Verennicicpt

Verennicicpt is a continent on Zahndomhan

The eldritch continent. Clandestine magical experiments in the distant past unleashed a series of curses that make much of Verennicicpt a daunting habitat for any mortal life. The dead rise, a common adage in Verennicicpt has many meanings. The already fading Verennicicpt Nobility sought foolish ways of clinging to power in the beginning of the ‘Cursed Epoch’ as it was known. The majority turned to heretic alchemists and became Vampires, though some turned to devils and fewer still willingly allowed their bodies to die to live as ruling spirits. Verennicicpt was a landscape of incredible natural resources, home to mountainous peaks of ores, and surrounded by waters filled with fish. It is for these reasons that a small amount of people seek the frontier existence as a living being in Verennicicpt. The numerous zombies, ghouls, ghasts, vampire spawn, ghosts, spirits and banshees that dominate the landscape are Obviously dangerous. Unfortunately more dangerous are finding new wrinkles to the piles of curses, anti-curses, wards, spells and charms that have been cast on the land, mostly with intention to cure some of Verennicicpt’s unthinkable maladies.

The Eastern coast

The eastern coast area of Verennicicpt was effected by the dawn of the curse epoch more than any other area of the land. Swathes of history was wiped from existence forwards and backwards, Knowledge of these places removed like a errant wish. The land is scarred with deep caverns, floating areas of rocks, boiling lakes with endless explosions and deserts of crystal coated glass. Curses, enchanments and Antimagic fields migrate with the clouds. Areas are frozen in time and some age whatever is brought in a rapid rates. Realm gates burst open without being summoned. Any sapient being that lives here is either suicidal, reckless or mad. The mages that had played any part of this endless recurrent catastrophe fled to the south west generations ago, and all that is left is the broken land they left. If by wild circumstance a child is born out in the east, it is certain to be an innate spellcaster if it is lucky enough to survive.

The Middle lands

The middle west is the area that is perhaps best known amongst the living as were the caravans get to before they are wiped out. Because of this much of it is uncharted by post epoch society. An Adage if that if you see a hut in the middle lands, it’s a hags. The rest of the inhabitants are spell cursed mutants and and enormous beasts.

The South west

From a distance, The architectural majesty of the south west, its strict boarders, its well trained military and its orderly use of the land would appear to be the pinnacle of achievement through adversity. A closer look however reveals that it is a facade of monstrosities, a land of the dead. Primarily ruled by three noble families of vampire lords, it is home to creatures that can remember a time before the epoch, some of which had a hand in causing it. The Magical science, Alchemical learning, biology, chemistry and engineering that happens in the castles, ancient keeps and hamlets of the valleys of the south west is without peer across ZhanDomhan. It is also devoid of morality. A large amount of the questing knights, clerics and paladins that seek to find a holy relic or banish an ancient evil will find themselves travelling the principle cities of the south west. It is no less than a divine miracle to make their way back to the colony of the living. Several enormous cities have been built on the foundations of the pre-epoch society, but they are little more than sky-scraping necropolises. Indeed, the catacombs that spread from the south west are many hundreds of miles long, filled with communities of undead and ghastly creatures. Every mausoleum or tomb above ground has a high chance of connecting to this subterranean world.

West coast

Small loosely interconnected groups of settlers, traders and adventurers have optimistically termed the furtherest west coast the colony of the living, but life lived here is still fraught with unimaginable horrors and dangers. Cold and wind battered, the primary area of colonies is known as Contemaligon, named for the continent its primary immigrants come from. A land of mists and almost a perpetual autumn, little is known about its pre Cursed epoch history, but leading scholars have theorised that the earliest elven mystics had shaped the land to form some grand function. Debate circulates for what cause. The tentative hold of the living gets more and more sparse as you travel north from Contemaligon, less likely to try to emulate the political structures of Maligon. Trappers, hunters and successful farmers, while few and farm between have established walled communities and compounds to survive. Little is known of the brutality that may be used in the governance of these lawless states, but is is enough be ranked against the fears of the rest of Verennicicpt. It is a foolish living being that takes even a comfortable homestead in Contemaligon lightly however: the trawling nets of fishermen often pull monstrosities to the waves, swiftly followed by a reprisal. Hundreds of whalers a year are known to never return or worse return changed. Cultists and Warlocks driven to bargaining find themselves awaking ancient unknowable beings in attempts just to live out another year. One in a hundred apple trees planted will become a vessel for the intense magic of the soil and wage unpredictable effects on the orchard. Mysterious creatures pierce the vale from the realms of the primal fey and offer strange bargains. Beheaded riders, red capped gnomes and even the most beneficent looking fairy queen can be found on the misty streets travelling from house to house.

The north Lands

Proximity to the axis hole has given this broad region enviable levels of biodiversity, but it goes without saying it is all of a deadly variety. A loose dipper or ladle shape, the cup of the spoon is an arid wasteland that contains only the hardiest of desert dwellers as its living inhabitants. before the cursed epoch, the land was naturally warm, but now functions as one of the few locations seen as desirable to devils on the horizontal cog. The Handle of the ladle is home to swamps, jungle like forests and a enormous wetlands of mangroves and slow moving rivers. several Lich Kings have taken to these humid climates and enormous numbers of mindless zombies are found above and below the swampy decay. A fiery polis in the desert is home only to the devils and their small amount of living servants, a deeply stratified tryannical monarchy that has been wholesale imported from the hells. The sprawling undead lich capital however has space for the most cunning and powerful living to make profit in. Bounty hunting is incredibly profitable industry for the whole of the north lands. Devils with a soul on the run will turn to anyone tough enough to follow a mark.