Geography (Grisaire Supplement)

From D&D Wiki

Jump to: navigation, search

Grisaire is a near Pangaea type of world, save two slivers that are not connected to the primary landmass. The body of water is considered a single ocean, known as the Sleeping Wallow. This means some possible miscommunications when talking about direction, so you need to be specific about where you go over the same body of water. Instead of simply over the ocean, you should say something like "over the Wallow to" your destination. Three special whirlpools are known to be year-round in the ocean, with their locations shown on the map. They are said to connect to something within the planet itself, supposedly a dark secret... Enough about that though, onto the stuff that actually matters.

Nations of Grisaire[edit]

A simple world map

The planet of Grisaire has primarily one large landmass, known as the Endix continent. It is flanked by two small island nations, and has extending peninsulas to the north and south. The rest of the surface is covered by the ocean. The deep north and south are largely uninhabited and infested with monsters and powerful beasts like dragons. Other than these two unclaimed areas, Grisaire has twelve nations established everywhere else. The planet itself is also notably not that big, being about equivalent to the size of the planet Mars.

Adum.png Adum[edit]

Known as the deep forest nation, Adum is the frontier against the Frigid Wastes. Their nation is highly reverent of nature, drawing most of their livelihood from nature's bounty all around. They also house one of the sacred trees of Darakan'ta, the Heart Root, and boast a diverse body of giants, goblinoid, and plant races in addition to humanoids like humans and elves.

Aerzale-removebg-preview.png Aerzale[edit]

Perhaps the second most industrialized country on Grisaire, Aerzale historically stood in opposition to Premius and its historic predecessor's advances. In modern day, Aerzale boasts highly coveted technology to develop flying apparatuses. In addition, it is known to be home to special grounds on which dragons dwell. They host the second largest population of dragonborn, as well as draconic turtles and many innovative races. Stormcutters are a unique race that live near the Drakfels in Aerzale.

Doru-removebg-preview.png Doru Islands[edit]

This archipelago of islands is a green and lush place, with rainforests covering all its components. After the March of Gears ended, the Doru Islands became the new home for the cijelese race. However, indigenous populations, like that of the kra'akas, some yuan-ti, tabaxi, and xolpecans call these islands home. The southernmost island of Doru is home to the valados and it has a semi-active volcano, named Emirit.

Edim-removebg-preview.pngEdim[edit]

A bustling heart of trade and neighbor of Kalim, Edim is home to a lot of beautiful architecture and mixed cultural products from both east and west Grisaire. It used to be unified with Kalim under the banner of Kharim, but they split into two nations following a brief civil war. Due to their location, they are home to a great mix of races that have passed through. The leonin are known to be native to Edim entirely, though their members have spread a bit westward. It is a desert country with many tribes and perilous areas.

Engal-removebg-preview (1).pngEngal[edit]

The nation lying directly south of Premius, Engal encompasses territory of the former nation Tasnen. Following the fall of the Premier Force, the Tasnen government was overthrown and the new government was established to be a constitutional oligarchy to better represent the people. Supporters for the fallen Premier Force largely fled north, to Premius. Engal is known for having a large supply of mines. The first mine was opened in Engal, though it was back when Tasnen existed instead. Much of the land in Engal has been turned into quarries. However, there are also large estuaries, where the river from the northern most Wallow empties into an inner sea. These locations are more like swamps and are home to people like urodelians and grung. People ride canoes and boats up and down these narrow water ways, which have become polluted as of late due to toxic runoff from upstream...

Hagai[edit]

This large island is often neglected as part of Grisaire. It is a bitterly cold place, with floes of ice that surround itself and the smaller isles that float about its snowy shores. For the longest time, Hagai was isolated from the rest of the world, seen as inhospitable. However, there is actually a small tribe of goblins who call this place home, as well as orcs and yeti. A population of undead known as lichkin also live here, supposedly having been born as a result of a legendary necromancer whose tomb rests at the island's eastern side. Owlin live to the north of the island.

Igribus-removebg-preview.png Igribus[edit]

A nation built of grassland tribes, Igribus is home to many nomad groups who make a living off of escorts into the main cities in the surrounding nations. Down south, where it is drier and more sparse in green, rakaka populate the underground en masse. Satyrs live towards the north, often in forests either bordering or spilling into Adum.

Kalimsig.png Kalim[edit]

The seaside nation of Kalim used to be one nation with Edim, under the name Kharim, until governmental and population differences split them permanently into separate entities. Kalim holds much of the old glamors from Kharim, including the original capital. Unique constructs from old rituals, like the shade diamond, exist solely within Kalim. The mani degradus, direct creations of Manus Infinitum, are also native to Kalim and grace it with lovely constructions and a thriving artisan trade. Kalim boasts a strong economy due to its position as a prime port to Lozor and the Doru Islands. Unlike Edim, Kalim sports a more varied range of temperatures beyond that of a desert, allowing for some agricultural development.

Khaire[edit]

A mysterious cut off from the other countries either by The Barrens or water. This has not stopped them from trading frequently across the inner sea of the Karis Gulf to Engal and Aerzale. Khaire is known to be a country of mysticism, having a great deal of old relics buried beneath their sands. They have a population comprised of many reptilian beings like lizardfolk. They also have a population of yuan-ti, as well as exotic peoples like equinar, minotaurs, kikura'aht, tritomati, and even the illustrious sunborn. The mysterious tree, Eriath, grows here, the source of Barrya nectar.

Lozor[edit]

A richly cultured and historically aged land, Lozor boasts early unification under the dragonborn Sukan. They have the largest population of dragonborn and yuan-ti, as well as other draconic beings like the fox'smanuh and the panda dragons. Jinei live at the coastal cities. Lozor has a lot of different clans united under the central government, which often have different cultures but united under the mandated language of Shou.

Premius-removebg-preview.png Premius[edit]

Known as the nation of innovation, Premius' past is rooted in conquests and imperial desires to unite the Endix continent under the rule of the Iron Crown. It boasts a rich mineral resource, which fueled its advancements in industry and allowed for huge advancements in technology for warfare. As a result, it is watched warily by other nations as it could return to its old habits and bring about yet another world war. Premius's resources are largely concentrated on its capital, where its prized minds and weaponry lies, as well as strange and artificial races like warforged, spigers and spiderlings. Outside the capital are races like the mysterious harpos and tribal orcs.

Zeshsym.png Zesh[edit]

Sharing the title of a deep forest nation with Adum, Zesh is a land of natural beauty and mystique. The best known civilized tribes of goblins and other goblinoids occupy much of the eastern area and forests, often spilling over into Adum. Constructs made during the March, like the wyrwood and zanthani, still roam about, having made a home for themselves among the wilderness.

The Wastes[edit]

The north and south fringes of the Endix continent are considered uninhabitable tracts of land. Once upon a time, these lands were fertile and filled with life as anywhere else. However, following the decline of the god's attention, these areas became breeding grounds of war and strife, as well as corruption, which eventually rendered it uninhabitable. Once, the traces of Uncreated did breach the surface near the poles north and south. As a result, the gods mounted a sudden and devastating strike on the planet's afflicted areas, effectively cleansing all life within several hundred miles of the poles. This resulted in the creation of the Wastes, where the god's wrath reached land and destroyed it permanently. Down south, the impact of the gods' powers was so powerful that it created the range now known as the Frontier. To this day, little can survive in the Wastes, save the most savage of monsters or the most cunning. Few groups venture out there save for treasure hunters seeking the old ruins of what used to be or enforcers of the borders.

Frigid Wastes[edit]

Located north of Adum, the wastes are characteristically frozen beyond normal livability. Constant snow and hail, combined with freezing winds, make the entirety of the area Extreme Cold. Additionally, any creature who stays over an hour in the area takes 1d4 cold damage at the end of each hour unless they are properly equipped with means to heat themselves.

The southern edge of the Frigid Wastes, where the Adum border is, has a large wall built by the ancient giants to maintain the physical rim of the Wastes. Urrgarda, city of the antaeud, lies along this wall as a guard post.

The Barrens[edit]

South of the Frontier Range lies the vast stretch of barren land. The terrain here is akin to a dry desert, though only the southernmost part is actually unbearably hot. The upper half is like a wild west sort of environment, with many steppes, mesas, and plateaus. People who explore this area are known as Frontier men, the equivalent of a cowboy.

Other Locations[edit]

  • Ancient civilizations are various kingdoms, empires, and such that have risen and fallen throughout history. The ones listed in the link are no longer in existence, either having been destroyed, merged, or changed to something else in modern day.
  • The Red Citadel is a legendary city that exists atop the back of Akaei. It is rumored that this city cannot be seen above water, corroborated by the legends surrounding the jinei race. Supposedly, this legendary place can only be found if one can catch a ride on Akaei underwater. Due to the Old One's elusiveness, many adventurers, treasure hunters, and thrill seekers alike remain unsuccessful.
Grisaire Navigation
Grisaire Campaign Settingv
Grisaire logo.png Players Guide Races, Backgrounds, Classes, Spells & Magic, Downtime Activities, Feats
World of Grisaire History, The World, Society, Cosmology, Religion, Worldly Mechanics, Languages
Dungeon Master's Guide About, Treasure, Bestiary, Tables, Help, Adventures, NPCS, Variant Rules,
There was never a time when adventure and imagination failed more than our laws.
Willich Wonka, 7800 AP




Back to Main Page5e HomebrewCampaign SettingsGrisaireGeography

Home of user-generated,
homebrew pages!


Advertisements: