Knightfall's World of Kulan
Kulan is a mixture of a lot of different real world cultures and liberal borrowing from other fantasy campaign sources, whether they be TSR/WotC campaigns or someone else's homebrew campaign.
The Continent of Harqual (see attached image) is the best example of this. The most detailed area of this continent, so far, are the Kingdoms of the Eastern Shores. This region is on the eastern coast of Harqual where the Gulf of Thallin meets the Karmine Sea. The large peninsula there is known as the Jagged Peninsula. The peninsula are made up of the lands of the Kingdom of Stonn, the Shadowood and the Ambra Coast.
North of that is the Kingdom of Thallin, which stretches up along the coast all the way to where the Wind River branches east into the Gulf. Along the edge of Thallin are numerous independent lands and communities ranging from the Sylvan Forest of the Highborn to The Highlands set between the coast and the Great Harqual Forst.
Southwest of Stonn and Thallin are the two remaining kingdoms that make up the Eastern Council. The Duchy of Minar and the Barony of Wolffire are both full kingdoms in their own right but do not have as lofty noblity as Thallin and Stonn. Seperated by the Sunus Mountains, the two kingdoms sit on the frontier of the Thunder Lands to the south. Minar sits nestled in between the Sunus Mountain range and the Great Lake of Qualitian, while Wolffire sit on the eastern edge of the continent on the other side of the mountains, as well as the Great Island of Farion. Their main rivals for the region are the warlike bugbear tribes of the Sunus Mountains.
Stonn, Thallin, Minar, Wolffire - these are the Kingdoms of the Eastern Shores.
And that's only one section of my continent.
West of the Great Harqual Forest are the lands of the Sword Gulf - dozens of fiercely territorial domains and countries. Le Marécage de Fey, the Onan Territory, the Jovian Alliance, the Monarchy of Avion, the Aerie Holds, The Forest Domain of Cadra, The Principality of Shaule, The Ruined March, the Barony of Poli and the County of Valeny, as well as several independent city states:
Ambian, City on the Mire
Gillian, City of Sailors
Halandra, City of Sorcerers
Metan, The River City
Nikel, Domain of Shadows
To the south of lands of the Sword Gulf is the Storm Peninsula, home of the Tabaxi of the Storm Jungle and dozens of independent communities surviving by their wits and strong merchantile ties. The most powerful of these communities is Anthmoor, the City of Thunder.
To the east on the other side of Guardian Bay is Izmer, in all it's arcane glory. In between these two regions is the coast of Guardian Bay, where the Eversink Suzerainty holds sway.
East of Izmer are the lands of Cauldron and Amoria, one a powerful built in a dormant volcano, known as the Shackled City, and the other the center of a frontier trading city, known as Mor's End. In between, the dwarven lands of Kul Moren who trade exclusively with both.
Further east of Amoria is the rest of the Thunder Lands - The Black Kingdom of the Thunder Ocs, who control the mountains named for them; the Hather Plains, home to wild creatures and horse riding nomands; the Barony of Liran, the main foe of the Black Kingdom; Sanh's Strand, a region known for its wild inhabitants and vicious storms; Tschaja, The Feathered City and home to a avian race of newcomers to Harqual; and the Sovereign City of Yuln; ally to both Liran and Tschaja.
Two other main areas including The Great Harqual Forest, home to the Silver and Forest Elves, and the Greystone Mountains, source of the Wind River and home to the Kingdom of the Greystones (on the northern edge of the Great Harqual Forest).
As for which lands are influenced by real world kingdoms (and other fantasy sources), well Avion will be based loosely on France and Belguim, while the lands of the Sword Gulf are inspired by the city-states of Ancient Greece. The Kingdoms of the Eastern Shores were originally to be like central Europe but have now taken on a life all their own. Minar and Thallin are feudal monarchies, Stonn is a feudal theocracy, and Wolffire is a barbaric land similar to Germania (but more tamed).
Note: Minar is loosely based on a Dungeon adventure known as Rudwilla's Stew, set in a land known as Mulcrow. As I've developed my world, it is less and less like that adventure.
Izmer, of course, comes from the D&D Movie (don't boo me all at once), the Eversink Suzerainty was inspired by Piratecat's story hour (thanks P'Cat), Mor's End and Kul Moren are from the EN World City Project, and Cauldron is from the pages of Dungeon Magazine.
I also have a kingdom on Harqual that is based on the Kingdom of Karameikos from the Mystara campaign setting, known as Ahamudia, as well as a old decadent land with its origins based on my mythology (Empire of Swords), which can be found here:
http://enworld.cyberstreet.com/showthread.php?threadid=18997
Liran and the Black Kingdom are based on the D&D module, the Silver Key, and the Ambra Coast got its name from a Mystara location/adventure known as Castle Amber. The northern reaches of the continent are wild, untamed lands known as the Northlands, which are home to hundreds of barbarian tribes and wild races - most notable orcs, ogres, trolls, centaurs, halflings, and cold-resistant lizardmen. The lands south of Izmer and the Thunder Lands are know as the Far South or Southern Harqual. The large desert that divides the north from the south is known as the Great Expanse and is home to several tight-knit tribes of desert elves as well as dragonnes in the mountain range that is known as the Patron Mountains.
The main inhabitants of the Far South are halflings, civilized half-orcs, forest-dwelling gnomes & treants, nomadic rakasta, and surface-dwelling dwarves known as the Torin. Elves are rare in the south, mainly being urbanized elves of desert stock and humans are very rare. Most of the southern communities are controlled by either halflings, half-orcs, Torin dwarves and city-dwelling rakasta. Humans count for only 20% of the population in the south. There are more half-orcs and half-desert elves then there are humans. The most populous lands with humans in the south are the Republic of the Thorn (Roman-like), the City-state of Xcellian an the Timber Coast.
In contrast, the population of the Northlands is roughly 70% human, and most of these humans are barbarians. Only one real Kingdom exists in this region, MaShir - a barbaric feudal land that makes Wolffire look tame. MaShir is sort of a Germania/Viking cross).
Well that's all I have the energy for. If you want to learn more then either go to the link above or my webpage:
http://www.geocities.com/rielun/campaignsframe.htm
(My webpage goes into an more overall world view of Kulan, including four other continents - Janardun, Kanpur, The Fallenlands, and Triadora.)
Cheers!
Robert Blezard, a.k.a. Knightfall1972
Edmonton, Alberta
Canada
p.s. If anyone is wondering what's up with the rivers - let me just ay this: The God of Lakes and Rivers died during an event I called the Divinity War (see mythology link above). - KF72