Alright, here it is. A map of the world, or at least the basics of what I plan to use for this campaign setting. I'll probably add to it around the time you guys reach mid-paragon.
This is Kular, the land just south of the southern "tropic" line of the equator on the planet Ekris, which is tilted just like Earth but backwards (i.e. their southern hemisphere is more like our northern one)
Country Descriptions:
Nador: The ruler of the land, Lord Montulet, was shaken by his daughter's and her boyfriend's double-suicide twenty years ago, and has ruled the land with a twisted wrought iron fist, demanding things such as war on bread and production of beds with metal sheets.
"elves here" Jascaskil: Here, mysterious elves live, sniping hapless halflings (who they despise) who wander into the forest.
"Dwarf Kingdom" Asle: In Asle, the old dwarf-lord Tsiru rules the mountainhomes from the metropolis of Sieban with his trusty great-axe Avensdike and a warm heart for all who enjoy merriment and family.
So'ard: So'ard is a highly militaristic country. Everyone, men and women alike, are trained in military arts. The kingdom is ruled by Bahkel, the general-king of the land. He has declared official rivalry on the kingdom of Pin-en-su'la (see below).
Pin-en-su'la: (Forgive me for the name.) A land of magic. Two rival schools of wizardry, Jabne's Academy of Wizardliness, teaching young Sorcerers, and Abhael's School of Mysticality, educating small Wizards, teach most of the local inhabitants (and even many foreigners) the arts of magic. The kingdom is ruled by two kings, Wizard Lord Anel-Velar and Queen of Sorcery Ekylver.
Cri: The kingdom with the world's largest river. Cri is inhabited by the diminuitive halflings. Cri makes most of its money from trading fish. The capital of Cri is built on a bridge directly over the river. Also, the lumpy thing in Cri in the map is a forest.
WIldlands and Oasaah: Once the same country, they split apart in the Lihex War (see below). "Wildlands" is a democracy with no official name, currently run by Sir Belur the First. Oasaah is a country that is falling apart due to religious and political turmoil and would be better held together with watered-down glue, ruled by King Leriou and his fair wife Balindhe. The Wildlands won their part of the war by taking Berys Fortress, the strategically placed castle represented by a small square on the map.
Desert of Tanakchara: Wandering tribes of tieflings travel the deserts, making deals with whoever they please and killing those they don't like. The desert is a natural border of the area, at least on land.
Crita Waste: The northernmost part of this place is actually right on the equator, despite temperatures averaging -10 of our degrees Fahrenheit. Long ago, the most powerful wizard who ever lived, Crita, was a master of frosty evocation spells. He died in a battle with the Flamomancer, the evil fire-lord who lived in the center of the Waste. With the Frost Master Crita's last, frozen breath, he cast impermeable, forever snow-producing clouds over the entire continent and crushed the Flamomancer's fortress under an exact replica of itself in ice. It is now called the Crita Waste in his honor.
Krad Forest: A dank and deep forest far to the east. This forest contains a multitude of fell monsters that could endanger the entire world if they were not bound to the forest by Fladnag, master of enchanting spells.l
MAJOR WORLD EVENTSCreation Legend
"Long ago, the Sages of Fate, our creators, decided to build a table. The table came out spherical when they were finished making it, except the hole at the bottom of the world which creates the legendary Foreverfalls. Later, the Sages decided to put figurines on the table, and Aelgave gave the figurines life, becoming the sentient races of the world."
-Old Man Ahge, the local priest of Bhlek, a town in Nador
Major World Events
The world had many squabbles, but the largest one ever was the Lihex War. Sixty years ago, a coordinated uprising by armed anarchists nearly overthrew the governments of the world. Once, a kingdom existed in the lands surrounding Asle, and was torn apart and destroyed by the anarchists. Oasaah and the WIldlands were once one nation, Acerami. The anarchists took Berys Fortress and secured the western half of the kingdom, and later converted to liberal democracy.
Deities of Ekris
The deities on Ekris are the 17 Sages of Fate:
Bhaler, Sage of Fire
Qujick, Sage of Water
Nemex, Sage of Air
Zilje, Sage of Stone (technically minerals, but "stone" is more poetic)
Jibalke, Sage of Humans
Kelduj, Sage of Dwarves
Levol, Sage of Elves
Odorf, Sage of Halflings
Kley, Sage of Giants
Ilkue, Sage of the Far Realm
Enkol, Sage of Law
Dleub, Sage of Anarchy
Aelgave, Sage of Life
Yikle, Sage of Demons
Lalwerj, Sage of Devils
Geykal, Sage of Insanity
Tawarochir, Sage of both Dungeons and Dragons
Tawarochir the Sage rules over all the other sages. He's also me, as an excuse of me being DM.
Geykal's original affiliation has been long lost, but it is known he created Ekris's Elemental Chaos, referred to as Eaul, and then went insane, creating its inhabitants.
Yikle and Lalwerj were in league with one another, but split when they had differing ideas of what should be right and created Demons and Devils, respectively. Yikle deposited his creation where they looked best, among their fellow psychotic beasts in Eaul, and Lalwerj felt they were his pets and put them in their own floating kingdom in Ekris's version of the Astral Sea, Egoial, which is almost the same as the regular D & D one except the Sages instead each live in a "floating metal castle with infinite floors" all by themselves, occasionally meeting all together in Kyble, the Sages' Temple of Light. All the sages meet there, once a year, excluding Geykal, Lalwerj, Yikle, and Dleub, who refuse to come due to their beliefs or are exiled from coming due to their actions.
Hope you're still with me!
Alright, enjoy.