This is a preliminary “working version” of the map of Zethyria, the world in which Mana Punk takes place.
The A’Bondi Nation – The desert that the A’Bondi people call home stretches along the western side of the Delaris Mountains, from Ashkelon and Arad in the south all the way up to Ezion Geber in the north. While this section of the map is not 100% desert, it is a fairly dry climate that makes for difficult farming unless magic is used. Water is scarce, but herbs and exotic spices are extremely abundant resources available for the A’Bondi people to use as trade goods. The area also contains large natural clay deposits along the foothills of the mountains.
The Dwarven Empire – While the dwarven people did originally migrate to this part of the world from some other far off land, that part of the history has been lost to the tides of time. Today the single greatest organized military force across the surface of Zethyria calls the inhospitable volcanic region of The Smoking Crown their home. From the Torich Outpost in the far southwest reaches all the way up to the trading post Hêt or the Thurgore Stronghold, the territory of the dwarves stretches much deeper than it is broad.
Thera – The mighty Theran Empire (comparable to Earth’s Roman Empire) stretches itself across the very north edge of the map. From the farming community of Sephoris in the northwest all the way over to the war torn cities Ostia and Sybaris in the northeast, Thera occupies everything north of the Delaris Mountains (with a few conquered cities in the southern foothills as well). Most of the flatland Thera occupies gets ravaged by bitter cold winds for more than half of the year. Combine this with their less than neighborly behavior of constant invasion attempts and well known political policies that condone slavery of non-human races, and it becomes ever more clear as to why the Therans are so reviled.
The Grey Wastes – What was once reverently known as the Northern Plains is now only referenced in passing with tones of fear. This entire area was at one time covered with beautiful rolling grasslands that stretched out as far as the adventurer’s eye could see. Now it is an expanse of near desert like terrain covered in a fine grey ash. No plant life grows here any more, with only the most dangerous of animals calling the area home. Tribes of orcs have just recently started claiming the wastes as their own territory, joining forces with groups of trolls displaced from their villages in the Delaris Mountains to the north by the hated Theran war machine. The orcs, goblins and trolls that now call the wastes home care little for what possible magic or evil may have wrought this abominable terrain. All they know is that if no one else wants the area, they will gladly claim it as their own.
Free Trade Lands – What started as a coalition of cooperative land barons has how turned into The Free Trade Lands. Starting in the western end of the eastern plains at the small city of Tabor and reaching all the way across to the tiny fishing village of New Hope on the coast of the Selestran Sea… finally running all the way north to the city of Paraga, a town under siege as it acts as the very front lines for the battle against the expansionist Theran war machine. The Free Trade Coalition is still in its infancy, learning policy and procedure as it grows. The concept of “fair play” will not, however, stop the enemies it has earned from attempting to overthrow this fledgling government.
The Central Valley – This central hub of trade and travel for almost all Zethyrians has as a centerpiece the massive tree simply called “Loom” by its denizen elves. Loom stretches hundreds (if not thousands) of feet into the air, making for one of the single largest navigational aids for hundreds of miles around. Dotted along the valley rim are towns and cities such as Dagger Falls (named such because of the almost magically spring-fed waterfall it sits next to on the top of a great plateau) and Omen (the disputed “birth place” of the great god Zephyron), all of which have the greatest degree of racial diversity over any other points on the map.
Ka’Li – Guided by the radiant hand of The Great Eternal Emperor, the small island nation of Ka’Li has seen a massive economic boom, largely due to recently relaxed policies in trade and diplomacy. Between the constant threat of the flying Avari that reside on an adjacent island, and the regular onslaught the island endures from sea storms, the Ka’Lians have strongly embraced the precepts of magic in an effort to stem such assaults.
The above information regarding the descriptions of each nation, and the boundaries they hold, are rudimentary at the moment. These will be expounded upon over time however, adding a wealth of information and depth of detail to the world that will provide Game Masters with more resources in the construction of their stories and campaigns. Be sure to keep checking for updated versions of the world map as well as further in-depth geographic details.
Also… ignore the “distance scale” in the top right corner. I was either in a drunken stupor or sugar-induced haze when I drew that. This map has whatever distance and scale the Game Master feels most appropriate for their campaign. Do you want it to take 1 day to travel by airship from Dagger Falls to Loom, or would you rather it take 3 days? You decide what works best for your gaming session’s “time scale”.