White Sands World map
(Total Sq miles 3,500. The map is a shrunken down version be it based on the dimensions loosely of the middle east.

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Sea of Dunes


The center is the heart of the world, covered in rolling dunes of white sand and the Ashlandian volcanic mountains. Here civilization thrives next to the ruins of the old world. Scattered across the vast oceans of granules are temples and ruins buried and forgotten by the knolls and the passage of time. Meanwhile, a giant active volcano resides at the very center, where it is believed the heart of the mother of sands sleeps till judgment day. Across the sea of dunes, giant sandworms can be witnessed traversing its surfaces. These monstrosities are seldom violent, often viewed by the locals as guardians of the desert itself. While the haughty and competent alike rummage through the land, looking for artifacts and archeological enigmas. As the ebbing and flowing nature of this patch of land excavates and buries ruins regularly.

Faction owner ship- None
Threat level- High due to the fall of civilization.


Emerald City

The trading hub and former capital of the empire. A massive metropolis adorned in white stone and emerald windows. Here the former seat of power lies, as well as the college of arts, enchanting and magic. The city is broken into four districts. The outer, this is a shantytown where the poor live left outside the walls yet still protected by the sentinels. The local police force is made up of undead, Jackals, Elves, and Varenkun. The Bazaar, a merchant district where shops and traders set up to peddle their wares. This is the first layer protected by the city walls. The former necropolis now servicing as labs for the necromantic overlords. The third layer, The college, noble, and arts. Here lies all the elites, and educational material including the grand library, and the research and development of the war branch, a wall separating it from the merchant district. And lastly, the royal palace also separates by another barrier. Currently outfitted to house the two Queens and the embassy for the Verdant Dynasty. A jungle empire located far north of the region. Along the back of the city lurks a dock, used for receiving and ferrying merchandise.

Ownership- Eternal House

Crystal forest


Long ago, the deserts were once embellished with trees, a vast, untamed jungle where the elves sought to build an everlasting empire. When they tried to rise to godhood, the Old ones glassed the entire realm, turning most to white sands, yet leaving behind one visible reminder to stand as a symbol and lesson to those that followed. The crystal forest is that memory, a time where time itself seemed to bend. The petrified crystal remains, glassed sand and crystal-coated ruins and dungeons serve as a testament that even the greatest empire can fall and be forgotten by time. Within this massive patch of land to the north, the crystallized remains of the elves still linger. Frozen in place as if they had no time to even react to whatever caused this otherworldly scene. Local legends say if you listen closely, you can still hear the clamor of those that perished that day as if their very souls are trapped in the crystal...

Ownership- none

Threat level- High, runned by militias by those left behind during the fall of the sands. Under constant raiding threats and noticing an increase in monster activity.


Fungi Forest


The fungi forest is a massive alien-like zone to the north of Ashlandian mountains filled with nothing but giant luminous fungi that reach up to the heavens. As well as smaller mushrooms and ferns at the bottom. The air radiates ancient magic, it is said ta a stone crashed here from the sky, bringing a single alien spore. The prior denizens vanished during the first era after the humans and other races broke free from their cruel control. From what text we have they were there one day and gone the next. Within this massive labyrinth lurks many beasts, ruins, ancient abandoned cities covered in roots, and even a creator overgrown with flora.  This fertile soil is home to a military research division, where the college and accepted parties toil away creating new alchemical formulations for both war and medicinal benefits. While the elite of society dwells along the edges within spiraling toadstool towers. Deep within this forest, the distant cries of beast unknown reverberate, its windy paths serving as a flame that draws adventurers in like a both. Many secrets lie buried, though are the rewards worth the risk? Or something best left forgotten?

Owner- The Eternal House

Threat level- Mininum due to the Varenkun and Eternal House securing this vital bastion of resources.

Ashlandian mountains


The obsidian enriched landscape, and volcanic landfall fill with constant ash, the particles itself has been known to inflict a few with vampirism. It is believed here sleeps the ender of time, the waker of the dreams, and the harbinger of change. The land constantly trembles, as only the foulest beast seems able to thrive in this molten land. Littered throughout the volcanic chasms are the remains of the city and temples once thought grand, now home to the cultists that call this hellscape home. Blood crystals jolt from the earth, as an endless storm of lightning coupled with the fog and ash, creates the sense that death lurks here. Yet still, the call to adventure lures some, each trying to figure out what treasures lurk, or secrets remain hidden within the heartless stone bosom of this active range of volcanoes.

Owner- None

Threat level- Ungodly, don't go, you will die. Nothing lives here as a civilization and the bandits, monsters, patrols of both the Union and Eternal house make this patch of land a grisly prospect of voyaging through.


Obsidian Canyon


A massive canyon of obsidian and brown rock, dwellings carved into the side where the Kitsune tribes live. The depths now home to the varying races of the union. It stands as a holy site, as local legend tells of a great warrior who with a single defiant slash stemmed an Eldritch invasion during the second era. The chasm is the result of the explosive battle between the old ones, and their mortal champions. Little evidence exists to support this folk tale, yet despite that many pilgrims come here to pray and receive the blessings found in the hot springs contained within. The Kitsune now serve as warriors and mercenaries, embracing the changes installed by their new head, Matsumota.

Owner- The Beastkin Union

Threat level- Low



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Nirvana, the bastion of the sands, the center of the Eternal Houses might. A city of skulls and stone constructed to herald the new age. Its buildings like fingers sprawl to the heavens as skeletal edifices showcasing their architecture, powered by artificial crystals with bronze piping running throughout to distribute heat and water to the homes. The magical volcano, being utilized as an arcane reactor, fueling the drumming heart, society's cradle. Behind these walls, meandering through the bazaar and busy streets, are a diverse collection of now unified residents. The palace where the Mistress of sin and vice sits, standing as a massive cranial, where the throne and senate peers out the eye sockets across the sprawling bleached dunes.


Nuzzled in the granule domain center, the newfound metropolis labors as the world's trade hub, marshaling resources from all other provinces and the primordial alien jungle. Many come to engage in mercantile,  gather rare ingredients and research material, or find employment within the largest constructed city to date. But most, find themselves engaging in the drugs, brothels, casinos and other such pleasure houses designed to strip the depressed masses beyond its walls of their precious coins. Those cobbled streets are standing as a testimony that tranquility, while fleeting, is a privilege worth persevering.

Ownership- The Eternal House

Threat Level- Low.


The blightfields is an expanse of territories is positioned alongside the ashlandian mountains. This foreboding terrain is home to many ruins and foul predators. Its infertile soil makes growing crops hard and has limited the expansion of the modern world. This, in turn, makes it the ideal home for the Ashlandian tribes. Nomads that hold to the old ways and aspire to live their existence untethered from the contemporary "failures" of the sands. While not innately hostile to outsiders, they severely distrust them and engage in small proxy wars over the diminished resources against the other tribes. 


The Ruemdrem is a region of three settlements nestled within the rolling stretch of dunes between the blightlands and bandits pass. Here stray storms of sand often whip across the environment. The locals wear a mask to shield their faces while they stand watch on the walls. Ru-vrem, Ru-duin, and Ru-khan make up the pockets of civilization. Their building is cut from white stone and in the shape of crabs and insects. The locals don garments paying homage to the bugs that sustain them, with their primary food being the eggs and meat of the giant insects they raise within farms and mines coupled with their rich farms for grains and wine. The region is rich in ore and is often quarried and shipped throughout the providence to support the Great Houses and the security of the providence.


Buerkentahn is a sprawling metropolis and is home to the Baderkerkhan and Rakatta. The structures are large pyramids cut from the mountains and protect the region's quarries, farms, and egg mines. They are connected by a subterranean network and are famed for the academies and knowledge within those sturdy barriers. They hold the most extensive libraries, and admission into their society is an onerous process, given they only admit immigrants who can supply a service to the whole—the shambling corpses of the fallen move alongside the living. The deceased are employed as assistants and workers. This resulted in an economic boom under the tenure of their Pharoah. All research is deemed valid within these walls, even if others consider them morally objectionable—the ideal municipality for dark sorcerers.

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Al-shedan is a series of four coastal towns between Obsidian canyon and crystal town. The settlements are renowned for their fish and seaweed, which they provide to the region for coin.  Al-shedan, Al-riquesh, Al-dren and Al-reuk are their names. They form a committee and work together to support the whole while providing harbor for vessels between their voyages to the cities—the ideal nest for those desiring a simple and fulfilling life.


Zar-Zamin is a prosperous city located on the fringes of the blight fields. Its attainments stand as a stark contrast, and its signature design has given it quite the reputation as a vista to behold. The city's segmented structure pays homage to their people's hive origin. On the surface is a sprawling and adorned oasis. Yet, 'neath the surface is a network of factories where the sovereigns commission technological betterment. Its fortune has lured many in, ignorant of its high demand for productivity to rise from beholden servant to citizen. Nonetheless, given the dearth of options surrounding it, many accept the deal discovering safety to be paramount over a bleak existence outside its barricades. In the far back is a chapel, a chamber where the queen lays her eggs to continue the production of their soldiers.