Ashkar

The Dawnrocks
Scattered isles teeming with flora and fauna, and home to a vast array of peoples and scattered civilizations.

Some isles are as big as continents, while others are nothing more than a couple hundred feet across. Larger isles may be home to entire nations, their allies and enemies, with forests, mountains, and seas, while smaller ones may host only a single city or fortress, or the private retreat of some lord.

Geology – The stone that makes up the Dawn Rocks is lightweight and porous. There are hidden veins of metal ore and gemstones, but they are small and rare. Because of the porous nature of the stone, pooled water diffuses quickly through the stone, creating rivulets and small waterfalls that cascade from the bottoms of the rocks. There are rivers and lakebeds that fill up quickly during the rainy seasons, but the water dissipates through the stone or runs off the ends of the isles, usually within a matter of days or weeks.

Nature – Plants have adapted in a variety of ways. Most have hollow stems and branches, with tube or cup shaped leaves that funnel water into them. Others grow special sacks that store water. They may wither during dry seasons, springing back to life when it rains, or have extremely fast life cycles, sprouting the day of a rain, blooming the next day, and drying out the third, casting their seeds to the wind.

Land animals are generally small. Many have adapted for flight, and theose that haven't have developed extraordinary jumping or climbing abilities.

Kingdoms
- The isles of Ashkar are divided into four kingdoms, which spin like huge interlocking gears of wind.

SIDUR
 Sidur is a scorching land, dominated by a single massive continent; a hot, shadowless desert, bordered by savannah and steamy jungles.

NIDEA
The temperate isles of Nidea are known as the middle kingdoms, home to nations of men and their allies. Trade and Travel is common, and many isles are interconnected with huge bridges or ferries. Forests and Fields.

Humans, Halflings, and Dwarves (along with Half-elves, half-orcs, and tieflings) make their livings together in scattered towns and villages, and far-flung cities, relying on trade for the survival.

Wood Elves are nomadic hunters, riding giant eagles across the sky, following roaming herds of sky deer.

High Elves drift the clouds in floating cities grown amidst the branches of rare flying trees known as skytrees.

Forest Gnomes are elusive burrowers, with hidden communities built into far flung isles, riding tamed giant bats when they need to travel.

Places in Nidea - The Western Edge
Blackrock: a small coal mining town, on an island near Devil's Gate.

Devil's Gate: a Large city to the South of Vigilance, built on the largest isle on the Western Edge. Famous for several large obsidian arches.

Garrison: a Dwarven Mercenary Stronghold to the Northwest of Vigilance.

Haven: A Free Port to the southwest of Vigilance. Notoriously friendly to pirates and other unsavory sorts.

Mount Samuru: The ruins of a small monastery rest on the peak of a mountain isle to the South of Devil's Gate.

Vigilance: a tradepost and caravan stop between several major ports in Nidea, famous for being built at the site of a Demon-War era fort. There is a large inn called "the Burning Beacon" built in the old tower of the fort.

Places in Nidea - Other Places
Curtwall: a distant city in the grasslands of Southern Nidea. It is commonly thought to be named Curtwall because of the abrubt demeanor of the residents, although it actually is a shortening of "Cur at the wall," in reference to the hordes of gnoll barbarians who make their homes in the grassy plains to the east of the huge wall that stretches across the continent.

SUMISU
Known as the Dragon Isles, Sumisu is a strange, foreign land, accessible from Nidea only by traversing the bleak wastes of Sidur or frigid Ningal.

The Dragonborn hail from this land, where they live together in disparate monasteries.

NINGAL
Ningal is a frozen wasteland. The border regions are snowy plains and hills, populated by sparse, stunted pines and nomadic tribes and herds, and the center is mountainous glacial tundra.