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Location 1: Seiru Desert
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- Natural Earth Magic (+20% Sorcery EXP rate)
- Comfortable climate (+10% Home and Family EXP)
- very fertile rivers (High fish/food population)
- No Rival Civilizations
- Low wildlife population
- Wild Magic / Chaos Magic zones
- Divinely Barren (-50% Spiritual EXP rate)
- Infested with warlike Beastmen (Goat-headed Humans) + Minotaurs (not the docile kind, either)
Pros:
- None (Living here gives a +50% to the EXP pool gain and raises its cap by 50% due to your hardiness if you survive; +25% Personal EXP)
- Very Resource Poor (low to no supplies of wood, minerals, metals, water)
- Necromantic Taint poisons the land
- Multiple hostile humanoid tribes
- Lich infested (at least four known, maybe more)
Pros:
- Rich in Minerals and Small Game (+5% Home and Family, +5% Food and Water EXP)
- Multiple Dungeons underground
- Northern cliff edge a prime ambush point for ships mooring for the night by the whirlpool lagoon
- Neutral Brass Dragon known to be in the area, can be swayed
- Multiple hostile humanoid tribes
- One human kingdom (small)
- Very Short growing/harvesting season
- Hill Giant/Naga army incursions from the south (what, were you expecting Lizard Men?)
Pros:
- Divinely Rich (+20% Spiritual EXP)
- Multiple Magical Creatures / Wildlife
- Resource Rich (Wood, Animals, Quartz, Garnet, Gold)
- No Rival Civilizations
- Magically Barren (-50% Sorcery EXP)
- Watched by the Deities (lots of meddling)
- Faerie-infested
- Adventurer Infested (all levels)
Pros:
- Resource Rich (wood, animals)
- No Rival Civilizations
- Magical Ambience (Strengthened IMEs)
- Cannot be Mapped (village of 650 or less undetectable)
- Hostile Plant infestation, possible plant/insect society underground
- Rampaging spontaneous Elementals
- The Curse of the Pomegranate (Those who are born here cannot leave)
- Potential Invasions by Underdark
Pros:
- Mineral Rich (Iron, Gold, Amethyst)
- Very Defensive (+20% Home and Family, Village Defense)
- Multiple Neutral Giant Hawk / Gryphon nests (tamable)
- One known Planar Gate (leads to the Elemental Planes)
- Resource Poor (Water, Wood, Animals)
- Supernaturally Weak (-15% Spiritual/Sorcery EXP)
- Tectonically Active (Earthquakes)
- Dwarves n' Drow under the Mountain
Pros:
- Avoided by the southern civilizations
- Multiple Dungeons
- Mineral Rich (Bloodstone, Ruby, Emerald, Mithril, Crimson Jade)
- Two Lost Civilization Ruins known
- Hostile Dwarves in North Mountains
- Underdark Bastion (Creatures of the underground 50% stronger)
- Magnetically Charged (metals weigh triple normal)
- Wildlife Poor
Pros:
- Fertile Land (+20% Home and Family EXP, Food and Water EXP)
- Resource Rich (Wood, Farmland, Pure Water, Small Game)
- Only place to find Bloodgrass (very valuable nutritious trade-good, wide use with alchemy)
- Spiritually Strong (Second Sight enhanced 90%)
- Multiple Hostile Human and Humanoid Tribes
- Two Human Kingdoms
- Tectonically Active (Earthquakes, Fissures, Sinkholes)
- Bloodgrass Souls (near-invulnerable spirits of the dead)
Pros:
- Elementally Pure (+30% Village Defense and Warfare from using purest, strongest stone)
- Necromantically Resistant (no Undead)
- 1 in 50 births are natural Lycanthropes, weighted heavily towards rats but can be any animal
- Geologically Active (lots of hot springs, fissures, uninhabited caverns)
- Wildlife and Resource (Wood mostly) Poor
- Multiple Hostile Troglodyte tribes
- Gnolls in the thousands. Will try to kill you on sight, no peace possible
- Intense Wild Magic Zones (surface only; very rare but they're there)
Pros:
- Magic Rich (+30% Sorcery EXP)
- Resource Rich (Multiple strong woods, naturally-enchanted woods)
- 1 in 50 born is an Ecomancer, "asking" nature for spells
- Purest Water on the continent, very alchemy-fertile, very enchantable
- ELVES. Twelve Elvish States.
- Hostile Magical Wildlife (allied to the Elves)
- Forsaken by Maglubiyet (-300% Spiritual EXP, no deity contact)
- Three Dragons (allied to the elves)
Pros:
- Mineral Rich (Silver, Diamonds)
- No Rival Civilizations
- Only place on the continent where you find "Liquid Obsidian" (liquid stone that hardens when shaped)
- Alliance with Fire-Immune Trolls
- Extremes of Temprature, especially at night (-20% Home and Family EXP)
- Multiple Hostile Orc, Kobold, Hobgoblin Tribes, very aggressive
- Tectonically Active (Firespouts, Earthquakes, Fire Storms)
- Resource Poor (wood, water, wildlife)
Pros:
- Resource Rich (Wood, Citrine, Aquamarine, Gold, Pure Water)
- Multiple -Stega variations on the plans around the northern mountain
- Wildlife and Game Rich
- Temperate Climate (+10% Home and Family EXP)
- Multiple Rival Civilizations (Elves, Dwarves, Gnomes, Halflings)
- Three Human Kingdoms
- Destiny Fated (Free Will? What's that? More than 60% have their fate decided at birth)
- Those who are born here have greatly reduced Constitutions (-3 to -5)
Pros:
- Extremely Fertile Lands (Double Population Growth)
- Multiple Friendly tribes of other Humanoids
- Weather Magic strengthened
- Divine Empowerment (1 in 500 born is a Hallowed Paladin)
- Very powerful Hostile Human Kingdom stretching from end to end
- Multiple Hostile Armies from outside the Grasslands trying to seize the land
- Elementally Weak (-50% elemental effects)
- Large amounts of carniverous Savannah Unicorns
Pros:
- Protected from Divination Magic (can't be Scryed, etc)
- Friendly Mimiga civilization
- Multiple Dungeons
- Elementally Strong (specialties in elemental magic at 50% bonus)
- Several tribes of hostile Ramtaurs, Rhinotaurs
- Dragon / Lizard Man / Yuan ti / Troglodyte Infested
- Multiple Hostile Humanoid Tribes
- Resource and Mineral Poor (wood, gemstones, wildlife)
Pros:
- Access to Mutations; all PCs get 1 per 3 Personal Levels
- Any oasis, whether natural or man made, has random traits/magic talents
- Creatures born here are immune to Poison
- Food grown here has "double shelf life"
- Very very very hot
- Volcanic hotspot
- Resource poor (wood, metal, wildlife)
- Hostile animals tend to be bigger, stronger, smarter, possibly sentient
Pros:
- Ignored by most of the continent at large
- Extremely Fertile (+25% Population Growth per year)
- Wildlife Rich
- Abandoned Stronghold
- Multiple Hostile Humanoid Tribes
- One tiny Human Kingdom
- Spiritually Barren (-20% Spiritual EXP)
- Extreme Wererat population (Hostile, no peace possible)