Geography of Cumae

| LANDMASSES Cumae is divided into three main landmasses: The Great Continent, the Arabian Peninsula, and the Southern Continent. The Cumaean Ocean and the Triad Sea, so named for the three gulfs which comprise it, are the interior seas. The Horizon Sea in the west, the Standing Sea in the north, and the Vast Sea in the east are the exterior bodies of water. The other known landmass on the Orbis is on the other side of the Vast Sea, the place where the humans of Pantanh originated; it is at such a vast distance from the lands of Cumae that contact between the two is negligible and besides Pantanh, it has had no impact on these lands. Much of Cumae's map is created by meteoric activity. Lake Turienne in Minon and Lake Marotes in Khafra, as well as Dihar island and the Gulf of Dihar were all likely formed by massive meteor strikes sometime in the prehistory of Cumae. In more recent recorded time, the elven nation of Lin was consumed some 18,000 years ago, leaving a plain of blackened glass a mile thick and eight hundred miles across in its wake. The mountain ranges radiating from the dead land of Lin are mostly volcanic in origin, revealing the extreme stresses the impact placed on the surface. Massive lava flows flooded much of the land for hundreds of miles around the crater, and volcanoes in other nearby ranges also were likely set off by the sudden and intense increase in pressure. CLIMATE As a result of the impact of the comet into what once was Lin, and the resulting volcanic activity that lasted for hundreds of years afterwards, the highlands of the Great Continent are now especially high, leaving the regions of Baelura and Skal under a near-permanent ice sheet. Dovaln, nestled between these and against the mountain wall of Lin, is more temperate both because of its lower elevations and because of the powerful magics the Dovalni can bring to bear to moderate the climate. Traediia is even more of a fertile lowland warmed significantly by airmasses rising off the desert and plains of Tiwwar. It is quite likely that before the lava flows added so much elevation to the northern plains, most of this region had a climate similar to that of Dovaln and Traediia today. The southern portion of the Great Continent is quite warm and seasonal. In the southwest, the environment is quite arid and dry in the summers, though the land is fertile in winter and spring, and other times of year if enough water can be diverted to it from the rivers. Soame and Jungaeris are both dependent on seasonal rains and irrigation for most of their farm production, and the desert in central Soame is especially harsh, though not as lifeless as the deserts of Toz'Aizhir which remain year-round. The affects of rain, temperature and desert warming all work together to make Minon and Khazig both extremely fertile areas of the continent. By contrast the temperatures in Omeriat are quite good, but the land is almost entirely swamps or cracking sandstone hills not good for farming, mining or even quarrying, and its neighbor Scriegos is mostly highlands as well, though the combined influence of the gulf of Dihar and the Cumaean Ocean on this rocky promontory keep it between 55 and 80 degrees Fahrenheit year-round. Dihar likewise is always temperate, though in the winter it sometimes feels the chill of cooler air masses dropping from Baraeon. The Arabian peninsula is quite cold in the north and northwest, but hotter than anyplace else on the Orbis further south. The hinterlands of Amossa are shrouded in icy peaks, tundra fields and frosty mist, but the southern protrusion dividing the Gulf of Amossa from the Arabian Gulf is quite warm and humid, and one of the most crowded living spaces in the world. Barzaal and Zuehed are likewise warmer but Barzaal is mostly rocky lands, a mystical place inhabited by more fighting monks than anyplace else in Cumae but not suited for farming, and Zuehed is a very swampy lowland that is flooded on almost a monthly basis, causing a great loss of life on occasion. Dirzeh is blessed with good, fertile land, an excellent climate, and plenty of fresh water, and is well-insulated by mountains from the lands to the north and east. It is able to provide a great deal of surplus grain and other food to hot, dry Toz'Aizhir as a result. Toz is essentially a desert wasteland except for the edges of the wide, muddy river flowing through it; all of the land's cities are either on the river or the seacoast. Afternoon temperatures in the summer can often reach almost 125 degrees Fahrenheit, enough to cause heat stroke and death to the average human in less than two hours. The Southern Continent is never dry, in any place, almost at any time. Khafra, likely the first part of the world colonized by any civilized humans, is blessed with soil so fertile that it can be used straight from the ground to start cuttings from rare plants; but with rain more than 70% of the time, one needs to bring those cuttings in or they will rot in the water. Pilaan to the east is even more wet, overall, though this is split between a continually soggy southland and a drier but still tropical north. The eastern coast of this area contains vast shallow sandy beaches which some learned men claim are the remnant of a vast desert, and indeed some Pilaani myths speak of a time when drought was the rule and the land dried up and died. But for the last several thousand years, at least, Pilaan has been a deep rainforest. Most rainy of all, of course, is the Caetica, an untamed jungle wildland. It does have dry periods lasting up to three days, but rainfall rates in jungle villages have been measured at over four inches per hour. CURRENTS VIOLENT WEATHER The Plains of Tiwwar are a hotbed of tornadoes from early spring until late fall, with the extreme storms coming at the beginning and end of this cycle when cold fronts with great variance from existing warm weather cells generate incredible thunderstorms and tornadoes. The mountain ranges which define the borders of Tiwwar tend to cut the bellies from these storms before they reach other regions, but tornadoes are occasional hazards in Khazig, Minon, and Dregagt. Sand cyclones are common in all the desert regions, where all that's required is heat and a slight crosswind to create a combination of updraft and spin that results in a tornado of sand. While much smaller and more localized in effect and duration, these storms can be deadly because of the tons of sharp sand particles whipping through the air. And in Toz'Aizhir's killer deserts, with incredible updraft speeds generated by the high heat, these sand twisters can combine on rare and deadly occasions into superstorms sandblasting everything in their wide path for miles. The wetter, greener strips of land along the banks of the Aphi river transecting Toz are insulated somewhat from these storms, but on rare occasions entire villages can be buffeted by these windstorms, where livestock left outdoors are sure to sicken and die from infection after having their skin scraped by the sand, and crops are left leafless and blasted into the river. |