The Regions of Talislanta

The continent of Talislanta is divided into several major geographical and political regions, each home to unique cultures, city-states, and hazards.

The Seven Kingdoms

The territories designated as the Seven Kingdoms represent a loosely organized confederation of seven separate city-states, each ruled by its own king. Established during the New Age by the descendants of various peoples displaced by the Great Disaster, the Seven Kingdoms share a common government, known as the Council of Kings.

Governance: The Council of Kings

The Council of Kings meets once a month at the Royal Palace in Cymril.

Defense and Security

The Seven Kingdoms are considered among the safest places on the continent due to dedicated patrols:

Member Nations

Astar

Astar is a land of sylvan glades, lakes, and streams.

Cymril

The erstwhile capital of the confederation, located centrally.

Durne

A land of grassy knolls and sparse woodlands.

Kasmir

An arid region bordered by the Jaspar Mountains.

Sindar

A land of mesas and arches, dependent on underground springs.

Taz

Jungle and swampy mire bordering Mog.

Vardune

Densely forested region along the Axis River.


The Western Lands

Aaman

Aaman is a land of low hills and wooded glens.

Arim

A dour, gray realm of irregular hills and steppes.

Silvanus

Hilly woodland home to the Sarista gypsy tribes.

Werewood

A dark, tangled forest north of Zandu.

Zandu

Gentle hills and deep forests.


The Wilderlands of Zaran

The central sector of Talislanta, largely a wasteland littered with the ruins of the Forgotten Age.

Points of Interest

Independent City-States


The Desert Kingdoms

Carantheum

Located in the Red Desert (scarlet sands).

Djaffa

Scrub plains and parched desert.

Rajinnar

Arid realm southeast of the Red Desert.


The Eastern Lands

Chana

Hot, wet jungles on the southeastern coast.

Harak

Bleak, desolate land of mountains and frigid winds.

The Quan Empire

A vast territory ruled by the Quan through a rigid caste system.


The Northern Reaches

L’Haan

Vast snowfields and ice peaks.

Narandu

Frozen wasteland home to the Ice Giants, monstrous beings of animate ice.

Yrmania

Savage wilderness home to the Wildmen and the Jaka (intelligent beast-folk).


The Southern Rim & Far Isles

Important Locations


Summary of Regional Hazards [^1]

RegionPrimary Hazard
Aaman/ZanduReligious Zealotry / Espionage
ArimAssassins (Revenants)
WilderlandsBeastmen / Aberrant Flora / Curses
Quan EmpireLegal Injustice / Permit Extortion
TazMartial Challenges (Thralls)
Desert KingdomsBandits / Death Cultists

[^1]: Travelers are advised to familiarize themselves with local taboos, such as the Djaffir fetish masks or Sindaran collections, to avoid fatal misunderstandings.