So far we have:
The Old World: Arion Games (various authors; some text and illustrations produced)
Salamonis: Arion Games (author unknown; current status unknown, but at least one draft map exists)
Arion: Arion Games (author bottg?; possibly set in 1500AC
to fit in with the campaign)
Mauristatia: Lorian (occupation table posted to forum, regional Sorcery complete, bestiary in progress)
Arrowhead Islands: Ruffnut (bestiary complete, regional magic and geography section in progress)
Khul: gloccus (chapter 2 first draft posted to the forum, chapter 3 in progress)
Ciarensia: Andrew Wright (text in final or near-final form posted to the forum, last updated March 2018)
Allansia south of Shazâar: Nuvole! (advanced planning stage)
Allansia central + East: HedgeWizard (just started)
Invitation to Ruffnut
: I don't know how advanced your Arrowhead Island gazetteer is, but it's a daunting task to try to produce a Titan
-size tome from scratch. If you would like to write five thousand or so words for the Oceans and Islands chapter of the Khul Gazetteer I'm making, it might be an easy starting point to build on for your own work in the future.
Invitation to anyone
: I feel that the Shining Islands, Mishna, Marpesia and Kalim, the Isles of the Dawn, the Shark Islands and the Coral Islands should be included in the Khul Gazetteer (and possibly the Crucible Islands, the Springhope Islands, the Isles of Refuge, the Blood Islands, Skull Island and Fish Island, although those are probably too far north), but I won't be tackling them until the rest is complete, so if anyone else wants a go, I would be very grateful.
I would of course give full co-author credit and I'm sure that a bite-size project like that would be good preparation for something more substantial later. What I'm looking for is a brief history of the island(s) concerned (just a paragraph or two about each major event since the splitting of the lands) and then a description of the geography and people in the 290s After Chaos: major settlements, religion, politics, commerce and agriculture. Somewhere like the Shining Islands might only need a thousand words, whereas the Isles of the Dawn could run to eight thousand, say. There is a copy of an old discussion of some of the islands in the files section of Titan_Rebuilding, but there's no requirement to follow what was decided there. I'll post the relevant bits here (with attribution), if anyone expresses an interest.
Now, on with the history:
The Time of Heroes
Now that all the peoples of Titan knew they could communicate with the gods through prayer and that the divine beings could reply by means of dreams, visions and portents, they turned increasingly to their priests and shamans to guide them through the turmoil that followed the First Battle. The Elves communed with Erillia deep within the One Forest to explore the scope of elven magic, Kerillîm blessed the excavations of the Dwarfs beneath the mountains of Irritaria, Hamaskis taught his worshippers the secrets of writing and anyone who felt they suffered unfairly called upon Libra for succour. In time, mortals arose who made a name for themselves by their actions and the Time of Heroes had arrived. The White Lord, Hangahar Goldseeker, Harar, Klarn Ugbar and numerous other names are familiar to scholars even now, centuries after they left the mortal plane.
The First Battle had displaced many communities, and whilst some returned to their ancestral homes once the conflict was over, others (particularly amongst humans and the chaotic races) found those homes destroyed or overrun by the enemy. The inevitable struggle for resources made it difficult, if not impossible, to establish permanent settlements and various groups were forced to adopt a nomadic lifestyle. Humans stranded in the sweeping central plains, where the forces of chaos had cleared the One Forest, noticed the advantages in mobility and force of arms that Centaurs and Felinaurs possessed in that terrain and gave prayers to Hunnynhaa to bless their attempts to tame and domesticate horses. Soon, horse nomads were riding the length of the steppes and south as far as the edge of the Scythera Desert, banding together into ever larger groups to dominate the other clans and races.
Meanwhile, in other regions it was possible for communities to settle down in villages, which gradually turned into towns and even cities and whole nations. The fishing villages situated around the coast of the western peninsular formed the kingdom of Granat as early as 384OT
, for mutual protection from the Orcs and Trolls in the nearby highlands. In the east, a patchwork of small principalities arose, flourished and were subsequently conquered by neighbours or inhumans in the area that would later become Analand in the Old World and Pikestaff Plain in Khul. The provinces south-east of the Shios'ii Mountains, benefiting from their ancestral links with Atlantis and relative lack of inhuman enemies, were particularly civilized, although this didn't stop them warring with each other whenever they thought it would bring them some economic or political advantage. Elsewhere, non-humans were able to form equally stable and functional domains, such as the Goblins of the western valleys or the Troglodytes living within the Cloudhigh Mountains.
On the fertile grassland between the River Oxal and Scorpion Swamp (called Mudworm Swamp at the time), a Celastrix appeared to the human hero Gravalan, leading him to establish a settlement called Karazan (often mistranslated as Land of the Golden Hawk), which expanded into a country some time in the fourth century. Gravalan may be best known today from the Allansian drinking song Gravalan and the Purple Spotted Mushroom
(She pointed and laughed at Gravalan,/Sword slapping on his thigh as away he ran
), but at the time he was a respected and beloved figure. The altogether more sombre Sacrifice of Gravalan
tells of how he met a wounded Wood Elf whilst hunting alone in Longshadow Forest. The Elf told Gravalan that a party of Life Stealers from the mountains had attacked his village and warned that after they finished slaughtering the inhabitants, they would turn their attentions to the people of the plains. Gravalan set off to take the news home and prepare a defence, but in his haste, he did not see a snare concealed in the leaf-litter scattered over the base of the forest and became hopelessly entangled by it. Knowing that time was of the essence, the hero cut off his own foot to escape the trap, cauterizing the wound with the blade of his sword, so that he could hobble back to civilization and give warning of the impending attack. As a result, the Life Stealers were repulsed and Gravalan entered the annals of legend.
North of the One Forest, life was harder and less certain. Outside the heavily-defended holds and excavations of the Dwarfs and the towers of the mysterious Netherworld Sorcerers, tribes of warlike humans vied with Toa-Suo, Frost Giants and Mountain Orcs for survival. These Men might seem primitive, having little or no use for writing or education, but their burial mounds and barrows which have survived the ensuing centuries show that they had a sophisticated society with trade routes that stretched all the way to the southern tip of Irritaria, the place of origin for some of the grave goods buried with their most revered kings and shamans. The Dark Twins who led the Orc Wars against the Elves in 600OT
were drawn from this hardy stock, shamans who summoned demons in a bid for greater power and forbidden knowledge. The Elves believed they destroyed the twins in a wizard's duel, but a demonic pact saw them escape death and go on to plague the forces of good under a hundred other names for more than one and a half millennia.
Ut-Napishtim, Keeper of the Waters of Retribution
West of the Shios'ii Mountains, humans and their Dwarf comrades suffered the same depredations of chaotic armies as elsewhere in the central plains. However, unlike their fellows further north, they chose not to abandon their homes, for the rivers nearby provided much fertile farmland and the mountains were filled with sought-after ores and minerals. The Dwarf smiths forged magical weapons and armour to help repel invaders, but in 314OT, a great force of Orcs and Tuskers was seen approaching, displaced by an even more powerful tribe further north. The locals felt that all was lost, until a young but cunning priest of Aqualis (or Nau'ptha as he was known in that region) came up with a plan to temporarily dam one of the rivers which the horde would have to cross and then release the waters to wash away a great portion of the enemy. It took thirteen days working day and night, but the dam was completed just in time and the plan was successful, the cascading river obliterating everyone caught in the flow and splitting the attacking forces in two. The weary defenders fell upon the section which had already crossed the river and forced them back into the muddy water. The remainder saw the way the battle was going and decided to head elsewhere in search of easier pickings.
The priest, Ut-Napishtim, was rewarded with the title Keeper of the Waters of Retribution and when he died, he was interred within a monumental tomb in the hills near the headwaters of the river he had dammed, surrounded by riches and magical artefacts. This tomb consisted of a large crypt containing Ut-Napishtim's sarcophagus, reached via a long antechamber with several alcoves on either side, protected by many booby-traps, including falling blocks, jets of poison, magical explosives and drowning chambers. For the next two centuries, it was considered a great honour for priests of Nau'ptha to be laid to rest in one of the vacant alcoves in the tomb, wearing enchanted rings which would enable them to animate to defend the tomb should it ever be targeted by robbers. The humans and Dwarfs continued to defend the narrow strip of land they called home until they were finally driven out by marauding bands of Giants and Desert Orcs in or around 632OT.
Steve Luxton's map of Atlantis and Irritaria on page 113 of Titan—the Fighting Fantasy World
is definitely worth a look.