The Origins of Kur

Copyright Peter Mork © 2014

A Little History

Having fashioned Kur, the gods immediately set about populating it with all manner of beings. Most favored of these were the humans. They were blessed with all manner of technology, culture, and art. The greatest gift of all came from Cha'tima, who granted the humans control over elemental spirits: the djinn.

But, humans can be a vicious species, and they immediately set upon each other with cruelty and wickedness. Olive Branch weeped for their folly, but joined with her siblings to erase the original humans from Kur. Of course, armed with advanced technology and even wishes, the humans were not about to depart easily. A great war broke out, the effects of which are still evident throughout Kur. The final destruction of the first humans is known as the Cataclysm.




Ambitus is a wide expense that includes jungles, forests, mountains, plains, and more—with everything right where it belongs. It is a collection of microclimates that vary fairly starkly across the region. Of particular note is the Wreaksmere, a portion of Ambitus that lies a few feet below sea level, surrounded by a natural stone wall that fails to protect the land from being a fetid saltmarsh. Nin-Kisura has left a number of steles to warn the people of Ambitus.

Ambitus is populated by the Kish (human), frequently at odds with their neighbors to the west. However, the undead are unable to incur into Ambitus due to the Light Lances, which spring from the rocks in the pebble desert between Ambitus and Noctis. Ambitus is also home to Imarru and Kethyrru, and plagued by Hobgoblins.


Noctis is a narrow, hostile region that runs from the edge of Venat to Ambitus. It is brutally hot and covered with jungles and deserts, with narrow (hospitable?) grasslands between. Moreover, flight is nearly impossible due to bizarre winds that blow over the ocean to the north (shipwrecks from before the Cataclysm can be found in these waters).

Noctis is home to the expansive Kish (human) and to a wide range of undead (Greatbridge is not conducive to life given the radiation fallout from the Cataclysm). Other brutal races are also native to Noctis: Dragonians in the mountains along the southern border; Spider Centaurs in the sporadic forests; and Greater Orcs underground.


Pax is an archipelago covered with deciduous forests, except for the windswept highlands. The northern isles are temperate and relatively flat. The southern isle rises from the northern shore to steep cliffs along the south. This isle is much cooler, although the warm ocean waters temper the climate along the northern shore.

In addition to the peaceful Reali (humans) who fled the aggressive expansion from the west, the area is populated by Anzhels. In addition to its remote location, reaching Pax requires fighting through the Cherubim who reside in the clouds between Pax and Qod. (Their territory is limited in that clouds are not solid elsewhere on Kur.) Pax unfortunately also houses Grey Orcs.


Percoland is a land of dense forests ranging from temperate rainforests in the south to gelid stands of conifers in the north. Technically, Percoland includes the high peaks in the center of the continental plate, but these peaks are home to several species of dragons. Beyond the mountains, the land falls away to the sea in a series of sheer cliffs. (It is said that if you climb these cliffs from the ocean's edge to the highest peak in a single day, you can reach the home of the gods.)

The lush forests of Percoland are home to a myriad of races including the Kalyon (human), Fey (Fosse-Grim, Nymphs, Satyrs, Undine and Yaai), Lesser Giants, and Quan. Vard Orcs can be found underground.


Qod is a lush land largely covered with mangrove forests. Much of the region is hilly, although there are a handful of low mountains near the middle of the continent. Unlike the rest of Kur, the Cataclysm did not impact Qod.

The Ubon (humans) call Qod home, sandwiched between the Kish and the Cherubim. Several creative races can also be found here: Gnolls reside in hilly burrows, Maazhat build mounds along the eastern shores, Maelephants coexist with the Ubon, and Shikome raid the Kish. Below the ground reside Goblin inventors.


Venat is a land of extremes. The southern end is covered with hilly jungles and plains. The northern end is more rugged, given to deciduous and coniferous forests that dwindle to scrub in the higher regions. Much of the southern (equatorial region) is downright hot, while the north is pleasantly temperate.

Venat is home to the Wrin (humans) and the first civilizations (primarily near the coast that runs south from Greatbridge). Hengeyokai are also native to the region, although various sub-species can be found throughout Kur. Near the isthmus connecting Venat to the Wetwoods are drifting clouds that Calm any sentient being within. Ferocious beasts prowl this region, able to get the jump on becalmed prey. Vulfen (from before the cataclysm) also run rampant in the area.


The Wetwoods are almost entirely temperate except where the great ocean waters warm the shores. The entire region receives ample rainfall as its low hills do not block rain from reaching any portion of the continent.

The region is home to the Wrin (humans) who hold their territory against the expansive Kish. It is also home to Dwarves, but these dwarves took to the coasts and isles when their tunnels were poisoned in the Cataclysm. Subterranean exploration remains dangerous due to the poisonous gases. The inland regions contain Avinarc and the waters, Shuikmar. The coasts also house Sea-Krals.

Lesser Regions


The expanse south of Noctis is similar in terrain to Percoland, but subject to the wet/dry monsoon cycles. Lesser orcs are common here.


The great eastern isle is a chilly knife of land that is home to species long considered "lost" such as dinosaurs and rumored to contain pre-Cataclysm civilizations somewhere in the dark interior.





  • Red = hot
  • Yellow = warm
  • Green = cool
  • Blue = cold
  • White = frigid


  • Dark = humid
  • Medium = temperate
  • Light = dry


Combines temperature and rainfall.



  • Black = waste
  • Dark grey = alpine
  • Light grey = hills
  • White = plains


  • White = tundra
  • Yellow = grass
  • Red = heath/scrub
  • Green = coniferous
  • Blue = deciduous
  • Purple = jungle


Combines terrain and vegetation.