<h1>Towering Jungle</h1><br>Impassable jungle beyond the horizon of the Suzerainty. Immensely tall trees block out all sunlight below the canopy. <h1>Horned Lands</h1><br>Most lately-settled region of the Suzerainty. Historically full of ferocious ozrut and wild ptak, but now relatively peaceful but undeveloped. <h1>Serpent's Back</h1><br>Craggy mountain range which formed an early horizon of the Suzerainty. Remains the modern border. <h1>Manse of Withdrawal</h1><br>Summer homes and retreats owned by iaret of the dynastic class dot the Horned Lands. <h1>Sethrum River</h1><br>Powerful river which flows north to south, from under the Towering Jungle out to the Sea of Riches. <h1>Tatlankel</h1><br>The City of Wisdom. Sits on Wenarehk Lake and rules the breadbasket of the Suzerainty. <h1>Topaz</h1><br>Jewel City known as a launching point for foreign expeditions up the Sethrum River.  Bazaar features exotic artifacts from beyond the horizon. <h1>Calcite</h1><br>Jewel City built with ozrut influences. Minerals from the mountains and traditional iron workings are traded here. <h1>Moonstone</h1><br>Jewel City built on esoteric plans as the Eye of Ash by an eccentric Dynast. Magical learning and experimentation draws in researchers from across the known earth. <h1>Shield of Painted Earth and Sky</h1><br>A network of high, sunbaked plateaus that forms the northern horizon of the Suzerainty. <h1>Suzerainty of Akhet</h1><br>The birthplace of iaret civilization upon Geb.  Now torpid and decadent under the rule of the Child Dynast. <h1>Zeel</h1><br>The City of Sacrifice. Infamous for practices of dark and often bloody worship, full of ancient holy sites. <h1>Jade</h1><br>Jewel City founded as the Eye of Ranute, a center of religion on the Sea of Riches. Strange practices are explored here and cults abound. <h1>Beryl</h1><br>Jewel City known as the Mercenary’s Harbor. Guards Jade with its powerful and modern navy and marines. <h1>House of Grey Slate</h1><br>Wealthy iaret unconnected to older dynastic families are known to build lavish seaside dwellings. <h1>Kheprikel</h1><br>The City of Beetles. An egalitarian garrison and mining city which guards the Suzerainty’s northern horizon. <h1>Pearl</h1><br>Jewel City revered as the place the apkallu came ashore.  Home to schools of mathematics and philosophy. <h1>Armanec</h1><br>The City of Dynasts. Ancient seat of the ruler of the Suzerainty. Constructed by magic and now sunken into wealthy decadence. <h1>Crow Mountain</h1><br>Steep, mysterious mountain rising from the jungle. Pilgrims to its heights may receive visions from the gods. <h1>Okhetaton</h1><br>The City of Voices. Oldest area of iaret settlement. Now half-abandoned. <h1>Amber</h1><br>Jewel City home to an advanced harbor. Modern shipbuilding techniques are practiced here. <h1>Kato Ophios</h1><br>The City of No Horizons.  A complex palace city once ruled by warlike seafarers. Ruined by the star falling onto Mor Dfyn. <h1>Sea of Riches</h1><br>Temperate and sheltered sea crisscrossed by trade and fishing vessels. <h1>Great Shallows</h1><br>Immense deposits of sediment left by the devastating waves created when the star fell on Mor Dfyn. <h1>Bitter Mountains</h1><br>Parched and inhospitable offshoot of the Serpent’s Back, depopulated of ozrut and ptak during the Great Khet.  Named by Khalqist explorers who hoped to find fertile land on the other side. Active volcanoes have extended this mountain range, and exploitation of the minerals brought to the surface are the source of conflict among the crawling cities. <h1>Deshr</h1><br>Lifeless grey ash wastes left after the Great Khet.  The crawling cities of the Khalq roam the land in search of water and resources. <h1>Hedj</h1><br>Uninhabitable white ash wastes left after the Great Khet.  Still routinely seared by flares from the Conflagration and avoided by all but the most ascetic of the Khalq. Crawling cities or “saar” are home to the teeming population of the Khalq.  Each is heavily armed and armored, and represents the military might of the Assemblage. For unknown reasons, dragons appear to go to the Hedj or Deshr to die.  Their bleached bones can be seen half-buried in dunes and are an important resource for the Khalq. Prehistoric ruins of mysterious origin can be found sunken into the ash of the wastes.  Strange phenomena surround these weathered and fire-blasted stones. <h1>Assemblage of Khalq</h1><br>Expansionist confederation of mobile city states united by a collectivist philosophy and a sense of grievance against outsiders. <h1>Conflagration</h1><br>Enormous wildfire that burns eternally, seemingly without fuel, and is rumored to spew out deadly flame creatures. <h1>Folly</h1><br>Monumental magical shield created by iaret magi to protect Bracken against the expansion of the Deshr.  It is slowly failing and growing more porous. <h1>Bracken</h1><br>Former colony of the Suzerainty long marked by smuggling and corruption.  Once rich farmland and river delta, it was ruined during the Gate War and the encroaching Deshr. <h1>Abell</h1><br>The City of Reeds.  Capital of Bracken, half constructed on stilts in the river delta.  The sole remaining oasis of plenty in the benighted province. <h1>Krantz</h1><br>Rural town with a sturdy palisade and arable land.  Stable enough to attract the attention of the Satrap. <h1>Ameryswald</h1><br>Forgotten mountainside village originally founded by temple missionaries.  Ruined by successive invasions. <h1>Gluchy Forest</h1><br>Cursed forest ruled by Old Stejar, a spectral oak tree.  This hostile entity deadens all sound and threatens any intruders who have not performed special rites to appease it. <h1>Rew's Summit</h1><br>A small town supporting scattered placer mines in the surrounding mountains.  It is almost inaccessible from the lowlands, but receives support from a new caravan line running through it. <h1>Keltokel</h1><br>The City of Cities.  Built by the iaret on top of layers of mysterious ancient ruins.  A free city and important gateway to the lands south of the Sea of Riches.  The Gate War started and ended here. <h1>Widpool</h1><br>A bucolic majority-apkallu fishing town in Dovenhead with a shallow, protected harbor and small monastery. <h1>Dovenhead</h1><br>Small nation of pastoral settlements, ruled by hereditary gentry known as Constables.  Avoided most of the devastation of the Gate War. <h1>Keyderry</h1><br>Important fortified port in Dovenhead.  Crossroads of trade with the Sea of Riches and the Wandering Islands, and a stop on coastal trade routes to the Free States of Balt. <h1>Orchard of Dove</h1><br>Forest of sculpted glades, sparkling streams, and teeming wildlife.  Tended by druids who harvest its bounty as trade goods for Dovenhead. <h1>Dove</h1><br>Sprawling port city and capital of Dovenhead that retains a rustic feel despite older Baltine influences.  The Counterattack of the Constables during the Gate War was launched here. <h1>Polto</h1><br>Nation founded on trade between all corners of the known earth.  Devastated during the Gate War.  Post-war government is impoverished and helpless in the face of magical plagues. <h1>Nevbruck</h1><br>Once a thriving trade city and capital of Polto.  Efforts to rebuild are hampered by plagues of undead.  Still served by a caravan line. <h1>New Bethel</h1><br>Settlements in Polto surviving war and plague have often turned to strange religions or paranoid insularity to protect themselves from the chaos. <h1>Shield Island</h1><br>Barren island creates two straits protecting the harbor of Dove.  Dangerous reefs and shallows threaten any ship proceeding without a muruch guide. <h1>Mor Dfyn</h1><br>The Deep Ocean.  Beyond the safety of land, the ocean is a wild and unpredictable place, with violent storms, hidden hazards to navigation, and ferocious sea monsters. <h1>Apkallu Seamounts</h1><br>Undersea mountains are home to the peaceful villages and monasteries of the apkallu.  Most apkallu live on the upper slopes, nearer to the surface. <h1>Wandering Islands</h1><br>Mobile islands and megafauna remain from a continent which sank after it was struck by the falling star.  Populated by wild tribes of humans and muruch. Enormous fish, some over a mile in length, swim lazily along the surface and provide habitable land to intrepid Islanders. Rumors persist of a volcano deep in the Islands surrounded by a graveyard of lost ships. Inescapably strong whirlpool at the heart of the Islands.  Some say it is the wound that pierces Apsu’s breast, and the fallen star is somewhere in the depths at its heart. <h1>Keizai Mountains</h1><br>Broad mountain chain dividing the Baltine plains from the ash wastes.  Rich in minerals and dotted with ferociously independent settlements of rumiany.  Dangerous wildlife abounds. <h1>Vlaytock</h1><br>Baltine mining town in the foothills of the Keizai Mountains.  Important caravan line passes through this town. <h1>Dosslack</h1><br>Border city shared by Polto and the Free States.  Occupied by the soldati during the Gate War, and destroyed by a deadly plague.  The ruins are still said to be infectious. <h1>Parholt</h1><br>Industrial city captured by the soldati during the Gate War.  Hotbed of partisan activity centered on its ancient cathedral and the site of vicious reprisals against collaborators during and after its liberation. <h1>Nagrobki</h1><br>Forested region heavily populated by markotny and named for its stone outcroppings.  Deposits of cerednite and other metals feed the Factory Cities. <h1>The Factory Cities</h1><br>Wittem, Heffdile, and Ostwer form an east-west chain of industrialized cities along a caravan line.  Each resisted soldati assault during the Gate War, and are vital to the Baltine economy. <h1>Chime</h1><br>Large, remote settlement of isolationist tylwyth.  Declared independence from the Free States, but its status remains in dispute.  All non-tylwyth were expelled from the area. <h1>Sado</h1><br>Fortified port that is the heart of Baltine shipbuilding industry.  Naval expeditions from the city attempt to negate the threat the Tide Kingdoms present to coastal trade. <h1>Sharkhowl</h1><br>Most violent and bloodthirsty of the Tide Kingdoms.  Rumored to harbor a population of muruch afflicted with Ash’s Curse. <h1>Tide Kingdoms</h1><br>Collection of upthrust mountains and uncharted reefs that is home to organized pirate crews.  Advanced shipbuilding and sailing experience give the pirates an edge over continental fleets. Despite relying on the Keizai Princes for defense, the Free States maintain fortresses near mountain passes to watch for infiltrating Khalqist agitators. Fertile plains feed the crowded cities of the Free States of Balt.  Rural life is largely untouched by industrialization, but remains under threat of possible Khalqist invasion. <h1>Aligned Princes of Keizai</h1><br>Loose association of armed settlements throughout the Keizai range sworn to defend the mountains against invaders.  Each Prince must meet certain requirements for recognition. <h1>Three Banners Pass</h1><br>Site of a famous battle which halted a barbarian invasion of Baltine lands and solidified the Keizai Princes as the protectors of the mountains. <h1>Brandech</h1><br>The City of Silver.  Capital of the Free States of Balt and home of the Diet, this crowded metropolis is thick with counting-houses and factories, and sits on a busy nexus of caravan rails. <h1>Apsu's Mange</h1><br>Pirate port which derives its power from renegade priests of Apsu.  More recently a faction of arcane practitioners has taken residence. River towns enjoy trade with city markets, often facilitated by muruch guides. <h1>Adybek</h1><br>The City of Rivers.  Ancient seat of iaret influence in Baltine lands before the Retreat.  Rich with trade and resources via river traffic from further south. <h1>Sace</h1><br>Coastal port bolstered by river trade with the interior of Baltine lands.  It lacks the protected harbor of Sado and is under constant threat by piracy. <h1>Vile Hind</h1><br>Long-time home to the most powerful and influential pirate gang in the Tide Kingdoms. <h1>Little War Pass</h1><br>Site of direct confrontation between the Baltine and Khalqist militaries during the Second Mercantile War. <h1>Sanghire Estate</h1><br>Baltine magnates enjoy their riches in private on lavish country estates.  Hunting is a popular pastime. <h1>Free States of Balt</h1><br>Industrial nation composed of federated member states and governed by a national legislature known as the Diet.  Militarily powerful but fractious and resource hungry. <h1>Grawben</h1><br>Rebuilt after the Wars in the South, this frontier city was swollen by the ordnance industry during the Gate War.  Manufacturing has eclipsed traditional trade in furs and lumber. <h1>Lakelands</h1><br>Undeveloped region of great natural beauty and abundant wildlife.  Magnate-sponsored conservation efforts are challenged by growing interest in exploiting its resources. <h1>The Coldfens</h1><br>Brackish wetlands where naphtha deposits can be seen burning on the surface of the water.  Sometimes used as an ambush point by pirates preying on coastal trade. <h1>Soneka Spur</h1><br>Also called the Red-Gold Range.  Some of the deepest mines in the known earth are excavated here, and their byproducts have poisoned the region. <h1>Kaara</h1><br>Newly-burgeoning industrial city, built for its proximity to the deep Soneka mines.  The first and most advanced Amina Mills were operated here. <h1>Derrus Wall</h1><br>Furthest extent of charting by magnate-explorer Piter Derrus and the modern border of the Free States of Balt.  <h1>Utter Ice</h1><br>Frozen region sparsely inhabited by beastkin tribes.  Winters here are long, harsh, and dark. <h1>Mu-Atlas</h1><br>Largest permanent settlement in the Utter Ice, populated by beastkin, apkallu, and humans.  The apkallu and humans may be the descendants of the continent destroyed when the star fell. <h1>Xudaland</h1><br>Large barren island populated by seal, penguins, and other fowl.  Traditionally hunted by muruch and other local populations, but now frequented by Baltine whalers and seal hunters.