Zheen
From ENWiki
The Wild Lands of Zheen.
It is 690 by 900 miles or 621000 square miles. Each hex is 5 miles.
This is a continent torn by strife. After the collapse of the last human empire, warlords and bandit kings have multiplied and seized as much land as they can hold by force. Most cities have reverted to city-states. In the north the Empire of Hzaka dreams of controlling the entire continent while in the south the Allarian League wants to bring democracy to this fractured land.
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Map 1
Map 2
Map 3
Map 4
Map 5
Map 6
Map 7
Map 8
Map 9
Map 10
Map 11 - Kalar
The great river Ardel empties out into the Sea of Scars here.
Old Crossing (3011&3012)
In earlier times there was a great bridge which spanned the river. The only thing that remains today are some ivory pylons.
Kalar (3114)
The largest settlement of the river folk. Most of the city is scaled for the Halflings that live there. Near the docks the buildings were created with the needs of the taller races in mind.
Creskel Castle (3517)
Long have the people of this region resisted the advances of empires both past and present. From their fortified island they have broken numerous sieges.
Map 12
Map 13 - Blazing Dunes
Blazing Sands is the biggest most hot and dry desert. Precipitations are as rare as an honest Bacarte’s merchant. The undulating dunes are all you can see in these scorching lands. But there are few places without life in this world, and the Blazing Sands are not an exception to this rule; there are several nomad tribes wandering the desert, and a few towns, settled around natural oasis. All these towns are melting pots of races, and commerce flourish like the desert flower Vrassvia when the annual rain waters the hot sands. But with the mix of cultures, there are a huge variety of problems: One of them is intolerance. Tieflings are the most untolerated kin in the desert towns, since the superstitious natives link them with curses and witchcraft. Sometimes, this is true (and not only for a tiefling) but sometimes it’s just irrational prejudice, and it’s dangerous.
The dune areas are the Blazing Dunes (often called "The Dunes" by the natives), huge sand dunes, of variable altitude. Temperature in the blazing dunes reach the 60 ºC and at night as low as -10ºC. There is no water, nor life in these dunes, save for some rare exceptions
There is only one safe way to go through the dunes, and its a path in the east, where the dunes are low in altitude, and more scattered.
Admar Pasir (0826)
A simple and plain town, it has nothing in particular to note. People of Admar Pasir live from the extraction of calcareous rock, from the nearby quarry.
Falzim'Am (1617&2010)
The twin towns of Falzim'Am where founded by the great local hero, Falzim'Am a wizard of great power that killed the Giant Desert Ankheg. Some people say that this is a myth, and that such monster never existed. But the clusters of desert ankhegs living underground represent proofs favoring Falzim'Am's deeds.
The lost city of Abdu Al'Jadar (2519)
Once one of the most prolific towns of the Blazing desert, this city now lies in ruins in the central point of the desert, surrounded by The Dune. Some say it was the Giant Ankheg, that resurrected among it's kin, to bring doom to the seven settlements.
Darnej'Far (3127)
Also known as the Camels' town. A place in near the border of the desert, which flourish with the camel trade. The fine camels comes from Darnej'Far. Fortunes are lost and won in camel races.
Abde'Ragma the first (3212)
The first city you find if you are luck enough to survive the scorching sands of the Dunes. Abde'Ragma lives from the trade, and has the same role Jus'Munm has, but from the other side of the Dunes.
Jus'Munm (3522)
Also called Jus'Munm the white. Characterized from it's white painted buildings, Jus'Munm is a trading post for any kind of merchandise to be transported to the interior of the Blazing Sands desert towns.
Map 14 - Allaria
Bordered by the Grolm Moutains to the west, the Sea of Scars to the east, the Seldom Sea and the Rhyaner Forest to the south.
Doss (0411)
A coastal villiage.
Keth Varr (0729)
A desert fort.
Kerkis (0917)
A coastal villiage..
Callaria (1508)
A town that is part of the Allarian League.
Zuffer (1530)
A desert village that lies on a trade route.
Holm (2005)
A village that is part of the Allarian League.
Allaria (2116)
The economic power-house of the region. This city-state lies at the intersection of land and sea trade routes. It is the 'first among equals' of the Allarian League. One of the more notable features of the city is the ancient canal which connects the two seas. Bound water elementals guide ships through the canal.
Golmgard (2325)
A fortress that watches over the pass that leads to the desert.
Fromish (2403)
A town that is part of the Allarian League.
The Ruins of Old Daunton (2513)
After the city was sacked by the Empire of Hzaka the survivors fled to Allaria or the Shifting Seas and founded New Daunton. The city was never rebuilt and some say it is still haunted.
Shule (2618)
A coastal village on the edge of the Serpent Mire swamp.
Rond (2707)
A town that is part of the Allarian League.
Beken (3007)
A town that is part of the Allarian League.
Seaten (3205)
A village that is part of the Allarian League.
Erith (3882)
A costal villiage.
Landing (3904)
A newly established village on the island of Morso.
Map 15
Map 16 - Jaheed Desert
This is a rocky desert populated mainly by clans of Dragonborn.
Well of Silent Secrets (2006)
In ancient times this was a dark temple involved in demon summoning. The temple was shut down and the entrance buried. Rumor has it that a recent earthquake has uncovered the entrance. It is not known if demon worshippers have returned to the area or not.
Yoosh (2412)
A city-state situated over an Oasis. It is an important trade link.
Map 17 - Rhyaner Forest
A large forest with many rivers. It is bordered on the west by the Seldom Sea.














