Capital: Population: Government: Religions: Alignment:
Aberminster 700,000 No Central Government. Aberminster has a small standing army and polices trade, but most settlements have their own police and militia. Cormand has a mixture of Old Gods and woship of the New Gods. Most settlements lean towards neutral or good, but there are plenty of people who prey on the less fortunate.

Cormand is a large continent in the southwest of the great sea. It has large groups of settlements separated by vast stretches of wilderness. From the Black Wastes in the north to the Sand Flats in the south, the wilderness of Cormand is a dangerous place, and as such, only the most hardy of merchants will make the journeys between the settlement groups. Because of this most of those said groups are quite autonomous.

Life and Society: Even before the Day of Blood, Cormand was a sparsely populated continent. While the Day of Blood was less catastrophic for Cormand than many of the closer nations, the after effects that day had on the world were no less apparent in Cormand. With holes opening up to the Shadowfell and Feywild, the dangerous wilderness between settlesments because that much more dangerous.

Major Geographic Features and Places of Interest:
The Black Wastes: The Black Wastes didn’t used to be as dangerous and foreboding as they are now. During the battle between Death and Dante ( Seith’s Dominion) much of the land was scorched and with Death’s defeat, the evil within ihm forever blighted the land. The once prosperous towns of Reva, Usarho and Avarthe became ghost of their former selves and their people fled to Aberminster until only the old and stubborn remained. The towns survive today, but they are dim points of light in the blackness of the wastes.

The Sand Flats: Home to a group of nomads known only as The Wandering, the Sand Flats are as dangerous a place as can be found on the plane of Melekar. It is kill or be killed in the Flats, and most of the creatures have become very good at the killing part. If the weather and heat doesn’t kill you, the monsters surely will. The only town in all of the sand flats is Esarcha, and every once in a while, the nomads will come here to trade.


The World Spring: High in the Seacrest Mountains lies a spring unlike any other. It is said that this spring is fed directly from the Wells of Luminos and that its water can cure any illness. It was here that the final piece of the The Rod of Armageddon was kept hidden, for only the water from this spring was unaffected by the Orb of Annihilation.

Important Cities:
Aberminster (Metropolis, 100,000-150,000): Technically the capital city of Cormand, that title doesn’t mean much to the varied city-states around the countryside. A large sprawling town, it must maintain a sizable militia and well trained monster hunters to protect the city and its outlying farmland.
K’ar D’atha (Large City, 50,000): K’ar D’atha is the largest dwarven city on the continent. Located on the southeastern most part of the continent, it lies deep under the mountains bordering the Sand Flats.

List of Locations
Cities: Aberminster – Capital, Bridge-End, Waterbrook, Asisheldon, Lowaston, Usarho, Avarthe, Reva, Port, Sohothorpe, Irare, Mortha Vale, Seacrest, High Peak, Springside, Sherrolton, Ocimar, Oceanview, Ukecheton, Elandrake, K’ar D’atha, Sandwatch, Utesorton, Esarcha, Ehamelet

The Black Wastes, Seacrest Mountains, The World Spring, The Sand Flats



The Melekar Chronicles gaaran