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Thread: Khalkaereon and Verdithian - an original RPG Campaign Setting

  1. #1

    Map Khalkaereon and Verdithian - an original RPG Campaign Setting

    Hi all,

    I’ve popped over here onto the Cartographer’s Guild on the advice of messages I received on the pro-fantasy software forums, indicating that a wider audience might like to look at a series of linked maps (and assorted detailed descriptions) for a roleplaying campaign I am running. All maps on display were made using the Campaign Cartographer CC3+ and City Designer CD3 software packages, and were made with the emphasis very much on fun and adventure potential rather than realism, as you’ll probably notice.

    For all the maps I show here, and some of the linked documents, I’ll give a link to view a higher rez version of each map (if one is available) followed by a lower rez snapshot . Please let me know if that’s not the way things are done around here, I’ll be happy to switch things around on the advice of wiser and more experienced heads.

    I will also say outright that I have zero ego to bruise – these maps were done for fun and the enjoyment of the players in my RPG, and most definitely not for show. With that in mind I will be happy to read any comments, suggestions and constructive criticisms, as I can pretty much guarantee I won’t take offence at anything .

    So without further ado I present to you…

    +++++++++++++++++++++++++++

    Khalkaereon.


    Link to High-Rez Map of Khalkaereon




    As far as an explanation of the land is concerned, my advice would be to download and check out the PDF guide I wrote for my players:

    Link to PDF Guide



    For those without the time or inclination to plough through the entire guide, a brief overview taken from the start of the guide follows below:

    Khalkaereon. A land divided by Geography and Ideology, but united by fear and necessity. A land where magic clashes not only with technology, but also with itself. A land where, depending on your starting point, heading north can take you to frigid glacial mountain ranges, scorching deserts or desolate wastelands dominated by glowing green volcanoes.

    Oh, and a land where a female samurai can argue with a wizard over the ownership of a clockwork robot…



    Before going into the current political situation in Khalkaereon, an overview of the lay of the land is in order. With that aim, the following map strips away everything but the key features that most clearly define the layout of Khalkaereon. The coloured regions represent dominant terrain types in those areas, shaded areas represent forest, jungle and/or the extent of the northern wasteland’s influence, and main waterways, cities, roads and geological features are shown:

    (No higher rez version)



    The Rift: At some point in the distant past Khalkaereon may have been a single, roughly rectangular land encircled by mountains, but not anymore. Khalkaereon’s most distinctive historically geographical feature is a vast canyon that splits the land into two roughly equal regions East-West – the Rift. It is unknown whether the Rift was created naturally or not as it is truly ancient, nor is it known if it has a floor since no expedition has ever delved deep enough to find one. It is an obstacle to movement and free trade between eastern and western Khalkaereon, but other than that and the occasional discomfort caused by hot (but non-toxic) vapours rising from its depths it has so far posed no danger to the land in and of itself.

    The Two Lands: More will be said of these later, but for now it is sufficient to understand that to the west of the Rift lies Jansswerd, a temperate land with a climate similar to central Europe, while to the East lies Fentaria – a land warmed by the prevailing south-west winds driving the warm, moist vapours from the Rift across it, resulting in an East Asian climate similar to that found in southern Japan or eastern China.

    The Great Cliffs: Snaking across the land in a roughly south-western path from central Khalkaereon, the Great Cliffs further divide Jansswerd into a southern, mild region of plains and deciduous woodland, and a higher, cooler northern plateau consisting primarily of hilly terrain and coniferous woodlands and a more Scandinavian-like climate. The cliffs are tall and treacherous, with the only natural passing place located at its north-easternmost point (stopping short of the Rift). The only other two crossing places are man-made.

    The Source Wastes: A triangular, rocky and inhospitable wasteland taking up a vast swathe of Khalkaereon beyond the northern end of the Rift, formerly known as the Northern Wastes it had throughout history being regarded as a haven for brigands, outcasts and all manner of evil and chaotic beasts. Since the Source Awakening, however (which will be discussed in detail later), it is now much, much worse… a foul, magically corrupt and poisoned land occupied by evilly mutated creatures, nightmare demons and the vile, bloodthirsty humanoid Dreggh – a constant threat to the whole of Khalkaereon.

    The following map and accompanying notes give an overview of the current political boundaries and limits.

    (No higher rez version)



    1. Jansswerd:
    A society similar in structure and culture to early Renaissance mediaeval central Europe, Jansswerd is ruled by a traditional monarchy from its capital Verdithian, set majestically atop the Great Cliffs. Jansswerd is a land under siege, however – the solid orange line delineates the current extent of Jansswerd’s borders, but the dotted line to the north-east of the solid orange border shows the original size of civilised Jansswerd before the first Source Incursions (see later). As can be seen, Jansswerd has lost a good quarter of its original land to Dreggh incursions.

    2. Fentaria:
    A warmer, wetter land, Jansswerd, as can be seen from the solid purple border outline Fentaria is also the smaller land (even given the latter’s losses to Source incursions). With a society very similar to eighteenth century Shogunate Japan, Fentaria has had things much easier than its western neighbour, thanks to significant natural barriers to the north – a combination of towering mountain ranges, scorching desert and impenetrable jungle. The Divine Emperor watches over his bountiful nation from the floating capital of Shobukawa.

    In addition to Jansswerd and Fentaria, there are four small but strategically significant independent states within Khalkaereon:

    3. Shinobe-Kyu: in the SE corner of Khalkaereon, a spiritual settlement fully independent from Fentaria but with friendly relations and close cultural and trade links with its larger neighbour.

    4. The Desert of Ibn Satr: The glorious, Arabian-style citadel of the self-proclaimed Sultan Ibn Satr sits at the SW end of the Ashram Desert. Although the Sultan’s arrogance and oppression of his nomadic people is of concern to his allies to the south, his usefulness as a buffer between Fentaria and the Source Wastes mean his excesses are tolerated.

    5. Drakenhold: Fully enclosed by Jansswerd and with close cultural and political ties to that land, the mountain fortress of Drakenhold is historically the seat of the High King of Khalkaereon and his Council of Twelve. While there has been no High King for millennia, Drakenhold has maintained both its independence and the Council, which is seen as a neutral, wise and impartial arbiter of disputes – whether those disputes are between individuals, or nations.

    6. Riftspan: Arguably the most significant settlement in all of Khalkaereon, the independent City State of Riftspan is not only the main crossing point on the Rift, it is also the key hub of trade and technology not only for Khalkaereon but for surrounding lands as well. Ruled by a council of tradesmen and academics known only as the “Unseen Merchant Princes”, Riftspan’s reputation for neutrality both in terms of politics and in attempting to rise above the conflict between magic and technology can often seem strained, but has so far never been knowingly compromised.

    For the history of Khalkaereon, you’ll just have to download the full PDF guide

    The next post will detail (and map) one of the land’s major cities – Verdithian, capital of Jansswerd...

    Last edited by Kalthorine; 09-29-2016 at 04:27 PM.

  2. #2

    Map Verdithian, Capital City of Jansswerd

    Verdithian

    Jewel in the Crown of the proud and honourable people of Jansswerd, Verdithian is the famed capital and largest city in that land. Its significance lies not only in it being the centre of governance for Jansswerd, nor solely for being the seat of the Imperial family. Rather, it is the geographical centre of the whole of Jansswerd, both literally and figuratively.

    Jansswerd itself is a land physically torn by geography, even discounting the might Rift to the East that separates it from Fentaria.

    To the north, the rugged and mineral rich upper plateau is home to Ancient Drakenhold, once seat of the High King of all Khalkaereon, and further northwest still lie vital trade routes to the Norse-like lands of Asgramor. But for centuries those trade routes were forced to make diversions of hundreds of miles either west to the bridge at Westcliff, bordering the dangerous Scorched Moors, or even more treacherously east, travelling perilously close to the deadly Source Wastes.

    Even on reaching the relative safety of Jansswerd, travellers were faced with another natural barrier – the might River Drakken, which while navigable by skilled river traders was treacherous to cross, being fast-flowing and wide along its whole length.

    Thankfully, Emperor Mandragor the Wise was a visionary, and rather than seeing the point at the Great Cliffs where the River Drakken plummeted from the northern plateau into Lake Bluecrystal as a hazard, he saw an opportunity. Thus Verdithian was born, a split-level city at the heart of Jansswerd where traders could travel east-west across the River Drakken or north-south up or down the Great Cliffs (or the Great Crag as it became known to the people of Verdithian) with impunity. Upper Verdithian (the region on top of the Great Crag) was its shining heart, home to the Emperor and his family and seat of government for all of Jansswerd, while sprawling Lower Verdithian became its sturdy soul, a centre of industry and commerce for all to marvel at... or struggle to survive in, as inevitably savvy elements of the urban criminal fraternity began to see and seize their opportunities.

    Although its facilitation of transport in all directions brought great renown and prosperity to Verdithian, initially traversing up and down the Great Crag was still slow and ponderous, up a magnificent (but slow and exhausting to negotiate) man-made ramp called Rhorhgar’s Rise. It was only after the discovery of Steampunk technology that finally enabled Verdithian to realise its true potential. A series of canals were built across central Lower Verdithian (and ultimately extended beyond lake Bluecrystal all the way to Riftspan), linking to Verdithian’s marvel of the Steampunk age – the Waterstair. This magnificent edifice, built above an unfortunate poor district in a wide natural canyon of the Great Crag, uses mechanical water elevators, steam-driven lifts and automatic docks, elevated canals and holding pools to enable almost seamless boat transport between Upper and Lower Verdithian.

    These days, with the latest Dreggh incursion becoming a distant memory and relations with Fentaria being the best they have been in centuries, Verdithian is truly prospering. With its political scheming, rich caravans, seedy underbelly and more than a few surprises hidden among its varied and fascinating districts, Verdithian is perfect for adventuring… and, some might say, ripe for the plucking.

    A full map of Verdithian follows:

    Link to Hi Rez version

    LINK TO FULL SIZE HI-REZ MAP OF VERDITHIAN



    More details on both Lower and Upper Verdithian follow. A brief list of district names is given after each indexed map, but to fully appreciate the character of all the different Districts of Verdithian I suggest you download the accompanying “Districts of Verdithian” that can be found here:

    LINK TO FULL GUIDE TO DISTRICTS OF VERDITHIAN

    Guide to Lower Verdithian



    List of Locations (see the Full Guide for much more detail):

    1. The Shanty – Ramshackle village outside Verdithian for those unable to enter
    2. Wistingate – One of the main City Gate complexes
    3. The Spine – Main road through all of Verdithian
    4. The Grainery – Grain warehouses and lower class residential area
    5. Cragshadow – Quiet lower class residential area
    6. The Circus – Lower middle class residential + the City’s coliseum and fair
    7. Altengarten – Lower class residential area, mainly home to trade and canal workers
    8. Haravel’s Spur – City Militia Garrison, lower class residential, and temple to the Goddess Morwena (Patroness of Faith, Grief & Healing)
    9. Westspill – Slum residential area
    10. Eastspill – Slum residential area
    11. The Understair – Criminal slum area in constant shadow, directly under the Waterstair
    12. (a and b) Lower and Upper waystations for the Waterstair
    13. (a “Duskflow” and b “Dawnflow”) Trade canals joining Lake Bluecrystal to the Waterstair
    14. South Weighside – Dock area serving boats joining and leaving the Waterstair
    15. Middenmarkt – Epicentre of Verdithian trade and commerce including a floating market (Wassermarkt) and the main market square (Altenplaza)
    16. The Old Docks – Main commercial docks for the whole of Verdithian
    17. Wytchcopse – Middle class residential, with a cursed frozen woodland copse at its centre
    18. Ol’ Smokey – Dirty lower class residential area adjacent to the main industrial district
    19. The Stacks – Centre of Steampunk industry and invention within Verdithian
    20. Mistfall – Damp lower class housing, and location of Verdithian’s red light district
    21. Rhohrgar’s Rise – Massive man-made stone ramp and stairs linking Lower and Upper Verdithian
    22. Gendthausen – Very average lower class residential area and Temple of Raurkoth
    23. Ostergate – City Gate Complex
    24. Nowhere – Former residential area rendered magically and physically dead by an unfortunate incident
    25. Lizard Point – Lower class residential and location of Dreggh fighting pits & slave pens

    Guide to Upper Verdithian



    List of Locations (see the Full Guide for much more detail):

    26. The Spine – (continued)
    27. Mossbanks – Natural, uninhabited swamp area at the top of Verdithian Falls
    28. North Weighside – Upper Dock area serving boats joining and leaving the Waterstair
    29. The Carafe – Social carousing and entertainment district, home to the “Innenhaus” casino and entertainment area
    30. Tobenstadt – Middle class residential area, large artistic population and some studios and galleries
    31. Hopgate – City Gate Complex
    32. Manneheim – Middle Class residential and largest temple in the City, the Parthenon of Kalleros (Patron and Protector of Jansswerd and God of Duty, Courage and Endurance)
    Districts 33-38 are isolated from the rest of Verdithian by river, lake and cliffs and are collectively known as the “Isle Majestique”, home to Verdithian’s nobility, government and royalty.
    33. The Royal Step – Middle class residential, location of the Verdithian Academy & Royal Archives
    34. Silver Landing – Highly exclusive and expensive trade district
    35. Sapphire Alley – Upper class, home to grand and luxurious houses belonging to most high-ranking families in Verdithian.
    36. The Imperial Palace – Exactly what it says on the tin
    37. Monarch’s Stair – Upper class housing, home to many government officials and the Cathedral of Voices (parliament building).
    38. The Enclave – Diplomatic park, containing embassies for neighbouring countries and principalities and the Guild of Sages
    39. Apfelgarten – Middle class residential district actually owned by an old feudal family rather than the Verdithian government
    40. Magegate – City Gate Complex
    41. Gardens of Nioth – cemetery, gardens of remembrance and Temple of Nioth (Goddess of Death, Redemption, Regret and Tax Collectors)
    42. Little Magisterium – Middle class residential, populace almost exclusively consisting of ex-wizards and alchemists
    43. The Pentacliar – Local strongholds of mage factions (Arcane Mages & Gaian Mages) and their guards (Paladins of Gaia and Arcane Blades respectively)
    44. Garrison of the Jansswerdian Regular Army

  3. #3
    Guild Apprentice Cartography Dragon's Avatar
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    Default

    That map is great, but... Wow. Together with the player guide, you've created a truly immersive setting that inspires and encourages the imagination.
    A dragon with a penchant for mapmaking

  4. #4

    Default Inspired me...

    The map is great, with the detailed world key allows me to really get into the world.

    I have been inspired ... I have to do something like this.


  5. #5
    Guild Journeyer Quenten's Avatar
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    A brilliant city, and wonderful descriptions. What a labour of love.

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