Each hex is 30 miles across, with each edge being 15 miles. Using the overland movement rules (PF corebook pg 171-172), the Clockwork Tower (traveling at a speed of 35 feet) can make it across 1 hex (or from the center of one hex to the center of another) in 8 hours, or 3 hexes in 24 hours (before adjustments for terrain conditions).
The far northern land is mostly unclaimed in the same way that low earth is unclaimed for us, but there are a few settlements.
Halflings don’t really have a homeland of their own (though they are good friends with the gnomes) and there is about a 50% chance that any given halfling grew up as part of a traveling group of ships (they tend toward…picture gypsies only on boats rather than wagons. If you ever read The Golden Compass, you can think of the Gyptians for a good idea of what I’m thinking of). The closest thing to a halfling city is Greenstone Bay in Seaford, which has a much higher than usual halfling population.
Dwarven lands, named after the mountain range on the northern continent which is the entirety of their domain. Monarchy, Very Lawful good. They’re, well their dwarves. The don’t get all that involved in global politics, and when they do they are very firm in what they think and refuse to be swayed.
To borrow some descriptions from the 3.5 PHB: “Dwarven kingdoms usually lie deep beneath the stony faces of mountains, where the dwarves mine gems and precious metals and forge items of wonder. Trustworthy members of other races are welcome in such settlements, though some parts of these lands are off limits even to them. Whatever wealth the dwarves can’t find in their mountains, they gain through trade. Dwarves dislike water travel, so enterprising humans frequently handle trade in dwarven goods when travel is along a water route.”
Human lands, located to the east of Delvisford. Monarchy, neutral good (but you have pretty good odds of finding a lawful good town). Currently in a cold war with Magrucia where nobody from Hadarec really trusts anyone from Magrucia and vice versa, (there is no skin color difference or accent to tell them apart though), and they jealously defend the border from each other. It’s all very Russia vs US in the 50s-70s and the rest of the world is kinda rolling their eyes about it.
- Porthaven (capital)(53.22)
- New Durham (64.18)
- South Carlford (49.25)
- Covisbury (40.17)
Human lands, located to the south of Delvisford. Monarchy, lawful neutral (but you have pretty good odds of finding a lawful good town). Currently in a cold war with Hadarec where nobody from Hadarec really trusts anyone from Magrucia and vice versa, (there is no skin color difference or accent to tell them apart though), and they jealously defend the border from each other. It’s all very Russia vs US in the 50s-70s and the rest of the world is kinda rolling their eyes about it.
- Kingsbury (20.38)
- Nottinger (33.27)
- Krishworth (Former site, crushed under giant pile of cubes)(25.33)
- Plyfield (10.40)
- Brindinford (12.35) (where the group fought the mindflayer and started out)
- Colmar (32.30) Former site of the orphanage that belonged to . Got crushed under cubes.
- Nimwod (29.31) Got crushed under cubes.
Elven lands. Magocracy, Neutral Good. The heavily forested area on the southern continent. They tend to be rather insular, most of the non elves live on the open plains area (if you’re a non-elf and you are from here, this part of the country is where you grew up), and the forest is off limits to non elves (exceptions are made for those who are married to or otherwise related to elves, or who are great heroes.
Politically the elves are the big players, and most of the other races see them as kind of pompous. The elvish is a political system is a magocracy (technically there is a council of mages, and an elected non-magic user who does all the political dinners and is subject to the whole “OMG I get to shake hands with the PRESIDENT!” thing.)
- Delanorie (capital)(27.49)
- Arcadium (36.44)(The one city outside the forest and is essentially mage disneyland.)
- Highgarden (32.49)
- Kings Landing (24.45)
- East Lothian (45.40) Where used to live before his parents got killed.
Republic, chaotic good. The collection of islands down south. While they don’t have roads they do have a public transport setup to get from one island to another (they’re essentially a bunch of boats (some of which are privately owned) that regularly travel from island to island). Rather than farming the country gets by primarily on fishing and trade.
Politically, they are a lot more into citizen’s rights than the others (think Amsterdam meets Switzerland and throw in a little Cuba) and as a result tends to vary between safe refuge for criminals and idyllic Caribbean island group. Tends to be the place people think of when they go “when I get really rich, I’m going to move to X and retire.”
- Newthrone (capital)(43.51)
- Sharktooth (44.48)
- Greenstone bay (46.50)(Noted for being one of the few “halfling cities”, it started merely as a trading post for Halfling ships passing through the region, and has expanded into and aquatic crossroads. The city is named for the fact that roughly 1/3 of the city exists in the form of boats, barges and docks that fill the bay. The ones near the land haven’t been moved in generations, and while one may occasionally sink, it is usually filled with a public dock that people can walk on (the newer ships have a ‘public area’ on the sea level deck, and the upper and lower decks are private). The ones near the outer part of the bay shift around constantly, and while a shop may have been over here on your last visit, it may have moved all the way to the other side of the bay since then. since it’s a trade heavy city, there is a lot more middle class stuff than poor or high. Where Roy Muska lives when he isn’t out hunting for Urubaen.
- Sunspear (49.54)
- Gulltown (47.55)
Gnomish homelands. Monarchy, neutral good. Located to the far east of the southern continent. Their population is more spread out than most countries, and they tend toward towns and villages instead of cities. In fact, Marbaden (the capital), and is the only city (and is in fact “city” sized rather than “metropolis” sized like all the other capitals), but you can still find mostly anything just looking between one town and the next (any item they would have in a city but not a town has 1 in 10 to 1 in 20 chance of being available. While their political system is a monarchy, it’s not really a big thing. The king/queen don’t have much of an impact on the daily life of their subjects and don’t carry much of a status above the common gnome the way a human ruler might. They almost seem tacked on to the side in terms of world politics, and they don’t bother with or are bothered by geopolitics.
Desert of Tarsis
Not itself a country, the desert is constantly in flux (The desert itself is named Tarsis), a dozen or so little countries pop up, exist for .5-2 years then get taken over and recombined with the others. The only really stable area is the canal, known as The Neck (though the country which contains it may have it’s borders shift around, the people around the canal usually don’t bother to update their maps) which allows shipping traffic from the southern to central oceans, and the borders to the gnome lands and elf lands which they defend rather well. Because the laws are so constantly in flux nobody really pays attention to them and commoners are more likely to be armed.
- Haka’tor (56.41)
- Ashtakala (53.37)
- Quori (47.40)