Cetan is an extremely variant continent, and is about a months travel by boat from Faerun, depending on the speed of the vessel. Cetan’s landscape is dotted with the ruins of ancient cities that have endured the test of millenia, and it has been referred to as a pot of gold for those with the experience to survive the deadly traps that permeate the ruins. Cetan is separated into three general regions: the forests and hills of the east, the deserts to the west, and the vast, sprawling World’s End Marsh that stretches throughout the center of the continent. All of these regions are separated by mountain ranges, and three major political powers reign in Cetan: the Kingdom of Corinth, the Yuan-Ti Empire, and the United Tribelands of the West.

The Kingdom of Corinth

The Kingdom of Corinth is a small nation on the eastern coast of Cetan. Sheltered from the north and west by mountains, the east by sea, and the south by a vast forest, it is nearly invulnerable to invasion, and serves as a melting pot of cultures and ethnicities; it is rare to find an individual of completely pure blood in this area, and interracial relationships are not frowned upon, but rather are treated as just another part of life. The northern cities and towns of Corinth are dedicated to the mining trade, and trade tools, goods, and slaves to the Kobold mines under the mountains. The northern cities are known for a flourishing mithril trade, and some of the best weapons in Cetan come from these towns. The major dangers for these towns are the Frost Giants, a nomadic people who live by raiding and hunting, and make their home in the mountains nearby. Towards the west, the towns tend to make their living by looting goods from the ruins of the Necropolis of Cetan and doing war with the Orcs that dwell in the nearby mountains. Individuals of all races can be found in these towns, each seeking to strike it rich in the ruins. These towns frequently pop up and die off as new discoveries are made, and none are solidly permanent. The southern cities of Corinth find their livelihood from farming, and are the moajor food supply for the majority of the country. They have a peaceful agreement with the Elves who live in the woods, and have agreed not to push farther into the forest in return for protection from the less desirable creatures that would seek to do them harm. They are simple folk, and have a rich history of knights and adventurers who came from their townships. The eastern towns of Corinth are ports, and make their living trading with Faerun and through fishing in the Cetanean Sea. These towns are very culturally diverse, and always have nearly everything for sale, from illegal goods to human services. At the heart of Corinth, lies the Grand Metropolis, the seat of Corinth’s political power. All roads in the country eventually converge here, and the massive city, with a population of over 10,000 individuals, represents the coalition of races and peoples that make Corinth great. In this multi-districted city, every organization in Corinth has its guild hall, from the Mages Guild to the secretive Thieves Guild.

The Western Desert

The western coast of Cetan is dominated by a large stretch of desert, about 200 miles wide at its thickest point, and which runs along the entirety of the coast. The desert has a wide variety of temperatures, ranging from scorching hot in the southern and middle reaches to a frozen sandy wasteland in the north, but one thing is uniform across it’s length: a consistent lack of moisture. The Western Desert is home to many of the hardier races of Cetan, including the Thri-Kreen, and boasts a large number of half-buried ruins. Most of the civilization of the desert lies along the coast, where water is plentiful, and the major livelihood for many of the desert’s inhabitants is the production of salt or the mining of minerals from the stone deposits in the desert, which is then shipped first to Corinth by ship, and then across all of Cetan. The Western Desert is also home to one of Cetan’s major political powers: the United Tribelands. This “nation” is really a conglomerate composed of the semi-nomadic or nomadic tribes that live in the desert (though not all tribes are members). The political structure of the Tribelands is a loose one, revolving around a central council with one representative chosen to represent each tribal cluster, chosen in whatever way their cluster deems proper, be it a vote or a test of skill in combat. These representatives carry out debates once a year to determine the laws for the following year, and take these laws back to their tribal clusters; though there is no official law enforcement, violators are typically dealt with by virtue of the group of tribes recognizing that all benefit if the laws are mutually obeyed. In addition to the flexible, yearly decided laws, there is one constant: no tribe within the Tribelands may war with any other member tribe; this holds back to the original reason for the formation of the United Tribelands: an allegiance formed by a number of relatively weak tribes so as to better defend themselves from the other nomadic tribes of the desert. Though these tribes were weak individually, their combined strength outmatched that of most of the nomadic desert tribes, and as a result the number of member tribes swelled. Due to this cooperative nature, the member tribes’ populations swelled, and for many a purely nomadic lifestyle was no longer feasible; the result was a group of permanent settlements being built to sustain the excess population. These settlements would originally become the desert’s first modern cities.

The World’s End Marsh

Despite it’s foreboding name, the World’s End Marsh is fairly hospitable to life. The Marsh is an enormous, swampy jungle which covers the majority of the continent, extending from the eastern edge of the Western Desert to the western rim of Corinth and the Eastern Wood (though the Wood blends from the marsh). Though the Marsh is highly hospitable to life, this property has also made it extremely dangerous. Formed when Eothir became a dracolich and destroyed much of Cetan with necrotic magic, the swamp possesses a great number of magical properties and oddities, including living spells and a high population of magically mutated animals. The World’s End Marsh is also the home of one of Cetan’s major political powers: the Yuan-Ti empire. The snake-men of the marsh inhabit several ancient draconin cities that they restored and reenchanted, as well as a few cities that they constructed themselves out of sandstone quarried by slaves in the desert. Their empire is the largest political entity in modern day Cetan.


Rise of Cetan Baeowulf