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                                 WORLD OVERVIEW:

     Glaast is roughly 40% water and 60% land.  It is very rich in life and rife with magic.  The land is made up of four main landmasses, and three notable collections of islands. Largest to smallest:

 

          The Northern Continent holds a massive polar ice-cap,  an         expansive stretch of tundra that gives way to two massive               mountain ranges, that in turn give way to steppe, semi-arid             high desert, and finally a massive sand desert before                       terminating at the ocean  However, The westernmost reaches         of the southern shore are heavily forested.  The Northern                 continent is by and large the frontier of the world, with mind-           boggling swaths of land either sparsely, or  utterly uninhabited       by ‘civilized’ races. However, A few notables are based here,           the High kingdoms (Western mountains and forests and central       steppes),  The House of Kham (The tundra), and the Someid           Dispatriots (Desert dwellers).  There are no native sub-races of       elves here, and most of the sentient population is human (or           Kham), but there are no restrictions on who might come from           here.  After all, it IS the frontier.  The Northern continent is               prime for prospecting, homesteading, mercenaries, explorers,         hermits, and roving traders.

           

 

          Teresh is nearly as massive as the Northern continent, and         the climate runs to sub-arctic at the southernmost reaches.  In         the north-west there is a patch of blighted land where magic,           life, and reality itself is corrupted and chaos infused.  East of           that, the blight gives way to stone plains and salt flats, which           eventually rise up to mountains again.  These mountains are           not as large as those on the northern continent, but are                   unrivalled in elevation, some rising to heights where they                 breach the actual, discernible atmosphere of the world.  Along       the entire eastern side of the continent, they run unbroken to         the southern ice-cap.  South of the blighted lands and the               stone plains lies a massive  swamp some six hundred miles             across east to west, and four hundred north to south.. and               those distances are average, not maximum.   West of the                 mountains, the land falls sharply into a vast, lush plain that               spans from temperate, to tropical, and back before the land             rises in many hills, and marches in a hook of a narrowing                 peninsula south-west out to sea.  Teresh is by FAR the single         largest player in the economy of the world.  It produces over           half the goods traded worldwide, and since being united as a         single, free land under the emergence of the Blackstar faction,       controls up to 75% of the material wealth and currency.  So             important is this region to the rest of the world, that once the           last of the barons was crushed in the south, every single non-         isolated government signed a treaty with the Blackstar, or risk         being cut off from the greater economy.  Diverse in culture and       races, Teresh is where most non-elven scholars hail from.  In           the larger cities, one is likely to find representatives of nearly           every race in the cosmos.

   

           Vinewood dominates the western hemisphere south of the       northern continent, but doesn’t run nearly as far north to south       as Teresh, though it is comparably as wide east to west.                   Known as the homeland of the elves (Vinnish elves, at least)           Vinewood is much what one would expect.  Heavily forested           from shore to shore to shore to shore.  In the Northernmost             point, it stands only two days by sail from the forested shores         of  the south-western reaches of the northern continent.  There       are no known permanent Gates that link Vinewood to the rest         of the world, and as such, much of the interior is a mystery.             Airship technology came from here originally, but has since             evolved far beyond the graceful, deadly, elven wind-cutters of         a hundred years ago.  The shores are well documented, but           not  many non elves have travelled the bulk of the landmass.           There is a range of mountains here, but they are more akin to         earth’s moderate ranges, than to the Ragshaws of Teresh, or           the Gromcrags of the North.  There is also a massive inland             ‘sea’, though being of fresh water, it is actually a lake.  Most             Glaasian elves were born, or have ancestral roots here.

 

 

          Infernus is the smallest of the actual continents.  A quarter          of  the mass of Vinewood, Infernus is a series of volcanic                  basins surrounded by rugged coastal cliffs and ridges, many            of  black volcanic glass.  The appearance from the sea is                  deceiving, because while it appears hostile and lifeless, the            interior holds  deep forests, lush rolling grasslands, and varied        riparian ecosystems.  East of Teresh, and south of Vinewood,          it is rather cold in the southern reaches, but mostly temperate,        and almost sub-tropical in the far north.  Most of the natives            here are Demonkin.  While not demonic properly, they are not        known for tolerance or charity.  Outsiders are not openly                  rejected by violence or law, but find it difficult to be accepted          socially.  There are several sub-types of elves that come from          here, as well as the seat for the only known Dwarven                        government. Even though the land itself can easily be                      considered a paradise to some, it is quite subject to random            earthquakes, slides, and terrible squalls, including Devil-                  Dances (Hurricanes that reach to the innermost points).  Many        goods from here are highly prized, and sport hunters drool at          the very name of the continent.  Any weapon made here is              highly prized for export, and the limited quantities of volcanic          glass-goods exported fetch insane prices in the global market.

 

 

           The Fist Islands  are not one, but a series of archipelagos            that form a loose spiral in the otherwise open waters   a                    thousand miles off the east coast of Vinewood. The farthest            flung islands are either uninhabited, or contain mere outposts        of the Marque Nations.  However, as one traverses towards            the larger islands towards the center, large port cities and                many ships are encountered.  Some nations encompass                  several larger islands, some only a portion of a smaller island,          but all are overseen by the Marcon, who is effectively the high        king of the region.  Even with the growing proliferation of                airships around the world, the watercraft fashioned by the                nations are still highly sought after and are unparalleled by              any shipwright’s products.  In fact, many airships are                        retroactively outfitted ships bearing the ‘MN’ stamp indicating          they were built here.  Peerless fishermen, navigators,                        cartographers, and sailors, the peoples of the area ply their            skills worldwide.  While the majority are Goblinkin, there are            nations of Humans, Elves, Demonkin, and even Merfolk that            fall under the sway of the Marcon.  Well to-do visitors seeking        trade, lodging, and sightseeing are welcomed openly, but                those outsiders without currency to spend can find the                    reception here less than welcoming.

 

 

           The Scatter is a vast stretch of waters south of Vinewood            and West of Teresh.  These islands are as the name implies,            widely scattered.  While many are of notable size, some are no        more than large rocks rising above the surface of the sea.  If            the northern continent is the frontier, the Scatter is the                      Beyond.  Tales of strangeness, and beings of both blessing            and curse abound from here, but the area is very much a                mystery to the wider world beyond the few well-traveled and          intricately charted trade routes.  It stands to reason there are          races, creatures, materials, and perhaps even entire cultures          here that are unknown, or little known to the rest of the world.        Countless expeditions both by air and sea have gone off to            chart the region in total, only to never return.

           

           Whitelake is small, but is a key island in the history, culture,         and economy of Glaast.  Considered the center of the world.           It is an independent city-state set on an island that is only                 forty-nine miles at the widest point from the north-west                     peninsula to the south-east corner.  The island is thick with             dense jungle, where many unique creatures thrive.  Along the         western, southern, and eastern shore, a massive city has                 sprung up, cutting inland from four to seven miles and been           able to also thrive.  This is due to having two of Glaast’s prime         Gates within its borders.  These Gates provide a shortened             route connecting two of the largest cities on the planet to one         another.  By sea and horse, it could take six months to                     traverse this route under ideal conditions.  Even in the most             powerful and modern airships, the record is twenty-two days.         Use of the Gates, on foot, the average travel time is five days.         Whitelake is the center if the known world not only in                       geography, but culture as well.  Every notable nation has                 holdings here, and it is an excellent neutral ground for                     summits and negotiations.  It has several natural harbors that           make the island a popular and important stopover for both air         and sea ships.  If it exists on Glaast, it can be found in                       Whitelake. 

       

 

 

   

North Cont blurb
Teresh Blurb
Vinewood Blurb
Infernus Blurb
Marque Nations Blurb
Scatter Blurb
Whitelake Blurb
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