The Storm of Insurrection
The World of Jundar
The World of Jundar is a world of bustling activity and mired in endless scheming, and yet, the actual knowledge of many places and peoples is quite dim.
Jundar is made of twelve provinces.
Klonn—Located on the eastern rim of the Jundar Realm, it borders on the Octal Ocean. Its trade, industry, and culture are respected all over the realm, and blessed with access to many ports and fertile fields, it has steadily grown, and yet it is not the seat of the realm’s power.
Merkov—Located southwest of Klonn, the region of Merkov is punctuated by active volcanoes, with intermittent swamps plunged in poisonous fumes, and remains a source of terror for good folk who know to avoid its depths, for the ruins that lie beneath them are often worse than the havoc above. The Karnon River allows some passage through, but the outposts of the realm are often raided by the orcs who breed in the swamps.
Tenris—North of Merkov is a pleasant woodland realm, whose occupants include many elves and fairy creatures, as well as still more gnolls, goblinoids, and vagabonds. In a constant struggle for harmony, its residents must fend off the unsavory elements that threaten them.
Bronar—Northwest of Klonn the forests of Tenris give way to a hilly land that builds up towards mountainous and rocky cliffs that fall off, in places, many miles down to the ocean below. The hills are full of precious ore and minerals, which many dwarves and men have made it their business to mine. But it is also a land threatened by strange undead and demonic presences, as well as the somewhat organized cadre of red dragons known to lurk beneath the hills.
Umil—An island province northwest of Bronar and shaped somewhat like a J, its northern end is a sparsely occupied cold region, through which migrant barbarian tribes track. Its southern end catches tropical wind patterns and is among the most comfortable beach areas, when it isn’t threatened by dragons or barbarians.
Zantogaz—The desert land west of Bronar is where the Karnon River flows on its path to the sea, and although there seems to be little worth exploring in the wastelands around its tributaries and outlets, the land is the home of the Rose Citadel, the capital of Jundar and base of the Heklar dynasty. Its tradition and monuments line the desert roads, and its western cities serve as naval bases. Many cities lie within Zantogaz, only by virtue of careful planning and investment in canals and irrigation systems, but the excess of magic seems to be draining the land of its potency.
Armondy—The plains southwest Zantogaz are the homes of many hard-working farming communities concerned with little more than seeing to the next fair, festival, or dance. A few hubs of commerce have emerged to rival the cities of Zantogaz and Klonn but remain, as a rule, a few steps behind.
Nunwa—West of Armondy, the lowlands meet with an archipelago known a Nunwa, a series of islands of various peoples and communities. Though lacking in the tradition of other regions, there is far more acceptance and freedom in its ports.
Olind—Farther west and south of Nunwa, there lies a province of rainforests and tribal superstitions, where strange goods are sought, and religious temples and remnants of the battles of the Age of Magic may be found, as well as many lizardling tribes, dinosaurs, and giants trampling through the mire.
Endulon—Southeast from Olind and running around Armondy and Nunwa are the mountains of Endulon. Leftover from the magical debacles of the past are section of mountain that have become detached from the ground and press upward far above any grounded mountain. Many dragons as well as giants and portals to other worlds are rumored to dwell in the floating mountains above Endulon. In the mountains below, strange cavities are said to lead to the underworld.
Tormon—A dangerous forest of gigantic spiders and moody treants, few venture into these woods and are heard from again. This lands borders up against Endulon and touches the Southern parts of Merkov. Nevertheless, pure spirits are also said to dwell within and offer aid to those trapped within.
Dalconis—East of Tormon and South of Klonn, the cities of Dalconis are full of prosperity and mirth. While there is not a great amount of power to be found among its nobles, the athletic, gladiatorial, and jousting competitions of this land make it famous throughout the realm. Its influence, furthermore, is augmented by the roving bands of adventurers that assemble in its cities to seek treasures in the grey elven ruins to the West.