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SWA Campaign Map and Key
#7
I updated the map in the first post but rather than erase the old key I'll update it here with this post. Contains new info from our discussions including a location for Quasqueton. Names are sometimes changed to reflect an older pronunciation as I imagine it and to give me some freedom to recast the campaign world. Wink

AGE OF THE ID

The Sudreys – a group of small islands west of Afridi and south of the Boralean Wastes. (These are my invention for the campaign and do not deriver from any source but me. Specifically the coastal village of Sant Syrus on the central isle (Ymus). The islands somewhat resemble the Faroes in appearance. Culturally the inhabitants resemble late medieval/early modern Irish/Welsh. They live in Skaara Brea/Welsh Wheelhouse type semi subterranean dwellings clustered in small villages. Life is cold, wet and harsh but community bonds are strong. Livilihood is primarily from fishing and sheepherding. These islands are mostly ignored by the rest of the world. At times barons have arisen in the islands but, politically speaking, the are currently fragmented, with local Townchiefs being the closest thing to authorities. There is however a titular king of the Sudreys, descended from a Skandariarian conqueror long ago, who lives in a fishing shack and answers to the name of Hadi. Out of politeness, the king is sometimes consulted on matters of particular importance, but, beyond officiating the occasional wedding, the position has no real authority.

Port Karssis – The only major settlement in the Aifridi lands and a freewheeling den of scum and villainy. Port Karssis (again not original Blackmoor but invented by me for my campaign) was founded originally by Cirkhosian traders and is ruled by several competing factions of Merchants. Port Karssis is built on an estuary, about 45 miles inland.

Emizho– Culturally similar to Ainu, and physically related to the Hak. Emizho live in small settlements which are in turn part of a larger clan, usually based on river valley territories. Occasionally they can be united by a single strong leader who can shape them into a very effective fighting force. They are great hunters, fur traders, and warriors. The lands are rugged (think Sakhalin, and Hokkaido 17th century) and the Kush mountains to the east are filled with monsters and Goblins whom they constantly war with. Architecture is reminiscent more of Nuristanis – flat roofed house clusters on rugged mountainsides. Some agriculture practiced by females. Males often engage in “longhuntsâ€
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