The Tanius Campaign Journal – Campaign Map(First Draft)

The Tanius Campaign Journal
<< Foreword Chapter 11 >>
Chapter 1 Chapter 2
Chapter 3 Chapter 4
Chapter 5 Chapter 6
Chapter 7 Chapter 8
Chapter 9 Chapter 10
Behind The Screen
Campaign Analysis D&D Drinking Game
Campaign Map

Important Edit: This map is an impostor! This is the original map I designed before making some major revisions after some constructive feedback. Please go to the new campaign map article for the most up to date information on the world of Tanius.

 This map was created using  Inkarnate .

This map was created using Inkarnate.

The Red River

Location: Middle region spanning the continent Tanius
Denizens: Humans, Dragonborn, Tiefling, Halflings, Half-Orcs
Climate: Temperate
Cities: Endgar, Denneton

Regional Lore: The vast majority of trade throughout Tanius moves along the Red River. The river flows to every major city in Tanius, and as a result there is a fair amount of banditry along the more remote stretches of the river. Despite the occasional outlaw it is largely considered the safest way to move around Tanius as long as you have an appropriately large security detail.

Endgar Lore: About 80 years prior to the events of this campaign, Endgar was settled by a group of Dragonborn and Tiefling pilgrims looking to escape persecution in the continent to the east. These refugees were able to quickly build Endgar using resources from The Stormbreak Mountains and The Wyldwood. Eventually the pilgrims discovered an extremely large mineral deposit under Endgar, which hastened their consumption of local resources, angering the nearby Dwarven and Elven kingdoms. As tensions grew, native groups surrounded Endgar in a show of force to discourage further intrusions. During this time, an incident known as The Battle of The Red River demonstrated to both sides that a true war would be too costly to bear. Diplomatic efforts resulted in the creation of a council to oversee the mining efforts, with the resulting wealth distributed amongst the kingdoms in Tanius. The ensuing spike of economic activity quickly made Endgar the de facto capitol of the continent.

Denneton Lore: Before Endgar was founded, Denneton was considered the central rallying point for the disparate kingdoms in Tanius. Denneton remains the second-largest trade hub, and is widely considered the most important information hub in the entire continent. The human leadership in Denneton has been pivotal in managing the uneasy truce between the newcomers and the natives of Endgar. Both groups have placed a great deal of trust in Denneton’s leaders, but no one doubts their commitment to profiting from the arrangement regardless of the final outcome.

Region – Stormbreak Mountains

Location: Northeast region of the continent Tanius
Denizens: Dwarves, Orcs, Gnomes
Climate: Temperate towards the south, colder as you move north and into the mountains
Cities: Stormcrest

Regional Lore: Trade routes through the mountains connect Stormcrest to adjacent regions, but away from these trails the mountains because very hostile. Explorers are under constant threat from wyverns, manticores, and roaming gangs of Orcs. Legend has it that ancient ruins of once-mighty giant civilizations are dug into the deepest parts of the mountains known as the Cradle of the Earth. However, no expedition has been able to locate the Cradle for hundreds of years. It is widely assumed these ruins have been lost to time, if they ever existed at all.

Stormcrest Lore: The bulk of this Dwarven city is dug into the tallest peak of the Stormbreak mountains, known as The Storm’s Crest. Stormcrest serves as a physical barrier between the rest of the mountains and the extreme weather conditions originating in the Straits of Tarrasque. The summit of The Storm’s Crest is subject to arguably the harshest living conditions on the planet, but houses training facilities for some of the greatest fighters in all of Tanius.

The Wyldwood

Location: Southeast region of Tanius
Denizens: Elves, Gnomes, Halflings
Climate: Temperate, with moderate to heavy rainfall
Cities: Eversong

Regional Lore: The Wyldwood is the ancestral home of Tanius’s Elven population. Travelers in large enough groups are generally safe from harm, but the deeper forest is less hospitable, with standard jungle fauna giving way to more fantastical creatures such as faerie dragons, will-o’-wisps and displacer beasts. It is hard to say what ancient secrets the heart of these woods holds, as most explorers get lost or return raving of magnificent sights and deadly monsters with no evidence to back their claims. There are many smaller Elvish and Halfling villages in the outer ring of the forest.

Eversong Lore: Eversong is located in the center of the northern half of the forest at the top of a large hill. Travelers on the main trade routes can actually see the city protruding over the treeline many miles before actually reaching the steps leading to its entrance. Eversong is likely the longest standing city in all of Tanius (the Dwarves of Stormcrest will often contest this). Many families of great wealth and influence originated in Eversong, and the city’s libraries are filled with tomes of lost arcane knowledge thanks to some of the world’s greatest bards and scribes who spent their lifetimes trying to chronicle the continent’s history.

The Weirdwood

Location: Southcentral region of Tanius
Denizens: Elves, Gnomes, Lizardfolk
Climate: Humid with consistent rainfall.
Cities: None officially mapped.

Regional Lore: The Weirdwood is not often traveled by folks from civilized lands. No large settlements have been built, and this isn’t expected to change in the future. Smaller settlements consisting of lizardfolk, bullywugs, and kobolds have sprouted up, but travelers are advised to avoid them, as the inhabitants react to outsiders with indifference or hostility.

The Amber Plains

Location: Western region of Tanius
Denizens: Gnomes, Halflings, Humans, Elves
Climate: Temperate weather in the north and tropical weather in the south
Cities: Sixun

Regional Lore: Other than the occasional Orcish incursion coming from the north, The Amber Plains are a largely peaceful region. As a result, the towns and cities here (particularly in the north) have the most advanced technology in all of Tanius. To the south there are many peaceful Human towns and Halfling shires that enjoy a peaceful existence away from the political strife embroiling the rest of the continent.

Sixun Lore: The majority of the technological advancements in the Amber Plains originates in the Gnomish capitol of Sixun. The universities and companies based out of Sixun have developed everything from better farming equipment to advanced armor and weapons, and even magically suspended airships. Although the city can be restrictive of who actually lives inside its walls, people looking for a more innovative or modern life still flock to the surrounding areas.

The Ichor Foothills

Location: Northwest region of Tanius
Denizens: Orcs, Hobgoblins, Humans, Dwarves
Climate: Temperate weather to the south, frigid weather to the north
Cities: Ortnit

Regional Lore: The Ichor Foothills have very little written history due to nearly constant warring. The various nomadic tribes tend to tear down any attempt at civilization before it has a chance to grow. Most creatures with any interest in civilized life leave this area, usually in favor of the city of Denneton. The destructive nature of this region has left ruins scattered across the land. Intrepid adventurers able to avoid the nomadic tribes and hostile creatures can often secure great wealth and powerful artifacts from the rubble.

Ortnit Lore: Ortnit is the most recent attempt at establishing civilization in the Ichor Foothills. It was started by groups of Half-Orcs and Humans aspiring to cast aside past transgressions and build a better future for their tribes and families. They settled on the northern shore of Tanius, believing it to be the most defensible location. The city is embedded in a large natural rock formation, granting its inhabitants a considerable advantage against would-be attackers. Although the city has been stable for several years, the limited space, difficult soil, and constant threat of native tribes made it difficult for Ortnit to grow. Furthermore, the Barbarian hordes to the west and the inclement weather originating in the Straights of Tarrasque to the east forces merchant ships to take long and costly trade routes.

The Blue Moon Isles

Location: Southwest region of Tanius
Denizens: Human, Half-orc, Half-Elf, Halfling
Climate: Temperate weather in the north and tropical weather in the south
Cities: Barbataria Bay

Regional Lore: The relatively tranquil sailing conditions in surrounding waters has turned these passages into the favored nautical trade route for the kingdoms of Tanius. The high volume of cargo has led to the formation of numerous pirate organizations, who stage from the many islands in the region. With no kingdom-backed armies or militias in the area, the local ports typically grant safe harbor to pirate groups in exchange for protection. This has caused a number of minor wars between pirate crews, often catching the cities’ inhabitants in the crossfire.

Barbataria Bay Lore: Barbataria Bay is located on the largest island of the chain, near the southernmost point of the isles. This is where the most formidable pirate organization is based.

The Veldt

Location: Northeast region of Tanius
Denizens: Human, Half-orc, Dwarf, Orc, Dragonborn
Climate: Varies from temperate badlands, to frozen wasteland the further east you go
Cities: Camp Crozier

Regional Lore: Of all the inhabited regions, the Veldt has the most hostile environment. Brutal icy winds sweeping in from Mount Erebus create devastating ice storms that batter the entire region. The eastern half of The Veldt is permanently frozen, and is home to some of the most savage creatures in existence. The western half combines these icy cold winds with seas of hot springs and geysers resulting from underground volcanic activity, preventing any meaningful accumulation of snowfall.

Camp Crozier Lore: The greatest warriors in all of Tanius consider The Veldt a proving ground, and the first stop for those looking to test their mettle is usually Camp Crozier. Legendary trappers have earned their place in history by subduing the fearsome beasts that roam the wasteland and transporting them to civilization. Less accomplished fortune-seekers more frequently end up lining the pockets of those who chose them in the Dead Pool in the tavern.

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