World Geography

The world of Tel'lenara has one sun that has 2 visible satellites called "Ar'chack's eyes" and a very bright and large single Moon, "Ninanna".

Tel'lenara has many distinct geological features, and cultures many of which date back to before man recorded history.  Each one unique.

The Lands of Sand are a desert land, the hotbed of civilization yet outside of the the city states a wasteland of sand.  Arid and hot in the day, cold and unforgiving at night.

North of the Lands of Sand is the eastern Kingdom of Goh, a country who's lands are full of man-made step farms and artificial tropical forests. A humid land kept artificially wet by the Gnomes.

To the west of the Goh is the Badlands, harsh lands even by the desert standards of the lands of Sand.  Little can be said about the beauty of this land, but not enough can be said about its danger.  Hobgoblin war tribes, goblin scavengers, and many a dangerous creatures lurk about in the Badlands

To the north of both Goh and the Badlands is a dangerous mountain range that ends at the hostile north sea know as the Forever Sea. Beyond the Forever sea is what some people call the Fog of Loss. No one has ever ventured into the Forever sea's choppy waters or even north into the Fog of Loss. The rumored Lost Dwarven Continent, Drag'Otien Empire is supposed to lie at the center of the Fog of Loss.

On the other side of the equator, to the south of the Lands of Sand are the plentiful nations of the Southern Kingdoms: Mardaluz, the Heatlands, The Boarder Kingdoms, and Asropa.

Bordering the south western edge of the Land of sand is Mardaluz, a country situated in a hilly and mountainous region. Most of Mardaluz is protected from the lands of sand by a natural mountain range and a famous natural mountain tunnel called the Long March that sends out caravans to the free-cities and also further south to Asropa.

On the South Eastern edge of the Lands of Sand are the lands of the Boarder Kingdoms.  So known due to the independence of each city-state, and a large independence of its land owners.  Living in harsh lands the Freemen, as they call themselves, only pay severance to the land in the form of blood, sweat, and tears.  Cities exist only to provide trade, and are kept going via taxes on sales and commissions.

In the South, the Heart lands are protected by mountain ranges to the north east and west which have allowed for a rural farming life style that many heroes have retired to.  The Heart lands while not truly a country still have local Lords that join together to form the council of lords in order to be unified in dealings with both Mardaluz and Asropa.  Relations with Asropa are friendly and they even support a few garrisons of Asropian troops close to the mountain ranges for protection.

Asropa on the other hand is largely filled with plains and gently rolling hills at its southern boarder a large forest of temperate trees that merge into a mountain range that connects it to the savage south, a region where civilization stops.  The wyld forests of the south spawn many nightmares with larger then life monsters and wild happenings, even the stability of magic is made wild.  Chaos and wildness block the only land bridge to the unexplored content.

Off the eastern coast of the lands of Sand and the Boarder Kingdoms lies the island continent of Deshazo, home of the isolationist Ferrian Empire.

Past Deshazo to the east little is known about the open seas.

In the seas to the west of the Land of Sands are the the Five floating city states  of the Oken-Kalnar; Kazad Grom, Kazad Kadothan, Kazad Zahkar, Kazad Aun, Kazad Grumdek.  These vast floating cities move with the currents, never in the same place.  These cites have working docks, ramparts, and a system of government that sustains each of these sea nations.  Each Kazad is unique having the formative ideas of each clan after which they are named.