Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Next
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
Twitch
YouTube
Facebook (EN Publishing)
Facebook (EN World)
Twitter
Instagram
TikTok
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*TTRPGs General
ÄRAM: Wake of Fallen Empire
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="mikeg" data-source="post: 3825550" data-attributes="member: 39640"><p><strong>ÄRAM: Wake of Fallen Empire</strong></p><p></p><p> </p><p><strong>GEOGRAPHY </strong></p><p></p><p></p><p></p><p><strong>Äram: Land and Climate of the Continent </strong></p><p></p><p>The continent of Äram shares a variety of landforms and weather patterns. The treacherous southern reaches extend into warm seas, where winters are characterized by maritime rain and frost is rare. Indeed, the southernmost shores can host groves of fruit trees normally found only on the continent of Asur to the south, and palm trees are not uncommon. Contrast this with the bitter northern reaches, where no tree will grow and patches of rocky soil support only stunted grass and lichens. Ice-choked inlets and seas open for only a few months of the year, if at all. And the few who live here must contend with the constant threat of large predators and other more enchanted adversaries.</p><p></p><p>The civilized lands of the Continent extend far enough to the north where the midsummer sky never quite goes dark. But the worst of winter is held at bay here by a warm current traveling northward through the Madratic Sea. Farther inland from the warm sea, the winters can be fierce. The cold has hardened the people to the north and west, such as the armies of Gora and the fierce nomads of the Nagorno Plain. It has also strengthened the hamlets of the upland halflings whose people display a fierce loyalty to family and shire, defending their warm burrow-hearths to the death.</p><p></p><p>The Continent itself consists of a generally central highland, sprouting massive mountain ranges that run on a north-south axis. Most of the civilized land sits on two sub-continental arms that extend from the Continent's heart. One arm tapers toward the south, with the rugged mountains bisecting it. The other juts from the central highlands toward the east, separating the warm seas of the Madratic from the northern sea of Moth Gar. Beyond this arm lie volcanic isles and archipelagos to the east and north. South of these rest the isles of Lephthra, Nerfyrda and Alfaad, which frame the eastern Madratic and are the last landfall before the vast Ocean to the east.</p><p></p><p>On the western side of Äram, the Somnatic Sea prevents extremes of temperature, but channels its moisture to the north. The southern Somnatic coast is a dry and rugged place. The many sharp isles and inlets of Arta have historically made it a difficult place to rule, and today the labyrinthine coast offers safe haven for ancient city-states and outlaws alike. Farther north, the coast of Csorna offers safe inlets for the old merchant dynasties who have stood since they guarded the western frontier of the Teulan Empire. The rainy season occurs during the winter months. Frost and snow is a rarity, although many snow-capped peaks can be seen by coastal inhabitants when their cities are not enshrouded in a characteristic fog.</p><p></p><p>Farther up the coast stands the wild coastal range, a region never tamed by the Teulu Mawr. Its usually dormant volcanic peaks trap maritime rain which give rise to impenetrable forests. Behind the coastal ranges sits the vast, dusty tablelands of the Nagorno Plain, blazing hot in the summer months but soon battered by arctic air. The coastal regions to the north become even more inhospitable, as the dense forest terrain is carved by steep fjords and tall glaciers.</p><p></p><p>During the winter, the eastern arm of the Continent is locked in ice and snow. Overland trade is reduced to a small stream, and most northern ports on the Moth Gar are shut down for many weeks. The Madratic ports within reach of warm currents remain accessible year-round. The land of Ayr benefits from this situation as one of the main trading centers in an intercontinental triangle of shipping. Ayr with its wide ships exports wool, tin and small manufactures. Myphthra on the southern continent of Asur provides a stopping point for gold, salt and spices - the spoils of unsavory activity farther south. The great merchant dynasties of Csorna on the Somnatic Sea to the west export wine, amber, furs and exotic western goods, riding the warm Madratic current back north to Ayr.</p><p></p><p>The summer months see the opening of overland routes for trade. Professional soldiers take merchant caravans in their charge, protecting them from the onslaughts of marauders and goblinkind. Pilgrimages are made to the holy sites of the Doma. Scholars travel to consult the few remaining stores of knowledge. And another class of urban dweller comes out to take advantage of all of them.</p><p></p><p>In the eastern Madratic, the end of summer is sometimes heralded by the arrival of fierce spinning storms, sometimes hundreds of miles across, leading even the most secular academics to utter quick prayers to the older gods of Mananan and Jovurno.</p><p></p><p>Increased dangers on the open seas in recent decades have in turn hurt overland trade, and many areas are beginning to revert to a more agrarian society. This has left a large class of unemployed men-at-arms. Some of them give up the sword in exchange for the plow, some pursue lives of exploration and adventure among the many ruins and wilderness, but others have chosen to remain as armies without masters, spreading terror through once-civilized lands.</p></blockquote><p></p>
[QUOTE="mikeg, post: 3825550, member: 39640"] [b]ÄRAM: Wake of Fallen Empire[/b] [B] [/B] [B]GEOGRAPHY [/B] [B]Äram: Land and Climate of the Continent [/B] The continent of Äram shares a variety of landforms and weather patterns. The treacherous southern reaches extend into warm seas, where winters are characterized by maritime rain and frost is rare. Indeed, the southernmost shores can host groves of fruit trees normally found only on the continent of Asur to the south, and palm trees are not uncommon. Contrast this with the bitter northern reaches, where no tree will grow and patches of rocky soil support only stunted grass and lichens. Ice-choked inlets and seas open for only a few months of the year, if at all. And the few who live here must contend with the constant threat of large predators and other more enchanted adversaries. The civilized lands of the Continent extend far enough to the north where the midsummer sky never quite goes dark. But the worst of winter is held at bay here by a warm current traveling northward through the Madratic Sea. Farther inland from the warm sea, the winters can be fierce. The cold has hardened the people to the north and west, such as the armies of Gora and the fierce nomads of the Nagorno Plain. It has also strengthened the hamlets of the upland halflings whose people display a fierce loyalty to family and shire, defending their warm burrow-hearths to the death. The Continent itself consists of a generally central highland, sprouting massive mountain ranges that run on a north-south axis. Most of the civilized land sits on two sub-continental arms that extend from the Continent's heart. One arm tapers toward the south, with the rugged mountains bisecting it. The other juts from the central highlands toward the east, separating the warm seas of the Madratic from the northern sea of Moth Gar. Beyond this arm lie volcanic isles and archipelagos to the east and north. South of these rest the isles of Lephthra, Nerfyrda and Alfaad, which frame the eastern Madratic and are the last landfall before the vast Ocean to the east. On the western side of Äram, the Somnatic Sea prevents extremes of temperature, but channels its moisture to the north. The southern Somnatic coast is a dry and rugged place. The many sharp isles and inlets of Arta have historically made it a difficult place to rule, and today the labyrinthine coast offers safe haven for ancient city-states and outlaws alike. Farther north, the coast of Csorna offers safe inlets for the old merchant dynasties who have stood since they guarded the western frontier of the Teulan Empire. The rainy season occurs during the winter months. Frost and snow is a rarity, although many snow-capped peaks can be seen by coastal inhabitants when their cities are not enshrouded in a characteristic fog. Farther up the coast stands the wild coastal range, a region never tamed by the Teulu Mawr. Its usually dormant volcanic peaks trap maritime rain which give rise to impenetrable forests. Behind the coastal ranges sits the vast, dusty tablelands of the Nagorno Plain, blazing hot in the summer months but soon battered by arctic air. The coastal regions to the north become even more inhospitable, as the dense forest terrain is carved by steep fjords and tall glaciers. During the winter, the eastern arm of the Continent is locked in ice and snow. Overland trade is reduced to a small stream, and most northern ports on the Moth Gar are shut down for many weeks. The Madratic ports within reach of warm currents remain accessible year-round. The land of Ayr benefits from this situation as one of the main trading centers in an intercontinental triangle of shipping. Ayr with its wide ships exports wool, tin and small manufactures. Myphthra on the southern continent of Asur provides a stopping point for gold, salt and spices - the spoils of unsavory activity farther south. The great merchant dynasties of Csorna on the Somnatic Sea to the west export wine, amber, furs and exotic western goods, riding the warm Madratic current back north to Ayr. The summer months see the opening of overland routes for trade. Professional soldiers take merchant caravans in their charge, protecting them from the onslaughts of marauders and goblinkind. Pilgrimages are made to the holy sites of the Doma. Scholars travel to consult the few remaining stores of knowledge. And another class of urban dweller comes out to take advantage of all of them. In the eastern Madratic, the end of summer is sometimes heralded by the arrival of fierce spinning storms, sometimes hundreds of miles across, leading even the most secular academics to utter quick prayers to the older gods of Mananan and Jovurno. Increased dangers on the open seas in recent decades have in turn hurt overland trade, and many areas are beginning to revert to a more agrarian society. This has left a large class of unemployed men-at-arms. Some of them give up the sword in exchange for the plow, some pursue lives of exploration and adventure among the many ruins and wilderness, but others have chosen to remain as armies without masters, spreading terror through once-civilized lands. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
ÄRAM: Wake of Fallen Empire
Top