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After talking to some writers at the beginning of last week, describing lands and cultures that their stories could reference, I figured it was time to get a map drafted up as close to “final” as possible.
This map is the latest render of what the lands around the Hellmouth look like. Hellmouth is located a just north of the center of Odland (The Wasteland). It is version 0.3 because, within six years, the concept behind how to organize the lands was in a limbo-like state.
The first concept assumed it was a map of Europe, plain and simple, modified on a timeline or cultural or absolutely fictional level. The issue with that for me was that having the map too close to what a reader is used to innately sets up expectations–and “rule mongers” would pick away at moments in re-written history that should be “this way” or “that way”, and that would defeat the entire purpose Hellmouth stood for.
The second version took the concept of Europe a step further but modified the coastlines to convey that these lands were no longer actually Earth. I felt the changes in the fractal map I designed where still way too close and, in truth, still way too large a scope to start. I didn’t like the idea of creating a land mass that had lands creeping off the page undefined (in the case of Russia and parts of Asia for example).
This led me to this current version. I brought the strongest defined areas (in my mind) together into a contained land mass. This allows focus to be brought to the setting and expansion past the seas to come later. This also came out of the confirmation that, although I’d like components of real world history to be a part of Hellmouth, I’d actually rather it have the freedom to be its own entity in time and space. Even though it still has the feeling of being Europe, it’s obviously not anymore; and more obviously so.
A Brief Description of Each Country
Here is a very short rundown of what each county concept is based on:
Iberia: This land is based on concepts referencing Portuguese and Spanish sea exploration, which includes swashbuckling over tones and an even harder focus on piracy and slavery. Many fiends have spread out to these borders and run, directly or indirectly, many of the darker operations.
Gaulan: This land is based heavily on barbaric culture. The fiendish influence here is that many of the barbarian leaders and other notables have made “skin packs” that now allow them to shift into animal forms such as wolves and bears or be possessed by totemic spirits.
Angland: This land is based on medieval England with a strong Chaucer-based framework. The land is once again protected by King Arthur, “raised from the dead in a time of need”, and his Knights of the Round Table. Of all the non-Fey lands, this land has the closet ties to real magic due to it’s proximity to Tir Nan Og.
Tir Nan Og: This land is based on any and every concept of the Faerie Realms imaginable. Some would say it’s infinitely large even though it has distinct boarders. The land is ruled by the Faerie Queene which maintains order and fights to keep the Unseelie Court in check.
Odlund: This land is based strongly on the concepts of post-apocalyptic ruin. Fiendish hordes are prevalent here and some powerful fiends have even started up their own cities of worshipers. This land is infected with “The Taint” which is known to mutate individuals in unforeseen ways when exposed to it for too long.
Ragnarok: This land is based on Norse mythology. Vikings rule the northern seas and defend their land with the help of displaced dwarves, who retreated from Odlund during fiendish incursion. Dwarves have brought magical artefact creation to the lands to help the giants against future invasion from the south.
Terra Nova: This is the land where the main exodus occurred after the Hellmouth erupted. A massive army of men and civilians marched their way through Odlund during heavy fiendish offensives and eventually downward to settle in Sanctuary. The north is defended by displaced dwarves and halflings. The look and feel is lightly based on Renaissance Italy and although close to the Hellmouth, is considered the most forward moving “new culture” since X-Zero occurred.
Romus: This land is based on old Roman culture and is ruled by the surviving twin founder, Romulus. Tension is higher than one would think with this population considering their relative position of safety concerning fiendish invasion. Roman Legionnaires defend the borders and coastlines heavily at all times.
Macedon: This land is based on Greece just after Alexander the Great conquered Persia. Hearing of the fiendish invasions he returned to his people early and with his army, pushed the fiends north, ultimately dying in battle while cursing the gods. Dionysus, the half-god, now helps protect the land.
Minoa: This island is based loosely on Minoan culture in theme only. It is ruled by minotaurs, recently un-cursed by Poseidon to their natural form, from a time when half their culture was turned into men while the other half took the form of cows. The southern waterways are defended with their naval skills.
Walachia: This land is also called Necropolis by the Macedonians as it is now a dark place filled with tales of roaming dead. Despite this fact, the land is possibly the most peaceful area under the protection of its ruler people call The Impaler”. He is rarely seen, but his presence is always felt.
Sanctuary: This city was founded after the great exodus out of Terra Nova occurred in the very early years of fiendish incursion. Its carved out its own small country around its holy metropolis with borders open to all who are looking for celestial protection and a new start. The city is ruled by Celine, the warrior maiden who led the great exodus, thus bringing together “The Thousand Knights”. Her sacrifice for the city’s protection gained the attention of the heavens which opened up and introduced celestials into the shattered lands.
Perusia: This land is loosely based on Persian culture at the height of their conquest. The sultans are not happy with their current predicament which has them cut off from the world on an island–an empire cut off from future expansion. Many have adapted to the state of the world while others still hold onto the past.
The Wildlands: This land is an open territory with no particular ruler of cultural power. Many beasts and monsters roam these lands and is where many of the remaining dragons retreated to after the Hellfire Wars ended. The largest concentration of humans are part of a wandering culture who carry their lives on their backs ensuring their survival in these harsher lands.