DTR- The Land of the North

TKR: itt more geogrphy


cliffs! moors! plains! —> Verdant Mediterranean land! Scrubby grassland! mesa…land! deserts! —> tropical paradise!

Also: TKR don’t have bats. They just never evolved. Instead, monstrous moths!

TKR: oh god how i mine geography

As mentioned in the title, I think I’ve put myself in a corner.

How does one manage verdant Mediterranean-like bounty, a moorland, a thick timberland, Arizona-SW US mesas and scraggly desert all on one modestly sized continent?

(The answer is magic, actually).

The Known Country- the north.
(Things I should be putting in the wiki)

I am so forgetful; I didn’t even remember the name of the page! Oh man.


DTR- the main bit of the setting- is set on one largish continent: the Known Country. There’s a smallish chain of islands to the SE that are (is?) a part of it, and the oceans around it as well. The equator-equivalent is to the south- Sonaaq is much warmer than Udeyin.

To the north of the Known Country is, predictably, the Unknown Country/ies. It’s main features as known so far are massive, sweeping beaches of pale pale sand, and an incredibly, mind-bogglingly huge forest- mostly evergreens and evergreen-a-likes, but also with enough deciduous trees to give a scientist a fit. It’s weird.


The Known country is a very old continent, smooth and worn. Even the jagged cliffs of the north are a little soft, a little hazy. In the north are the aforementioned cliffs- famously stark and grey. The land there, while a little hazy and rainy, definitely isn’t barren. It looks a lot like a moor- broad, flat plains that are covered mainly in stubbly grass and short bushes. Here are an astounding number of birds, a few very hardy breeds of sheep and ponies, and a number of amphibians live. For predators that are out of the ordinary, there’s Dire frogs and some relocated Blink wolves. There’s a few breeds of Unterlative crows as well.

Here, in this scraggly, tough little area, is where the Aasimar and Tieflings make a living. Most of the natives (the Aasimar and Tieflings here have been thus for so long they breed true, and are a race outright) make their living as herders or other jobs relating to the tending of sheep or ponies. The area produces the highest quality, warmest fabric of all the known countries, and the dyes used are considered the best for their shades (purple, green, and goldenrod, mainly). They aren’t the best farmers- most of the ones there are sustenance-only, and other than the woolly sheep and the meat they happen to be made out of, not much comes from the north. It’s considered a beautiful, if sparse land, and is a popular destination for tourists trying to ‘get away from it all’. There are only a few large towns in the region, with most people living in small villages or hamlets. The largest towns are to the southeast, near, obviously, the major trading roads.

The Aasimar and Tieflings take a lot from an idyllic view of Scotland and the more, well, desolate areas of Britain. Think tweed, arguing a lot, drinking lots of tea and/or whiskey, and oddly elaborate facial hair.

In the beginning
There was an idea.

I’m not sure where the idea for DTR came from, but NOW it’s fairly settled.

The idea is a very old world, where all the big old things have been killed off already and the whole world (as they know it on DTR itself) is tamed and known. A sort-of Britain to regular D&D’s US.

There’s some mountains, but the north (where Udeyin, the main continent is) is mostly gentle rolling hills until you hit the very edge, where SUDDENLY, CLIFFS, THOUSANDS OF THEM. It’s a lot like Britain’s geography, crossed with some warm Mediterranean weather. It’s a sweet-ass place to live, basically.

To the south of Udeyin is dry and flat Sonaaq, which plays the Wild West to Udeyin’s settled place. It’s very much flat plains and mesas and almost-but-not-quite deserty things. It’s much warmer, and greenery is much more sparse. No sweeping green fields there.

To the east of both Udeyin and Sonaaq is Koki’o, the Foreign Sort Of Islands. It’s a lush, tropical place- a bit Hawaii, a bit Amazon, that is completely fascist. Mostly because it’s cool. v(._.)v

In the seas/oceans around the continent are a number of fiefdoms, ruled by powerful Sea Things- yes, that is their name- a race of half-humanoid, half-sea creature people who live so long as to be called immortal.

To the far north, past the Known Countries (UDN, SON, and ISLA) is a massive landmass known only as the Unknown Countries. There’s god know what up there, but near the beaches are massive, ancient forests, so huge and so thick, entire societies have never known the sunlight.

And that’s pretty much it.

Welcome to your Adventure Log!
A blog for your campaign

Every campaign gets an Adventure Log, a blog for your adventures!

While the wiki is great for organizing your campaign world, it’s not the best way to chronicle your adventures. For that purpose, you need a blog!

The Adventure Log will allow you to chronologically order the happenings of your campaign. It serves as the record of what has passed. After each gaming session, come to the Adventure Log and write up what happened. In time, it will grow into a great story!

Best of all, each Adventure Log post is also a wiki page! You can link back and forth with your wiki, characters, and so forth as you wish.

One final tip: Before you jump in and try to write up the entire history for your campaign, take a deep breath. Rather than spending days writing and getting exhausted, I would suggest writing a quick “Story So Far” with only a summary. Then, get back to gaming! Grow your Adventure Log over time, rather than all at once.


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