Young Kingdoms is a simple map suitable for 10-15 players.
The lands of Elric, at the time of the Stormbringer.
Map by Stephen Agar. Node descriptions from this Gazetteer.
A mountainous land that lies beyond the northwestern nations. It is inhabited by a race of winged humanoids that have a hatred of giant owls.
City
Control: Neutral
Neighbors: The Silent Land (4+), Citadel of Chaos, Sequaloris
A small, walled city in the Sequa province of Jharkor. Sequaloris is the seat of this province of lush wheat-lands. The first great battle with the forces of Pan Tang was fought here.
Control: Neutral
Neighbors: Tarkesh, Dharijor, Dhakos, Citadel of Chaos, Myyrrhn
A nation of the Western Continent, famed for it's whirling dancers and well-built galleys. This peninsular maritime nation lies to the north of Dharijor and northeast of Jharkor. The capital city is the port of Banarva.
Control: Neutral
Neighbors: West Pale Sea, Banorva, Dharijor, Sequaloris
An empty stone desert
Control: Neutral
Neighbors: Marshes of the Mist (4+), Citadel of Chaos, Myyrrhn
Here lies an ancient ruined city, once the seat of power of a Chaos Prince.
Control: Neutral
Neighbors: Aflitain, Shaarilla, Marshes of the Mist (4+), Dhakos, The Silent Land (4+), Sequaloris, Myyrrhn
The capital city of the western nation of Jharkor.
City
Control: Neutral
Neighbors: Jharkor Bay, Sha-Zar, Aflitain, Dharijor, Citadel of Chaos, Sequaloris
A nation that lies on the Western Continent, south of Tarkesh and east of Jharkor. It lies across the Straits of Chaos from the island nation of Pan Tang. Dharijor's capital city is Lashmar. The ancient Melnibon�an Province of Fwen-Omeyo used to lie near here.
City
Control: Neutral
Neighbors: Jharkor Bay, Gromo-Orva, Dhakos, Banorva, Tarkesh, Sequaloris
The capital and chief trading port of the maritime nation of Tarkesh.
Control: Neutral
Neighbors: West Pale Sea, Gromo-Orva, Dharijor, Tarkesh
A port city of the western nation of Dharijor.
City
Control: Neutral
Neighbors: West Pale Sea, Straits of Chaos, Jharkor Bay, Banorva, Dharijor
An ill-omened swamp lying on the border between Shazaar and the Silent Land.
Control: Neutral
Neighbors: Westway, Nihrain, Shaarilla, Citadel of Chaos, The Silent Land (4+)
Hinterlands of Shazaar, with some farming and little else to recommend it
Control: Neutral
Neighbors: Nihrain, Aflitain, Marshes of the Mist (4+), Citadel of Chaos
The capital of the Western continental nation of Shazaar
City
Control: Neutral
Neighbors: The Serpent's Teeth, Nihrain, Sha-Zar, Shaarilla, Dhakos, Citadel of Chaos
Also spelled Shazaar or Shazar, it is a coastal nation of lush plains lying on the Western Continent. Sha-Zar lies to the south of the nation of Jharkor. It is located northeast of the Silent Land, their common border being a swamp called the Marsh of the Mists. The capital city is the port of Aflitain. It fields an excellent cavalry
City
Control: Neutral
Neighbors: The Serpent's Teeth, Jharkor Bay, Aflitain, Dhakos
Also called the "Hewn City of Nihrain", it lies amid a deep fissure high in the mountains above Jharkor. The ancient city, carved from the living rock of the mountain, was the home of a group called "The Ten."
City
Control: Neutral
Neighbors: Westway, The Serpent's Teeth, Aflitain, Shaarilla, Marshes of the Mist (4+)
An unholy isle of fully human warrior-wizards that lies in the Pale Sea north of Melnibon�. A priest-aristocracy led by Jagreen Lern, the Theocrat of Pan Tang, runs the country from its capital at Hwamgaarl. Their people had little contact with outsiders and their priesthood sought to emulate the magical powers of Melnibon�. They claim a kinship with the race of Mer-people. Their army is large and well disciplined, augmented by wizards and hunting tigers. Their fleet is the best in the Young Kingdoms and they raid with little discrimination. Pan Tang is famed for its reflective, green obsidian. They export a shimmering emerald wine called Memory's Tears.
City
Control: Neutral
Neighbors: The Dragon Sea, Straits of Chaos, East Pale Sea, West Pale Sea
A remarkable island lying west of Melnibon� in the Dragon Sea. It was inhabited by refugees of R'lin K'ren A'a after that city was abandoned. As the inhabitants were the same root race as those of Melnibon�, it is assumed that they were part of the Bright Empire. The island was the residence of Cran Liret, the notable "Thief of Spells". Being rather good at his trade, he became embroiled in a spell-war with several of his rivals. He was dispatched, but not before causing destruction to the greater part of the isle and permeating it all with a great deal of residual magic. It lay all but abandoned for some time, until a tribe from the Silent Lands, called the Kretti, migrated to the island. A shaman of the tribe discovered how to reactivate the magic spells and devices. He and his entire tribe were obliterated in a spell duel with Elric. The only remaining inhabitants were a group of hermit practitioners of the White Arts.
City
Control: Neutral
Neighbors: The Boiling Sea, Westway, The Dragon Sea
The Sea Caves protecting the Dreaming City
Control: Neutral
Neighbors: Melnibone Sea, The Northen Strait, Imrryr
"the Beautiful". Also known as the "Dreaming City", it was the capital of the Dragon Isle of Melnibon�. The city was located on the southeast coast of the island. Imrryr was a city of tall, scintillating towers, in lovely colors of rose-pinks and pollen yellows, purples and pale greens, mauves, browns, oranges, hazy blues, whites and powdery golds. She was considered so lovely that it's people hid their slaves, so they wouldn't make the city unattractive with their presence. The Ruby Throne of the Sorcerer Emperors of Melnibon� was located in the Imperial Palace in Imrryr. The city was always cloaked from view by the thousands of birds covering it, due to a pact the Sorcerer Emperors made with Fileet, Lady of the Birds. A seaport, Imrryr's harbor was guarded for a millennia by an intricate sea-maze. The city was the site of several attacks by fleets led against it by barbarians from the Young Kingdoms. It was sacked and destroyed, in a raid led by Elric, by a united fleet of Young Kingdom seapowers.
City
Control: Neutral
Neighbors: Melnibone Sea, The Northen Strait, The Cave (4+)
The capital of the Island of Purple Towns, long considered to be the friendliest and most humble of the towns.
City
Control: Neutral
Neighbors: Merchant Sea, The Purple Channel, Straits of Vilmir, Fortress of Evening
Also known as "Ma-na-kil-agra", a stronghold on the Island of Purple Towns. The fort was in existence prior to the Age of the Bright Kingdoms. The site is the place where a lonely race came to die. The Island of Purple Towns is an island trading nation that lay to the east of Melnibon�. Its capital is the city of Menii. The isle is considered a seapower, having a fleet of merchant ships. The buildings of the many cities on this isle were built with a type of purple stone. Of all the peoples of the Young Kingdoms, its people were the least unfriendly to the Melnibon�ans.
City
Control: Neutral
Neighbors: Merchant Sea, Straits of Vilmir, Menii
A palace of slender towers, turrets, and domes lying on a small, rocky island amid the Boiling Sea. It is a citadel of Myshella, the Dark Lady of Kaneloon.
City
Control: Neutral
Neighbors: South Sea, The Boiling Sea, Arioch's Pool
"The Eternal". A city of indescribable peace, dedicated to Balance, that lay in the Sighing Desert near Ilmiora. Tanelorn exists in every one of the realms of the Multiverse, and in all of them save one, it has been beautiful. It has a low wall, pastel towers, and curved turrets and domes. The inhabitants of the city have come from all across the Earth and other realms to live together in peace and harmony. Tanelorn has existed since before time and will exist after the end of time. That is why it is known as "Eternal Tanelorn".
City
Control: Neutral
Neighbors: East Pale Sea, Bakshaan, Ilmioran Plains, The Sighing Desert (4+)
A sandy wasteland that lay to the east of Ilmiora, west of the nations of Eshmir and Phum, and north across an unnamed mountain range from the Weeping Wastes. It is an endless wasteland over which constantly hissed a mournful, sighing wind. The desert is barren and bleak, with huge sand dunes and stark, jutting rocks, the remains of eroded mountain ranges. The city of Tanelorn was thought to be found in its western regions. The desert is rumored to have form during the destruction of a warring empire, leaving only the city of Quarzhasaat intact. How reliable this was is anyone's guess.
Control: Neutral
Neighbors: Weeping Waste (4+), Karlaak, Ilmioran Plains, Tanelorn
A city of the Eastern Continent, rich enough to make all the others around it seem poor by comparison. The city lies north of Vilmir. A forest lies an hours ride to the south. By the time of the Chaos War, she had been transformed into a battle-ready fortress.
City
Control: Neutral
Neighbors: East Pale Sea, West Vilmir, Org, Nadsokor, Ilmioran Plains, Tanelorn
A large nation of the Eastern Continent, where justice is known to prevail. Ilmiora lies to the north of Vilmir and Org, east of the Weeping Wastes, south of the Sighing Desert, and west of the Pale Sea. Its capital is the port city of Ilmar. It is a land of flat plains and fine leathers. Politically it is a republic, its city-states ruled by a Senate.
Control: Neutral
Neighbors: Urish, Nadsokor, Karlaak, Bakshaan, The Sighing Desert (4+), Tanelorn
The "City of Jade Towers", it lies on the east edge of Ilmiora, near the Weeping Wastes. Karlaak is a city of squat walls and slender spires, of graceful towers and domes. It trades in rare jade and amber. A senate rules the city-state. There is a forest to the west of it, and a mountain range lies between it and Jadmar. At least two deserts and three mountain ranges lie between Karlaak and Elwher.
City
Control: Neutral
Neighbors: Camp of Chaos, Urish, Weeping Waste (4+), Ilmioran Plains, The Sighing Desert (4+)
The infamous "City of Beggars". It lies in the eastern nation of Vilmir near the Varkalk River. Abandoned some centuries earlier by its people fleeing a virulent pox, it has since been occupied by thieves and beggars. Ruled by a beggar King and his court, the city is disgusting. It can be smelled 10 miles away. The city is famed as having the most skilled thieves in the world.
Control: Neutral
Neighbors: Org, Jadmar, Urish, Ilmioran Plains, Bakshaan
The seat of Urish the seven-fingered, Daemon King of Nadsokor
Control: Neutral
Neighbors: Old Hrolmar, Camp of Chaos, Nadsokor, Karlaak, Ilmioran Plains
A blasted heath where unnatural creatures are spawned, legacy of a long-vanquished Chaos army
Control: Neutral
Neighbors: Merchant Sea, The Point, Old Hrolmar, Weeping Waste (4+), Urish, Karlaak
A damp scrubland lying east of Ilmiora and Vilmir, south of the Sighing Desert and Eshmir, west of Phum and north of the Eastern Ocean. There is an unnamed mountain range that lies along its northern border. The Weeping Wastes is a place of eternal rainfall; it drizzles constantly.
Control: Neutral
Neighbors: Elwher Sea, Merchant Sea, Eshmir, Camp of Chaos, Karlaak, The Sighing Desert (4+)
A nation of the Eastern Continent, considered a seapower. It lies to the south of the nations of Ilmiora and Org. It lies across the Straits of Vilmir from the Island of Purple Towns. Vilmir's capital is the port city of Jadmar. It has large cities on flat plains.
Control: Neutral
Neighbors: East Pale Sea, Pyaray, Jadmar, Org, Bakshaan
A tiny kingdom of the Eastern Continent, in which blossoms the frightful Forests of Troos. The nation is ruled by the descendants of the "Doomed Ones", an ancient people who existed in the age before the rise of Melnibon�. These people activated tremendous forces, rupturing doorways between various realms of time and space, and changing the plant and wildlife into unnatural shapes. They created a great many inventions that ultimately brought about their destruction. The inhabitants of Org are stunted and strangely altered outwardly, mentally they are warped even more than their bodies. Org and the surrounding forest are controlled from a single citadel deep within the country.
City
Control: Neutral
Neighbors: West Vilmir, Jadmar, Nadsokor, Bakshaan
The large port-city capital of Vilmir, it is the start of a caravan route leading to Tanelorn.
City
Control: Neutral
Neighbors: Cymoril Bay, Nadsokor, Sol, Old Hrolmar, Urish, Pyaray, Org, West Vilmir
A Vilmirian city-state that boasts a baroque skyline. It is a city of intellectuals, and a meeting place for all the imaginative people of the Young Kingdoms. Duke Avan Astran hailed from here.
City
Control: Neutral
Neighbors: Straits of Vilmir, The Point, Camp of Chaos, Urish, Sol, Jadmar
Lair of Pyaray, the Tentacled Whisperer of Impossible Secrets, who appears as a giant red octopus. His soul is kept in a blue crystal on his head. Sailors who drown at sea are taken into his Chaos Fleet. One portent of the end of the world is the ascent of the Chaos Fleet to the surface.
City
Control: Neutral
Neighbors: Cymoril Bay, The Northen Strait, The Dragon Sea, East Pale Sea, Jadmar, West Vilmir
A windswept land of rocky shores.
Control: Neutral
Neighbors: Straits of Vilmir, Cymoril Bay, Old Hrolmar, Jadmar
A desolate coast, home to goatherders and fishermen
Control: Neutral
Neighbors: Merchant Sea, Straits of Vilmir, Camp of Chaos, Old Hrolmar
A gentle land of rolling hills and plains, it lies in the Unmapped East at the edge of the Sighing Desert. One of the strongest economic nations of the East, it capital is called Elwher.
Control: Neutral
Neighbors: Elwher Sea, Weeping Waste (4+)
An ill-omened land, where few choose to live
Control: Neutral
Neighbors: Cymoril Bay, Westway, Olab Jungle (4+), R'lin K'ren A'a
Means "Where the High Ones Meet." It is the original homeland of the race Melnibon�an. Located on an undeveloped continent that lies to the southwest of Melnibon� and west of the Southern Continent and the Boiling Sea. Legend has it that the gods came to earth here to decide the rules of their "Cosmic Struggle". After this, the populace left enmasse and migrated to the Sorcerer's Isle and Melnibon�. The lords of Melnibon� dispute this. They believe the refugees interbred with humans and vanished. The city now lies in ruin, having been abandoned for some 12,000 years. All that remains on the island is a humanoid race called the Olab.
City
Control: Neutral
Neighbors: The Yellow Coast (4+), Olab Jungle (4+), Kulfar
Home of a humanoid race believed to be descended from the gods.
Control: Neutral
Neighbors: The Boiling Sea, The Yellow Coast (4+), R'lin K'ren A'a, Kulfar
Sandy wasteland in the south
Control: Neutral
Neighbors: South Sea, The Boiling Sea, Olab Jungle (4+), R'lin K'ren A'a
A nation of the Southern Continent that appears to lie between Filkhar and Pikarayd.
City
Control: Neutral
Neighbors: Raschil Bay, The Purple Channel, Southern Plains, Ameeron
A city of the damned located in the Realm of Shadows. The exiled inhabitants of other planes populate it; no one lives there by choice.
Control: Neutral
Neighbors: Raschil Bay, Filkhar, Southern Plains, Argimiliar
Home of great herds of grazing beasts
Control: Neutral
Neighbors: The Purple Channel, The World's Edge (4+), Filkhar, Umbda, Ameeron, Argimiliar
Seat of Prince Umbda, Lord of the Kelmain Hosts
Control: Neutral
Neighbors: The Crimson Gate, Merchant Sea, The Purple Channel, Kelmain (4+), The World's Edge (4+), Pikarayd, Southern Plains
A nation on the eastern shore of the Southern Continent. There are several trading cities on the coast.
City
Control: Neutral
Neighbors: The Crimson Gate, Kelmain (4+), Umbda
A coastal country of the Southern Continent, it lies north and east of Lormyr and west of Argimiliar. Its capital city is called Raschil.
City
Control: Neutral
Neighbors: Raschil Bay, Terpesaz, Stagasaz, The World's Edge (4+), Southern Plains, Ameeron
Literally the edge of the world. It lies in the southern land of Lormyr, beyond Castle Kaneloon. Past the citadel lay the stuff of unformed Chaos.
Control: Neutral
Neighbors: South Sea, Yu, Phum, Alorasaz, Kaneloon, Stagasaz, Filkhar, Kelmain (4+), Umbda, Southern Plains
Homeland of the man-like creatures also known as the Kelmain
Control: Neutral
Neighbors: The World's Edge (4+), Pikarayd, Umbda
A seaport of the southern nation of Lormyr.
City
Control: Neutral
Neighbors: Lormyr Sea, Raschil Bay, Ramasaz, Iosaz, Stagasaz, Filkhar
A seaport on Lormyr's western shore.
City
Control: Neutral
Neighbors: Arioch's Pool, Lormyr Sea, Phum, Alorasaz, Iosaz, Terpesaz
The capital city of Lormyr. It lies several days ride from the coast on the Zaphra-Trepak River.
City
Control: Neutral
Neighbors: Ramasaz, Alorasaz, Stagasaz, Terpesaz
An old town of Lormyr, it lies where the Schlan River joins with the Zaphra-Trepak.
Control: Neutral
Neighbors: The World's Edge (4+), Filkhar, Kaneloon, Alorasaz, Iosaz, Terpesaz
The citadel of the Dark Lady, Myshella. It was located at the farthest edge of the known world, south of the southern nations. To the south lay the World's Edge, and the stuff of unformed Chaos. There were lands west, north, and east of it, but no civilization existed within at least several days journey. The castle appeared as a ponderous series of man-made cliffs, reaching to the clouds. It sat above a forested plain, and a river flowed beneath it. A place of magic, the castle was able to manifest whatever it was that you desired. When heroes of the age would summon forth new land from the raw Chaos, the castle would disappear from its old location and reappear at the new land's southernmost point, always placing itself at the World's Edge. After the Dark Lady's death, the Lords of Chaos used the citadel at "the Time of Change".
City
Control: Neutral
Neighbors: The World's Edge (4+), Alorasaz, Stagasaz
A trading town of southern Lormyr that lies on the Zaphra-Trepak River. It is a city of beautifully made timber houses and towers of finely carved woods.
Control: Neutral
Neighbors: The World's Edge (4+), Phum, Kaneloon, Stagasaz, Iosaz, Ramasaz
Also spelled P'hum, it is a country of the unmapped East, laying beyond the Weeping Wastes, the Sighing Desert, even beyond Elwher. It is one of the oldest of the Young Kingdom. The kingdom is famed for its mono-colored warrior-priests.
Control: Neutral
Neighbors: Arioch's Pool, Yu, Oin, The World's Edge (4+), Alorasaz, Ramasaz
A poor barbarian nation lying several months travel south from Melnibon� on the Southern Continent. It consists of unforested jungle and infertile plains that are farmed by its inhabitants. Oin lies south of Lormyr and north of the River Ar and the nation of Yu. Its capital city is the port of Dhoz-Kam, which it shares with the nation of Yu.
City
Control: Neutral
Neighbors: Arioch's Pool, Dhoz-Kam, Yu, Phum
The capital of the countries of Oin and Yu. It is a seaport, and it straddles the River Ar, with half of the city lying in each country. The only large city in either country, Dhoz-Kam is an ugly, ramshackle place.
City
Control: Neutral
Neighbors: South Sea, Arioch's Pool, Yu, Oin
A poor barbarian nation lying several months travel south from Melnibon� on the Southern Continent. Yu lies south of the River Ar and the nation of Oin and Lormyr. Its capital city is the port of Dhoz-Kam, which it shares with the nation of Oin.
City
Control: Neutral
Neighbors: South Sea, The World's Edge (4+), Dhoz-Kam, Oin, Phum
The sea lying between the Eastern and Western Continents, north of the island of Pan Tang.
Sea
Neighbors: Straits of Chaos, East Pale Sea, Pan Tang, Gromo-Orva, Banorva, Tarkesh
The sea lying between the Eastern and Western Continents, north of the island of Pan Tang.
Sea
Neighbors: The Dragon Sea, West Pale Sea, Pan Tang, Pyaray, West Vilmir, Bakshaan, Tanelorn
The calm, sail-studded sea connecting the great cities of Shazaar and Jharkor
Sea
Neighbors: The Serpent's Teeth, Straits of Chaos, Sha-Zar, Gromo-Orva, Dharijor, Dhakos
It lies between Dharijor and the island nation of Pan Tang. It is a stretch of water lashed by eternal storms and inhabited by malevolent sea creatures.
Sea
Neighbors: The Dragon Sea, The Serpent's Teeth, Jharkor Bay, West Pale Sea, Pan Tang, Gromo-Orva
A feared stretch of hazardous water lying close to the coast of Shazaar. The Teeth tower above the sea.
Sea
Neighbors: Westway, The Dragon Sea, Straits of Chaos, Jharkor Bay, Nihrain, Sha-Zar, Aflitain
The name of the body of water that surrounds Melnibon�.
Sea
Neighbors: The Boiling Sea, The Northen Strait, Westway, The Serpent's Teeth, Straits of Chaos, East Pale Sea, Pyaray, Sorceror's Isle, Pan Tang
The westward passage
Sea
Neighbors: The Boiling Sea, The Dragon Sea, The Serpent's Teeth, Kulfar, Sorceror's Isle, Nihrain, Marshes of the Mist (4+)
The part of the Dragon Sea that lies north of Melnibon�
Sea
Neighbors: The Boiling Sea, Melnibone Sea, Cymoril Bay, The Dragon Sea, Imrryr, The Cave (4+), Pyaray
The great bay outside Jadmar
Sea
Neighbors: Straits of Vilmir, The Purple Channel, Melnibone Sea, The Northen Strait, Sol, Pyaray, Jadmar
The stretch of water lying between southern Vilmir and the Island of Purple Towns. The people of Menii call the fog covering the Straits "ghost sails".
Sea
Neighbors: Merchant Sea, The Purple Channel, Cymoril Bay, Fortress of Evening, Menii, The Point, Sol, Old Hrolmar
A much-traveled area of the ocean surrounding the Island of Purple Towns
Sea
Neighbors: The Crimson Gate, Elwher Sea, The Purple Channel, Straits of Vilmir, Umbda, Weeping Waste (4+), Camp of Chaos, The Point, Fortress of Evening, Menii
The ocean south of Eshmir
Sea
Neighbors: The Crimson Gate, Merchant Sea, Eshmir, Weeping Waste (4+)
A portal leading from the Young Kingdoms to a realm ruled by Earl Saxif D'Aan.
Sea
Neighbors: Elwher Sea, Merchant Sea, Pikarayd, Umbda
The sea south of the Island of Purple Towns
Sea
Neighbors: Merchant Sea, Straits of Vilmir, Raschil Bay, Melnibone Sea, Cymoril Bay, Umbda, Southern Plains, Argimiliar, Menii
The part of the Dragon Sea that lies south of Melnibon�
Sea
Neighbors: The Boiling Sea, Lormyr Sea, Raschil Bay, The Purple Channel, Cymoril Bay, The Northen Strait, Imrryr, The Cave (4+)
The stretch of shallow sea between Argimiliar and Filkhar
Sea
Neighbors: Lormyr Sea, Melnibone Sea, The Purple Channel, Terpesaz, Filkhar, Ameeron, Argimiliar
A busy stretch of coastal sea, outside Ramasaz and Trepasaz
Sea
Neighbors: Arioch's Pool, The Boiling Sea, Melnibone Sea, Raschil Bay, Ramasaz, Terpesaz
A treacherous sea, where frequent storms pull sailors to a watery grave.
Sea
Neighbors: South Sea, The Boiling Sea, Lormyr Sea, Dhoz-Kam, Oin, Phum, Ramasaz, Ashaneloon
A stretch of water that lies far to the south of Melnibon�. It is thought to be fed by volcanoes lying deep beneath its surface. Thick steam lies over the sea and no mortal ship is thought to be able to sail through it.
Sea
Neighbors: South Sea, Arioch's Pool, Lormyr Sea, Melnibone Sea, The Northen Strait, The Dragon Sea, Westway, The Yellow Coast, Olab Jungle (4+), Kulfar, Ashaneloon, Sorceror's Isle
Little is know about theses waters, since none that travel south from here come back again
Sea
Neighbors: The Boiling Sea, Arioch's Pool, The World's Edge (4+), Yu, Dhoz-Kam, The Yellow Coast (4+), Ashaneloon