FACTION WORLD MAP

Select factions to see their main areas of influence within the world of the Ninth Age

T9A world map name Highborn Elves map Dread Elves map Sylvan Elves map Saurian Ancients map Kingdom of Equitaine map Empire of Sonnstahl map Vampire Covenant map Undying Dynasties map Dwarven Holds map Infernal Dwarves map Ogre Khans map Orcs and Goblins map Warriors of the Dark Gods map Daemon Legions map Beast Herds map Vermin Swarm map
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For millennia, Highborn Elves have used great fleets to exert control in lands around the world. From their homeland on Celeda Ablan to the farthest reaches of the Empire, the Arandai continue to influence world events on a grand scale.

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Daeb raiding ships are known to attack shores around the world in swift and terrifying raids.

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The nation of the Dread Elves is the Republic of Dathen, settled in ancient times by pioneers and refugees.

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The kingdom of Wyscan is the ancestral home of the Sylvan Elves and their forest spirit allies. From here elves defend their arboreal home and the Wild Hunt sets forth upon each Midsummer Eve.

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Scattered from pole to pole any thicket, grove or woodland could hide a Trewi settlement or a copse of living trees. Yet so secretive are these denizens that the first sign of one’s transgression upon their lands may be arrows whistling at trespassers from the shadows or roots grasping the unwary.

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Since the destruction of the Dawn Age empire, saurians have largely tried to stay hidden, only emerging to further the aims of their mysterious philosophy. They dwell in secret enclaves, which can be located wherever the temperature is warm enough to support cold-blooded metabolism.

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The mystical lands of Equitaine are home to many wild and wonderful beings. From misted hills, holy lakes and mountainous crags, the knights of this realm sally forth upon their Lady’s quests, taking them across Vetia, Taphria and beyond sometimes in fleeting crusades, other times establishing lasting colonies.

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The Empire of Sonnstahl, founded in the image of its primary goddess, represents one of the great human powers. From large territories in the heart of Vetia to newly founded colonies and current political allies, Sunna’s name unites men and women in their pursuit of knowledge, wealth and power.

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The strongholds of the Covenant’s power can be found wherever humans live, but only very rarely is this power revealed.

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The most successful vampires can found entire lineages, and their bloodlines share in their vampiric traits. The origin points of the current major lines are believed to be known, though the truth is never certain when it comes to vampires.
I. Strigoi
II. Sangreal
III. Lamia
IV. Vetala

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The most powerful and best known of the undying dynasties is that of Naptesh, whose undead armies still wage eternal war against the Usurper’s forces from Hassar to the east. Napteshi agents operate around the world, forming ties with other dynasties that have embraced or succumbed to the eternal slumber.

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Through curse or ritual, divine retribution or unbreakable oath, a peoples’ door to the afterlife can close, their souls unable to cross the Veil. Instead, they linger on, rising from their tombs in times of strife or to defend their ancient principles.

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Living in isolated mountain bastions, Hold dwarves maintain contact by gruelling treks over inhospitable lands, through the treacherous Deeps or via the unpredictable skies; only dwarven obstinacy allows the holds any sense of unity.

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The Infernal Dwarves hold the desolate Blasted Plain in an iron grip – though their citadels are not united into a single nation. They also control many surrounding vassal states, as well as trading or mining colonies in far away lands.

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As it has for as long as tales tell, the heart of ogre power remains the Sky Mountains and the steppe to the north.

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Many Ogres choose to leave their lands in search of fame, fortune and feasts. The Silk Road, in particular, crosses much of their lands, and represents one of the busiest East-West trade routes, rivalled only by seafaring trade and the modern Steel Road. This presents a perfect chance for ogres to exercise their prowess, with many of the mightiest mercenary companies counting ogres among their elites or commanders.

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Most major nations have curtailed Warborn populations within their borders, but none have succeeded in eliminating them entirely. The greatest orc hordes can be found in the wild places, endlessly roaming, looking for the next big fight. Goblins live in cities or camps known as Gardens, often kept hidden and secret, and sometimes even moving entirely.

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Those who serve the Dark Gods hail from every culture, nation and species, leaving their civilised homes to roam in warbands or form great armies on the outskirts of ordered society. Always on the move, their strength is often greatest at the edges of magically-contaminated realms - most notably the Wasteland and the Shattered Sea - where they journey to commune with their gods’ servants from the Immortal Realm.

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Across the world, wherever their cultists work in secret, daemons can be summoned and manifest in the Mortal Realm to carry out their unknowable purposes.

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In areas of high magic, daemons can cross the Veil unaided, and whole armies may emerge from these places to ravage nearby lands.

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Most Beast Herds follow migratory routes on a seasonal basis, following paths only they know – no matter who tries to stop them.

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In the dank morass of the Bog of Beasts, some Beast Herds find permanent homes for their Hiddenherds, and others find a year-round stopping point on their migrations.

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The vermin were born in Avras, and for long centuries they controlled an empire centered on this great city. Now they live mostly below the ground, often under the ruins of old Avrasi cities. But they still cling to a semblance of an empire that branches out from their capital beneath “Vrotmog” (as they now call the city), each colony feeling less of the Senate’s power the further away it is.