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Southlands is the name for the not!Africa region of two different settings; the Warhammer Fantasy world and the Midgard setting for Dungeons & Dragons.

Warhammer Southlands[edit]

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The Southlands are the Warhammer World's analogue to Sub-Saharan Africa. Meanwhile the northern half of Africa is covered by Araby and Nehekhara, while the area vaguely corresponding to the Arabian Peninsula and Middle East are the Badlands. It's often stated that it's not a part of the Old World, which in the Warhammer universe is mostly just Europe.

Most of it is jungles and swamps filled to the brim with lizardmen and dinosaurs... so, just a copy of Lustria. The lore explains this by saying that in the ancient past, the Southlands and Lustria were joined together (just like Africa and South America were in real life). The Old Ones sundered the continents and created the Great Ocean to make conditions more favorable for the younger races.

Besides the lizards, there is an abandoned dwarf fortress, Karak Zorn, which is rumored to be the oldest dwarf stronghold ever, and The Fortress of Dawn, an outpost established by the elves. It's stated that there actually are dark-skinned humans living here as well (NOT the Pygmies, those PR nightmares live in Lustria). There's also an ape-like breed of Beastmen called Apemen, and the Skaven Clan Festerlingus.


Regions and Areas of the Warhammer World
Areas of The Old World: The Empire of Man - Bretonnia - Albion - Estalia - Tilea - Kislev - Norsca - Border Princes - Worlds Edge Mountains - Karak Eight-Peaks
Areas of The New World: Naggaroth - Lustria
Areas of The Eastern Lands: Cathay - Nippon - Ogre Kingdoms - Dark Lands - Kingdoms of Ind - Khuresh - Eastern Steppes
Areas of The Southlands: Nehekhara - Araby - Badlands - Marshes of Madness
Other Areas of the world: Ulthuan - Athel Loren - Chaos Wastes - Skavenblight - Lost Isles of Elithis
Main bodies of Water: The Great Ocean - The Far Sea - The Sea of Dread - Inner Sea of Ulthuan

Midgard Southlands[edit]

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The Africa of Midgard, with local features including deserts, jungles, dark-skinned humanoids (including both humans and Egyptian-styled dwarves), ancient curses, lots of weird magic, and assorted beastfolk.

The original Southlands splatbook was only released for Pathfinder 1st edition. A revamp, called "Southlands Worldbook", is due out in August 2021 for Dungeons & Dragons 5th Edition.

Major races of the Southlands are:

Nkosi - The original Pathfinder 1e Southlands splatbook featured nkosi as a playable race. Whether they'll return in 5e, who can say?

Minor races include the Kijani, Lizardfolk (both regular lizardfolk and a new race of croc-folk called the Subek), Ramags and a particular subrace of Trollkin. In the Pathfinder version, Aasimar, Tieflings and Heru (a local variant of Ravenfolk) were also noted as minor races.

Nuria Natal[edit]

The obligatory Egypt analogue, Nuria-Natal, also known as the River Kingdom, is the most ancient and civilized nation of the Southlands. It was founded centuries ago by some of the first mortals to learn how to tap the power of the ley lines; by tying themselves to the powerful ley line at the heart of the Nuria river, they achieved semi-divine immortality, and founded a great empire that specializes in building cyclopean monuments. Known as the land of a thousand cults, the most powerful religions in Nuria Natal are those of Anu-Akma (god of the dead), Bastet (goddess of cats and hunters), and Thoth-Hermes (god of magic and learning).

Dominion of the Windlords[edit]

Occupying the extreme northwest of the Southlands, the Dominion is also known as the Stone Desert, as its dominant features are sunbaked plains of red and black rock, where life survives only due to precious sources of water scattered across the rocky ruins. Site of the fallen kingdoms of Roshgazi and Golden Ulthar, it is now a barren wasteland inhabited by gnolls, brutal nomadic tribes, and treacherous nature spirits.

The High Jungles[edit]

Arguably some of the most cursed realms within the Southlands, these enormous tropical forests and jungles are rich in strange magical properties, and even the pockets of civilization that stake their claims where they can harbor weird aspects. Such as Kush, whose former leaders unleashed the horror known as the Green Walker, causing the survivors to abandon the druidic ways of old and turn to demons, aberrations, and other dark entities for the power to survive.

Kingdoms of Salt and Steel[edit]

The most civilized and thus most influential portion of the Southlands are its western reaches, which are home to some of the largest and most powerful city-states of the area.

The Corsair Coast[edit]

Famed as the most lawless region of all in the Southlands, it features everything from a fallen city of possessed princes to kingdoms of feocious hunters to a chain of islands ruled entirely by warring pirate gangs.

The Abandoned Lands[edit]

Dominating the Southlands' vast central expanse are an array of regions that have been largely untouched by the humanoid races, left to ancient sites of magical power and titanic monsters, as well as a smattering of the weirder races, such as ramag and tosculi.

The Southern Fringe[edit]

The southernmost tip of the Southlands, home to fierce tribes of xenophobic trollkin, imperious xorn, an empire of lizardfolk zealots who believe that the World Serpent has chosen them to conquer the world, a city built from a unique alliance of minotaurs, lost human knights from the Magdar Kingdom, and kijani, and a city of assassins that lies within an old wine bottle.

Gods of the Southlands[edit]

The different regions of the Southlands have each developed their own unique pantheons of gods.

In Nuria Natal, the pantheon goes:

The nomads and gnolls of the desert instead worship:

The green lands, the savannah and jungles, have their own pantheon:

Residents of the Corsair Coast favor:

And then there are the dark gods, the forbidden cults of those deities who govern all the wicked things of the world: