution and regulation from Auburndale authorities. It’s said their trifling in dangerous magic brought upon the city’s destruction. Others believe the city used to boast music so loud that the beasts of the Tundra could hear it in the far south. Such jealousy that they could not produce such beautiful sounds that they became jealous. It’s said that one day a hungry Godbeast came down from the mountains and devoured all sound from the city, hence its moniker. However its demise, The Silent City is now a cursed place. Despite being inland, a strange calling emanates into the sea, attracting captains and their vessels. If they do not break their trance, they are lost like the dozens before them along the deadly fjords inside the bay.

Mystspire- seeking to turn the harsh environment of the Barren Tundra into a habitable landscape, sorcerers of the Eldritch Council and Collegiate Arcanum established Mystspire on the coast of the Masonic Sea. From this secluded peninsula, they can practice their craft on the nearby wasteland to see if they can harness magic and science to terraform the region. Thus far, they have been unsuccessful, but their efforts have drawn the interests of nobles, criminals and heretics across Zarcosia. However, their experiments have recently been halted so the town can defend itself against the threat that attacked Midovark.

Mikovark- a thriving town upon the Masonic Sea, the aelfs and humans of Midovark prospered throughout the centuries of the Age of Chaos. Protected from the Grot Wolf Hordes by the Stubborn Foothills and from large naval assaults thanks to the nearby fjords, Midovark was well-insulated to protect and assist their neighbors through the decades of suffering. A place of learning and open ideas, it was even considered the pinnacle of life across the Barren Tundra at one point. Tragically, Midovark was all but destroyed by an unknown enemy. While much of Midovark’s buildings and treasures remain, an ocean-like mist clings to the streets and alleyways, barnacle clings to the sides of structures and wagons, ruins of ships lost long ago are strewn across the shore, and countless people lie unresponsive but living, as if their very souls were missing.

Westhollow- the region is the only hospitable land where mortals can actually farm and live off of without magical assistance. Produce is the main export of Westhollow, and traders across the Exodus Expanse will always stop here to pick up fresh food for their parched communities.  The region is not without its dangers. Bandits and Thunderscorn pillage and harass farmers and travelers alike, but dust cyclones are known to damage even the stoutest buildings in the area. It’s also believed the local pirates that terrorize the coast have a secret cove hidden nearby. 

Oscolas Rampart & Honor’s Watch- ages ago, these two outposts were connected through a cliff-side highway, ensuring the kingdoms of the Grastiger Highlands and Balitello had quick passage to aid one another. Now a thick forest covers all traces of this road, forcing travelers to use the valley road below. Both entrances to each kingdom are well defended, but the trade route between the fortifications is wrought with peril due to the nearby Thunderscorn and bandits in the foothills south of the Rampart.

Light’s Horizon & Duskbay- small fishing villages based in natural bays just south of Honor’s Watch. The humans here provide shelter for travelers and sailors alike, so long as you are willing to barter goods or possessions for a warm bed. The villages were protected once by a western outpost, but it fell into a state of disrepair and would eventually be claimed by nature. Only through the Masonic Sea can both villages be reached.

Sierveth’s Remains- the hulking remains of the Godwurm Sierveth can be seen for miles across the Barren Tundra. Legend tells that Sierveth ate whole townships as he crossed the Barren Tundra, and that much of the current landscape is thanks to the paths he made across the land. While mortals are grateful for his death long ago, his children still haunt the landscape, tunneling underground before striking from below the surface on an unsuspecting foe. 

Love these maps. Are you using Inkarnate? I tried it a couple of times (the free edition at least) and couldn't get on with it. Lack of an undo button and not a fan of subscription software. Been thinking about picking up Wonderdraft, as it seems to be an almost identical program but you only pay once and can add your own assets.

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On 5/13/2019 at 6:02 PM, RexHavoc said:

Love these maps. Are you using Inkarnate? I tried it a couple of times (the free edition at least) and couldn't get on with it. Lack of an undo button and not a fan of subscription software. Been thinking about picking up Wonderdraft, as it seems to be an almost identical program but you only pay once and can add your own assets.

Thanks

I am using Inkarnate and will admit it took me a bit of practice to get used to it, but I love the software. I do agree that I'd also like  an undo button.

Haven't seen wonderdraft. What does it offer compared to Inkarnate other than the one-time payment?

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3 hours ago, Gorks Pokin' Finger said:

Thanks

I am using Inkarnate and will admit it took me a bit of practice to get used to it, but I love the software. I do agree that I'd also like  an undo button.

Haven't seen wonderdraft. What does it offer compared to Inkarnate other than the one-time payment?

An undo button 😁

As far as I can also tell, you can add your own assets. 

Also its drm free and you own your own work you create on it, where as ink *technically* owns all your maps (though I don't see any time that this has been an issue yet.)

 

I'm not sure if it would be worth swapping if you're comfortable with ink, and it does look like ink provides some very good aos stylised assets already. 

 

For me the worth is in that undo button and being able to dip in and out of using it with out having to cancel a sub everyone I've ended up not using it in ages. 

I've not picked it up yet as I'm swamped with real life but hoping to grab it as a summer holiday project and will see what its like then. 

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  • 4 weeks later...

Latest map from the Northern Kingdoms of Zarcosia in the Realm of Beasts! 

Astakos.jpg.1972c610c599e7fa3ead487dae9a5ec8.jpg

Sophricattis- the former city of Alchimeia, considered to be the first city ever built on Zarcosia. Teclis once visited the city, and in exchange for their secrecy, he bestowed his thaumaturgical knowledge onto its people. They learned how to transmute metals, create healing salves from serpent’s blood, and harness the energies of Ghur for enchantments and practical use. Sadly, the Blood Storm of Khorne would destroy Alchimeia, but more damning to Zarcosia was the loss of their knowledge. The city would remain a bastion of Khorne until the folk hero Sophricattis and the scattered people of Astakos reclaimed it from their bloody hands. Sophricattis died during the battle, but his heroics eternalized him in Astakos lore. The new city was built near the ruins of Alchimeia, where archeologists and adventurers search for clues to unlock their lost thaumaturgical knowledge. Following the Necroquake, the Sophricatti uncovered a Stormvault hidden under Alchimeia. Their efforts are boosted by the Sacrosanct Chamber of the Primal Sons. Leading them is Sophricattis, reforged by Sigmar into a champion of Azyr and his people.

Zhufkhragg Agrul- nestled inside the Jaugertoof Peaks, 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. When Chaos began rampaging through Astakos, the duardin reluctantly sealed the gates to the outside world. They were considered lost to the ravages of the Age of Chaos. However, in the days after the Necroquake, the dawi of Zufkhragg Agrul emerged from their hold. Yet these duardin were changed, their skin the color of aged stone and their actions more earthen in nature. They claimed no memory of what caused their alteration, but spoke sternly of the horrors lurking within their hold. Led by Warden Queen Zargona Yurdassil, these “stone duardin” are rediscovering their past and the mortal realms.

The Dynamis Redoubt- resettled during the Age of Sigmar, its defenders have bizarrely left much of the ruined defenses intact, turning the rubble into a confounding maze. The Astaski use the unscalabe debris to divert attackers into dead ends and choke points. A Troggherd met its end in the Dynamis Redoubt after getting lost through the same switchback multiple times.

Ruins of Kamodos- Kamodos thrived for ages as Astakos’ largest city thanks to its deposits of bronzite. A valuable metal left by myrwurms underground. Bronzite contained the power to absorb magic and was also used by lighthouses to guide ships to shore. Despite surviving Khorne’s onslaught during the Age of Chaos, the skaven would be the city’s undoing. Kamodos now lies in ruin, but her riches remain hidden above and below ground. Adventurers and scavengers at Douvoon’s Camp must contend with Skaven pilferers who seek only to desecrate the ruins. 

The Bite of Khotos- elders speak of a time when Astakos was whole, when the Bite was earth rather than water. They speak of a great society that prospered here in the Age of Myth. Their culture patronized the godbeast Khotos, a mammoth creature of the sea, said to have dwarfed smaller kingdoms. Its people would make sacrifices and offerings to satisfy Khotos. In turn, the godbeast looked upon its tiny patrons as its own children. However, as the Pantheon began shaping the mortal realms, the people turned their worship from godbeast to Azyr, in time ripping down monuments of Khotos and replacing them with Sigmar. In an act of pettiness, the enraged Khotos erupted from the sea and ate the majority of Astakos in one bite. Civilization, nature, and people were all devoured into the kingdom-sized gullet of the creature. Earthquakes and floods rocked Zarcosia, as the satisfied godbeast returned to the sea. It has never been seen again, but the Bite of Khotos is a reminder of the immense power that lives within Ghur. The crumbs of Khotos’ meal became habitable islands for the mortal races. Elder’s Landing was the first island city established during the Age of Myth, followed by the Island nations of Gharsis, Eversor and the Eroria Strand. Grimrock serves as a military bastion for Astakos’ freeguild navies, which typically patrol near the pirate port of Morcanta. There are also countless smaller islands with villages and towns of various sizes. However, for unknown reasons, the Bite of Khotos still hungers and claims some islands back into the sea. The smaller islands are typically the unlucky ones, but the island nations of Golgetta and Akini, the second and third oldest in Astakos, sank during the Age of Chaos. However, new islands may rise from the depths, creating prosperous and tactical opportunities for those bold enough to build from scratch. Surprisingly, the people of the Bite have cordial relations with the Idoneth Deepkin, creating a powerful naval and merchant alliance rivaled by none in Zarcosia. It’s what stopped any attempts by chaos to penetrate into the Bite, and the Idoneth work tirelessly to drive out Nurgle’s rot in the east. Despite their alliance, pleasantries and negotiating can only do so much when the Idoneth require their souls.

Rizyra- not all of the Astraki fled to the Bite when Khorne’s forces invaded. Some reached the highest mountaintops in the Jaugertoof Peaks and established Rizyra, an isolated town that is near-impenetrable. Every day, the people must battle against the harsh elements, starvation and the massive zephyr-hawks, who commonly attack Rizyra to bring unlucky citizens back to feed their offspring. They will also attack any aerial transport that encroaches through their territory, forcing most traders to make the treacherous route through the cliffs and bridges. Bold climmers will sneak onto clifftops and snatch the prized eggs of the massive zephyr-hawks, providing a rare delicacy for Rizyra’s hungry populace. Because of limited food sources, mushroom farming is a vital industry. Rizyra is also notable for its artisan glassmakers thanks to the Bite’s salt and sand that the wind carries into the Jaugertoof Peaks.

The Rejuvenated Plains- a plague-filled safehaven for centuries until the Primal Sons and forces of Astakos drove back the Maggotkin of Nurgle and established a warding tower to help purify the land. Sunfang serves as the staging point for Order forces to drive Nurgle out of Astakos for good. The Rejuvenated Plains has also attracted swaths of wildlife, bringing exotic meats and beasts into the ports of the Bite.

The Festering Wound- the blessings of Nurgle saved Eastern Astakos from Khorne’s wrath, but condemned its people to a living hell. During the Age of Chaos, Nurgle’s Garden slowly entered reality, spreading its blight across the land and into the fringes of The Bite. Following the Necroquake, The Festering Wound is being cauterized by the Free People in the north and the Gruelbite Court in the south. Candleforge is the site of an epic struggle by Nurgle’s forces to maintain their hold in the area.

The Gruelbite Court- the coming of Nurgle ushered in plague, starvation and famine to Eastern Astakos. When the final food reserves dried up, the people began to eat one another. Desperate, Archduke Maeon Hagedorn journeyed east to find something to feed his people. Years later, he returned to Astakos and brought with him the blessings of the Carrion King. It took not time for the ravaged survivors to quickly descend into ghouls and other horrors. Maeon, now Archduke Gruelbite, Guardian of Virtue, began to rally his subjects for war. After a series of battles, they would drive back Nurgle’s forces and found the Gruelbite Kingdom. The great conflict continues as the Flesh Eater Courts defend Candleforge against Nurgle’s forces.

The Blood Path- the path of Khorne’s Blood Storm as it tore through Zarcosia remains stained with its victim’s offering to the Blood God. Those who journey on the path too long become lost to rage.

The Silence of Jaskviny- the once-proud kingdom of song and iron is silent in the Age of Sigmar. The majority of its people lived in the lower foothills, mining away and operating ports to deliver coal and iron across Zarcosia. Looking down at their simple lives were the wealthy citizens of Strakoten, a city-bastion constructed by the might of Azyr that wielded great influence across the continent. When Khrone force’s invaded during the Age of Chaos, thousands fled to Strakoten but found no friendly tidings. The city-bastion would accept no refugees nor to the highlands. Fear and greed had gripped the former Azyr residents. Their cowardly hearts led to the unspeakable butchery of the Jaskvin people, and despite heroic stands and battles, there was no stopping the Bloodstorm. Before the fall of Cechros, a large number of defenders bravely volunteered to lure the Khorne Bloodbound further south, while the rest of the Jaskvins escaped to Hope’s Harbor. In the climactic battle at Defiance Hold, the last of the Jaskvins, several of them fathers and sons, fought valiantly with the fury of their people. Their courageous efforts drew Azyr’s attention, and before the final blow was struck, several thunderbolts struck Defiance Hold. Those who survived, including King Jolas and his son Vatteri, became Stormcast Eternals and formed the Primal Sons chamber of the Astral Templars.

Hope’s Harbor- the small port village swelled into a sprawling town after the Jaskvin survivors fled the mainland. Most would continue west, but some remained to scrape out a new life. While the city is well guarded, Axehead Island is a hostile environment where the beasts are not the main predators.

The Green Coast- while the broken kingdom of Jaskviny is mostly abandoned, parts have become overrun by orruks, grots and ogors. The northern half, known as the Green Coast, is notorious for its piracy and coastal raids throughout the Scryfish Strait.  

Temple City of Itzalotta- for centuries, the western peaks of Astakos were fraught with mystery and danger. Many who traveled to the cloud-covered peaks met their demise or were never seen from again. When the Necroquake struck the area, the clouds vanished, revealing a hidden temple city of the Seraphon. Prior to the Age of Chaos, the seraphon clashed with a Silver Tower of Tzeentch in the nether-realm. Both constructs fell from the skies, with the temple city landing in the Astakos Mountains and the Silver Tower into the Bite. In his final act before descending into a deep sleep, the Slann Maz'acu-kurkcha crafted the cloud wall to hide the temple city until he was recovered or a time was needed to vanquish evil once more. 

Qualdrac’s Grip- the mightiest ogor in the south – or at least that’s what he proclaims himself to be – Qaldrac strangled his rival out of leadership and took over as boss. He eventually claimed the mountain valley by out-eating Brugus the Gutless, and threatened to eat him too if he didn’t join his clan. With Jaskviny all but empty, Qualdrac established a fighting pit to vent orruk and ogor aggression. Following the Necroquake, the Temple City of Itzalotta was revealed, gifting Qualdrac’s clan a fight they’ve been longing for.

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