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Blood and Oil Regional Map

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Description

The northern lands of Luskmar have done much to shape world history. Although past and present peoples have used many different names to describe the same areas, contemporary scholars use Classical Dravonian – a “dead” language that lives on through a common academic culture.

Main Land Masses

Selengea (ancient land): This warm southern continent supports dense jungles in the east, sparse forests in its central highlands and dry grasslands further west which give way to expansive desert. Despite its harsh environment – or perhaps because of it – the first known human civilisations and trade networks were established here. Development has since been slow, but it has accelerated under the Namidian Union, a young democratic nation founded on an east-west axis.

Ostrogea (low land): This large temperate continent supports jungles in the far south east, forests in the far north east, expansive central grasslands and deserts in the far south west. After contact with the Selengeans, its people developed a culture of science and inquiry that surpassed that of their southern neighbours and continues to this day. Their values are embodied in the Istarian Republic, a successful democratic state.

Parangea (dry land): This temperate western continent supports north eastern grasslands which give way to south western badlands and deserts. Ostrogean influence inspired its feuding clans to unite and build the first true empire. The current Hassadian dynasty has made attempts to modernise, but due to entrenched corruption and succession rivalries it has lagged behind its neighbours.

Norogea (high land): This cold western continent is mountainous, heavily forested, and icebound at high latitudes. A long traumatic history of fighting off invaders has made its people wary of outsiders. Abundant northern oil reserves and Tarkavian Collective rule have established a solid industrial base and fiercely expansionist national mindset.

Verengea (wide land): This cold eastern continent supports expansive grasslands interspersed with lakes and swamps. Further north the plains give way to dark forests and frozen tundra. For centuries its people led nomadic lifestyles, occasionally ranging – or raiding – as far south as Ostrogea. The Khandarian Directorate has helped this region modernise, but the rapid rate of change has left deep scars on the national psyche and natural environment.

Major Island Groups

Mithronesia (bright islands): These islands support warm northern forests and hot jungles further south. They had no human inhabitants until relatively recent times. Rich in minerals, if not arable land, Mithronesia has enjoyed good relations with its neighbours – a trend that continues under the liberal Avernian League.

Tyronesia (harsh islands): These islands are mostly covered with jungle that thins at higher altitudes. First settled in prehistory, their native populations were displaced and absorbed by mainland invaders. Historically home to outlaws and pirates, these islands now play subtler games under the Zymorian Freehold, a confederacy of merchant thieves.

Minor Island Groups

Sudenessa (small southern islands): Lying south of Selengea, these islands are characterised by jungles on their eastern shores and tracts of grassland to the west. Although known to ancient traders, their people have on average been poorer than most mainlanders. Development still lags today, though the relatively new industry of tourism offers hope.

Solonessa (small central islands): These islands’ temperate climate and strategic location has made their possession hotly contested. Their natives have adopted traits of many different mainland cultures as their foreign rulers changed. Although currently under Hassadian rule, a majority wants independence.

Karanessa (small favoured islands): These islands’ temperate climate supports a small but industrious populace with close ties to the Istarian Republic. They have seen less war than Solonessa due to their being further east.

Valdenessa (small rugged islands): These islands are covered in mountains and forests. Their native inhabitants came from Verengean stock, but were more inclined towards fishing and farming. Cultural ties have strengthened under the Khandarian Directorate; populations have increased and modern harbours have been built.

Goronessa (small cursed islands): These forbidding northern islands were long believed to be the haunt of spirits who created storms. The more recent discovery of rich mineral deposits has led to human settlement. Despite generous incentives from the Khandarian Directorate few people make the move by choice.

Pyronessa (small fire islands): These small volcanic islands were once heavily forested, but human settlement has made them less so. Historically used to resupply ships, they now provide anchorage for the south branch of the Hassadian navy.

Targanessa (small cold islands): Norogean cultures have traditionally used these islands as seasonal bases for fishing and whaling. Permanent human settlements have appeared with the discovery of large offshore oil reserves.

Zamonessa (small barren islands): Owing to poor soil these islands can only support sparse populations. Their native inhabitants nonetheless developed a unique and striking culture that was sadly extinguished by mainland invaders. The ruins that they left behind convey a monumental sense of loss.

Myronessa (tiny islands): These remote eastern islands are home to exotic wildlife. Human settlement is limited to a few small research stations with primarily Avernian, but some Istarian and Khandarian staff.

Seas

Mettersind (middle sea): Harbours, bays and river mouths surround this calm and shallow sea, which has seen extensive trade. The completion of Ishadah’s Canal has linked it to the Caprasind, opening new shipping routes but worsening relations between its Istarian operators and the Hassadian Empire, which lays claim to the surrounding land.

Kirosind (fertile sea): This warm and shallow eastern sea teems with abundant marine life despite large-scale commercial fishing. The completion of Gehenzi’s Canal has linked it to the Caprasind without prompting much dissent, though marine biologists have noticed some ecological change.

Caprasind (warm sea): This southern sea is deeper and somewhat less predictable than the Mettersind and Kirosind. It has seen much conflict over trade routes and at times pirates had more influence than weak or warring mainland states. As Hassadian power has waned it is now a source of contention between the Zymorian Freehold and Istarian Republic.

Oceans

Vildersund (ocean of storms): A cold, dark, unpredictable and expansive northern ocean.

Charosund (ocean of monsters): An equally expansive but stiflingly hot equatorial ocean.

Image size
3509x2481px 6.26 MB
© 2018 - 2024 jflaxman
Comments20
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CanRay's avatar

Man, I wish to RPG in this world...