98 Chapter 2: Gazetteer of tal’Dorei
The Distant Regions of Exandria
The land of Gwessar, now known far and wide as the
young nation of Tal’Dorei, is a sprawling, curious land
full of adventure, danger, and glory. That being the case,
the world of Exandria is far larger and more ancient than
just the Lucidian Coast to the Bladeshimmer Shoreline.
Many of the people who live here either descend from or
are immigrants to these green lands, and the history that
marks their origins stems from these distant realms that
cover the other corners of this vast world.
Any of these mentioned lands can be the basis for a
character’s personal history or background, and if running
a campaign in Exandria, feel free to utilize the open out-
line of these places as a base to expand upon and flesh out
however you see fit. Does your adventuring party wish to
sail across the Ozmit Sea to the taiga landscapes of north-
ern Othanzia? Take the notes here and create whatever
you’d like within that space for them to explore!
Issylra
To the northwest of Tal’Dorei, across the freezing waters
of the Ozmit Sea, lies the oldest continent in known Exan-
drian history. Issylra is considered by most to be the land
where all civilization emerged and spread in the time of
the Founding, making it the religious core for many, and
the focal point of historical study for others. The territory
known as Othanzia encompasses a majority of the conti-
nent’s developed regions, keeping most domains protected
and governed by the might of the theocracy of Vasselheim.
Nestled among eastern taiga forests of the Vasper
Timberland, the city of Vasselheim stands as the oldest
known seed of civilization and religion, and the only city
to withstand every catastrophe that has rocked Exandria
since the gods brought life to it. As the spiritual center of
most of the world, Vasselheim functions as a partnership
between the many faiths that follow the Prime Deities,
with a handful of faiths holding tight council as the core
protectors of society and life within those walls and the
entire region of Othanzia.
Beyond those walls lies ever-cold seasons and savage
wilds, as the ancient and magically rich nature of the area
has led to dense wilderness, powerful beasts, and dan-
gerous travel routes. Smaller camps, communities, and
townships are scattered across the surrounding landscape,
and those who call Othanzia home are a tough, hard-
ened people who remain through duty, faith, or the need
to protect. Beyond the Othanzian region, a handful of
lesser republics hold smaller societies with varying moral
interests, but the ferocious creatures that stalk the jagged
Utesspire Mountains prevent expansion too far away from
the Othanzian borders.
inspirations
From a lifestyle and architecture standpoint, much of
Issylra and the cities within are reminiscent of 12th
century Norway built around relics and ancient religious
sites similar to ancient Sumerian and Mesopotamian tem-
ples in design, presentation, and structure.
Marquet
Following the winds and waves to the southwest of
Tal’Dorei across the Ozmit Sea will eventually lead one
over the chain of islands called the Hespet Archipelago
and to the shores of the continent of Marquet. The pebble
beaches of the Bay of Gifts greet the traveler, where the
port city of Shammel invites gambling and extravagance
for the traders who travel from afar.
Beyond the port lies the rocky edge of the Aggrad
Mountains, which spread for hundreds of miles of deep
chasms and endless caves housing predatory creatures
lying in wait, before giving way to the immense Marques-
sian Desert that seems nearly endless to the naked eye.
Overbearing heat, deadly sandstorms, and ever-hungry
denizens of the dunes encroach on the safe travels any
caravan may attempt across these lands in search for a
number of the oasis-like bastions of civilization.
Near the center of this intense desert, surrounded by a
sprawling network of small villages, is the grand city of
Ank’Harel, the center of culture, history, and power for
all of Marquet. Ruled by the mysteriously undying J’mon
Sa Ord, the streets of Ank’Harel are safe and rich with
music and culture compared to the desolate lands that sur-
round it. The Hands of Ord, the internal guard of the city,
act as guardian to nearby villages and townships, but they
can only reach so far. Further south the sands give way to
scrubland and marshes tangled with the volatile moun-
tains surrounding the smoking Suuthan Volcano and the
dangerous clans that worship it.
The deserts of Marquet stand as the echo of a once lush
landscape that housed a prominent civilization during the
Age of Arcanum, one that ended in terrible internal conflict
during the Calamity. The war that raged reducing the lands
to sand and ash, burying a multitude of long-sealed secrets
that many factions now compete to uncover and claim.
inspirations
From a lifestyle and architecture standpoint, the larger
Marquessian cities have a 12th century Turkish flair, with
smaller villages being comprised of large tents and mud
brick buildings via early Palestine.
The Shattered Teeth
Should someone wish to sail the dangerous waters south-
east of Tal’Dorei, past the ever-present fog bank called
the Fool’s Curtain, one might discover themselves adrift
among a cluster of forty-three islands referred to as the
Shattered Teeth.