1. Tamiel, Perfection of God, Located somewhere within the lands of the Kush, Monastery that teaches Paladins of the Hidden God. 2. Zaqiel, Purity of God, Located somewhere within the lands of the Jana, Monastery that teaches Clerics of the Hidden God. 3. Sariel, Wisdom of God, Located somewhere in the Northern Reaches among the Yeti Tribes, Monastery that teaches the Kabbalists of the Hidden God.
1. Samyaza, Infamous Rebellion, Leader of the Evil Grigori (His surviving Nephilim leads lesser beings of evil that do his bidding). 2. Armaros, the Accursed One, (Her Nephilim trains the most powerful assassins in Kelleemah). 3. Sathariel, the Mood of God, Commands the Order of Sheireil (365,000 strong army of Nephilim).
The Angels and their Nephilim have become physically corrupted by their treason to their Hidden God. Their cursed forms are hardly Angelic anymore.
Little is known of Bezaliel. If he is here in Kelleemah, nobody knows his location nor how many Nephilim he has at his command. He has stayed well hidden, even during the Shedim Wars.
Azazel, Strong Against God, Archangel of Destruction and Cataclysm.
It is said that all of her Nephilim were executed after the battle of Dudael and that Azazel was imprisoned forever below the earth. A death cult worships Azazel and seeks to free her in order to destroy the world.
This is just amazing. Very nice and thoughful work.
Could you post some more close up views on some of the regions. In full view it's quite hard to see the changes you made. On Continent D I use the snipping tool for the close up view updates. This is a quite quick and efficient way to share updates.:)
Thanks Quenten and HadrianVI! I can do a close up of each region or box them in red so viewers can see the area related to the other regions. At this level, their is only basic mapping done for each region (base terrain, vegetation, major rivers and mountains). This map represents the current time period; the Chess Wars.
Here is a close-up of the Northern Reaches: 1. Niflheimr 2. Thule 3. Skjaldborg Eylands 4. Sutheimr 5. Adlivun 6. Kadzait 7. Ikh-Niislel 8. Mehteh 9. Emishi Shimajima
The Northern Reaches originally referred to just the mountainous regions north of Meginland (the mainland) but over time has come to represent all of the lands north of the Sellevolk mountain ranges in the West and the Ipa Plateau in the East. As such, it now includes the mythical lands of Niflheimr & Thule, the Skjaldborg Eylands, Ikh-Niislel, and the Emishi Shimajima.
Here are the lands of Brython & Hiberia. The island continent of Brython is split into three regions: Folcvig, Xigantes, and Salvaxe. Hiberia refers to the main island continent while the island chain itself is known as the Touro Illas.
These are the lands of Beorgumende which are divided into six regions: 1. Afagjan 2. Skildus 3. O'Torque-de-Lume 4. Gamagan 5. Reimsiancath 6. Coillteull
The Beorgumende runs from the Dvr-Gamel mountain range in the East to the sea and from the Western Sellevolk mountain range in the north to the mountains of the Sudri-Hanaar in the South.
This is the land of Azwatis (The Fang) and is dominated by the mountains of the Sudri-Hanaar. It is divided up into three regions: 1. Ghleann Mor 2. Uisceban 3. Costai Fiain
This is the land of Perirumah. It is divided into eight regions: 1. Limitanei 2. Clurichan 3. Fardearg 4. Hoberd 5. Salia Dataran 6. Mataelang 7. Tanahair 8. Aginperak
I placed the Sea of Angels in the wrong spot. It is supposed to be the Sea of Ceto. :-)
These are the lands of the Khatagin. These nomadic people inhabit the lands from the Morin Kheeriin steppe in the West to the dark forests of Baroi in the East.
The regions of the upper Morin Kheeriin: 1. Wroclaw 2. Gazarondor 3. Olongol 4. Ukhsenels 5. Karganya 6. Belcheeriin 7. Chotgor Tolgod 8. Les Vampirov 9. Yasny Iddeg 10. Tsusny 11. Mokhol
The regions of the lower Morin Kheeriin: 1. Ormandar 2. Chuluun Tolgod 3. Ozenkuz 4. Uurdsaldsan 5. Ikhgolyn 6. Mangasoi 7. Omnad Gazar
The regions of the Baroi: 1. Shidet 2. Shine Bulag 3. Sarvuu 4. Khiliin
These are the lands of Morland: 1. Diisignotis 2. The Goblin Coast 3. Strom 4. Kraken 5. Devil's Kiss 6. Mortuss Deos 7. Harbringer 8. Blackhaven 9. Darkhawk 10. Deorum Sanctorum *
Strom, Kraken, the Devil's Kiss, Harbringer, Blackhaven, and Darkhawk are human regions of mixed free slaves and indigenous tribes. The free peoples of Morland and the original tribes of Morland live more or less in harmony and stand firm against Sabine to their south. The free peoples of the Morland region escaped to these wilds during a great slave revolt in Sabine and despite many attempts by the Sabinian Legions to seize these lands, the Free Peoples have yet to be conquered. The Free Peoples became traders and pirates and have only recently joined into a loose confederation of city states. The races of Kelleemah are so mixed within these lands, that the Hafling Trade language was made the official language of these city states. Besides Morland, only the three Hafling Shires and Abelard use the Trade language as their official languages. Much like the Pirate Havens to their north, these city states are often collectively referred to as the Slave Havens.
The Goblin Coast is the last remnants of the goblin pirates that used to dominate the northern coast of the Morland region. The fierce tribes of mankind dominated the southern regions of Morland. While most of the goblin realms were made of lesser goblins, the remaining goblin strongholds consist of their larger Hobgoblin relatives. The fierce tribes of the morland are dark and mysterious as well. It is said that some of them can transform into bear like beasts. This is why Sabine named this region Morland, for it means the "Dark Land."
There are three more names on the list; the Diisignotis, the Mortuss Deos, and the Deorum Sanctorum. Two of these are islands, while the other is rumored to be hidden somewhere within the lands of Morland. All three of these officially belong to the Sali far to the North. But, they are held by a religious order. The Sali have no official pantheon of gods. They have a religious body that constantly performs auguries. It is this religious body that determines what temples should be built, where they are built and to what god they should be built for. As such, they have a hodgepodge of gods that their priests pray to or appease. Besides these official temples, there are many "Mystery Cults" that have sprung up within the lands of both the Sali and the Limitanei to their north. These are not sanctioned religions and operate in secret. It is the offshoots of the official religious order that control these three places within the lands of Morland. The Diisignotis is a monastic island where they worship the unknown gods. For there are many gods that are still a mystery. The belief is, that by worshiping them as a whole, they will keep from offending any of the gods. This goes even further with the island of the Mortuss Deos. During the Faith Wars, many gods were slain. But, this religious order does not believe that a god can ever be completely destroyed. By appeasing the "Dead Gods", they hope to keep them from ever rising again. The final location is the Deorum Sanctorum, the Sanctuary for the Gods. It is not known if this place truly exists, but it is rumored to contain a multitude of temples. Some say that each temple is built for a "Lesser God" that has agreed to come here and that these gods are protected and worshipped. Other rumors say though, that the gods are not brought here willingly at all and are in fact prisoners.
In addition, these lands are also famous for the pantheon known as the Cursed Gods. These are the only gods known to originate within Kelleemah itself (With all the other gods being drawn into to Kelleemah right along with their mortal followers). According to legend, their journey to godhood and the final battle both took place within the lands of Morland during the Faith Wars. Most of the inhabitants of Morland and the Pirate Havens worship the Cursed Gods.
Barek was the Captain of the Orphan’s Tear and was an old man of the sea, full of wisdom and knowledge. He was also a great leader and a humble man. Many times, when visitors came aboard, they could not figure out who the captain was by simply looking around, for he worked alongside his crew and did not have the look of a captain, but more of a deckhand. He had one fault, he was blind when it came to women. He had been with Chandra for many years, but once Ishana joined the crew, she wiggled her way between them. Eventually, Chandra was just the navigator, and Barek belonged to Ishana. He did not open his eyes until it was too late. For it was Ishana that orchestrated his betrayal. Barek is the god of knowledge, wisdom, and leadership. His mark is the crown, and in the playing deck, he is the King, regardless of the suite. His sword is a Talwar and has sometimes been known as Barek’s Blade, The Sword of Kings, Lore Master, and Doom Wielder.
Signed,
The Father, Council of the Hvitalfr, the Lord of Destiny, and the Patron Saint of Orphans.
Ishana only cared about personal power and she was willing to use anyone that she had to. She is the one that orchestrated the betrayal of Barek. She could have been comfortable with him, but the constant running from the Dread Wolf began to make her desperate. She recruited Oran, Jareb, Eda, and Gethin. Together, they hoped to escape their fate by betraying Barek to the undead minions of Lucifier. And, they were to be rewarded with enough gold to retire in luxury. Ishana is the goddess of seduction, scheming, and lies. Her mark is puckered lips, and in the playing deck, she is the Queen of Hearts. Her sword is a Kalis and has sometimes been known as Ishana’s Blade, The Sword of Deception, Will Binder, and Truth Spinner.
Signed,
The Father, Council of the Hvitalfr, the Lord of Destiny, and the Patron Saint of Orphans.
Comments
1. Tamiel, Perfection of God, Located somewhere within the lands of the Kush, Monastery that teaches Paladins of the Hidden God.
2. Zaqiel, Purity of God, Located somewhere within the lands of the Jana, Monastery that teaches Clerics of the Hidden God.
3. Sariel, Wisdom of God, Located somewhere in the Northern Reaches among the Yeti Tribes, Monastery that teaches the Kabbalists of the Hidden God.
1. Samyaza, Infamous Rebellion, Leader of the Evil Grigori (His surviving Nephilim leads lesser beings of evil that do his bidding).
2. Armaros, the Accursed One, (Her Nephilim trains the most powerful assassins in Kelleemah).
3. Sathariel, the Mood of God, Commands the Order of Sheireil (365,000 strong army of Nephilim).
The Angels and their Nephilim have become physically corrupted by their treason to their Hidden God. Their cursed forms are hardly Angelic anymore.
Bezaliel, the Shadow of God.
It is said that all of her Nephilim were executed after the battle of Dudael and that Azazel was imprisoned forever below the earth. A death cult worships Azazel and seeks to free her in order to destroy the world.
Could you post some more close up views on some of the regions. In full view it's quite hard to see the changes you made. On Continent D I use the snipping tool for the close up view updates. This is a quite quick and efficient way to share updates.:)
1. Niflheimr
2. Thule
3. Skjaldborg Eylands
4. Sutheimr
5. Adlivun
6. Kadzait
7. Ikh-Niislel
8. Mehteh
9. Emishi Shimajima
The Northern Reaches originally referred to just the mountainous regions north of Meginland (the mainland) but over time has come to represent all of the lands north of the Sellevolk mountain ranges in the West and the Ipa Plateau in the East. As such, it now includes the mythical lands of Niflheimr & Thule, the Skjaldborg Eylands, Ikh-Niislel, and the Emishi Shimajima.
1. Afagjan
2. Skildus
3. O'Torque-de-Lume
4. Gamagan
5. Reimsiancath
6. Coillteull
The Beorgumende runs from the Dvr-Gamel mountain range in the East to the sea and from the Western Sellevolk mountain range in the north to the mountains of the Sudri-Hanaar in the South.
1. Ghleann Mor
2. Uisceban
3. Costai Fiain
1. Limitanei
2. Clurichan
3. Fardearg
4. Hoberd
5. Salia Dataran
6. Mataelang
7. Tanahair
8. Aginperak
I placed the Sea of Angels in the wrong spot. It is supposed to be the Sea of Ceto. :-)
1. Eden
2. Gorgades
3. Lanista
4. Creta
5. Steganor
6. The Pirate Havens
The regions of the upper Morin Kheeriin:
1. Wroclaw
2. Gazarondor
3. Olongol
4. Ukhsenels
5. Karganya
6. Belcheeriin
7. Chotgor Tolgod
8. Les Vampirov
9. Yasny Iddeg
10. Tsusny
11. Mokhol
The regions of the lower Morin Kheeriin:
1. Ormandar
2. Chuluun Tolgod
3. Ozenkuz
4. Uurdsaldsan
5. Ikhgolyn
6. Mangasoi
7. Omnad Gazar
The regions of the Baroi:
1. Shidet
2. Shine Bulag
3. Sarvuu
4. Khiliin
The regions of Pasa Sogopenee:
1. Uliyesdi
2. Kwinahai Yanasa
3. Ganabe Yanasa
The regions of Nuukkaax:
1. Aniwaya
2. Lakin
3. Hool
4. Kooxluum
The regional maps here are just close-ups with the regional names on them. When I do the regional maps for real, they will look a lot better. :-)
1. Emishi Shimajima
2. Namun
3. Yangshow
4. Namahage
5. Wazin
Note: The Emishi Shimajima falls into both the Northern Reaches and the Northeastern lands of Kelleemah.
1. The Ipo Plateau
2. Nivkh
3. Qiang
4. Lhoba
5. Yan
1. Qi
2. Jin
3. Chu
4. Qin
5. Khmer
6. Champa
7. Pagan
1. Yokai
2. Ushi
3. Kijo
1. Ainu
2. Okhotsk
3. Wa
4. Satsumon
5. Azumi
6. Ryukyuan
1. Diisignotis
2. The Goblin Coast
3. Strom
4. Kraken
5. Devil's Kiss
6. Mortuss Deos
7. Harbringer
8. Blackhaven
9. Darkhawk
10. Deorum Sanctorum *
Strom, Kraken, the Devil's Kiss, Harbringer, Blackhaven, and Darkhawk are human regions of mixed free slaves and indigenous tribes. The free peoples of Morland and the original tribes of Morland live more or less in harmony and stand firm against Sabine to their south. The free peoples of the Morland region escaped to these wilds during a great slave revolt in Sabine and despite many attempts by the Sabinian Legions to seize these lands, the Free Peoples have yet to be conquered. The Free Peoples became traders and pirates and have only recently joined into a loose confederation of city states. The races of Kelleemah are so mixed within these lands, that the Hafling Trade language was made the official language of these city states. Besides Morland, only the three Hafling Shires and Abelard use the Trade language as their official languages. Much like the Pirate Havens to their north, these city states are often collectively referred to as the Slave Havens.
The Goblin Coast is the last remnants of the goblin pirates that used to dominate the northern coast of the Morland region. The fierce tribes of mankind dominated the southern regions of Morland. While most of the goblin realms were made of lesser goblins, the remaining goblin strongholds consist of their larger Hobgoblin relatives. The fierce tribes of the morland are dark and mysterious as well. It is said that some of them can transform into bear like beasts. This is why Sabine named this region Morland, for it means the "Dark Land."
There are three more names on the list; the Diisignotis, the Mortuss Deos, and the Deorum Sanctorum. Two of these are islands, while the other is rumored to be hidden somewhere within the lands of Morland. All three of these officially belong to the Sali far to the North. But, they are held by a religious order. The Sali have no official pantheon of gods. They have a religious body that constantly performs auguries. It is this religious body that determines what temples should be built, where they are built and to what god they should be built for. As such, they have a hodgepodge of gods that their priests pray to or appease. Besides these official temples, there are many "Mystery Cults" that have sprung up within the lands of both the Sali and the Limitanei to their north. These are not sanctioned religions and operate in secret. It is the offshoots of the official religious order that control these three places within the lands of Morland. The Diisignotis is a monastic island where they worship the unknown gods. For there are many gods that are still a mystery. The belief is, that by worshiping them as a whole, they will keep from offending any of the gods. This goes even further with the island of the Mortuss Deos. During the Faith Wars, many gods were slain. But, this religious order does not believe that a god can ever be completely destroyed. By appeasing the "Dead Gods", they hope to keep them from ever rising again. The final location is the Deorum Sanctorum, the Sanctuary for the Gods. It is not known if this place truly exists, but it is rumored to contain a multitude of temples. Some say that each temple is built for a "Lesser God" that has agreed to come here and that these gods are protected and worshipped. Other rumors say though, that the gods are not brought here willingly at all and are in fact prisoners.
In addition, these lands are also famous for the pantheon known as the Cursed Gods. These are the only gods known to originate within Kelleemah itself (With all the other gods being drawn into to Kelleemah right along with their mortal followers). According to legend, their journey to godhood and the final battle both took place within the lands of Morland during the Faith Wars. Most of the inhabitants of Morland and the Pirate Havens worship the Cursed Gods.
Barek was the Captain of the Orphan’s Tear and was an old man of the sea, full of wisdom and knowledge. He was also a great leader and a humble man. Many times, when visitors came aboard, they could not figure out who the captain was by simply looking around, for he worked alongside his crew and did not have the look of a captain, but more of a deckhand. He had one fault, he was blind when it came to women. He had been with Chandra for many years, but once Ishana joined the crew, she wiggled her way between them. Eventually, Chandra was just the navigator, and Barek belonged to Ishana. He did not open his eyes until it was too late. For it was Ishana that orchestrated his betrayal. Barek is the god of knowledge, wisdom, and leadership. His mark is the crown, and in the playing deck, he is the King, regardless of the suite. His sword is a Talwar and has sometimes been known as Barek’s Blade, The Sword of Kings, Lore Master, and Doom Wielder.
Signed,
The Father, Council of the Hvitalfr, the Lord of Destiny, and the Patron Saint of Orphans.
Ishana only cared about personal power and she was willing to use anyone that she had to. She is the one that orchestrated the betrayal of Barek. She could have been comfortable with him, but the constant running from the Dread Wolf began to make her desperate. She recruited Oran, Jareb, Eda, and Gethin. Together, they hoped to escape their fate by betraying Barek to the undead minions of Lucifier. And, they were to be rewarded with enough gold to retire in luxury. Ishana is the goddess of seduction, scheming, and lies. Her mark is puckered lips, and in the playing deck, she is the Queen of Hearts. Her sword is a Kalis and has sometimes been known as Ishana’s Blade, The Sword of Deception, Will Binder, and Truth Spinner.
Signed,
The Father, Council of the Hvitalfr, the Lord of Destiny, and the Patron Saint of Orphans.