Giganotosaurus Map Thread

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Giganotosaurus

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I do love me some Al-Qadim, despite never having played in it. Did you end up running a game in this setting?
Nah, I'm already a player in 2 groups. There's not enough time in the week to meet. They're more for future plans or as practice for making better maps. Some are even just for fun.
 

Klibbix!

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Nah, I'm already a player in 2 groups. There's not enough time in the week to meet. They're more for future plans or as practice for making better maps. Some are even just for fun.

I feel you on that one! I think 90% of the maps I make are for fun, sometimes they end up getting used down the line.
 

Giganotosaurus

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Here is the Continent of Noth-Lyg:
Noth Lyg.png
A sparsely populated continent to the North-East of the Sorcerous Isles that enjoys a mostly warm climate.

The main population center is the Riverlands. The petty kingdoms here enjoy a year round growing season and black soil which helps fuel the many wars in the regions. Recently the self-proclaimed Emperor in Basala has made moves to unify the region, only to be bogged down in a guerilla war with the tribes of the Crecy Swamps.

Further north, the tropical grasslands of the Riverlands gives way to the Great Beshi Desert, home to a plethora of fierce nomad tribes. The only truly permanent settlements here are the trade cities of New Jenne and Makhan, as well as the Fortress of Snaketown that guards the only pass to cursed lands of Acerack. Intermingled with the dunes are Sand witches, Oasis' and the sandblasted ruins of a civilization that predated the Serpentmen's.

The craggy Wild Mounts that crown the top of Noth-Lyg are home to hardy tribes of barbarians, each claiming a river valley, hilltop or fjord as their own. While each tribe is independent unto their own, the Sea-Queen's of Cimmeria have a special hold over them. In times of truly dire need the Sea-Queen can summon the tribes to assemble a great war-host, wherein all grudges are set aside until the threat is dealt with.

The Empire of Acerack is the last wretched remenants of the once world-spanning Snakemen Empire. In the ancient past their vile heresies reigned supreme on all but the most distant continents, only to be destroyed when an unlikely slave rebellion received assistance from the Witch-King of the Sorcerous Isles. Now they cling on and wait from the silent plains surrounding their capital of Shashadune and the dreaded Snakemount Voormithadreth.
Twice they've tried to reconquer the continent, and twice they've been driven back by the combined tribes of the Beshi Desert and the Wild Mounts.

The Mashran Jungle was once the bread basket of the Serpentmen's empire, and it was here that the rebellion that overthrew it began. Now it is a vast jungle, the hanging gardens now buried under 2 centuries of neglect. The few tribes here face a daily struggle with the many aggressive plant breeds and monstrosities spawned from the magic-polluted ruins left by their former slave masters. The only city here is the Trade port of Bekemah, which is a popular stop over for merchant fleets heading to the Sorcerous Isles.

North of Noth-Lyg is the more heavily populated continent called Virnland by the Sea Raiders of Cimmeria. Aside from suffering the yearly reavings by the Cimmerians, Virnland routinely sends merchant fleets to trade throughout the world, reaching far off places as Al-Kemet and the Spice Isles.

Far to the south, deep in the Vast lies the semi-mythical continent of Terrath. The few expeditions that have returned speak of a maddening jungle filled with Dinosaurs, Demons, Giants and Sentient insects. Only the foolhardy or mad dare risk getting lost in the Vast to reach this cursed place.

I'm going to add some more written fluff for the Sorcerous Isles later.
 
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Giganotosaurus

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In the vein of Klibbix! Klibbix! I'm consolidating various maps I'm making in one place.
Here's The Sorcerous Isles:
View attachment 46193
The strange Sorcerous Isles hold a strange place in the world. On one hand they are a prodigious producer of all manner of magical scrolls, potions and magical artifacts sought by many around the world. On the other hand they are infamous for their weird-science, trafficking with demons and widespread use of Necromancy. Most of all they are known for the Dreaded and Immortal Witch-King, whose intervention 2 centuries ago brought the Snakemen's mighty empire to its knees.

The Largest city in the archipelago is Port Myrhedron. Along with the tiny port of Nedear, Myhedron is the only settlement open to foreign merchants. It's spiral towers and tented bazaars are a welcome sight after the long voyage across the Moon Sea. It is rightfully said that anything can be bought at the Great Bazaar of Myrhedron, from undead servants to bottled Djinn, and if you can't find it you can't find what you're looking for you can find someone who can. While not the official political capital, Myrhedron is home to 6 of the 9 Sorcerer Houses, who deal with the day to day running of the Isles, as well as setting flamboyant fashion trends. Recent political conflicts have led to many of the House youths dueling each other with rapiers in the myriad of alleyways surrounding the Great Bazaar.

While Port Myrhedron is the financial capital of the Isles, Carcosa is the political capital of the Witch-Kings domain. A fully closed city, only the occasional tributaries and diplomats have ever set foot inside. Those that could describe their visit speak of impossibly tall spire floating on a lake, each arranged around the looming Black Tower of the Witch-King. Here everything is perfect and refined from the tallest towers to the smallest of topiaries. Carcosa is a quiet city, only the most trusted advisers of the Witch-King are allowed to live there. The remainder of the population seemed to be mute workers who keep the city maintained.

Aside from Port Myrhedron, the tiny Port Nedear is the only settlement open to foreign trade in the entire Isles. It's primary purpose is less about trading and more about regulating ship traffic through the Great Canal and resupplying merchant fleets headed for the Spice Isles.

Port Theran is the major fishing center on the entire islands and is often where shipwrecked sailors end up. An infamous smugglers ring has recently been using the coast near by to circumnavigate the stringent tolls placed on the Great Canal.

The Siren Rocks are a collection of coral atolls that cut Ynelia off from the rest of the Archipelago. Infamous for being a spawning ground for Mermaids, Sea Hags and other briny ilk, the rocks were the original reason for the construction of Ynelia's great canal. No longer a serious hazard to shipping, the rocks now serve as a harvesting ground for the many alchemical reagents produce by Mermaids.

The Smoke Pots are a chain of volcanic isles that serve as a major resource for the Sorcerous Isles. Port Drask on the Isle of Kolmot is the source of many plantation goods, as well as forestry products.
Port Thedr on the Isle of Kalibin serves the mining settlements that harvest the Volcano for precious obsidian and ore.
Kithr, Koposh and Knil are major sources of exotic gasses and cinders, despite their activity preventing any permanent settlement.

After Carcosa the Agonia Atoll is the most heavily guarded location in the archipelago. Though noone truely knows why, rumors abound about the sandy islands and the deep underwater sinkhole at the center of it.
 

Giganotosaurus

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The Spice Isles.png
The Spice Isles, where most of the worlds spices originate from. They were only recently discovered by the merchant fleets of Virnland, and as such have yet to be fully settled.

Fire Island grows a large amounts of peppers, chilies and ginger. Boat Town is a minor transport port that moves most of the product to Port Darran. Sulfer Town harvests numerous exotic powders from the active volcano that makes up the islands north.

The poorly named Sugar island is home to only a few sugar plantations, named for the high quality of sugar grown on the island as apposed to the quantity. It's biggest export by far is a variety of tree and seed based spices like Cinnamon, Mace and Nutmeg. Sugar Town is a modest port that hosts a famous rum distillery.

Pig Island was the first island discovered by a wayward merchant ship from Virnland. So named for the numerous pigs left behind by later expeditions to ensure a food supply when they return. Aside from a small supply cache to assist the crews of ships that fell afoul of Mariners Reef it is otherwise uninhabited.

Vanilla Island is the major economic center of the Spice Isles, due in no small part to its rich soil and plethora of level land. Many numerous spices collected from neighboring uninhabited isles were brought here in the early days of settlement and all have flourished. Of special note, Vanilla Isle is also the sole source of Vanilla in the world. The plants only grow on the north face of the mountains that bisect the island and all attempts at transferring the crop have failed so far. The few Vanilla plantations are hidden away in secluded mountain valleys, jealously guarded by a Merchant House of the Bashmaki Trade League. Port Darran is the political and economic capital of the entire archipelago, and is generally where all products grown in the islands is shipped to the rest of the world. Port Balar is a modest sized port that focuses on maintaining food and naval supplies for the yearly merchant fleets and the other settlements on the islands.

Balisat Island, so named for the lost instrument of a shipwrecked captain, is a largely unexplored island due to the shear cliffs that surround it. The only land that touches the sea is guarded by a hazardous network of reefs, submerged rocks and sandbars in the Bay of False Hope. The only settlement on the Island is Port Achea, a Pirate Commune that uses their knowledge of a hidden route through the Bay of False Hope to prey on Merchant shipping throughout the Isles. Rumors of an indigenous people dwelling inland remain unconfirmed, as the Pirates have yet to explore the island further.
 

Fenris-77

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I've always likes spices in fantasy. Lots of examples from history (and even currently) have some spices worth more than gold, so there's some excitement and frisson there for the players in terms of reward, on top of being able to make that authentic Injera they've always wanted to try.
 

Giganotosaurus

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I've always likes spices in fantasy. Lots of examples from history (and even currently) have some spices worth more than gold, so there's some excitement and frisson there for the players in terms of reward, on top of being able to make that authentic Injera they've always wanted to try.
I remember hearing once that Pepper corns were once used as currency due to their shear rarity. I kinda want to run a game where instead of a chest of gold the party finds a chest of pepper corns, and they can use it either as currency or use it for cooking and get a bonus of some sort.
 

Tulpa Girl

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I've always likes spices in fantasy. Lots of examples from history (and even currently) have some spices worth more than gold, so there's some excitement and frisson there for the players in terms of reward, on top of being able to make that authentic Injera they've always wanted to try.

I remember hearing once that Pepper corns were once used as currency due to their shear rarity. I kinda want to run a game where instead of a chest of gold the party finds a chest of pepper corns, and they can use it either as currency or use it for cooking and get a bonus of some sort.

I would love to read (or watch, but it would more like be a book and not a movie) a medieval heist story that revolves around stealing the spice rack from a lord's manor or castle.
 

Giganotosaurus

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Japan China Division.png
Switching it up from my Sword and Sorcery Maps, here's an alternate WWII 1960's map of China and its neighbors.

The Soviet Union fared worse against Germany, eventually collapsing in 1945
The Americans lost almost all of their navy at Pearl Harbor, struggled against the U-boot raids and failed during D-Day. Japan had a lot more success in China.
The War ended in 1947 with a cease-fire between the remainder of the Allies.
Germany collapsed in 1952 after Hitler died and the USA spent the remainder of the 50's trying to stabilize the mess the Nazi's left in Europe.
During this Japan solidified its gains in Asia and the Pacific, Controlling Indonesia, Malaysia, and what you can see on the map. Part of the agreement for the ceasefire was that Japan withdraw from the entirety of New Guinea, which is now a dependent of Australia.
A Cold war is currently occurring between the USA and Japan, with both nations having Nuclear ICBM's.

Taiwan has been fully annexed into the Empire of Japan as its newest Prefecture.

Special Colonial Regions are directly ruled from Tokyo as colonies, similar to how Korea was governed during the War. Japans long term plans are to eventually settle Japanese colonists into these regions and incorporate them into Japanese prefectures.

New Frontier Territories are specialized colonial regions annexed by Japan that were "cleared" of their original inhabitants after the war. Like the Special Colonial Regions, Japan plans on settling Japanese colonists in these territories and incorporating them as new Prefectures. The eventual goal is to colonize all of coastal China.

Leased Territories are de-jure a part of the Chinese Republic but are de facto ruled by Japan, similar to Hong Kong and the UK.

Special Autonomous Regions are de-jure part of the Chinese Republic, but de-facto empowered by Japan to run themselves and keep the Chinese government weakened.

Special Autonomous Border Regions are areas of the Chinese Republic that suffer from heavy organized resistance groups run by ex-communist and National Revolutionary Army remnants led by Li Zongren. They are effectively governed directly by the Chinese and Japanese Military's.

The Great Nationalist Republic of China is the evolution of Wang Jingwei's Reorganized Government of China. Subservient to Japan, China has remained a under-industrialized nation, with its major exports being agricultural products and mineral resources. Its government is exceptionally corrupt and often finds itself fighting with the Autonomous regions, this is further inflamed by the Japanese Government to keep any resistance to their rule in check. Nanjing remains the capital.

The Second Tibetan Empire is a neglected puppet of Japan, with the majority of the population living in near-medieval levels. The few exceptions are the Japanese run mining settlements that import labor from China.

The East Turkestan Republic is a semi-autonomous puppet state that acts mostly as a buffer against revolutionary groups and bandits in Turkestan. When the Soviet Union collapsed, Sheng Shicai switched his allegiances to Japan, and has since run Xinjiang as his own personal fief.

The Mengjiang United Government is an Mongolian puppet state, it has suffered greatly under Japans Zaibatsus, who have been ruthlessly mining the region of all its resources.

The Empire of Great Manchukuo is the most industrialized puppet of Japan, and is where most of the minerals mined from Mengjiang is refined.

The Far East National Republic is the newest member of the Co-Prosperity Sphere. It was founded by White Russian Exiles who filibustered into the region during the 1950's. While nominally led by the Tsar, the Russian Fascist Party holds all the power. They have a desire to eventually reclaim all of the former Soviet Union but have had a hard time convincing Japan that a protracted war in Siberia is a worthwhile endeavor.

The Second Philippine Republic is a broken nation. Suffering heavily from Japanese occupation during the War, over half the population died from starvation during a post war famine. Most of the population works a s indentured servants in Japan.

The Empire of Indochina is the result of Japan reorganizing French Indochina during the 1950's. Little has changed in the running of the region other than its name and official leader.

The Kingdom of Thailand is a fully independent ally of Japan, gaining territory during the war. However the Phibun regime continues to struggle in stamping down resistance from the American funded Free Thai Movement.

The State of Burma, while officially independent, is de-facto run as a resource extraction operation for the Japanese 15th Army.

The Free Republic of India is a Japanese supported continuation of Subhas Chandra Bose's Azad Hind. It roughly controls the Bengal region, and is locked in a stalemate with the American supported Republic of India, similar to IRL Vietnam. During the 1950's the Japanese 15th Army sent a detachment to occupy Bhutan, which while de-jure a part of the free republic, is de-facto a fief run by the 15th army.

The Republic of India is the result of an independence vote in the British occupied areas of the subcontinent after the ceasefire with Japan. Unlike IRL India, it did not partition off Pakistan.

The Kingdoms of Afghanistan and Nepal has effectively remained unchanged from IRL post war Afghanistan.

The Turkestan Soviet Socialist Republic is theoretically the successor to the Soviet Union. In reality it's a name other countries put on maps to denote the lawless wild region that is central Asia. The Supreme Soviet controls little outside of its capital of Alma-Ata. It is a major breeding ground for various bandit and revolutionary groups that harass the Siberian Republic, Afghanistan and the East Turkestan Republic.

The Siberian Independent Republic is one of the rare cases of a Independent Republic actually being independent. Formed by Gulag inmates after the chaos of the collapse of the Soviet Union, the SIR is a fairly stable country that plays the USA and Japan off of each other in order to remain independent of foreign rule. It's capital is Novosibirsk.
 
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Giganotosaurus

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Djefur.png
Separate from any of my previous maps, here's a fantastical old kingdom Egypt analogue, Djefur, named after the river it straddles.

The Upper and Lower Kingdoms of Djefur are united under a single Pharaoh who rules from Gnom-Ur
The Pharaoh rules all but the lands of the Amazi, the Nahkt Kingdoms, and the lands of their hated enemies in Nod.

The largest settlements of Djefur are designated with the Ur ending and are named after the Pharaoh that built them, with the oldest being Gnom-Ur, well over 3000 years old. Pharaoh Gnom unified the Upper and Lower Kingdoms of the Djefur river and established the royal dynasty that reigns to this day.

Djefer is the greatest power in the region, perhaps even the world. Nod is a collection of city states that will occasionally unite under a single king and harrass Djefur.

The Kingdoms of Nahkt are a collection of city states that rule over the Derg Swamps, Borana Highlands and the lands south of Mektur. They have mastered the art of defensive warfare and many Djefuri Pharaohs have failed to conquer them.

The Amazi are a collection of Polyandrous Matriarchal nomad tribes that range into the deep desert. They regularly cycle between a state of hostility and ambivolens towards the Djefuri, leading to the Djefuri Oasises in the western Desert to be built up as fortresses. The holy city of Ayt Tanserret is their only permanent settlement and is where the Desert Queen reigns. Whenever a great threat appears the desert Queen will summon representatives from all the Amazi tribes for a council to determine what is to be done about it.
 

Bunch

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View attachment 51719
Separate from any of my previous maps, here's a fantastical old kingdom Egypt analogue, Djefur, named after the river it straddles.

The Upper and Lower Kingdoms of Djefur are united under a single Pharaoh who rules from Gnom-Ur
The Pharaoh rules all but the lands of the Amazi, the Nahkt Kingdoms, and the lands of their hated enemies in Nod.

The largest settlements of Djefur are designated with the Ur ending and are named after the Pharaoh that built them, with the oldest being Gnom-Ur, well over 3000 years old. Pharaoh Gnom unified the Upper and Lower Kingdoms of the Djefur river and established the royal dynasty that reigns to this day.

Djefer is the greatest power in the region, perhaps even the world. Nod is a collection of city states that will occasionally unite under a single king and harrass Djefur.

The Kingdoms of Nahkt are a collection of city states that rule over the Derg Swamps, Borana Highlands and the lands south of Mektur. They have mastered the art of defensive warfare and many Djefuri Pharaohs have failed to conquer them.

The Amazi are a collection of Polyandrous Matriarchal nomad tribes that range into the deep desert. They regularly cycle between a state of hostility and ambivolens towards the Djefuri, leading to the Djefuri Oasises in the western Desert to be built up as fortresses. The holy city of Ayt Tanserret is their only permanent settlement and is where the Desert Queen reigns. Whenever a great threat appears the desert Queen will summon representatives from all the Amazi tribes for a council to determine what is to be done about it.
So I have been listening to various lectures on ancient history and something hilarious is the Egyptians when they invaded Mesopotamia were so confused that a river could run from north to south they it as a river that ran south to north backwards. Egypt had just such an amazingly predictable environment it impacted their whole culture.
 

Giganotosaurus

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So I have been listening to various lectures on ancient history and something hilarious is the Egyptians when they invaded Mesopotamia were so confused that a river could run from north to south they it as a river that ran south to north backwards. Egypt had just such an amazingly predictable environment it impacted their whole culture.
It's what made their civilization so dang successful. When, without fail, the river floods every single year at the same time it makes agriculture easy.
Could you point me in the direction of those lectures?
 

Bunch

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It's what made their civilization so dang successful. When, without fail, the river floods every single year at the same time it makes agriculture easy.
Could you point me in the direction of those lectures?
Specifically no. But it is one of the Great Courses that I listen to on Audible. With membership some are free each month.
It might be in:
A History of the Ancient World: a global perspective.
Ancient Empires before Alexander.
Origins of Great Ancient Civilizations.
 

Giganotosaurus

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This map is a bit different. It's a Sword and Planet setting that I originally developed for some practice writing I was doing during my 30 minute breaks at work. Later I tied it into a fantasy map I had been working on. What resulted took inspiration from the Knights of Nvrul's dungeon synth albums, Morrowind, A Princess of Mars and Spelljammer. To date it is my second greatest creation, the aforementioned unfinished Fantasy Map I consider my mapnum opus.
I call the 17 Moons.
The 17 Moons Map.png

The World Beneath: In ages past the World Beneath was the home to all species that dwell on the 17 Moons. Then came the Great Curse, transforming their home into the Demon Haunted Shadow realm it is today. In the ensuing chaos of the Curse, many fled to on Lunarskiffs to the 17 Moons orbiting their dead world. Today it is largely avoided, with only a few foolhardy Moondwellers risking their souls to loot the ruins of the ancients.

1. The Broken Moon: The Broken Moon was formerly called Naja, the Palladium Moon, and seat of the Governing Council of the 17 moons. In ancient days when the Moons were united Naja was a great economic power. Now it is a dead moon, shattered during the Sundering War. The Broken Moon is in a slowly decaying orbit and will eventually crash into the World Beneath. Naja was Home Moon to many of the Humanoid peoples, before they were scattered by its destruction.

2. Cha, The Silver/Garden Moon: An idyllic moon dotted with silver cities surrounded by manicured countryside’s. Aside from being a major tourist destination, Cha is also the producer of many luxury goods and in particular clothing. No House lord would be caught dead without the latest fasion from Cha. Cha is Home moon of an delicate, ethereal people made of thin silk. Their greatest obsession is physical beauty, perfection and cultural tradition.

3. Kalana, the Jasper Moon: The surface of Kalana is covered in one vast grassy plain with arid rolling hills only breaking up the monotony near the poles. Kalana is the breadbasket of the Moons, with the vast fields being tended by a species of Insect people that live in vast hive cities built underground. Building surface structures is difficult and expensive, with only a few port structures risking the sentient tornadoes. Kalana is dependent on Cha for most non-agrarian products.

4. Munon, the Opal/Crystal Moon: A glittering crystal world, Munon is the source of a vast majority of crystals traded through out the Moons. It's entire economy is based around mining and refining these crystals and is jealously guarded by the Elite Houses of the Silver Moon. Munon is Home Moon to a species of sentient crystals that are capable of limited telekinesis.

5. Aï, the Diamond Moon: The largest of the 17 Moons, Aï is a great ball of Gas and vapors dotted with millions of islands of Float Stone. Aï is a chaotic place, with the islands being divided between multiple Merchant houses that constantly vie for control over the export of exotic vapors and gases harvested from lower in Aï's atmosphere. Aside from the various gases, Aï's primary export is extracts secreted from a domesticated species of Aerial Jellyfish. Aï is Home Moon to a species of many limbed bird people, who make their villages on the underside of the floating islands.

6. Sinya, the Peridot/Forest Moon: Aï's first sub-moon is Sinya, a temperate world covered in vast forests and mountains. Sinya's divided into several Princedoms, each an elective monarchy. Sinya's primary export is various types of timber carefully harvested from curated groves, in particular Float wood, a critical competent in the construction of Moon Skiffs. Due to this strategic nature, Sinya is considered a no conflict zone for factions on the other moons, leading them to use the Princedoms in proxy conflicts. Sinya is Home Moon to the Men of Sinya, a species of lavender colored humanoids with clawed fingernails, pale eyes and skin studded with bone protrusions. Their primary settlements are great fortresses built within the great Banya Trees, whose height can reach miles.

7. Lerulia, the Lapis Moon: Lerulia is a bustling moon whose surface consists of a single continent that is almost entirely covered in a vast metropolis. So named for the blue stone that is prominent in its architecture, Lerulia is the beating heart of commerce among the 17 Moons. It is said that everything can be found here and if it isn't it's not worth having. Aside from being the major trading hub for the inner Moons, Lerulia is also a major producer of craft goods and skilled laborers. The University in the capital of Lam in particular is said to be the greatest collection of minds on all the Moons. Though the Sorcerers of Narada would disagree. Lerulia is Home Moon to a species of 6 fingered Apemen, who are renowned as great merchants and sailors.

8. Manoi, The Pearl Moon: After Aï Manoi is the largest moon. A vast ocean dotted with over a thousand islands of various sizes. Manoi is a major population center and major food producer for the moons, occasionally out producing Kalana's crops with vast troves of squid and shellfish. While each island on Manoi governs themselves independent of the others, a High Council represents the whole moon when interacting with others. They so far have managed to stave off the influence of meddling Houses of other Moons. Manoi is Home Moon to a Species of Crustaceans, whose life cycle and psychology is alien to other Moondwellers.

9. Bangwa, The Emerald/Bog/Toxic(derogatory) Moon: One of the most bio-diverse Moons, Bangwa is also the most misunderstood. The entire moon is covered in vast bogs peppered with chains of sulfur geysers. The Bogs are home to an innumerable amount of plant and fungal life, while the geysers host a plethora of large Macrobacteria. Both the Flora and Fauna have a plethora of alchemical effects, which is the sole reason why other Moondwellers travel to this damp and noxious Moon. Aside from a few trading posts and plantations, Bangwa is largely devoid of major settlement. Bangwa is Home Moon to a species of Tarantula people, who make their semi-nomadic villages out of their own silk, which is mildly toxic to other Moondwellers.

10. Banthar, the Feldspar/Mountain Moon: Cold soaring peaks and deep crags would make travel along Banthar's surface difficult, were it not for the multitude of tunnels and winding mountain roads carved by its inhabitants. Banthar is a major source of basic minerals for the Inner Moons, with each mine being operated by a Lerulian merchant house. The native inhabitants, a species of hairy humanoids, primarily herd large woolly caterpillars and extract silk from giant moths. Their cities and towns are carved into the sides of mountains, with the few level river valleys being used as grazing or terraced farms to grow a hardy buckwheat.

11. Tanazra, the Jade Moon: Tanazra is the last of the Inner Moons. A hot tropical moon, Tanazra is covered in a large equatorial jungle that erode into temperate grasslands nearer to the poles. The equator is ringed by several vast seas, the only major bodies of water on Tanazra.Tanazra is divided into 2 seasons, Wet and Dry, with each making life for other Moondwellers uncomfortable. Tanazra is a general exporter, with its only specialization being general resource extraction. Tanazra is Home Moon to a race of stubby humanoids, whose males are all grotesque gremlins, and females are all lithe and unnervingly symmetrical.

12. Rhun, the Beryl Moon: The first of the Outer Moons, Rhun is covered in an Arid Desert dotted with vast rocky savannas and badlands. Somewhat resource bare, Rhun's primary use is as a resupply point for Lunarskiffs heading to and from the other Outer Moons. Rhun is Home moon of a species of Rockmen whose menacing appearance and rocky skin lead to them often being hired as Mercenaries. Theirs is a rich culture, that primarily revolves around Dreams and Philosophy. Unfortunately the general poverty of their society leads to many leaving to find their fortunes elsewhere.

13. Muln, the Brass Moon: The Brass Moon is a mysterious moon. From what is seen above the entire moon appears to be covered in vast fields of Brass and Clockwork. Exceptionally isolationist, the moons inhabitants have never been seen, as they deal with others solely through simulacra intermediaries. The Brass Moon is the source of many valuable pieces of technology, Powered Lunarskiffs, Cycler Weapons, and Simulacrum are their most popular export. It is unknown who calls Muln their Home Moon, nor what their culture is like.

14. Marak, the Ruby/Ashen Moon: Marak is a moon wracked by heavy geological instability. Heavy volcanism and earthquakes make its surface a generally inhospitable place. This however also leads to Marak being excellent for Mineral extraction, as most minerals are expelled during violent Volcanic eruptions. Marak's primary export is various exotic minerals and gemstones, with the Brass Moon being a particularly large, though mysterious customer. Only a few of the wealthiest Merchant houses are able to establish permanent mining colonies in Marak's environment. Marak is Home Moon to Humanoids composed of a liquid fire, whose primary diet consists of gems and minerals and can transmute lead into gold.

15. Colchi, the Aquamarine Moon: Due to an orbital quirk, Colchi is continuously eclipsed by the World Beneath, and left in a perpetual twilight. Colchi is a cold place covered in vast fields of ice. It is only beneath these icy plains that Colchi really shines. A vast subterranean ocean, heated by geothermal vents hosts a eerie aquatic world. The Moons natives, a species of tall hairy humanoid apemen, use their oily skin and strong lungs to dive into the underwater depths to collect bio-luminescent sea life. Aside from the exotic seafood trade, Colchi is also a producer of never-melting ice, used to keep food fresh on long Lunarskiff voyages.

16. Shadar, the Obsidian/Shadow Moon: The surface of Shadar is riddled with vast mountains of obsidian and great stratovolcano's that perpetually belch out ash clouds. These ash clouds form a thick barrier that perpetually blocks out the light from the World Star, bathing the surface in a eternal night. In reaction to this environment, all flora and fauna has developed an innate bioluminescence. The ash cloud makes travel to Shadar difficult, leaving it a relatively isolated moon, with Lunarskiffs having to wait for a weakening of the winds in the upper atmosphere. Shadar is Home Moon to a species of bioluminescent humanoids, whose emotional state affects the color they glow.

17. Narada, the Sapphire/Sorcerer's Moon: Narada is a semi-mythical place among the other Moondwellers. Home to the last Sorcerer’s and Wizards of the World beneath, Narada is rightfully feared as a dangerous place that only the foolish of desperate would journey to. Those that have returned speak of a chaotic place where the landscape shifts with the tide of magic, and scintillating Sapphire Tower-cities that are home to sights too wondrous and impossible to speak of. Narada is said to have been the Home moon to an extinct race of giants, whose Multi-Lunar ruins predate the cursing of the World Beneath.

18. The World Star: When the Wizards of the World Beneath breached the Void Wall, the star it orbited became an opening to realms beyond. The renamed World Star became the new source of light for the moons. Rarely, a great Merchant House will send a Lunarskiff fleet to trade with the strange places beyond it, though the risks are great.
 
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