The Continent

Welcome to The Continent, a magic-lite realm where mages are persecuted and fearmongering rules. It is a land of warring kingdoms and empires, each harbouring their own dark secret. The campaign is set in the year 356 P.E. (Post-Expulsion). The Expulsion was a great magical explosion centred in The Barrenlands, caused by an old civilisation, that destroyed and disrupted life on a size never seen before. Hundreds of thousands died, either in the resulting explosion or the lingering arcane energy. As a result many places outlawed the practice of magic. There are people still trained in the Arcane Arts, those people come from academies tucked away in The Peakless Mountains and The Arc. As for the old civilisation, well they disappeared, leaving nothing but artifact's behind

Myria is the largest place on the continent, when the campaign starts it is an empire on the brink of collapse following a devastating war with their neighbours to the north, Jourdaint. With many wounded and homeless veterans, goliath and orc warbands from the Peakless Mountains raiding vital trading routes, goblins and hobgoblins terrorising villages from their home in The Dale, will Myria managed to keep their overextended empire together? Or will it splinter and break, leaving large swathes of land ripe for the picking.

Techyr is a collection of trading towns, similar to the Hanseatic League. With their own internal problems, threatening the profits and stability of the realm, could they potentially spell the end for the known world? Or will they pull through unaffected?

Jourdaint is the cultural capital of the world with Valenmont at its centre. With the recent victory over Myria, the country is experiencing an economic boom, increased trade from Zerrkonia and Techyr, and the promise of peace for the forseeable future has boosted Jourdaint's economy threefold. But something lurks beneath the surface of this country, something ancient and tied to the very traditions that Jourdaint hold dear.

Zerrkonia is a land of mystery. Their main cities are extremely remote and the roads are dangerous, but many merchants still make the journey thanks to the rare and exotic spices and goods that Zerrkonia is famous for. With the country being so remote and expansive, the Zerrkonians find it difficult to police their roads and routes, causing many villages to act independently of the crown. Internal troubles are rife for this reason, and family feuds easily get out of hand. A shortage of water from the Oasis is heightening tensions, putting this once fabulous kingdom on the brink of collapse.

This world has been a labour of love for me, I'd love to write more about certain places however it borders on spoilers for my group who I know will see this. Hope you enjoy the map as much as I do!

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Created by: Ollie Freeland 4 years ago
Last edit: 4 years ago
Aspect ratio: 4096:2949
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