Limitless Worlds

Limitless Worlds

Thursday, July 6, 2017

DCC-MCC Crossover: New Archaic Alignments

I've been having some ideas recently of doing a crossover between Dungeon Crawl Classics and Mutant Crawl Classics, the new game by Goodman Games. So I had the idea of making some new Archaic Alignments based on Law, Neutrality and Chaos of DCC. I might have screwed up a bit though because the Neutrality one is the only viable player one, but whatever!

Bulwark of the Fey

Normally reserved to 'fey', those of elven, dwarven or halfling descent, the Bulwark of the Fey believes that they are the true inheritors of Terra AD, and that the vast horde of humans, mutants, manimals and plantients are blights to the land and should be eliminated. Very few Bulwark groups are out in the open, as many perform guerilla terrorism on mutant or human enclaves in any city or village. Some entire villages have been consumed by the Bulwark, and they are dangerous places to wander near if you are a not a fey.

Qualifications: Membership is normally limited to NPC fey (elf, dwarf, halfling).
Benefits: None. Membership in this Archaic Alignment is normally only open to NPCs.
Secret Sign: An ancient fey symbol for 'unity' traced in the air with two fingers.

Old Worlders

Open to any race of any stripe, the Old Worlders call back for a simpler time before the world was irradiated and inundated with magic. They wish to bring back ancient institutions, cities and countries the way they were, though their methods are not always well thought-out. Though they are certain in their ideals, they often bump against forces who would either undo society or try to keep technology in check. Old Worlders also actively seek knowledge out about the Ancient Ones, and thus they often keep archives of ruined media and have a sort of 'worship' for cultural icons of the past.

Qualifications: Membership is open to any race as long as they believe in the golden glory of the Old World
Benefits: Basic knowledge of Ancient Ones structures, symbols and pop culture; access to Old Worlder archives
Secret Sign: Holding you two hands outspread behind your head, to appear as mouse ears


Open to any race, Entropists believe that the world is dead and needs to stay that way. They run across the countryside as nomads; raiding settlements, destroying farms and knocking down ruins until nothing remains. Most Entropists are nihilists and do not care who they kill, though children are often stolen to be raised in their numbers. They feel like the only way for the world to regrow is to wipe it all clean so it can be reborn, but their violence is well-known and uncontrollable.

Qualifications: Membership is normally limited to NPCs of any race
Benefits: None. Membership in this Archaic Alignment is normally only open to NPCs.
Secret Sign: A thumb run across the person's throat, as if to slit it.

Monday, June 19, 2017

Three Hundred Years' War Update

Hey all, sorry I haven't done a post in a while. Work and life has caught up with me and I just needed some time to basically sort things out. Soon we'll be proceeding apace with more Three Hundred Years' War stuff.

I already have two drafts on deck: a revised Couronne and a historical Timeline. As for this update, I have a list of all the countries/factions I am going to cover, which is about 32. I've eliminated the Hobgoblin Khans basically because I don't think there is enough meat in there. I also think Siabra will take a more colonial/piratical bent than normal WH, but that's a little up in the air.

I also plan to start moving away from Europa, as I've done most of my posts about that. I might go into Asiwai (my Asia) or Kibula (my Africa) and play around in there for a while. But without further ado, here is my updated list, which I've divided into human and non-human.


Gilded Imperium (Include halflings)
Alpenne States
Lekhitian-Tuvian Commonwealth
Sonrai Sultanates
Ntotila (The new Amazon nation)
Dinetah Confederation


Sylvan Elves
Imperial Elves (Includes sea elves)
Dwarves (Includes gnomes)
Chosen of Chaos
Orx and Goblins

Friday, June 2, 2017

FASERIP - New character sheet

Invincible loves it!
Hey all, a quick break from Zweihander stuff for a sec. So a few years ago, I helped Blacky the Blackball help produce FASERIP - a retroclone of the old Marvel Super Heroes RPG. You may not know, but I designed the character sheet for it! And it's not very good!

Since then, my design experience has improved and I made a much cleaner, nicer sheet. It is based off an old MSHRPG sheet, so it has a bit of a retro feel. I decided to link it here for those who are interested!

Hope you all enjoy it, and Three Hundred Years' War posts should be continuing soon.

Wednesday, May 31, 2017

Three Hundred Years' War - Hespia

Queen Ysabel I and King Ferrando II

Hespia had long been a conquered region. At one time or another, native Hespians were under the control of the Alpenne Empire and the Gilded Imperium, both reverting back to their small kingdoms after those empires fell. Roughly 1500 years ago, Hespia was overtaken by the Sonrai Sultanates. After centuries of rule be the Sonrai, a Hespian nobleman named Pelagius roused an army - claiming the divine favor of the Steward - and struck back against the Sonrai. Centuries of fighting continued, but native Hespians eventually drove the Sonrai completely out of the peninsula roughly 100 years ago, completing the 'Reunification'. This feat was celebrated by the marriage of Ysabel I and Ferrando II - the rulers of the two greatest kingdoms in Hespia who first united the lands under one rule.


Hespia is currently in the midst of what could be called a golden age. Led by King Filipe IV - who is of the same royal house as Ferdinandus II - their massive navies travel all over the world trading goods, setting up colonies in the New World and Kibula, and enforcing their sprawling borders. Art, philosophy, education and faith are at an all time high, and few can compete with the might of Hespia. That does not mean all is well - Hespia is the seat of the Inquisition, and fanaticism runs high against anyone who does not worship the Steward. Not only that, but Hespia is involved in multiple conflicts against Couronne, Albain, Schwarzlander and Osmanli pirates, not to mention their activity in the Great War. It is both a time of gold and a time of bloodshed for Hespia, and King Filipe worries for the future.

A typical 'castillo' in Hespia

Hespia may be a large empire, but the Hespian Peninsula the actual country lays on is not overly large. Small rivers cross the country, but the largest is the western-flowing Tajo, which most major Hespian cities sit upon. Hespia also has quite a large mountain range called the Pirinioak - a short but broad range that is often served as a defensive point against Couronne. The land is fairly hilly and rocky, turning into occasional plateaus and lowlands. The land is temperate to the north and west, turning into coastal scrubs to the east and arid near-desert at the southern tip. Luckily, Hespia has managed to keep their borders secure - the forces of Corruption rarely tread here, meaning even towns and villages can thrive with only worries of other nations and the occasional Skrzzak incursion. The climate stays warm and dry, but not blistering.


King Filipe IV is the current king of Hespia, and is a member of the House of Hapsburc - the same royal dynasty of Ferdinandus II. King Filipe is an aggressive king militarily, but is also known as a lover of arts and culture. Technically, Hespia is actually two separate kingdoms - the Kingdom of Castilla in the center of the country, and the Kingdom of Arago to the northeast. While both are now part of Hespia, they still have their unique attitudes and cultures. Hespia is still feudal, so provincial governors, princes and dukes rule over most of the country and its holdings, reporting back to King Filipe. While Filipe is tolerant of most things, one thing he is not tolerant of is heretics and dark religions. That's why Grand Inquisitior Antoine - the head of the Inquisition - is the second most powerful person in the country, and probably the most feared.

Don Marco, governor of Barna, leading a charge

The residents of Hespia have the reputation of being passionate, excitable and motivated, though that is not everyone in the country. Their skin is the color of olives and their hair as dark as night, while their faces are sharp and almost aquiline. Hespia still retains remnants of its occupation by the Sonrai Sultanates, with more southern cities possessing Sonrai architecture, culture and faith. Honor is also important in Hespia, whether it be through dancing, sword dueling or bull-fighting, Hespians tend to be larger than life and their cities reflect that. Rural Hespians have a fairly good standard of living compared to most of Europa - they often fish or farm, and tend to live long and with pride in the country.


Tole - Both the capital of Castilla and Hespia as a whole, Tole is truly a multicultural city located at the mouth of the Tajo River. The remnants of Hespia, Alpenne, the Gilded Imperium and the Sonrai Sultantes are all seen in the architecture and culture on this city on a hill. King Filipe holds his court here, as well does Grand Inquisitor Antoine. Though all people are welcome technically, those who do not worship the Steward are advised to watch their backs. Despite this, Tole still serves as the major port of all of Hespia.

Barna - Nestled in the heart of the Pirinioak Mountains, Barna is an old and embattled city, as well as the capital of Arago. It has long served as a defensive choke-point against Couronne and the few Goblin clans that roam the Pirinioak. Barna isn't a grim place though - Hespians here are just as vibrant as other parts of the empire, though they are often quicker to conflict. In addition to their military prowess, Barna produces some of the best wine in all of Hespia.

Ochuse - Though Hespia has sent out multiple of their conquistadores - combinations of explorers and soldiers - to found colonies in the New World or Kibula, few have succeeded. One that succeeded was Tristan de Luna who founded the colony of Ochuse in southeast Dinetah. Though a prosperous trading post for Hespia, Ochuse has found itself embattled on all sides by the Dinetah Confederation, the Aztlan temple-cities and Siabra raiders. King Filipe is considering abandoning the colony if things don't improve.

Friday, May 26, 2017

Three Hundred Years' War - Ruthen

A procession in Qazan for a local boyar

Ruthen was originally formed of disparate peoples - ancestors of the Osmanli, the Gilded Imperium and the Noreg were all wanderers and allied with native Ruthenians into the hard-scrabble nation of Rut'. The nation rose to prominence, but roughly 2000 years ago was overthrown by Hobgoblin Khans from the Tsagadaina Steppes who ruled over the land for centuries. Eventually, a man known as Ivaan rose up and united the remnants of Rut' and struck back against the Khans. Their subsequent victory caused the formation of the Tsardom of Ruthen, and Ivaan 'the Great' was crowned their first Tsar.


Despite its size and power, few people from either Europa or Asiwai journey to Ruthen, so few know of their struggles. When Ivaan's grandson, Ivaan II, ascended the throne, he was unstable and mentally disturbed. He sent Ruthen's armies out to expand and conquer in near endless wars - mainly against Noreg and the Lekhitian-Tuvian Commonwealth - and he created a 'realm of the Tsar', which was an administrative district he owned that consolidated all the wealthy boyars of the country, leaving most of the country poor and starving. After his death, a line of pretenders tried to adjudicate to the throne and Ruthen was thrown into dissension, rebellion and civil war backed by foreign powers. This time became known as the "Time of Troubles," and only ended roughly 30 years ago when Tsar Mikhail rose to power after being elected by a congress of Ruthen nobles. Though Ruthen has calmed down, Tsar Mikhail is still struggling to get the weary nation back on its feet.


Ruthen is a diverse and sprawling land. Two major rivers run through it - the Dnepr to the west, which forms a natural border with The Lekhitian-Tuvian Commonwealth; and the Bosra, which is a main artery that runs from the massive Qazan Lake across the north of the country, dividing it from Noreg. The lands to the west are mostly deciduous forest that bleed into taiga the further north you go, and rising lands that turn into steppes to the south. Ruthen is divided from Asiwai by the Uralskiye Mountains, a northern branch of the Ximalayas. Large cities are few and far between - Moskva, Qazan and Novgor all lie along the Bosra at different intervals. The rest of the country is small villages or towns in their oblasts, and vast tracks of beast-haunted lands. The land remains cold year-round throughout, but can plummet to freezing at the height of winter.


Ruthen is ruled over by the Tsar of All Ruthen, Mikhail Romanvy, and he has total autocratic power - though Tsar Mikhail is considered a kind and understanding tsar. The country is divided into dozens of oblasts, each ruled by a prince, duke, baron or boyar - collectively called dvoryanstavo. Despite the years of the Time of Troubles, Ruthen government maintained relatively strong due to the large amount of bureaucracy in it. That said, their government is rather strict - few people are allowed to migrate from their residencies, and serfdom is not only encouraged, but any who escaped it are considered fugitives. This leads to a strong central state and sparse outlands, which could be a boon as Ruthen is surrounded by enemies such as the Arktos Wastes, Noreg, Lekhitian-Tuvian Commonwealth and Tsagadaina Steppes.

A group of cossacks reading a letter from Osmanli

Ruthenians are a diverse peoples. Though they can trace their heritage across most of Europa, they have interbred into a distinct people - broad shouldered, dark haired and stern faced, but possessing a jovial spirit and a true feeling of kinship. Large portions of Ruthen are still rural, so many are either farmers or nomads, but more and more are starting to migrate to the cities. A unique peoples of Ruthen is that of the cossack - groups of autonomous 'mercenaries' that sell their sword for coin and glory. Tsar Mikhail has hired many cossacks to patrol the borders of Ruthen for any threats, and these soldiers are willing, able and more than ready.


Moskva - The capital of Ruthen and the largest city in the country with over 150,000 people living here. The city is heavily fortified - surrounded by three walls, possessing numerous citadels called kremlins, and distinctive onion-domed temples with few weak points. Perhaps that's why in spite of multiple invasions and occupations, Moskva still stands proud. Here is also the imperial palace of Tsar Mikhail, one of the most imposing in all Europa.

Qazan - Qazan was once its own nation, conquered by Ivaan II not long before his death. This meant the city was in ruins and had a dwindling population. Over the years it has been built back up and is now a bustling trade port, trading by both land and sea to places such as Osmanli, Noreg and the Gilded Imperium. Still, Qazan is a remnant of what it once was, and its native nomad residents long for their old state.

Novgor - Novgor has always had a rebellious streak, a sprawling city often inhabited by cossacks and nomads who would rather break off into a new nation. However, after a terrible raid from the forces of Corruption, Novgor is considered cursed. While people still live here, it is said voices howl at night and babes here quickly turn to Grendels. Tsar Mikhail always has one eye fixed on this city, in worries it will be raided again.

Wednesday, May 24, 2017

Three Hundred Years' War - World at Large and Revisions

I've made some changes in how the Three Hundred Years' War setting will play out. Basically, due to work and real life, I don't have enough time to devote to large amounts of research and writing. Instead, I'm going to go to a structured, broad strokes setting like early WFRP did.

To give you a taste of that, below I have listed every country in the Three Hundred Years' War setting and my intentions for it. Below that, I have put the new format that countries will be described in - once again, similar to WFRP 1e. My goal is to hopefully fit each country on a page or two. Also note that these are only for the nations of the setting - I'll have other sections on religion, magic, and history as well.

Europa (Europe)

Albain: Based on England after the Union of the Crowns and in the height of the Wars of the Three Kingdoms. Unlike WH, the pre-Roman Britain will be restricted to 'Scotland'.

Couronne: Based on France after the French Wars of Religion, especially the Huguenot Wars. Will be much more 'traditional' France rather than Arthurian.

Gilded Imperium: Based on the Holy Roman Empire under Ferdinand II, but with a lot of focus on the Protestant Reformation and the subsequent Thirty Years' War - or its fantasy analogue. Will most likely have a large focus like the Empire did. This will also contain the Sylvania/Transylvania analogue

Noreg: Based on an anachronistic Kalmar Union, set after the Kalmar War with parts of Noreg (aka Sweden) trying to be independent. Sweden will keep the Norsca theme of raiders, while the others will be a more proper 'kingdom.'

Alpenne States: Based on Italy after it was basically split up between Spain and France, with only a few states like Venice and the Papal States. The Papal States will become the religious center of Europa instead of the Gilded Imperium - not a big surprise.

Schwarzlander: Based on the Dutch Republic, it is in the midst of the Eight Years' War for its independence. It'll be a trade state like the Wasteland, but they will have a much more independent streak

Lekhitian-Tuvian Commonwealth: Based on the Polish-Lithuanian Commonwealth, this is my Border Princes analogue. Strangely enough the Thirty Years' War was during the PLC Golden Age, so they'll kind of be a relatively peaceful place aside from internal skirmishing - mainly the Khemelnytskyi Uprisings.

Ruthen: Based on the Russian Tsardom, this will be post-Time of Troubles and the beginning of the legendary Romanovs. It'll be painted as a country trying to get back on its feet, with a little less mysticism than Kislev - though ice magick will still be a thing.

Hespia: Based on Spain during the Habsburgs, Hespia will play a much larger role in the global stage than Estalia did. Not only will they be a center of exploration and trade, but also the seat of the Inquisition (which no one expects). Spain was basically the second most powerful empire in Europe at the time, so I think it deserves to shine.

Non-Humans: Wood Elves will be based on Hungary, High Elves on Portugal, Dwarves on Romania, Halflings on Austria, Gnomes on Romani

Untamed Lands: Eireann is obviously supposed to represent the Kingdom of Ireland, a perfect home for the Fey.

Kibula (Africa)

Osmanli: Based on the Ottoman Empire, this is trying to move away from the 'Islamic Golden Age' weird pastiche that Araby is into the sprawling Turkic empire. This will be set during the Era of Transformation, which saw the Ottomans turn from expansionists into kind of a more bureaucratic state who upheld Islam. Also there will for sure be Barbary pirates

Sonrai Sultanates: A 'new' country, this is basically going to be the remnants of Morocco and the Songhai Empire after both have fallen. They've descended into a bunch of squabbling multiethnic city-states who either fight against each other or try to protect their borders from the undead. This is an attempt to separate the African parts of Araby into their own thing.

Untamed Lands: Bala-Khana is my Badlands analogue, and is supposed to be a mix of Saudi nomads, the Pushtans and the Uzbeks. The Kufu Expanse (and Habesha) is based on Ethiopia, while the Heart of Kibula is supposed to be my Amazon-filled Southlands by way of the Kongolese. The Plateau of Iram is supposed to be Persia, with the Duergar representing the Safavids.

Asiwai (Asia)

Gurkani: Based on Mughal Empire India, specifically under the reign of Shah Jahan (aka the person who built the Taj Mahal). Mughal India is a very interesting time period, as it was both flourishing and under great strife. I hope starting with this I can dissolve some of the weird mysticism that Warhammer has in their Eastern Lands for something more grounded.

Chongzhen: Based on Qing China, Chongzhen will about the transfer of the Ming Dynasty to the Qing Dynasty - quite a messy time in Chinese history.

Nihon: Based on Edo Japan, also knwon as the time of samurai, daimyo, ninjas and isolationism. It'll take place after the Sakoku Edict - which basically locked down the country and didn't allow any Japanese citizen to enter or leave.

Untamed Lands: Qingzang Highlands is my Ogre Kingdoms and based on Tibet. Tsagadaina Steppes are Mongolia and the Goblin khans. Chosun Peninsula is Joseon Korea but ruled by the Skrzzak, and the Kerajaan Archipelago is the Majapahit Empire but with more than a hint of Lovecraft and Rl'yeh.

New World (North and South America)

Dinetah Confederation: Much like how Africa never got any consideration in Oldhammer, neither did Native American tribes. My solution to this is the Dinetah Confederation - an association of Native tribes trying to fight back against the Siabra to the north and the Aztlan to the south. They will be based on the five largest Native tribes - Chippewa, Sioux, Cherokee, Navajo and various Latin tribes.

Untamed Lands: Dinetah is supposed to represent colonial America in its imperialism, while Anahuac is the Aztec Triple Alliance during its decline.

New Layout

Here is the new layout for each nation. I am going to go back and revise Couronne in a new post with this format, and then I'll have new stuff in this format from now on.

XXX (Name of country)

Recent Events

Lay of the Land

Politics and Divisions

The People of XXX

Notable Locations

Thursday, May 18, 2017

Three Hundred Years' War - The Untamed Lands


Beyond the borders of the Gilded Imperium, Chongzhen, Osmanli or one of the other human nations, the world bleeds into dark wilderness where dangerous beings lurk. True, in these places are nascent kingdoms and duchies of humanity trying to carve out a scrabbled existence, but the forces of Corruption, wild beasts and foul Mutants truly hold dominion. These Untamed Lands, as they are called, are ancient and dangerous - but they also hold mystery unknown and treasure unimaginable. Those brave enough to set foot in them rarely come back alive, and those that do are irrevocably changed.


Across the Great Ocean lies two massive continents which have only just been 'discovered' - though they have long been occupied. The southernmost continent is known as Anahuac. A land of deep swamps and even deeper jungles, it is believed that it and Kibula used to have once been one single landmass.

Within these dark jungles are the remains of the Aztlan, the chosen children of the Ancient Ones who once seeded our World. Though their empire was once grand and opulent, a terrible war with the Skrzzak has left their temple-cities in ruins, their Tlalocs in prophetic stupors and their power waning. Still they live, warring with Corruption and capturing human slaves to drain their blood into their Tlaloc's rejuvenating pools.


Far to the north at the crown of the world, the land flattens into barren cold nothingness. Here are the Arktos Wastes, a landscape of glacial mountains, vast tundras, a midnight sun and howling winds. These lands connect Dinetah, Europa and Asiwai with their bitter cold. Another Arktos Wastes lies far to the south, but that is isolated by oceanic waters.

These Wastes are the most cursed place in the World, as it is here yawns the Rift that leads to the Abyss, altering the landscape with dark magicks. Pouring out from it are demons and beasts of all sorts, and it is here the Abyssal Princes of Chaos gather their hosts to assault the world. Constantly battling for dominance with their armies, they have recently announced their choosing of an Usher, a Bringer of the End. Now, the new Usher journeys the Wastes, rallying troops and tribes for an assault on the World below.


Pushed to the fringes of civilizations lies the stark land of Bala-Khana. Bordered to the east by the Aswiai Sea and surrounded on all other sides by the Osmanli Empire, the veldts of Bala-Khana are stark and vast. Made of mostly rocky veldts, scrub grasslands, muddy rivers and gnarled trees, it is an inhospitable place that is filled with peril.

Though nomadic humans do dwell in Bala-Khana, the overwhelming majority of residents are Orx and Goblins. Spread out among countless WAAAR! Parties and Goblin tribes who have gained a foothold since the Mutant Wars, they fight constantly against each other or attempt to invade Osmanli or any standing Dwarf Holds. Luckily they have been managed to be pushed back to this relatively cut-off piece of land, but it seems more and more of these Mutant menaces arrive in the plains of Bala-Khana day by day.


Located off the southern coast of Chongzhen, the Chosun Peninsula is a land of misty rainforests, wide swamps and soaring highlands. Isolated by mountains from Chongzhen and by the Aswiai Sea from nearly every place else, on first glance it is seen as nothing more than a untamed wilderness. Upon closer inspect, a much different story is told.

The Chosun Peninsula was once ruled by a spanning human empire whose name has been lost to time. This was until one day, the mysterious Skrzzak began appearing in its sewers and warrens. Over a manner of months, the Skrzzak rapidly multiplied, and with their sickness and might drove the humans out. Now the peninsula is overrun by Skrzzak Kabals, mining the hills and and forests for the copious amounts of buried Wytchstone and spreading their disease. The peninsula also contains the city of Gyeongbukgong: the most densely populated city in the World and the neutral meeting ground of all Broodmothers, making it the 'capital' of the Great Warren.


Across the expanse of the Great Ocean lies two continents that are only now being explored - though they have long been occupied. The northernmost continent is known as Dinetah. A harsh and massive land, the north is covered in tundras and glaciers, before eventually bleeding into mountainous pine forests and harsh desert to the south.

Dinetah is now a haunted land ruled by the cruel Siabra. After the Elven Civil War, the Siabra journeyed west to Dinetah's shores. Once there they built up their massive spire cities, laid waste to the coastlines, and enslaved any human they could find upon the land. Even now their wretched empire is built upon the backs of slave labor, while they lounge in decadence and raid Europa for slaves and supplies all other times.


Of the coast of Europa and only a half day's sail from Albain is the small island of Eireann. Thought to have once been connected to Albain by a land bridge, Eireann is mostly composed of fens, lowlands, dark forests and rolling hills. No humans live here and it would seem unremarkable, but these woods hold dark secrets.

Within this green isle is the largest Coterie of Fey, both Seelie and Unseelie, in the entire World. Several times, large hosts of the Fey have tried to make expeditions onto the mainland, but the forces of Albain have a blockade around the island to strike down any incursions. Few who have ever set foot upon Eireann are ever seen again, their skulls most likely adorning the belts of the cruel and otherworldly Fey. In fact, it is believed that Eireann may be a direct portal to the Black Lodge and the terrors it holds.


Between the Qafqaz Mountains on the edge of Europa and the majestic Ximalaya Mountains of Aswiai lies the dreaded Plateau of Iram. Once a relatively barren and featureless land, the disaster of the Great Eruption altered the landscape forever. Now the Plateau is covered in a permanent layer of smoke and ash, as the land is rent with steaming rifts, belching volcanoes, tar pits and rivers of oil. Nothing grows in this volcanic land, and breathing is difficult.

These deplorable lands writhe with savage life, however. Orx and Goblins of all stripes clash against each other in endless war, while Grendels dwell within dark caves and valleys. Here is also the dreaded civilization of the Duergar, separated from the bulk of Dwarven civilization after the Great Eruption. They have since succumbed to Corruption inside their massive ziggurats - spending their days either mining for gems, gold and oil to appease their Hell Furnace god, or gearing up their demon-powered war machines for assaults on civilized lands.


The Kerajaan Archipelago is set in the Aswiai Sea, though part of it is also a peninsula attached to the southern end of Chongzhen. Composed of mostly tropical islands and small tributaries, it had long served as a passage of trade from Europa to Aswiai. These islands had remained a wilderness for the longest time, up until the Ogre homelands were destroyed centuries ago.

Now, those Ogres who made a pact with the Witch-Queen to survive dwell in Kerajaan, mutated into the demon-spawned Fomorians. In the depths of the ocean, along the coasts and jutting from atolls are the mind-warping non-Euclidean cities of the Fomorians, where they spend their days worshiping their Crones. When not absorbed in their manic chants, they ply the waterways to ravage ships for treasure, supplies and new captives to breed with. Though other Covens have appeared throughout the oceans of the World, the Kerajaan Archipelago has the greatest concentration.


The Heart of Kibula makes up the bulk of the mainland of the continent of Kibula. South of the Expanse of Kufu, the Heart is a dense land full of steaming jungles, raging rivers, soaring mountains and dangerous beasts. It is also a land brimming of natural resources, and has thus garnered the attention of Europa for potential exploitation.

The residents of Kibula are the Amazonian warrior-women, and they are not about to be exploited by 'northerners.' They have spent centuries building up their civilization after their escape from the claws of the Aztlan and will not see it fall to ruin. They regularly mount raids against colonials, deserted pirates and the occasional incursion of Grendel or Orx. Their civilization is a secret, and they intend to keep it as such.


South of the borders of Osmanli and north of the borders of the Heart of Kibula are the dusty and windswept dunes of the Kufu Expanse. Extending across almost the entire length of northern Kibula, the Expanse is a vast desert whose winds whip like razors, scoring skin and the countless ruins rising out of the sand.

The Kufu Expanse once held the Habesha Empire, believed to be the first true human civilization. However, a being known as the Gilded Pharaoh placed a curse on the lands, turning the entire population of Habesha into undead and ascending to Daemonhood. Now the Kufu Expanse is ruled by decadent Defilers who rally up undead armies from their tomb-cities in order to strike against the lands of Man. The black obelisks and pyramids are tempting though, as they are said to hold massive treasures.


In the heart of the Ximalaya Mountains lies an elvated and vast plateau known as the Qingzang Highlands. Containing some of the highest mountains in the World, it is a land of bitter cold and savage beauty. It has remained untouched for centuries due to its height and isolation from the surrounding landscape.

Deep within the heart of the Highlands lie the remnants of the Ogres, living among petty kingdoms ever since their original homelands were destroyed centuries ago. They constantly feud over food and land, but this may be due to years of conflict with the Asiwai lands surrounding them. They often also raid the Great Eastern Road that serves as a trade artery between Europa, Kibula and Asiwai, so the kingdoms are despised by humanity. There are many massive ruins within the Highlands, as they were also once the home of the Nephilim before their exile.


North past the heights of the Ximalaya Mountains and only a day or two from the Arktos Wastes lies the Tsagadaina Steppes. A land of rolling plains, grasslands and bitter cold hills, it is believed this was the birth place of the noble horse. The land has little to offer except grass and stone, so few humans dwell here.

The vast majority of the Steppes are ruled by Hobgoblins and their goblin tribes. Divided between multiple Khans who claim to be the most powerful Hobgoblin, they spend their days launching raids to the south to attempt to take Chongzhen - a land they see as their birth right. This conflict has been going on for so long that Chongzhen has constructed a massive wall to their north to block off the advancing hordes. Even with this, the assaults continue almost nonstop.


Sorry for not having a post for a handful of days, as real world work has been swamping me. I decided to take a different approach here that will kind of forecast how I'm taking the Three Hundred Years' War. Much like the old version of WFRP 1e, I'm leaving these 'untamed lands' with broad strokes and mystery for a GM to fill on their own. That doesn't mean these places will not go undescribed - instead of giving them full 'nation' treatments, they'll be expounded upon in a sizable timeline, also similar to WFRP 1e. I am also thinking of going back and revising the layout of some posts, but I want to do a 'new' nation first before I go altering things rashly. Anyway, hope you enjoy this one!