Cellsori geography

randomling

First Post
This thread is for me and my PbP players (so far: Sir Osis of Liver, Knight Otu, Tallarn, Horacio, garyh, Jeph, arwink, Dragongirl and Crothian) - and my DM assistant creamsteak - to post about regions of Cellsor.

There's a lot of geography for me to write down - so bear with me, it's going to take a few posts! I'll start with a general overview of the way Cellsor is laid out.

Cellsori geography

Cellsor is a long, thin country: around 450 miles east to west at its widest point, and roughly 1600 miles north to south at its longest point. It takes up the vast majority of the continent on which it stands - and several of the surrounding islands. However, Nerez, a small area in the north-east of the continent, is still under independent rule, mainly due to being cut off from Cellsor by a mountain range.

Much of the northern part of the continent is, in fact, made up of mountain ranges and barren grassland. The east is more mountainous, and the mountains are riddled with caverns in which dwarves and other races live. To the west, there are moors, marshland and rocky plains. It is here that many tribal races live - the so-called "savage humanoids".

Further south, the land becomes greener, flatter and more fertile. The river Nari, which is sourced high in the Nerezi mountains, broadens out and runs south and west towards the sea. This area is where much of Cellsor's farming is done. It is also comparatively full of cities. This large area has four major cities - Naritan, Taloske, Oashi and Gallan.

Even further south, the country is bisected, diagonally, by a vast magical forest known to all as the Great Wood. Reputed to be brimming with evil, savage races, it is a place that humans and other "civilized" folk avoid. However, if for some reason you need to get to southern Cellsor, your two options are to travel through the Great Wood or go by sea.

The south of Cellsor is much warmer than the northern regions, and much poorer. There is less fertile land - enough to feed the population, but geography makes trade with the north problematic at best. Southerners therefore have a reputation for being insular and isolationist.

Next post: the regions of Cellsor in more detail.
 

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I'll have Serei come from the mountains between Cellsori and Nerez. Could I flesh them out a bit? Any guidelines to go by?
 


Jeph said:
I'll have Serei come from the mountains between Cellsori and Nerez. Could I flesh them out a bit? Any guidelines to go by?

Sure, flesh away.

Here's what I know, though:

Those mountains are very cavernous and filled with dwarven delves. On top live human and orc settlements. Nerezi society is tribal and fairly nomadic, with tribes usually led by a druid or ranger.

If you've lived in those mountains, and you're decent in combat, you'll likely have spent most of your time fighting in the Cellsori/Nerezi war on one side or the other (probably Nerezi - the natives of that mountain range usually define themselves as Nerezi). I'd wonder why you've decided to come to Cellsor. Did you take your level of ranger in the mountains and then take the level of monk when you got to Cellsor? Aren't exactly a lot of monasteries in Nerez...

Right. Regions.
 

Crothian said:
I'm going to do two places: the Orc village of Brat, and the trading city of Taloske.

Crothian - doing Brat is fine.

But I'm going to do an overview of cities first which will cover Taloske as well as all the rest. That will give a vague framework for you to work in and then I'll set you loose. :D

The reason for this is that Taloske is one of only three big trading cities in Cellsor and I need to fit it in with the rest of the world. You'll have free reign once I've set down the basics.

Regions coming in just a mo!
 

Regions of Cellsor

THE NORTH-EAST
A lucrative mining area, the north-eastern region of Cellsor produces most of the coal, iron, gold and gems used by the rest of the country. A large population of dwarves lives in the mountainous north-east - strangely enough, orchestrating most of the mining.
Terrain: Mountainous.
Cities: Fivarra.
Good and Neutral Religions: Most popular are the dwarven deities Hierpan, Camac and Celadon. Widely worshipped outside of dwarven communities are Fremnor, Catma, Felmie and Mosstor, along with the Circle of Order.
Evil Religions: Tarvin and Rostirno are popular with the duergar who live far underneath the dwarven settlements.

THE NORTH-WEST
If the savage north-west is famous for any trade, it is quarrying. Much of the best Cellsori stone is quarried in the Erlemi Cliffs which cover much of the north-western coastline. However, this region is most notorious for its large populations of many of the so-called "savage" races.
Terrain: Mountains and grassland.
Cities: None.
Good and Neutral Religions: Chaotic deities are popular with the sparse human populations in this area - specifically Canua and Tiamanti are very popular. Brocem, a champion of diversity, is also worshipped in some circles. Among non-human populations worship is varied but includes Xiane, Drissa, Fremnor, the Circle of Passion, and Ramas.
Evil Religions: Jossataro and Erannon are popular among evil orcs and others. Rostirno is the deity of choice for evil kobolds.

NORTHERN AND CENTRAL CELLSOR
Home to the largest population of humans in Cellsor, this "green and pleasant land" has the most favourable climate and soil for agriculture. It is also comparatively full of cities - this region has the four largest in the country - and therefore trade. This area is the richest in Cellsor.
Terrain: Largely arable land.
Cities: Naritan, Oashi, Taloske, Gallan.
Good and Neutral Religions: Nature deities such as Drissa and Canua are popular in rural areas. Almac, god of wizards and learning, is widely revered, as is the Circle of Nature and the Circle of Knowledge. Each city has its own religious tendencies (see an upcoming post).
Evil Religions: Outside the cities, Erannon is popular with Underdark-dwellers and raiding populations of gnolls and orcs. Tarvin also has some currency with evil humans.

THE GREAT WOOD
Little is known about this vast wooded area, save that it is rumoured to be populated with fey, dragons, giants, and an abundance of evil creatures. Elves sometimes venture into the Great Wood and never return. Humans, if they need to travel to the South, tend to go by sea.

SOUTHERN CELLSOR
The largest area of Cellsor, the south has a warmer climate but less fertile land than the more northern parts. As a result, though it can feed itself, it is poorer. Heavily populated with elves and halflings above ground, the south has a rich and active community below ground, some good, some evil...
Terrain: Varied.
Cities: Rixor, Knole.
Good and Neutral Religions: Brocem, Almac, Pellsa, Aphelaia and Duarlan are all widely worshipped, as is the Circle of Life.
Evil Religions: Clayah and Thintor are popular with evil underdark populations - Maranthie with scheming politicians on the surface.

Next post: the cities of Cellsor.
 

randomling said:


Crothian - doing Brat is fine.

But I'm going to do an overview of cities first which will cover Taloske as well as all the rest. That will give a vague framework for you to work in and then I'll set you loose. :D

The reason for this is that Taloske is one of only three big trading cities in Cellsor and I need to fit it in with the rest of the world. You'll have free reign once I've set down the basics.

THats' cool, it's your world I just write here. :D
 

[I don't really want Serai's monk level to represent any chi/monastery silliness. It's just a way of creating a swashbuckler: less armor, more perception, adaptability, and speed. As far as I'm concerned, the background is completely Ranger (If that's okay with you).]
 
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