Regions and Realms on Gallorea: Difference between revisions
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==Geographic Regions== | ==Geographic Regions== | ||
Latest revision as of 04:14, 20 August 2026
Geographic Regions
Deserts
The Sands of Dawn
No information.
The Sands of Night
No information.
The Sethruan Wastes
The Sethuran Wastes are a vast and cursed desert in western Gallorea, walled by the Peaks of Dreg'nor to the west and the Peaks of the Sky to the southeast, and falling away toward the Black Gulf in the southwest. It is not a desert of the natural world but a blight upon it: a waste that was made, not born, and that has never stopped growing. Every year its edge stands a little wider than the last map set it, and every year a little more of the living country to its north and west is drunk down into sand. In the north, Kuroshka holds a scatter of contested oases along its margin. The interior and the south belong to the dead of Sethuran, and to worse things than the dead.
Forests
Alseon Forest
The Alseon Forest, whose name means "the grove of the gods" in the old Aebasan tongue, is a vast and sacred wood in western Gallorea, lying between ancient Aebasa, the cradle of human civilization, and the vibrant kingdom of Eeridia. It stands with its western eaves in the salt mist of the Aebasan Sea and its eastern marches climbing toward the Pælusian Mountains, and it is held, by every people that keeps the old faith, to be the holiest ground in all the world. For the Aebasans do not believe the gods once passed through the Alseon. They believe the gods are there still.
Forest of Dumvir
The Forgotten Forest
The Forgotten Forest, called Faramush Forest in the old Rhazi tongue, is a vast and trackless woodland on the western frontier of Gallorea, lying south of the Tarescan Fields, east of the Greenmist Mountains and north of the Peaks of Dreg'nor. Once the well-roaded heart of the Empire of Bakal, it is now an overgrown hinterland, haunted more by centaurs and monsters than settled by men, where the ruins of a vanished civilization lie swallowed beneath root and canopy.
The Janoswald
Rhazgroth Forest
Sapphire Wood
Silverleaf Forest
The Silverleaf Forest, which the elves name Nimthalas, "the silver-leaf," is an ancient elven wood on the western shore of the Galek Sea, in the heart of Gallorea. It is one of the last woods on the continent where elves still keep their homes, and one of the loveliest: a place of pale leaves and silver light, ringed on every side by the lands of men, Euboros and the Hills of Mathon to the north, Balasa to the east, and Feldosha to the southwest. Those men know it mostly from a distance, and mostly by its shining. Few have ever gone in, and fewer still have been welcomed.
Thokrabesh Wood
Verdemar Forest
Grasslands
Tarescan Fields
Wild, uncivilized lands peopled by vast herds of centaurs.
Highlands
Black Mountains
No information.
Greenmist Mountains
No information.
High Hills
Hills of Mathon
Hshron Mountains
No information.
Mountains of the Guardian
Mountains of Thirst
Janos Mountains
No information.
Pælusian Mountains
No information.
Peaks of Dreg'nor
No information.
Peaks of the Wyrm
No information.
Serpent Hills
Spires of Neharût
The Spires of Neharût, a name that means "the drowning night" in the tongue of Deshret, are a range of black and forbidding mountains in the deep southeast of Gallorea, rising beyond the monster-haunted Sands of Night. Together with the Hshron Mountains they wall off the hidden elven homeland of Elarean, though the desert folk who named them have no knowledge of the elves at all, and hold instead that the Spires mark the wall of the world and the threshold of the land of the dead.
Trishalon Hills
Rivers
Aksaray River
Aksuçuk River
al-Baraka River
Alaris River
Aldanos River
Argyros River
ath-Thu'bân River
Aveleen River
Balgar River
Balgun River
Bandrash River
Black River
The Black River, known to the Zengarans as the Khalgann, "the black water," is the great river of Zengara in eastern Gallorea. It rises among the Black Mountains far to the south, runs north past Velanos and down the length of Zengara, passes the capital of Baal-Istra, and empties at last through the reed-fens of Ugbarra Marsh into the Ygarlsed Sea. It takes its name from its water, which runs dark with the silt it drags down out of the mountains and stains the coastal shallows brown for leagues beyond its mouth.
Breninafon River
Chryseios River
Cimbra River
Culebra River
Dolgath River
Doltiz River
Dolvash River
Douvera River
Dregsu River
Druimdŵr River
Dulinn River
Dunkhal River
Enmarrat River
Enkhaz River
Fianneth River
Ferrenza River
Gannaros River
Gethanos River
Grekh'tal River
Hshronwen River
Ilassen River
Ilmareth River
Iteru/Grosh'ka River
Iterukh River
Ilthoresh River
Kalydios River
Kelzur River
Kerathrax River
Kerathvor River
Khaldu River
Koranos River
Lentava River
Mirkanth River
Mordu River
Morgath\Sonnevera River
Morzuhn River
Nahar-Ketzil/Grukh'nal River
Nahar-Qeret/Mor'kesh/Vyy'Ugbarra River
Narzun River
Neranos River
Ossrach River
Ozhamir River
Vozharün River
Pælios River
Qadnahar River
Ranafon River
Rialva River
Robleda River
Sartav River
Sartuva/Skai'ral River
Silaneth River
Skyrnfell River
Teshud River
Tesrukh River
Thelorien River
Tulgann/Silberau River
Ulan River
Ux'thanaa River
Uzhad River
Vagalta/Grenzbach River
Vardios River
Væthanos River
Velmareth River
Verdena River
Verdesa River
Voranos River
Vorassos\Ug'Vorash\Kra'ghol\Nahar-Baalesh River
Vulgrath River
Zarethis River
Zarhad River
Swamps
Morzuhn Fen
Sazbazhi Marsh
Ugbarra Marsh
Ugbarra Marsh, which means "the giant-marsh" in the Zengaran tongue, is a vast tract of reed-fen and black silt on the northern coast of Gallorea, where the Black River unravels into a thousand channels and drowns at last in the Ygarlsed Sea. It spreads across the low country just north of Baal-Istra, the Zengaran capital, and by the reckoning of that city it is older than the river, older than the throne, and older than men. For the Zengarans hold that the giants named it, in the age when they still waded it dry-shod.
Vagorosh Swamp
No information.
Veloktoi Swamp
No information.
Waterways
The Aebasan Sea
The Aebasan Sea lies between Aurea, western Gallorea and the island of Dresta, including the Tangar Sea. The primary current is a strong warm current that flows from the Eternal Ocean in the southwest that meets a weaker, colder current flowing from the northwest, before merging with the Great Gyre in the Betshaban Ocean south of Ganesia. Winds in the southern region tend to blow in an easterly direct, winds in the north westerly. Therefore, oceanic travel northward typically takes a westerly route near Dresta or following the northerly currents in calm winds. Travel south is substantially more difficult without a strong wind to fight the northeasterly currents. There are some heavy storms and the rare hurricane that hits Medalia and Camaria in early autumn.
The warm waters in the southern reaches of the sea are known to be populated by Tritons and a variety of sea giants, making travel in the deep dangerous, though most of the threats are at least semi-intelligent, if territorial, and can generally be negotiated with when conditions are favorable.
Ayen al-Tinnin
Ayen al-Tinnin, the Dragon's Eye, is a great pristine lake set high among the Peaks of the Wyrm in the extreme southeast of Gallorea, in one of the last places on Baltheron where dragons still rule the open sky. It is among the largest bodies of fresh water in the world, yet so remote and so deadly is the country that holds it that few mortals have ever laid eyes upon it, and fewer still are believed. To the dragons who wheel above its shores it has another and older name: Vaeloth Zar, "the high water."
Bakali Gulf
Bardugann Bay
Bay of Alazon
Bay of the al'Khatar
Bay of Theqrai
Black Gulf
The Betshaban Ocean
The Betshaban Ocean lies between the continents of Aurea, Duria and Gallorea and includes the Pirates' Sea and the Maroshan Sea near Duria and the Yglarsed Sea on the Gallorean coast. The ocean is dominated by the clockwise Great Gyre, leading to navigational difficulties when attempting to sail against the Gyre. The northern reaches of the Betshaban Ocean are known for its legendary storms, particularly in autumn and winter. Hurricanes are a constant threat during the storm season, particularly along the Aurean coast and the northern Pirate Isles.
Though all oceans are claimed by Betshaba, the Betshaban Ocean is, obviously, considered particularly blessed (and cursed) by the Wave Queen. Though the Pirate Sea is considered by many to be appropriated by her greatest enemy, Taltos, the Deep Dweller. Most aquatic creatures, monstrous and sentinent, can be found in the Betshaban, though the most legendary creature known to travel Betshaba's ocean is the Leviathan, an impossibly huge whale said to be her personal eyes and ears in the mortal realm.
The Endless Ocean
The Endless Ocean lies to the east of the known world and is considered the eastern edge of the world by most. Known currents move predominantly northward, with a major warm current entering the Betshaban Ocean north of Haleli on the northeastern shores of Gallorea, forming the Betshaban Stream. The Betshaban stream cools substantially before re-entering the Endless Ocean just south of Danas, on the southern shore of Duria. The main current turns eastward once it reaches the easterly currents of the White Ocean.
The Endless Ocean is a place of legend and a source of fear for sailors who ply her waters, almost always hugging close to the shores. Fantastic creatures, all of which seeming to consider air-breathers a delicacy, ply her deep waters. The island of Kesh hangs off the eastern shores of Gallorea, the only known island in the Endless Ocean. Rumors are heard from Kesh traders of another continent to the east across the trackless waves, but most scholars consider these rumors little more than foundless myths.
The Eternal Ocean
The Eternal Ocean lies to the west of the known world. It has two known currents. The colder, northern current flows south, bringing cold waters from the White Ocean south along the western Auric coastline, feeding cold water into the Aebasan Sea through the Tangar Sea. The warmer, southern current moves warm water north along the western shore of Gallorea, an stream feeding warm water into the Aebasan Sea before the main current cuts west into the trackless sea.
There are no known land masses in the Eternal Ocean, nor even rumors of such. It is rumored that the Eternal Ocean literally goes on forever, though scholars knowledgeable about geography point out the world being round makes that theory little more than ignorant myth. Like the Endless Ocean in the east, the Eternal Ocean is home to numerous monstrous creatures of legendary size, some of which wander close enough to the continents to terrorize shipping.
Galek Sea
Gray Sea
The Great Southern Ocean
The Great Southern Ocean lies south of the continent of Gallorea and is dominated by a strong western current. This current whips into the Gray Sea, though it bypasses the Galek Sea. Winds tend to be extremely calm in the Great Southern Ocean, making travel by sail extremely difficult. Despite the lack of travel, there are rumors of a vast continent to the south covered in intractable forests and peopled by black-skinned humans who worship a ferocious serpent-god.
Gulf of Naram
Iluntsu Bay
Itxaropeneko Bay
Karshet Bay
Lake of Nilvar
Laag Sìtheil
Lake of Zahrûn
Lagorkan Gulf
Mazavene Bay
Siluz Bay
Teurisc Bay
Yamhivaer Gulf
Ygarlsed Sea
Nations and Realms
Adanar
No summary
Aebasa
The supposed birthplace of human civilization, Aebasa is an ancient collection of city-states mostly waning in their significance. Still, many philosophers, priests and great generals call Aebasa home. They are the ancestral enemies of Bakal and have alternatively been dominated by and dominated that nation.
Bakal
The ancient enemy of Aebasa, the Bakali worship Phlegethon, god of tyranny and believe it their destiny to rule the world. Over 3,000 years ago, they held an empire that spanned from the Eternal Ocean in the west to Lagorkan Gulf in the east. Their power waned at the end of the Second Age of Man and their borders eventually reduced to their modern limits. Decadent, cruel society more interested in its deadly sport and finding new ways to pushing traitors than do any actual conquering.
Balasa
No Summary
Bandarland
Remote, isolated nation of barbaric savages.
Barakesh
No Summary
Bythnadocia
No Summary
Daciara
No summary
Deshret
A remote, alien desert nation, Deshret is inhabited by reddish-skinned humans who worship strange, animal-headed gods in triangular temples. Little is known about this nation, even by its neighbors.
Dieros
An ancient above-ground dwarven nation that has only recently revoked its isolationist policies.
Eeridia
A vibrant kingdom built on the traditions of old Aebasa, they are one of the major shipping powers of the Betshaban Ocean.
Eisenhallen
Eisenhallen is one of the six Dwarven Kingdoms. It lies beneath the Pælusian Mountains in western Gallorea.
Elarean
The isolated elven homeland, Elarean is well defended against outsiders and few even known it exists.
Euboros
No summary
Feldosha
Feldosha is the surviving heartland of ancient Ulanthar, thought by some to be the first human empire, older even than Aebasa. According to legend, when the sacred river Ulan rose and reclaimed the land, the empire's cities sank into flood and silt, and its people were left as diminished heirs. Today's Feldoshans farm the same floodplain in the literal shadow of half-sunken dead cities and grass-grown tells, a proud, insular folk who tend those ruins as holy ground and hold their sacred sites inviolate even where the old meaning is long lost.
Gengel
A nation populated primarily by savage minotaurs, the nation formalized around a minotaur king during the the Dark Times and the formerly nomadic and solitary minotaur have begun settling in towns.
Hageria
A remote Gael nation, Hageria is fractuous, despite having a High King (rare in Gael lands) and organized leadership structure. Rumor suggests that mysterious priests calling themselves druids advise the leaders and communities of this nation.
Haleli
A nation dedicated to the worship of Vortumnus, it is a strong and vibrant country populated by a highly honorable people.
Halorda
Formerly part of Haleli, Halorda is populated by much the same stock, though they tend to worship Virtus, god of Courage, and are known to be a bull-headed, if fun-loving lot.
Hyddtir
No summary
Kardesca
No summary.
Kesh
An island nation, Kesh is the only source for eastern silks and spices coming across the Endless Ocean.
Kur'Beshal
The last remaining realm of the giants.
Kuroshka
A former part of the Bakali Empire, Kuroshka has long been an isolated land of semi-nomadic humans whose ancestral lands are slowly being devoured by the Sethuran Wastes.
Kuut
No summary.
Lagorka
A nation ruled by several powerful and wealthy families. Though they sometimes war upon each other, they generally work together for the common good of the nation (or at least the wealth of its elite).
Lenthos
No summary.
Luderea
No summary.
Mürskarn
A rumored, remote land infested by hobgoblins. Stories claim they keep the bitter courtesies of some strange court. Sailors claim the hobgoblins have built a narrow spike of a tower from which some unknown ruler reigns over the chaos.
Nadera

The Kingdom of Nadera is a sleek, shadow-cloaked maritime power whose influence far exceeds its size or resources. Governed by a constitutional monarchy under Rainha Velisara Izuel and the Chamber of Princes, Nadera thrives on information, espionage, and mercantile cunning, with its infamous spy network, the Saphracine Watch, deeply embedded in both foreign courts and the tradelanes of the Betshaban Ocean. Though its agrarian base remains weak, Nadera’s expertly crafted ships and neutral trade codes have made it a trusted courier and broker across the Betshaban Ocean. Quietly enriched by secrets sold and alliances balanced, Nadera walks a razor’s edge between indispensability and distrust, shaping the Fourth Age not with armies, but with whispers, ledgers, and sails.
Narisia
A friendly competitor in shipping with Eeridia, Narisia is a fairly peaceful, quiet nation.
Oridal
No summary.
Pale Marches
A lawless land that never recovered from the fall of the Empire of Balguran
Palerean
A nation peopled almost entirely by half-elves who live in harmony with nature. Self-determined defenders of Elarean.
Perivael
No summary.
Pthokos
No summary.
Rengarra
No summary.
Tarescan Fields
Wild, uncivilized lands peopled by vast herds of centaurs.
The Dragonlands
Rumored to be the base of operations of the Dragon Knights, the Dragonlands are jointly run by native humans and a council of dragons. A completely self-sufficient nation, few others even know it exists.
Thet
No summary.
Tümegar
No summary.
Vagorosh
Orcish territory almost constantly at war with anyone who can lift a sword, including themselves.
Valdal
One of the six Dwarven Kingdoms, Valdal lies beneath the Janos Mountains in eastern Gallorea.
Valduran
No summary.
Velanos
No summary.
Vyr Kagran
No summary.
Zamarda
A nation ruled by witches and sorcerors.
Zean
No summary.
Zengara
No summary.
| This article is part of the Player's Guide to Gallorea | |
|
Introduction · Economics and Trade · Legends and History · Religion · Regions and Realms | |
| Regions and Realms on Gallorea | |