

Continent: Off Dominarchus
Terrain: Island, Forest & Mts.
Special Classes & Kits:
Dress in the Cappadocian Isles tends to be light and bright, with cotton the favored fabric. Women usually wear long skirts, and men breeches; both wear loose tunics and sandals. Buildings tend to be made of wood, small, with open porches and large windows that can be shuttered against storms; they are also often surrounded with trees to help protect them from the elements. The roofs are sharply pointed to slough the heavy rainfall, and these wooden roofs and buildings often need to be repaired or replaced.
Each island is divided up into various villages and clans, interconnected by a complicated tradition of blood-ties, contractual agreements and mutual obligations. Most villages and clans operate as democracies, although there is an informal status system that privileges the powerful and the elderly. The most important individuals in the Cappadocian Isles are the voudoun clerics who gain their power from the loa of the islands, and are protected by spells and undead. These men and women have deciding votes in most decisions, and foreigners are usually sent to them first.
The main islands are Estramarin, Doci, Coeur Noire, Epheim, Oban, Phantase, Clairin, Eudaimonia, Timalice, Tibon, Rada and Petro. Of these, Doci and Timalice are the largest, and shore-hugging ships are most likely to stop at the port of Adrahan on Doci.
Continent: Between Dominarchus and Khes
Terrain: Island
Special Classes & Kits:
[Map: DM's - See Campaign Setting, Saldon]
The people of Saldon prefer tunics and trousers, with scarves, long coats and gloves in the winter. Bright colors tend to be the rule, and light fabrics such as cotton and silk are most favored over summer. Saldon has no gender differentiation with regard to dress, with a preference for loose trousers for both men and women (children typically go shirtless and in loincloths over summer). Weapons are commonly worn by all classes and sexes, and tend to be ornate in fashion. Hair tends to be shortish for men and long (but styled up) for women. Men are usually cleanshaven.
Architecture is mediterranean, whitewashed stone, with flat roofs and shuttered windows; there is a strong avant-garde movement in Saldon that experiments with magical material in architecture and has developed a solar-impressionism style in painting. Saldon is regulated by a system of bells that has given it a colloquial timekeeping tradition. A bell is 2 hours, a habell is 1 hour, a quabell 30 minutes, a quintbell 25 minutes, an octbell 15 minutes, and a decbell 12 minutes.
Saldon is decadent and world-wise, a resort for wealthy adventurers and retired (or exiled) politicians. The island's politics are convoluted and corrupt, permeating every aspect of social life, and its markets are open to anyone and anything, a haven for smugglers and pirates. Poisoning is an art form on Saldon. Saldonians have secrets within secrets, the epitome of the individual whose left hand doesn't know what the right hand is doing. Saldonians make skillful pirates and thieves, as well as brilliant (if treacherous) politicians and lawyers. Saldonians are cunning and shifty.
As a haven for many powerful individuals, Saldon put up a stiff fight against the satamharanthu invaders - the island itself was quickly cordoned off and invaded, and the surviving Saldonians swiftly surrendered. However, most of the mages, warriors and other skilled natives of the island carried on their fight from other Domains with the help of magical transport, and coordinated within the island's magic-resistant avertiis caverns. When the satamharanthu won, they kept an aspect based on Saldon, as well as a strong military presence. After the Theophany, those members of the Tarin Tor who remained on the island swiftly succumbed to unfortunate accidents and severe food poisoning.
Saldon has a variety of races, predominantly human, half-aseku and aseku (grey, high), but counting Holdless bade'in and some aarakocra and selkie refugees, as well. Skin, hair and eye color runs the range, although native Saldonians have very dark skin, hair and eye colors (interbreeding sometimes has startling effects, such as pale blue eyes in a darkskinned native face). Both men and women wear long hair, men are cleanshaven (natives are usually naturally beardless). The Saldonian build tends to be slender.
Continent: Off Geronfrey
Capital City: Conclave
Terrain: Island
Special Classes & Kits:
Anseis is a mountainous island in the northern ocean, often cold and windswept. Much of the island is heavily forested, with only a few narrow tracks winding through the mountains and dark woods. The commoners look and act much like the more suspicious natives of Geronfrey, but are even more frightened and less likely to accept strangers. The ruling class is confident, arrogant, and ruthless, shunning the more foppish fashions from Geronfrey in preference to dark, utilitarian clothing that visually emphasizes power and control.
The Conclave is Anseis is ruled by its corrupt, powerful Conclave of nobles and protected by the Black Guards, a land and sea force known for its mercilessness. The commonfolk of Anseis lived lives of destitution and deprivation, abused by their rulers. The Conclave was among the first groups to swear obedience to the invading force, and they had very satisfactory relations with the satamharanthu. Nevertheless, the fall of the Dawn Masters affected them less than the collapse of all magic. The Night Sun crippled the Conclave and the peasants rose against them. However, they were unable to defeat all of the members of the Conclave, and the surviving rulers immediately executed every rebel and his or her family. The skulls and bones of the dead are still mounded at crossroads in the forests, mute reminders of the perils of disobedience.






