The Three Corners of Civilization
A land bound by dangerous and impassible wilds, The Three Corners of Civilization sits on the edge of The Grand Nothing. Riddled with powerful magic, ruled over by mysterious gods, spanned by The Iron Tracks, and governed by rival kingdoms. The Three Corners is a place of ever-moving culture, lost history, discovery, and adventure.
# Kingdoms
- Laenwalde - The unified kingdoms of the west
- Gethsemane - The proud kingdom of Elves and Dwarves
- The Glassius Reach - The estranged Changeling kingdom
- Kapesh - The central kingdom of Humans
- The Ward - The isolated viking kingdom of the north
- The Free Cities of Alderun - The free cities of the east
# Wilds
- Holyfield - The first corner
- The Kulpis Desert - The second corner
- The Korus Arctic - The third corner
- The Grand Nothing - The missing corner
- The Witchlands - The untamable wilderness
- The Underdark - The depths feared by mortal and god alike
- Mountain Ranges
- The Auroran Summits - The peaks which pierce the veil
- The Kodoros - The strange and twisted canyon
- The Blades - The border of life, death, and obscurity
- The East Mounts - The feared mountain of curses
- The Peaks of Myth’ira - The great dwarven mountains
- Demodemacht - The legendary peaks of the gods
- Stormwall - The great wind break of the north
- The Fetterpeak Mountains - The academic’s mountains
- Seas
- The Vast Sea - The great and endless sea of the east
- The Archsea - The central sea of pirates and adventure
- The North Sea - The treacherous and icy sea of the north
- The Narrow Sea - The thin sea of warfare and shipwrecks
In the future, I plan to include more locations than just The Three Corners of Civilization, but for now this is the sole known civilization in Zol