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dar Origo Liber Being a Record of the Geography, the Seas and Oceans, and the Lands Beyond
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The continent of Vermé is divided into five major geographical locales (not including the legendary island of Parad'yse Isle). The contiguous continent spans approximately 1,000 miles east to west, and 900 miles north to south. When compared against a map of the United States (see the graphic), it might appear as though this is a relatively small area of land upon which to place a setting supposedly rich in culture and adventure. However, as a pseudo-European setting, one must remember the context in which distances would be viewed by the average citizen of such lands. Most folk will never have travelled greater than 20 miles from the lands into which they were born during the entire course of their life-times. Take a typical woodsman from the village of West Hills (located on the User Arm Peninsula, within the Northern Territories) for example. This man would most certainly have dealings with the folk of Usherwood, a scant 5 miles to the east. He would likely have had occasional run-ins with halflings from the small village of North Ridge, located some 40 miles to the north. Rarely, he might have had a chance to trade with the dwarves of Arnegelius Peak, or the elves of Thaelmarthir further north on the Peninsula. Seldom, he might receive news from the human settlements of Synco, Gorby, Ponni, or of Ice Berg from more worldly travellers. And encounters from the more adventurous individuals of the large port-city of Protesk might happen once or twice during the entire span of his life. But of other cities throughout the continent, they would be merely names on a map, or mentions in a story or two.
About the geographic entriesThis section does not list all geographic features that exist within the campaign setting. GM's are encouraged to populate the landscape with geographic details of their own creation to meet their unique needs, purposes, and preferences. The aim of this text is to provide sufficient detail to make individualized customization possible, if not outright necessary. It should be noted that the geographic features listed herein represent only the major and best known features of the continent. Individual modules and campaigns may add further details and new features to the landscape. The Six Sub-ContinentsThe are six sub-continents within Vermé; Central Continent (which includes the islands of the Letard Archipelago), the Isle dar de Xerksis, the Northern Territories, the Omanthrid Archipelago, the Southern Continent, and Parad'yse Isle.
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| Community | Est. Population [1] | General Alignment [2] |
| Bitstream | 5,000 (100% Hu) | Neutral |
| Bitter Root | 3,500 (100% Hu) | Neutral |
| Bodibeve | 65,000 (5% HE, 95% Hu) | Lawful Good |
| Cadmus | 35,000 (5% D, 5% HE, 3% HO, 85% Hu, 2% S) | Neutral |
| Cannabaudes | 20,000 (5% D, <2% DH, 5% E, <2% G, <2% Ha, 10% HE, 5% HO, ≈65% Hu, <2% S) | Chaotic Good |
| Floclaid | 45,000 (2% D, 2% E, 2% G, 2% Ha, 5% HE, ≈85%, Hu) | Lawful Neutral |
| Grith | 3,000 (7% D, <2% DH, <2% E, <2% G, 5% HE, 5% HO, ≈65% Hu) | Neutral (evil) |
| Gurid | 3,500 (7% D, <2% DH, 2% E, 2% G, 5% HE, 5% HO, ≈65% Hu) | Neutral (evil) |
| Letard Village | 2,500 (100% Hu) | Good |
| Onastat | 15,000 (100% Hu) | Good |
| Olphinecta | 12,500 (<2% D, 10% E, <2% G, <2% Ha, 5% HE, ≈75% Hu, 2% S) | Good |
| Simeraun | 50,000 (2% D, 2% E, 2% G, 2% Ha, 5% HE, 2% HO, ≈82%, Hu, <2% S) | Lawful |
| Urpant | 2,500 (100% Hu) | Neutral |
| Wredech | 10,000 (100% Hu) | Neutral Good |
| Wrguist | 1,500 (100% Hu) | Neutral Good |
| Xisi | 1,500 (2% D, 2% DH, 5% HO, 95% Hu) | Neutral |
| Yarnspin | 20,000 (100% Hu) | Neutral |
[1] D=dwarf, DH=dragon hordling, E=elf, G=gnome, Ha=halfling, HE=half-elf, HO=half-orc, Hu=human, S=sarngoch, %=amount of population.
[2] Alignments in all communities will vary, dependant upon circumstance; the alignment listed is the most typical of the average citizen.
This island continent's weather system remains fairly even, ranging from typical temperatures in the summer of 90-100 degrees, to winter time lows of 30-40 degrees. Though, in the late winter/early spring, the coastal areas on the Eastern Sea and the Hereward Sea can receive some ferocious wind and rain storms as weather systems collide.
Rising from the center of the island is the Imperium Mons; a dormant volcano whose lower elevations extend to the coast on all points of the compass. Upon the slopes of this volcano are also mined many precious gem stones that make up a large portion of the wealth which fill the confers of the two principal settlements; Imperium Vallis and Merthyr. To the southwest of the volcano's summit are several peaks; dun'Mons, dun'Citoc, Eidioc Summit, Kron Peak, ron'Ruid, Congen Peak, and the Sunrise Mounts.
Traveling from the Central Continent to the Isle dar de Xerksis by land can only be accomplished during the months spanning mid-Spring to early Fall using the Ron'guirgant Isthmus. The low-lying spit of land that makes up the isthmus can quickly become inundated by storms off the Sea dar de Imperium. Otherwise, passenger ferries can be boarded between Yarnspin and Topica, although prices tend to double (at least) during the storm season (the months of Sund'lek through Unenith). This area is also called the Sword Straights, which are hazardous to negotiate due to hidden sandbars, and submerged rocks along all the coastlines.
In the southern-most tip of the island the mountains create a narrow valley pass, through which the Loxyan River passes. This pass, called the Gate of the East, creates a bottle-neck in the river, and here many long miles of violent rapids cascade through the high canyon walls.
The Loxyan River terminates at Loxyan Keep. Directly south from this spit of land, is a chain of smaller islands, the largest of which is called Izylnau Island. Only a single small settlement is known to be continually populated here; aptly named, the Village of the Damned. The islands in this area are generally dark, dank placed, full of evil and malice. The trees which grow upon these islands are twisted, stunted, and sickly. Many of the animals are similarly cursed life forms. The most malignant island is reputed to be the Isle of Black Death.
The island continent is controlled through ruthless power by the Council of Mages, which maintains its set of power within the Imperium Vallis, which is also the capitol of the dar Conuonuc rok'Gurcenou kingdom (see the section on the Five Kingdoms for more information).
Some 50 miles to the south of Izylnau Island lay the island of Alcidice. This is reputed to be the mortal abode of Entioch—god of Chaotic Evil creatures—and the place where the Lord of Death, Mogh Roukhani, maintains the entrance to the lower planes. Upon this island are reputed to be creatures which are the result of many dark and loathsome experiments as the Lord of Death and his master seek to create legions of neutral evil armies with which to control the lands of Vermé.
| Community | Est. Population [1] | General Alignment [2] |
| Aceta | 1,000 (100% Hu) | Neutral (good) |
| Acmon | 2,500 (15% G, 5% Ha, 80% Hu) | Good |
| Argus | 1,500 (<2% E, <2% G, <2% Ha, <2% HE, ≈98% Hu) | Good |
| Arisbe | 3,500 (<2% DH, <2% HO, ≈98% Hu) | Neutral (good) |
| Aristippe | 12,000 (<2% Ha, ≈98% Hu) | Neutral (good) |
| Arsip Keep | 1,500 (<2% HE, <2% HO, ≈98% Hu) | Neutral |
| Berth | 6,500 (5% HE, <2% HO, ≈95% Hu) | Neutral (good) |
| Cordax | 1,500 (100% Hu) | Neutral (chaotic) |
| Imperium Vallis | 75,000 (<2% G, <2% DH, <2% E, , <2% G, <2% Ha, 5% HE, <2% HO, ≈70% Hu, 10% S) | Neutral |
| Loxyan Keep | 1,000 (100% Hu) | Neutral (lawful) |
| Merthyr | 50,000 (<2% G, <2% DH, <2% E, 5% HE, 5% HO, ≈75% Hu, 10% S) | Neutral |
| Speo | 1,000 (100% G) | Lawful Good |
| Topica | 7,500 (100% Hu) | Neutral |
| Village of the Damned | unknown | Neutral (evil) |
[1] D=dwarf, DH=dragon hordling, E=elf, G=gnome, Ha=halfling, HE=half-elf, HO=half-orc, Hu=human, S=sarngoch, %=amount of population.
[2] Alignments in all communities will vary, dependant upon circumstance; the alignment listed is the most typical of the average citizen.
The Northern Territories remains a largely unpopulated region. Areas west of the Gjall Plains are typically below zero degrees in the winter, and mild in the summer (70˚ being an average temperature, though temperatures upwards of 80˚ are known to occur from time to time). Throughout the region, rainfall is plentiful, but not torrential; typically, 20 to 30 inches annually in areas north and east of Protesk, and 30 to 40 inches south and west of Protesk. Though, southwest of Synco rainfall drops to 10 to 15 inches annually. Luci Keep experiences the driest weather with but less than 8 inches of rainfall annually.
The great expanse of the north coast is dominated by the Sea of Ice Rock; a stretch of ocean, clogged and choked by icebergs throughout the year. And in some areas, the seas themselves can be traversed for long distances where the ice flows create massive floating islands. Reports by hardy travelers in the area tell of a clan of frost giants that use the ice flows to travel northern regions, and terrorize the coastal communities. However, more tales also reveal legends of great 'ice wyrms' that live deep within floating ice caverns. These stories go on to talk about the largest and most ancient white dragon, named Bradoxenorbara, and that this dragon can trace his involvement as far back as the Third Dragon War.
The southern coast borders the Sea dar de Imperium and McSweeney's Folly. Both of these bodies of water are treacherous, and notorious for their sudden, wind-driven storms. These winds are particularly deadly during the weeks of Melconith, when, with little or no warning, the skies can turn steely grey, and powerful winds can drive waves up 50 feet on the open water. Sailors' tales even report of rogue waves as high as 100 feet laying waste to entire convoys of large merchant ships.
A large city of aquatic elves is known to inhabit the waters southeast of the Usher Arm Peninsula.
The lands of the eastern Territories are covered by expansive tundra and low-lying mountain ranges. This region is called the Mimir Plains, and is home to nomadic tribes of hardy humans. These nomads follow the migratory routes of elk, reindeer, and other herding animals in their great clockwise routes that has them circling the continent throughout the year. The nomads do not collect wealth, and so prize the diamonds they collect from the slopes of the Normannus Barrier primarily for their effectiveness as cutting tools. Some of these diamonds are said to be the largest to be found on the northern continent.
The eastern lands of the Territories are dominated by the Galan Heights; a mountain range with towering peaks and shear cliffs. An ancient fortress with a dark and evil reputation is buried deep within a secluded shelf, high upon one of these peaks. It is called Fortress Forza, and its name conjures fearsome images to any old enough to have heard the tales.
The lands are dotted with hundreds of small communities which keep primarily to themselves. The only organized and recognized governmental body in the continent belongs to the Kingdom of Maphan.
| Community | Est. Population [1] | General Alignment [2] |
| Arnegelius Peak | <1,000 (100% D) | Lawful Good |
| Fioonghuala | <1,000 (100% G) | Lawful Good |
| Galan | 10,00 (2% D, <2% DH, 5% E, <2% Ha, 5% HE, ≈85% Hu) | Good |
| Gorby | <1,000 (100% Hu) | Neutral |
| Ice Berg | 1,500 (100% Hu) | Neutral |
| Luci Keep | <1,000 (100% Hu) | Good |
| Menlon | 7,500 (100% Hu) | Neutral |
| North Ridge | <1,000 (100% Ha) | Lawful Good |
| Ponni | 25,000 (<2% D, <2% E, <2% Ha, 5% HE, ≈80% Hu, 5% S) | Good |
| Protesk | 8,000 (<2% D, <2% E, <2% Ha, 5% HE, ≈85% Hu) | Neutral (lawful) |
| Synco | 2,500 (100% Hu) | Neutral (evil) |
| Thaelmarthir | <1,000 (100% E) | Chaotic Good |
| Usherwood | 1,000 (<2% D, <2% G, <2% E, <2% Ha, <2% HE, ≈95% Hu) | Neutral (lawful) |
| West Hills | <1,000 (<2% D, <2% G, <2% E, <2% Ha, <2% HE, ≈95% Hu) | Neutral (chaotic) |
| Yonna | 2,500 (100% Hu) | Neutral (good) |
[1] D=dwarf, DH=dragon hordling, E=elf, G=gnome, Ha=halfling, HE=half-elf, HO=half-orc, Hu=human, S=sarngoch, %=amount of population.
[2] Alignments in all communities will vary, dependant upon circumstance; the alignment listed is the most typical of the average citizen.
The Omanthrid Archipelago is comprised of over 500 desert islands, though most are so small as to be uninhabitable (most of these have become the hideouts for many of the areas pirates and brigands, looking for a place to secure their wealth). The islands are typified by hot dry weather throughout most of the year. The average rainfall throughout the archipelago is a scant 8 to 10 inches per year. And most of that falls during the brief period between March and April. Temperatures in the summer can reach a scalding 110 degrees in the shade, and will last from late June through early September. The winter months see some respite as temperatures drop to the low 20's at night, and remain in the 40's during the day.
The seas surrounding the islands are generally referred as to Reys. There are six Reys; Paladin Rey Sea, North Bruide Rey, South Bruide Rey, Sea of the Morning Rey, Sea of the Devil Rey, and Sea of the Winter Rey. The islands are bordered on the north and west by the Sea of Elysian. These waters, noted for being dangerous for travel due to the large numbers of pirates that ply the trade routes, also house large numbers of intelligent creatures, most of whom are ill tempered and of evil reputation.
The region is controlled by the powerful city of Omanthrid; a large community ruled by the thieves' and assassins' guilds located there. The largest island in the archipelago—Vipoig—dominates the southern seas, and is home to a legendary and mysterious clan of cannibals that remains hidden in the dense forest that covers the island's interior. To the west, and removed from the other islands is the wealthiest city in the island chain is Entifidich, on the island of Domelch.
| Community | Est. Population [1] | General Alignment [2] |
| Bruide | 2,000 (100% Hu) | Neutral (good) |
| Coomes | 15,000 (100% Hu) | Neutral |
| Entifidich | 20,000 (100% Hu) | Neutral |
| Morbrec | 2,500 (100% Hu) | Evil |
| Omanthrid | 25,000 (<2% D, <2% G, <2% E, <2% Ha, <2% HE, ≈95% Hu) | Neutral (evil) |
| Tao | 2,000 (100% Hu) | Evil |
| Uroican | 1,500 (100% Hu) | Neutral (chaotic) |
| Uurad | 7,500 (100% Hu) | Neutral |
| Vipoig | 10,000 (100% Hu) | Neutral (evil) |
[1] D=dwarf, DH=dragon hordling, E=elf, G=gnome, Ha=halfling, HE=half-elf, HO=half-orc, Hu=human, S=sarngoch, %=amount of population.
[2] Alignments in all communities will vary, dependant upon circumstance; the alignment listed is the most typical of the average citizen.
The southern landmasses of this region are commonly typified by hot dry temperatures all year round. The Southern Continent is divided at its mid point by two towering peaks; Copper Angel Mountain and Crandall Peak. The maze-like caverns that riddle the base of the two mountains is said to house the origins of the mineral dragons, which first arrived on the content following the Third Dragon war (see the section on Creatures for more information).
The eastern lands of the continent are controlled ruthlessly by the Conetoci Catvrvgi; a ruling family of califs, shahs, and sheiks. The Catvrvgi manages this by controlling the few aquifers that exist in this dry region. Receiving less than 6 inches of rain per year, those who control the water, controls the people. The area's two lakes—Lake Henry and Lake Buab—are both extraordinarily high in salt content.
The central regions are continually victims to roving bands of orcs and gnolls, and other humanoids of ill-temper. The South Barrier Plains here are said to be the home of brass dragons thought to be the largest and most ancient of their species to exist.
The western lands of the Southern Continent are slightly more habitable as the north coast receives much rain blown in from off the Omanthrid Archipelago.
Dark and mysterious, this island chain is reputed to be the home a large primitive tribe of evil-worshipping cannibals. No known permanent settlements are know to exist here, but signs of nomadic campsites can be found dotting the dense tropical forests that canopy the landscape.
| Community | Est. Population [1] | General Alignment [2] |
| Avicati | 8,000 (100% Hu) | Neutral (lawful) |
| Briamail | 55,000 (<2% D, <2% DH, <2% E, <2% HE, ≈94% Hu, <2% S) | Neutral |
| Ceyx | 4,000 (100% Hu) | Neutral (lawful) |
| Clvtorigi | 6,500 (5% HO, 95% Hu) | Neutral (chaotic) |
| Conbelani | 8,500 (<2% D, <2% E, <2% HE, <2% HO, ≈94% Hu) | Neutral |
| Crandall Keep | <1,000 (100% Hu) | Good |
| Duiber | 2,500 (100% Hu) | Neutral (good) |
| Henry by the Sea | 1,500 (100% Hu) | Lawful Good |
| Maccvtreni | 2,000 (100% Hu) | Evil |
| Maglocvani | 50,000 (<2% DH, <2% HO, ≈95% Hu, <2% S) | Neutral (evil) |
| Messcagni | 7,500 (5% HO, 95% Hu) | Good |
| Niy | 5,000 (100% Hu) | Neutral (good) |
| Orcades | 8,500 (<2% D, <2% G, <2% E, <2% Ha, <2% HE, ≈95% Hu) | Neutral (good) |
| Urgnith | 3,000 (100% Hu) | Neutral |
| Vitali | 6,500 (100% Hu) | Neutral |
| Vecrec | 2,500 (100% Hu) | Neutral (evil) |
[1] D=dwarf, DH=dragon hordling, E=elf, G=gnome, Ha=halfling, HE=half-elf, HO=half-orc, Hu=human, S=sarngoch, %=amount of population.
[2] Alignments in all communities will vary, dependant upon circumstance; the alignment listed is the most typical of the average citizen.
Parad'yse Isle, if it truly exists, is said to be a place of unsurpassed natural beauty. Once the legendary home to the elven nations, Parad'yse would be located several hundred miles west of the Omanthrid Archipelago. Legend states that the island was once a vast land of rolling hills, and lush forests, and that these lands were sundered from the continent when the dar Kuaz de Omanthrid — a book of speakable evil (see the sections on History and Magic for additional information) — was opened by Jervais the Black.
The resulting cataclysm ruptured the land, sinking much of it beneath the waves. However, a large piece of land did survive intact, and carried away with it, the capital of the elven peoples; Kahl'vaed.
Today, the island would seem largely uninhabited, save for the ruins of Kahl'vaed, which is located on the shores of Far Seldear. These ruins have not been visited by visited by any peoples since the rescue of the il'cris tribes by Perciful. The ruins, should anyone brave enough to dare the journey, is inhabited by a thoroughly evil race of Man, related to the il'cris tribes.
These peoples — which legend names ir'thelar — are black-violet skinned and have hair the color of corn silk. They are distant cousins of the elven tribes, but they value the black arts of necromancy over any artistic pursuit. They are cruel and vicious, and delight in the torment and torture of their enemies. They are reported to be a matriarchal society, where males are soldiers or slaves.
The rest of the island is uninhabited save for the primitive beats that wander the wild lands. Tales of dragons, dinosaurs, primitive giants, witches, and more fill children's tales about the island. The truth of such tales remians unknown.
Surrounding Vermé are eight seas and oceans; Eastern Sea, the Hereward Sea, Northern Sea, Orcades Ocean, Sea of Elysian, Sea of Ice Rock, Southern Sea, and the Sea dar de Imperium. Generalities of each body of water follow:
Information about the other six continents at this time is minimal. The entries will be updated as additional information becomes known.
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Cartographic details to the world of Besh will be added to the global map as they become known.