Dagea

A world I drew by hand, and then put on a sphere

I drew this map on paper. Everything on it that is a shape — the coastlines, the black ink — got read back off the picture by a script and wrapped around a sphere. Everything on it that is a note — the rivers, the roads, the towns, the place names in green — stayed flat, because annotation belongs somewhere you can read it and not smeared around the curve of a globe.

Six regions, forty landmasses. Point at one to light it up, or use the list underneath, which works the same and does not require you to hit a four-pixel islet. The back half of the world is open ocean: I only drew the front.

Bagii AtollBagii IslesErka FjordsFeldiaJrakviaKretavia

Bagii Atoll

Capital
None — the market moves with the season
Main export
Everything, briefly. It is a place goods pass through

A broken ring of islets off Kretavia's east coast, and the only place Feldian and Kretavian merchants reliably meet. Both sides prefer it that way: business happens on ground neither of them owns.

Bagii Isles

Capital
None recorded
Main export
Ships, crews, and pilots who can read a kraken's weather

The chain off Feldia's west coast and the primary home of the Bagii. They are not easily impressed and they do not talk about Jrakvia, which is its own kind of statement about Jrakvia.

Eisenmark

Capital
Eisenstadt
Main export
Weapons, chain, and iron by the ton

Closed borders, open forges, and the whole western foot of the Spine, from the Korn's spring down to the sea. Trade with Kretavia has grown a great deal of late and diplomatic contact has become routine, and neither party has explained why. Its Duke has held the seat longer than looks reasonable.

Erka Fjords

Capital
None — each fjord answers to itself
Main export
Dragon oil, bone, and passage north of the Dragon Line

Snow, mountain tops, and cold water. The only latitude dragons range, and the Erkish are the only people who have made anything of that rather than simply moving away from it.

Feldia

Capital
Kronstadt
Main export
Grain, wool, and the peace between its own duchies

Eight duchies bound by habit and trade more than by unity, with a High King who negotiates rather than commands. It works, mostly, and everyone involved is quietly aware of how little holds it together. East of the Spine are the Wastes, and something there is wrong.

Grenzmark

Capital
Grenzburg
Main export
Cavalry, and men who have already seen a war

The march, running from the Korn down to the northern shore of the Sea of Coin. It has fought every neighbor it has at least once and keeps the horses to do it again. Border patrols have been going missing lately; the official word is desertion and nobody's family believes it.

Jrakvia

Capital
Not disclosed
Main export
Nothing. That is the policy, not an accident

An island that broke off Kretavia's Old Wood and drifted. Three hundred uninterrupted years later it has looked at the rest of the world and declined. The geography enforces the decision without walls or armies — what arrives comes in by accident, and what leaves does not go back the way it came.

The Kharsa

Capital
None — the oasis cities each keep their own
Main export
Metalwork, textiles, and water rights

The desert proper. Cities sit where the water is and the distance between them is measured in what a party can carry. It is not dramatic country. It kills the unprepared quietly, in ordinary weather.

Kirchberg

Capital
Kirchberg
Main export
Scholarship, letters, and counsel nobody asked for

Feldia's oldest university and its most influential bishop, on a hill, in that order of self-regard. A great deal of what the rest of the duchies believe about the world was written down here first.

Kornfeld

Capital
Feldmark
Main export
Grain, livestock, and horses

Flat open steppe under wide skies, and the duchy Feldia cannot do without — it feeds the rest. Horse culture runs deep, the grasslands carry wild herds, and the distances between towns are real distances.

Kronstadt

Capital
Kronstadt
Main export
Wine, credit, and access to the court

The seat of the High King and the largest trade city in Feldia, with wine country running west of it to the coast. A chairman's capital rather than a conqueror's: business gets done here by leverage, and everyone doing it knows exactly what everyone else is owed.

Kretavia

Capital
No single seat — a council of religious and military authority
Main export
Fine metalwork, textiles, dates, and missionaries

The southern desert nation, older in faith than Feldia and certain of it. Its traders carry more soldiers than the goods require and its missionaries travel armed, which the Kretavians consider prudent and everyone north of the Sea of Coin considers something else.

The Old Wood

Capital
None
Main export
Timber, resin, and things the resin is used for

Ancient forest on the mountainous west coast, older than the faith that surrounds it. Jrakvia broke off this coast and drifted; whatever the Old Wood is rooted in, the island took the branch and left the root.

Sahalim

Capital
None — a coast of port towns
Main export
Dates, citrus, salt fish, and shipping

The green coast. Mediterranean weather, irrigated ground, and every harbor Kretavia has. If a northerner has been to Kretavia at all, they have been here and nowhere else.

Seehaven

Capital
Seehaven
Main export
Ships, salt, and salt fish

Feldia's coast, its harbors, and its temper. Seehaven shares a canal with Kretavia and has been raided across it often enough that a southern sail on the horizon empties a market square.

The Sundered Sand

Capital
None. People do not settle here
Main export
Guides, at a premium

The south-east, where the stories cluster. Riders arriving days before they set out; a camp that burns down every night and is whole by morning; a man who came back speaking of forty years and had not aged a season. Scholars argue about what it is and have never agreed. Guides charge more to cross it and do not linger.

Steinmark

Capital
Grimmhold
Main export
Iron, coal, stone

Highlands at the head of the Spine. Hard country, hard weather, and people who have concluded from both that outsiders generally want something. They are usually right.

Waldheim

Capital
Waldmark
Main export
Timber, fur, charcoal

The deep wood. Insular, older than the Crusade, and pagan enough about it that the church has stopped making a point of the matter. Things are left at the treeline here and nobody local finds that remarkable.

The Wastes

Capital
None. Nothing holds here
Main export
Nothing anyone will admit to carrying out

Badlands east of the Spine, which is the only reason Feldia sleeps. Whatever is wrong out here has been wrong for a long time and is not getting better.