Geography of Amia/Forgotten Realms

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Geography of Amia/Forgotten Realms

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Regional Maps

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Regional Maps
Amia

Image

(Above map courtesy of SnappyJoe! Resized to meet forum image size requirements; link to original image here. It is much more accurate than the one below.)




Regional Placement

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Southport & Frontier's Rest

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Southport & Frontier's Rest
Settlements in the Kingdom of Cetha

Southport

Population: 2,512
Government: Constitutional Monarchy
Religions:
Imports:
Exports:
Alignment:

Leaders
  • King Adam Fairchild
Known Factions
  • Gentleman's Club
General Information
  • (Placeholder)
History
  • (Placeholder)

-----------------------------------------


Frontier's Rest

Population: 110
Government: Monarchy
Religions:
Imports:
Exports:
Alignment:

Leaders
  • King Adam Fairchild
Known Factions
  • (Placeholder)
General Information
  • (Placeholder)
History
  • (Placeholder)
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The Dale

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The Dale
(Work-in-Progress)

Population: 750
Government: Democracy
Religions: The Halfling Pantheon, The Gnome Pantheon
Imports: Raw Quarried Stone, Worked Stone, Metal Ores, Worked Metals, Gem Ores.
Exports: Fruit, Vegetables, Grains, Nuts, Meats, Cheeses, Baked Goods, Milk.
Alignment: Good

Leaders
Mayor
  • (Placeholder)
Elder Council
  • Annalee Weatherbee
    Nof Barshedge
    Kasselwort Cappelcyll
    Fendel Oldfur (Fendel the Barkeep)
    Harry Baldorf
Town Secretary
  • Cindle Blimmeaf
Known Factions
  • Dale Citizens' Militia
General Information
  • The Dale is located near the center of Amia Island at a major North-South/East-West crossroads. Despite its modest geographic acreage it serves as a significant net exporter of food goods to markets spanning the entire Island and beyond. A temperate climate, mild winters, ample water supply, well balanced soil texture, and long growing season, combined with a diligent, knowledgeable agrarian-focused society serves to promote an above average crop yield. Small plots scattered about the landscape demonstrate the efforts of residents to maximize the potential of the lands and little space is wasted on large building structures. A walled and well guarded village center is surrounded by fields, farms, orchards, and bosks.
History
  • (Placeholder)
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Winya Ravana

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Winya Ravana
(Work-in-Progress)

Population: 2,124
Government:
Religions:
Imports:
Exports:
Alignment:

Leaders
  • (Placeholder)
Known Factions
  • (Placeholder)
General Information
  • (Placeholder)
History
  • (Placeholder)
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Barak Runedar

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Barak Runedar
(Work-in-Progress)

Barak Runedar

Population: 3,884
Government: Monarchy
Religions: The Dwarven Pantheon
Imports:
Exports:
Alignment:

Leaders
  • King Whurak Thunderhammer
    Queen Samtara Thunderhammer
Known Factions
  • (Placeholder)
General Information
  • The Citadel of Barak Runedar, built by refugees from the fallen Dwarven Kingdom of Dornat Mur to house their population and to defend the port they had built, has seen many a trial in its relatively short history. Originally ruled over by a series of Thanes, it was then ruled over by a council of elected officials after one of the Thanes was seen as unfit to rule in the eyes of the people and deposed. Since then, efforts within the Hold of Barak Runedar led to what was left of the treasures of Dornat Mur being recovered, including the Crown of that Kingdom. Since then, the elective nature of the council has been ended, and a new King and Queen crowned within the hold, the King ruling with the assistance of a council of appointed advisors and subordinates.
History
  • (Placeholder)
-----------------------------------------

Setersborg

Population:
Government:
Religions:
Imports:
Exports:
Alignment:

Leaders
  • (Placeholder)
Known Factions
  • (Placeholder)
General Information
  • (Placeholder)
History
  • (Placeholder)
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Kingdom of Kohlingen

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Fort Cystana
Part of the Kingdom of Kohlingen

Population: 3,568
Government:
Religions:
Imports:
Exports:
Alignment:

Leaders
  • Lord Protector Walter Mortimer
Known Factions
  • (Placeholder)
General Information
  • (Placeholder)
History
  • (Placeholder)


Kohlingen
Part of the Kingdom of Kohlingen

Population: 298
Government:
Religions:
Imports:
Exports:
Alignment:

Leaders
  • Lord Protector Walter Mortimer
    Duke Aernoud Van Brabant
    Duchess Ilythalu Van Brabant
Known Factions
  • (Placeholder)
General Information
  • (Placeholder)
History
  • (Placeholder)


Whitestag Shore
Part of the Kingdom of Kohlingen

Population: 12
Government: Monarchy
Religions:
Imports:
Exports:
Alignment:

Leaders
  • Lord Protector Walter Mortimer
    Lord Winston Churchill
Known Factions
  • (Placeholder)
General Information
  • (Placeholder)
History
  • (Placeholder)
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Ridgewood

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Ridgewood
(Work-in-Progress)

Population: 1,986
Government: Council
Religions: Waukeen
Imports: Produce, Weapons
Exports: Lumber, Minerals
Alignment: Neutral Good

Leaders
  • (Placeholder)
Known Factions
  • None.
General Information
  • (Placeholder)
History
  • (Placeholder)
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Wharftown

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Wharftown
(Work-in-Progress)

Population: 78
Government: Democracy, Elder Council
Religions: Selune, Valkur, Ishtishia
Imports:
Exports: Fish, leatherworks, minor agriculture
Alignment: True Neutral (leaning toward Neutral Good)

Leaders
  • Mayor Garth Arneman (now deceased)
Known Factions
  • (Placeholder)
General Information
  • Wharftown was formed as a fishing village and remains so to this day. It has frequently been attacked by pirates of Umberlee, but more recently has been menaced by Malarite forces from the nearby forest.
    The village is home to the Temple of Selûne on Amia.
History
  • (Placeholder)
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Amia Forest & Oakmist Vale

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Amia Forest & Oakmist Vale
(Work-in-Progress)

Oakmist Vale

Population: 52
Government:
Religions:
Imports:
Exports:
Alignment:

Leaders
  • (Placeholder)
Known Factions
  • (Placeholder)
General Information
  • (Placeholder)
History
  • (Placeholder)
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Blue Lagoon

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Blue Lagoon
(Work-in-Progress)

Population: 462
Government:
Religions:
Imports:
Exports:
Alignment:

Leaders
  • (Placeholder)
Known Factions
  • (Placeholder)
General Information
  • (Placeholder)
History
  • (Placeholder)
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Ruathym

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Ruathym
(Work-in-Progress)

Fort Wiltun

Population: 600-800
Government: Jarldom. Autocratic rule. Cognatic (a woman can be jarl, but only if there is no viable male heir.)
Religions: Valkur, Red Knight, Tempus, Hoar, Uthgardt (Northlander Deities.)
Imports: Lumber, stone, farm products (veggies, meats, dairy) - all imported from their Caraigh territory; luxury imports - foreign wines, sculpture, paintings, silks.
Exports: Furs, mead, weapons/armors, iron.
Alignment: Lawful Evil/Neutral Evil; more recently seen to be moving away from the Evil alignment axis.

Leaders
  • Jarl - Lord Arsant Wiltun V
    Heir Apparent - Lady Oilanna Wiltun
Known Factions
  • Lucky Seadog Jarl Wardens
General Information
  • Fort Wiltun is the seat of rulership of the Jarldom of Wiltun, which includes a large pastoral holding on the isle of Ruathym and several small, rocky islands in the Trackless Sea. The Fort lies on one of the larger of these islands, a squarish block of rock jutting far up from the sea and dropping into sheer cliffs on all sides. It occupies nearly the isle’s entire surface, as well as a system of caves and catacombs carved into its bowels. As of the spring of 1381 DR, the Jarldom also encompasses the large and verdant, but sparsely populated, island of Caraigh, including the island’s only sizable population center, the small village of Ceyren’s Mill.

    The Jarldom is ruled by a Jarl, a hereditary position of absolute authority. The current Jarl is His Grace, Lord Arsant Wiltun the Fifth. Though the Jarl’s rule is absolute, he is advised by several close associates, including Master Parrico (the Seneschal of the Keep), and Darby Mirth (Admiral of Wiltun's naval forces).

    Lord Wiltun has overseen the development of his Jarldom into one of the region’s significant naval powers; his fleet is a rival to the dominance of the fleet of Luskan, politically, commercially, and militarily, and the hostility between the Jarldon and Luskan has many years of precedent. More recent has been the establishment of a corps of Jarl-Wardens. Originally led and commanded by Sir Avadon, and later combined with Wiltun's naval forces under the command of Admiral Darby Mirth, they are tasked with the enforcement of the Jarl’s law in his keep and nearby territories.
History
  • Creation: Founded by Hawmin I from Ottar Ruathym, and later usurped by Lord Jasht Wiltun I, transitioning from Fortress Hawmin to Fortress Wiltun.
    Noteworthy Events: Jousting festivals, seasonal solstice festivals, "red weddings" involving the execution of Luskaners.
    Major Battles / Military Operations: Luskan War (Cold war at the moment), Ostland War. Previously involved in the Arcanum War siding against Amn/Collin Reyes.

    Arcane magic, as in all Ruathym societies, is feared and hated, and often not very well understood. It is not due to ignorance, but rather that arcane magic has been used predominantly for evil purposes and has caused many tragedies. Necromancy, Enchantment and Conjuration are the most feared and hated of all. Divine magic from Northlander deities is accepted, however, as are bards - as long as their magic is kept in check and not flaunted, and they fit into the culture of being warrior poets, battle singers, and so on. The deficit of arcane magic is made up for through artifice, mythal work (the forge is a gift from the Monolith of Mystra) and rune magic.

-----------------------------------------


Ostland

Population:
Government:
Religions:
Imports:
Exports:
Alignment:

Leaders
  • (Placeholder)
Known Factions
  • (Placeholder)
General Information
  • (Placeholder)
History
  • (Placeholder)

-----------------------------------------


Ceyren's Mill

Population: 200-250
Government: Local community council, but fealty is sworn to Wiltun.
Religions: Hoar, Eldath, Chauntea.
Imports: Finished goods - soaps, textiles, homegoods, flour, farming tools, leather goods, ink, paper
Exports: Lumber, stone, farm produce, dairy, livestock, meats, cheeses, wine, beers, poultry, herbs, medicine, furs, wild fruits/nuts/berries, iron.
Alignment:

Leaders
  • (Placeholder)
Known Factions
  • (Placeholder)
General Information
  • In Ceyren's Mill, everyone is a tradesperson and has minimal education. They are highly superstitious, and wary of the abuses of outsiders and foreigners. They are not timid, and will react violently in the wrappings of night to protect their community. Riots are far behind them, now, but they will protest and act on their dissenting opinions, if they feel they are not heard. They will not accept much modern medicine, and no divine healing magic and so on, and will stick with alchemy and homeopathic remedies. They use folklore as their Bible, and use archaic warding practices to protect their homes from spirits, demons, and unwanted, and most of those practices actually work.

    People are not buried in the ground at all on Caraigh, due to their coming back as zombies due to the Taint. People are cremated to prevent the spread of disease and give them burial. It is a hard thing for the people, who are very close to the land in a Moonshaes type fashion. They want people to return to the Earth Mother, and have always buried their people. They have never used a charnel house, and are opposed to the idea of exhumation. One day, they would like Caraigh to be pure and clean, so they can bury their people in the cultural and traditional way, instead of denying them that perfect rest.
History
  • Ceyren's Mill was founded around the time of the collapse of Aigeshed, by the survivors of the tragedy. They bear a heavy weight of guilt, as their forefathers built a windmill that turned their kinsmen and neighbors into mortar for the dark practices of Blackmoor Keep to come alive and be built, brick by brick. This is the reason that they have a watermill, instead of a windmill, as they pray for Eldath to let them repent for those sins.

    Several years ago, they were nearly forced into an unpopular barony under Ser Robert, and bear a high disdain for holy men as a result, especially those from the former Holy City of Kohlingen. Ceyren's Mill is typically peaceful, and has a strict curfew at sundown, due to undead attacks being very frequent and potent. Previously, there was an outbreak of giardia and botulism from donated food, and now all donations for supplies are accepted only by Fortress Wiltun and then inspected, before being given to the Mill, as per their request.

    Arcane Magic is strictly abhorred. Practitioners of any magic that is not explicitly divine are considered witches, and the commonfolk will attempt to burn/drown/stone those caught practicing "witchcraft".
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Khem

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Khem
(Work-in-Progress)

Nes'ek

Population: 389
Government:
Religions: Kelemvor, Lathander, Hoar
Imports:
Exports:
Alignment:

Leaders
  • Si'neela, High Priestess of Lathander
Known Factions
  • (Placeholder)
General Information
  • (Placeholder)
History
  • (Placeholder)

-----------------------------------------


Djedet

Population: 268
Government:
Religions:
Imports:
Exports:
Alignment:

Leaders
  • (Placeholder)
Known Factions
  • (Placeholder)
General Information
  • (Placeholder)
History
  • (Placeholder)
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Frozenfar

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Frozenfar
(Work-in-Progress)

Endir's Point

Population: 168
Government:
Religions:
Imports:
Exports:
Alignment:

Leaders
  • (Placeholder)
Known Factions
  • (Placeholder)
General Information
  • (Placeholder)
History
  • (Placeholder)
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Forrstakkr

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Forrstakkr
(Work-in-Progress)

Howness

Population: 1,569
Government: Informal Council
Religions: Helm
Imports:
Exports: Furs, Leather
Alignment: Lawful Neutral

Leaders
  • Father Snorri IV, High Priest of Helm
    Jorlief X, Captain of the Guard
    "Wolverine" Larssdottir, Head of the Larsson founding family
    "Anvil" Kieliksson, Head of the Kieliksson founding family
    "Bear" Pjeter Snorrisson, Head of the Snorrisson founding family
Known Factions
  • Forrstakkr Guard
General Information
  • The town of Howness was originally founded by three families, who have now grown into the heads of the town - each with their own voice in seeing how the city is run. The families defer to the spiritual leader of the Helmite High Priest, but do put pressure upon him to act as may benefit their own interest, though none have real malicious intent to harm their 'fellow man'
History
  • (Placeholder)
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The Triumvir

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The Triumvir
(Work-in-Progress)

Population: 112
Government:
Religions:
Imports:
Exports:
Alignment:

Leaders
  • (Placeholder)
Known Factions
  • (Placeholder)
General Information
  • (Placeholder)
History
  • (Placeholder)
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Zanshibon

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Zanshibon
(Work-in-Progress)

Population: 889
Government: Despotism
Religions: Abyssal Lords
Imports: N/A
Exports: Slaves, weapons, magical trinkets
Alignment: Chaotic Evil

Leaders
  • Paush
Known Factions
  • (Placeholder)
General Information
  • The city of Zanshibon was once located on Amia, though only accessible via a portal in Mystra's Grove. However, the city was sunk into the Abyss in order to save Cordor. It is now ruled by the powerful demon Paush. The city's population is primarily made up by humans, though the city elite is made up by the demonic overlords headed by Paush. The cruel guard is also nearly entirely made up by those with demonic blood in their veins. The Zanshibon bazaar is prosperous place of trade where nearly everything can be brought and sold. The city has no laws as such. Instead, the guard of Zanshibon simply ensure that nothing disrupts the will of Paush. Generally, crooks can get away with most things unless it causes a disturbance or annoys the more powerful and influential citizens of Paush's city.
History
  • Paush was a demon lord who, among his usual conquests, wanted to ravage the Prime. The layer that Zanshibon sits on now used to be ruled by his Rival, and Paush's demons used to be the ones in "The Wastes". When the Gates began opening originally on Amia, one of them opened a pathway to that layer of the Infinite Abyss. Paush began making his way through, and quickly learned about the Keepers, and the rest of the Gates. Paush erroneously assumed that controlling all the Gates would allow him to control and freely enter and exit the Prime Material, and so he quickly wrested control of two of the Gates, leaving the last in the hands of Jiharu Kusama.

    At this point, the Keepers - neither demons, devils, nor angels themselves, but something entirely different - foresaw the ending: Paush would control the Prime, but only because the conflict would never be resolved, the Gates would never be reclosed and re-Anchored, and the Prime would be ravaged for eternity. The Keeper of the third and final Gate approached Jiharu, and informed her that she would need to turn the Gate over to Paush in order to ensure the safety of Amia and the Prime. There would be a price for this though: One territory of Amia must be granted to Paush, so that the Keeper's Law could be fulfilled. The Law Sayeth: "There is always a Territory, and there is always an Anchor. So long as the Anchor controls the Gates, the Anchor controls the Territory." Jiharu could save the world, but in doing so, would need to damn part of Amia, so that Paush would become the Anchor to a Territory, and be sealed away once more - with his armies - stuck on the other side.

    Jiharu chose Zanshibon, a corrupt land of Decadence and Sin. And so it was done. The Gates ended up in Paush's control. But before he could begin the conquest he desired, he, like all previous Anchors, was approached by the Keepers, and informed that he was the new Anchor, and ruler of Zanshibon. The Gates were to be resealed, leaving him (if he stayed on the Prime) stranded, away from his armies. Paush was no fool. He chose to planeshift Zanshibon back to his Layer of the Infinite, and immediately began conquest against his rival, quickly supplanting himself as the new dominant force on the Layer.
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Demonreach

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Demonreach
(Work-in-Progress)

Hangman's Cove

Population: 562
Government:
Religions:
Imports:
Exports:
Alignment:

Leaders
  • (Placeholder)
Known Factions
  • (Placeholder)
General Information
  • (Placeholder)
History
  • (Placeholder)
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Shadowscape

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Shadowscape
(Work-in-Progress)

Population: 3,967
Government: Council
Religions: Mask
Imports:
Exports: Magical arms and armos, shadesteel
Alignment: Neutral

Leaders
  • Aylows, High Priest of Mask
    Lord Onyx Shadowbourne
    Headmistress Luriko of the Three Steps Academy
    Captain Merrick of the Shadowscape Guard
Known Factions
  • The Three Steps Academy
General Information
  • Shadowscape is a trade city located on the Shadow Plane, though due to a planar rift, it has formed numerous connections with the inhabits of Amia. The city does not involve itself in the political machinations of cities on the Prime Material Plane, but offers trade to all - so long as the benefits to Shadowscape outweigh the costs. It is home to an open Temple of Mask, as well as the Three Steps Academy - a school at which the arts of shadowdancing are studied and taught.
History
  • The town of Shadowscape, once a smaller village named Daggercape, was just another settlement on the Prime. However, total annihilation threatened it, and a call to arms was issued.

    A troupe of skilled shadowdancers came to the rescue just in time, as a murderous army of orcs, giants, ettins and worse closed in to engulf the village. Through quick thinking of the unnamed twenty-three dancers, the village was saved - the troupe planeshifted the settlement to the shadow plane, to escape from the peril. However the Shadow Plane is by no means a safe haven, as the village soon found out. The village built around itself (with help from the troupe) a barrier to keep out the dangers of the rest of the plane, and the citizens knew peace - for a short time.

    The village slowly prospered and grew into a town in its own right. Tragedy soon befell them, however, as an unknown shadow dragon besieged the town, destroying most of it within short bloody moments. The town would have fallen completely if not for the mysterious - yet noble - Night Wings, who graciously protected the settlement by fighting the dragon off. Unfortunately, as valiantly as the Night Wings fought, the town was reduced to little more than ruins in the aftermath of the battle. The cold filtered in freely, with enough chill to crack bone and freeze blood.

    And so, the citizens of Daggerscape fled, temporarily establishing a shelter on the Prime. After long months of wait, repairs were set underway to rebuild. Thus, Shadowscape was born - a city in a harsher and darker incarnation than it's previous form, with the citizens no longer wanting to take chances. For as long as the Night Wings can protect this town, peace will continue to reign over this settlement, providing a safe haven from the dangers of the shadow plane.
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L'Obsul and the Underdark

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L'Obsul and the Underdark
(Work-in-Progress)

L'Obsul

Population: 2319
Government: Council
Religions: Various racial Pantheons. There is no one religion which holds sway here more than any other.
Imports: Textiles & finished goods; slaves; luxury goods
Exports: Raw & worked stone, metals, gems, and jewelry; magical arms, armor, and equipment
Alignment: Evil

Leaders
L'Obsul Council
  • Drow - Representative Quevaonar Zau’tar
    Duergar - Chieftain Kagror Kheledan
    Svirfneblin - Representative Seathriss Seamfinder
    Kobold - (Placeholder)
    Orog - (Placeholder)
Known Factions
  • (Placeholder)
General Information
  • A relatively unknown and remote part of the Underdark stretches out below the Frozenfar region near Mount Eldfell. It is centered around a vertical rift known as The Shaft, or L'Obsul in the Drow language. The settlement of L'Obsul is staggered in layers, running along the edge of a great chasm beneath the Eldfell mountains. The upper 250 meters of this rift are inhabited by more or less civilized beings and connected with elevator platforms. At the start of this rift, just below the surface, what was once a shantytown has grown into a full-fledged city in its own right. Its inhabitants provide the muscle to power the many cranes that bring goods up from the mines below. Below these mines on the lowest level of the city, one can find a ferry which navigates the local Underdark river to the nearby settlement of Nec'perya. The rift continues further down past the city's lowest level, but nobody dares to go there as its abyssal depths are said to contain things best left unknown.

    L'Obsul is ostensibly run by a Council formed by representatives of the clans leading each racial faction that has a majority presence and influence over L'Obsul. They are forced to rely on each other for survival as no faction is capable of maintaining control and operations without the talents and territory of the others. As such, an uneasy alliance has been cultivated out of mutual need. Each clan has its own agendas and goals separate and independent from those of the other clans. Prominent clans lead the Council, and the Council is often attended or communicated with by way of representatives.
History
  • Long ago (around 889 DR), Duergar and Svirfneblin started to colonise this part of the Underdark. The incompatible demeanor of these two groups soon lead to a bloody war over the resources they found where the rift passed rich ore veins. Many warriors fell on both sides and the war reached an uncomfortable stalemate after almost a quarter of a century of violence. Neither side proved to be strong enough to force the other one out of the vast mining complex.

    All of this changed dramatically in 924 DR, when surface Dwarves breached into the Underdark while mining below a citadel called Barak Tungstuk. They immediately started to exterminate anyone resisting their access to the newly discovered tunnels, not bothering with such niceties as "I was there first". Their brutal assault united the Duergar and Svirfneblin clans against a common enemy, but their previous infighting had taken a huge toll on their numbers. Still, for years they fought their invaders valiantly, scoring a few tactical victories. Toward what looked to be the end, they were brought to the edge of extinction.

    Just when everything seemed lost, a new group of settlers arrived who sought to exploit the natural riches in the Shaft. In 933 DR, Drow entered the area in small numbers, quietly observing the war around them and calculating what action would give them maximum profit. The result was that they offered the Duergar and Svirfneblin a weapon against the Dwarven invaders, in exchange for the caverns below the mines and exclusive trade rights. The defenders really didn't have a choice, and accepted the Drow offer. It's not clear what happened next but within days the Dwarves were completely annihilated, and the ruins of their citadel is all that remained of their former glory.

    The three allied races now recognized the need to refrain from shedding each other's blood. Two out of four Duergar clans had been relegated to the history books, and the remaining clans were decimated. The Svirfneblin were not in a much better condition. The Drow settlers had come in very small numbers to begin with, and there is no mention of them having any cards up their sleeves after driving out the Dwarves. The Underdark is not a forgiving place, and to survive they needed to cooperate. Thus, the Council of L'Obsul was formed, with each of the allied races having one Representative to negotiate trade deals and manage treaties with one another on behalf of their people. These treaties are re-negotiated roughly every twenty years - or more often, if the need arises.

    Over the following centuries, L'Obsul grew from a disputed mining operation to a shantytown, and on into a city as more and more arrivals appeared on the scene. By 1375 DR, the three original allied races were joined by Orog and Kobold tribes. Eventually, the newly-arrived tribes grew numerous and influential enough to negotiate with the existing Council to have Representatives of their own.

-----------------------------------------


Nec'Perya

Population: 203
Government:
Religions: Lolth, Tiamat (holdover from the time of dragonkin rule)
Imports:
Exports:
Alignment: Evil

Leaders
  • (Placeholder)
Known Factions
  • Qu'ellar Vilrath
General Information
  • Nec'perya was formed as a Drow settlement built upon the ruins of an ancient Aboleth stronghold. It served as the home of 5 Aboleths until the outer wall of the cavern collapsed and half of the cavern drained into the Black Water Way. It is the present home of just over 200 people, mainly consisting of former slaves. The cavern which houses Nec'perya is home to Skum, former servants of the Aboleths. They view the fresh pool of water within the city's cave as 'holy' due to it being connected to a Water Node. The cavern is also surrounded by thick veins of Faerzress, which give off a Green/Pink glow.

    Nec'perya is accessible via ferry in a cavern off the lower level of L'Obsul. The two settlements are separated by several miles of twisting, turning caverns and tunnels through which the Black Water Way flows.
History
  • Though the town of Nec'perya was originally founded by Drow, a hostile force of dragonkin ousted the Drow from their seat of power, and freed all of the town's slaves. Over time, the draconic presence waned in both power and presence, however. Recently, the town has come back under control of the Drow, who are attempting to lift Nec'perya up from its current state of squalor and neglect.
Other Underdark Environs & Miscellaneous Info
The Black Water Way
  • A river that flows downward from L'Obsul, past the ruins of Edonil, and forks just before flowing past the cavern that holds Nec'perya. Near Nec'perya, there are dense concentrations of Faezress along the ceiling. This basks the tunnel leading past the city, as well as the city itself, in a green/pink glow that intensifies and weakens depending on the time of day. The Nec'peryan branch of the river 'ends' in a rift with the Plane of Shadow.

    Emerging on the other side of the rift, one would see a coast with strange, twisting rock formations. Turning left at this landmark and following the coast will bring you to Shadowscape.
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Other Noteworthy Locations

Post by Jes »

Other Noteworthy Locations

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Ed Greenwood's Faerunian Travel Guide

Post by Jes »

Ed Greenwood's Faerunian Travel Guide

Anauroch:
  • "Desert, but not lifeless. Scorching hot by day, chill at night, but only dunes and hard plain in the south, where the Bedine swing their swords at you and play "I'm fiercer" with any intruder. Cold rock to the north, and more life than you'd think for a land so parched, with old, fell magic beneath your boots and the stony spires of ruins covered and then laid bare by the sands when storms howl, like old teeth sticking up from a buried jawbone."
The Border Kingdoms:
  • "Deep forest like we have here [in Cormyr], rolling land with many small streams, and ridges cloaked by the trees. Verdant valleys choked with farms, wandering lanes, and boulder or stump fences -- with a new realm every few miles, and more grand high dukes, lord high emperors, and overkings than you can shake a wagon at. Take them away, and you'd have beautiful country, all up-hill-and-down-dale. Adventurers go there for sport and ruin it for the rest of us."
Chult:
  • "Steaming jungle, hot and wet. Trunks and boughs of blood-red and purple, vines looped everywhere, sucking mud, shrieking beasts -- and everywhere, stinging insects. Bites to drive one mad as the snakes slither and the lizards scurry and death comes from a hundred directions. You're too intent on what you must swing a sword at to know what disease is stealing into you to bring you down. Bats as big as horses, caves where they lair in many a ridge and cliff hidden under jungle -- and more gems down those caves than shine in Amn and Calimshan put together."
Damara:
  • "Bloodstone and metals are common like in Vaasa, but the climate is just a shade warmer. It's enough to make herding work, and even farms in the warmest parts, but is still a harsh land. After all the troubles out of Vaasa, weary folk live here, and wary, too. Not a land I'd want to settle in -- winds so harsh that you can tell how they blow in any vale by the way all the trees lean. Rocks everywhere, too. A hard land."
Dambrath:
  • "Evil elves ruling humans. Drow blood, pride, and deadly swift nobles. Loviatar is the favored goddess, and there is much wealth. An elf of Evermeet who ventures within reach will be a corpse in short order. Quite wealthy enough to buy these nobles are, but very choosy. They want silver goblets, and only silver goblets, one season, and not a goblet the next. Spices they seem to want lots of these last few years. They sell little themselves, too, but I hear the Durpari see more of their trade. They are not welcoming to outlanders, but they will host touring visitors who worship the Maiden of Pain -- so long as they pay well."
Durpar:
  • "The traders in their part of Faerûn, these folk are wealthy and merchant-ruled and luxury-loving. Verdant farms surround the Golden Water, but the shoreline is all given over to luxurious mansions, all domes and spires and curving walled walkways. Gardens are everywhere, as are servants trained to dance and act and sing. There are nightly entertainments in every house, so the inns are worth seeing. All are welcome so long as they have wealth or know how to conduct themselves. Steal not, or lose much blood, fast."
Estagund:
  • "Durpar, but with warriors exalted over merchants. Noble slayers, but slayers nonetheless -- and dangerous because of their honor and discipline. This is where the Durpari get their guards. Wealthy but with more places to ride hard, more walls for defending, and fewer gardens. They love beautiful weapons, and buy and sell such things as eagerly as children devour candy. Got a thrice-gilded suit of armor to sell with inlays of varying hues to go with different gowns of the lady on your arm? Or shoulder spurs and monster masks for fancywear to swap for the hard plate of real war? This is where to sell it."
Evermeet:
  • "The isle of the elves. Strong, strange magic, soaring forests that make ours [the Hullack and King's Forest of Cormyr] look stunted and sick, blue foliage in a lot of places, achingly beautiful -- and the elves don't want any of the rest of us there, so most will be as fierce as one can imagine. So, so beautiful. I see it still."
Frozenfar:
  • "The miners' frontier of the northern Sword Coast -- all ridges and little lakes, thick mixed forest and rocks, tinkling streams and lurking danger. Orcs breed like rabbits in those mountains and sweep down in their hordes whenever things grow too crowded. The boldest orcs go out hunting -- aye, and bugbears and hobgoblins, too -- all the time. Metal and gems to be had, for those who dare to dig. Cold, of course, and a long way from aid or the good life or even someone to talk to. If you find someone, beware. A lot of folk no longer welcome elsewhere go to the Frozenfar -- and there's usually a good reason they're not welcome wherever they came from."
Halruaa:
  • "A wall of mountains around a land of ranches and forests and farms, warmer than here and with more swamp, but otherwise not too far off [from conditions in Cormyr]. Now people this place -- a series of river valleys draining down out of the mountains, with gentle hills between -- with folk who know magic, every last walking one of them. Children hurl spells around; they are sorcerers all, I guess. It's a wonder they haven't blown each other to dust and flames years ago, and it must be strict laws or their nature that stopped that from happening. Instead, they throw up more cities than any of the rest of us can afford to, build ships that can sail high in the air, and keep the rest of us out. A good thing, too, for our own protection. I'm sure they have their feuds and ambitions, but I couldn't tell you the first true words about them -- like Nimbral, I know too little to say more than 'fireside fancytongue.'"
The Hordelands:
  • "Thousands upon thousands of miles of too-dry, sparsely grassy plains, broken by rolling country and rocky ridges -- each ridge a lookout for some horselords who want you dead for daring to enter their land. The Tuigans, who swept into the rest of Faerûn not so long ago live here. There's a reason they rule a whole lot of nothing between us and Kara-Tur, and not a huge fancy kingdom. In a land with too little water, they spend much of their time slaughtering each other over control of oases, except when storms that stab the lands with lightning like they have a thousand fingers sweep across everything. They freeze in winter -- frozen beasts, frozen right where they stood, rot there every spring. They bake in summer, raid traders trying to get between Faerûn and Kara-Tur along the Golden Way, and have nothing much else to do but make trouble. Certainly there's nothing worth dying to get from them that one can't find elsewhere. They need everything, and they offer leather, wool, their beasts and mounts, and a few gems. Not worth it."
Lantan:
  • "Ah, yes, the land of Gond. Contraptions and metal devices and little lights and whirling sparks and hammering at workbenches everywhere. Too many blasts and crashes to be entirely safe, but I like it. Sunny and gently rolling hills, farms everywhere with berry bushes where they haven't yet tilled. The Lantanna aren't much on casual magic, nor visitors, either, mind. They like their secrets, and would just as soon see you at your home when they come calling on you to sell their latest gadget. Mind you, some of them are priceless, as futile amusements or as darned useful little things. I've a bootjack over there with a turn spindle that works by itself, so wet boots upended on it near a fire turn as those metal twists flex in the heat, and the boots dry all over, in and out, without scorching. I once had a lamp that would fill itself when its oil got low -- that sort of thing. The whole island's like that."
Lapaliiya:
  • "As warm and lush as the Tashalar, but so different. Each city holds up one god over the rest here, and honor is all. They fight duels with you over the way you look at them, when you cough, the color of your boots or eyes -- anything. Watch sharp, be swift with a sword and stronger in spells, or stay far away. Good workers, hard traders, and they have coin to spend -- but oh, they love to fight. Proud, proud, proud -- I'd rather watch them kill each other from a safe distance than have to play their 'Ye besmirch me and my ancestors with your whistling -- I challenge thee!' games."
The Moonshaes:
  • "Peaks and rock ridges around bogs, dark pine forests, and a few farms (for herding, mostly) nestled between all the fierce nature. Freezing fogs, fish as large as ponies pulled out of the freezing waters by those who dare the storms, and proud folk, but peaceful. Not welcoming, though. They watch you like hungry hawks."
Murghôm:
  • "Rivals to Semphar and just a step closer to their rulers in Mulhorand. A land of rolling farms, abundant food, and horse ranches all over the grasslands of the heights. Villages everywhere, no proud kings or petty lordlings -- and every last village can muster lancers who can skewer you from horseback and pour themselves a drink at the same time as they gallop past calmly reading the latest epic."
Narfell:
  • "Flat and dry, grasslands roamed by swiftstags [reindeer] and wild oxen -- and the Nars, horse barbarians who, like the Bedine of Anauroch, want to play "I'm fiercer than thee" with any intruder. Horses are their wealth and their pride, and they want us to stay away from them. Half of them who gather at the Trade Fair each year are just looking for an excuse to bury blades in you. Mountains to the north, and hobgoblins; a few lakes and small streams, but nothing lush, anywhere. Another good place to stay away from."
The Nelanther:
  • "Pirate isles, a maze of them, with wash rocks everywhere that'll rip the bottom out of your boat if you're not careful. The pirates know the channels, but even they stay put or down sail and drift when the fogs come in. That happens often, and there's nowhere decent to winter over. The biggest isles have ridges and peaks and a few tiny wooded vales hiding away on their flanks, but the salt and the damp get into everything, and the ancient stone hill tombs are the only buildings that last for long. Not to mention that every third pace takes you over some pirate's buried treasure cache, and if he's still alive he'll be wanting your skull to drink out of for straying too close to his fortune."
Nimbral:
  • "A little slice of Evermeet, with those beautiful forests. Humans, but a touch of strange magic and little farms that a Cormyrian would give his heart for locked away in the forest, each by itself. A hidden treasure -- but of course the inhabitants want to keep it that way and treat visitors accordingly."
Raurin:
  • "Dunes and rocks, great purple skies split by lightning, cherry-red sand under your boots, and purple drifting dust. Ruins here, too, and the bones of dragons and other great beasts so large that a skull can serve as a shelter for a large band and their beasts. Valley farms where there's water, but such places are few. Be warned: I've never been in a land where more living dragons dwell, all hungry and on the hunt!"
Ruathym:
  • "Fiercer than the Moonshaes -- all cold and howling storms or chilling fogs over a land that's mostly peaks falling sharp into the sea. Ranches and farms, yes, and a few small forests, but mostly barren and hard, like the folk who dwell there. War raiders who'd knife you as soon as trade with you -- why pay for your goods when they can take it for free? Not a pleasure destination."
Semphar:
  • "Proud folk, who wear their gold and know magic. Sharp traders, particularly down into Var, and said to trade with Kara-Tur. Theirs is a sunny country of a few forests they haven't gotten around to cutting down just yet and lots of rolling farmland. More food than they know what to do with. Ivory carvings and finework seem popular, and they carve gems, too, just to keep from being bored. One of the favored places, if you can take the heat, but not all that welcoming to outlanders."
The Shaar:
  • "Thousands of miles of grass, as far as the eye can see, sloping from east to west but with a cliff in the middle, the Landrise, where west drops down to east. The Eastern Shaar is more dry, but both bake by day and freeze by night. Fierce horse nomads (aren't they always fierce?) herd rothé, wemics and centaurs, and there must be something worth trading fo out there, hidden in all that open space. They give us slaves and trinkets and a little ivory, but would rather raid the Border Kingdoms and everywhere else they can reach. Magnificent horses, but they seem to sicken if taken away in trade."
Sossal:
  • "Strange folk, the Sossrim -- strange magic, that is. I know they can jump from tree to tree as druids down here do. They sell us furs and gold and beautiful smooth-curved wooden furniture as flowing in its lines as elf work, but I've never been across the glaciers to get there. Very few have, and they don't seem eager to welcome anyone. Hardy folk, who think nothing of striding out alone in fierce blizzards."
The Tashalar:
  • "Hot days, warm nights, cinnamon-skinned folk with grace and striking eyes and good bones. Lots of wealth and olive groves and spicy fish dishes and style, with high arched windows and fans to snatch the cooling breezes, lots of moonlight to plot by, and men with elegant mustaches sitting doing that plotting over all manner of wine they make in elegant spiral or sweptside glass bottles that they also make. The sort of place where trade is king, so everyone is welcome, and as long as you watch your back, coin can buy you everything. I loved it, and I'll go back whenever you give me the right cargo. All the good of Calimshan with half its sneering pride and none of its deadly politics. No slave-taking, for one thing."
Thar:
  • "The Great Gray Land of the beastfolk [ogres] and their crossbreeds, and orcs, too. Windswept, cold, lots of rain and freezing rain, moors with gullies and rock faces everywhere, teeming with game for some odd reason. Odd, I say, because there don't seem plants enough to raise all that scuttling and scurrying meat, and there are entirely too many beastfolk hunting it all. Mining caravans have to pass through it, but you or I need not be with them, if we have any sense."
Tharsult:
  • "An island of trader folk right in the heart of the Shining Sea. Looks like chalk cliffs and little farms from the waves, but great harbors and tall cities are tucked away in it-- or rather, one big sprawling city that doesn't call itself a city. It's all warehouses and interlinking bridges and wealth, wealth, wealth. Those warehouses hold everything one can think of, trade rules and rivals meet here as equals. So long as you don't try open piracy or arson, the Tharsen are tolerant of you and everyone. It's a crossroads like Waterdeep. You've probably heard that they're crazed because they take statuettes as money. They take everything as money, and just use the statuettes as trade tokens to represent sums whose weight in coins would tear the bottom out of any purse. Intrigue, yes, and sharp trading -- but a place a merchant has to love. Sembia without the self-styled nobles and the nastiness."
The Tortured Land:
  • "This is a barren place where monsters chase smaller beasts around endless spires and weirdly sculpted rocks. It's a deities' playground of teeth and swirls and fingers and suchlike of stone, some of them pierced by caves where bats lurk, but most of them just in your way as you flee from the next prowling monster. A little metal to be had, but no safety in which to mine it. Water, but not enough, and the beasts watch the waterholes for their next meal."
Thesk:
  • "Good merchants, shrewd appraisers who are friendly and with good farms to feed themselves from. Gnomes here do good work, but they lack the horses they need, so have to trade. Young Theskians apprentice out to caravan masters and go all over Faerûn. They see much, know about a lot of places, and tolerate most folk, even orcs. Not much magic, but a lot more happiness than most other places. Not wealthy, but comfortable. Rolling farmland with a lot of woods left, and not the windy dustlands that too much of this region is turning into."
Vaasa:
  • "Frozen moors, grasses rippling under winds that chill to the bone, and tundra where only lichens flourish on the rocks. Inky pools of water, sheathed in ice, running down from mountains as hard and sharp-spired as swords. Bloodstones in those peaks, and rich metals, too -- but one has to claw and dig to get at them, and there's always orcs and beasts and those who wield evil magic lurking to strike down miners who intrude. Freeze to death or be eaten by starving wolves in winter or sledge in endless mud in summer. At least when things get warmest, the small-stags [caribou] go up into the coldest valleys, giving the orcs something to feed on besides you."
Var the Golden:
  • "Var is "golden' because of all the grain. It is a well fed land rich enough that its merchants, its nobles, and its priests can devote their time to vicious, unending intrigues under the benevolent rule of a sublime potentate who's sat on his throne for nigh two hundred years and must sleep more than he's awake. A land of the honeyed word, the covert bribe, and the dagger in the dark; of courtiers, 'knowing the right person,' and much wealth; of fabulous trade goods and no safety at all. Better to trade in Durpar. Stay clear unless you love lies and taking swords in your back."
Veldorn:
  • "Yes, those tales your mother told you were true: There is a land of monsters, ruled by monsters, and this is it. They eat caravans whole along the Trade Way, love to raid the camps of outlanders who will all be too dead to hit back, and dream of ruling all Faerûn. Avoid the place or be eaten, as the old maps say."
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Obsidian Isle

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Obsidian Isle
(Work-in-Progress)

Population: 367
Government:
Religions:
Imports:
Exports:
Alignment:

Leaders
  • (Placeholder)
Known Factions
  • (Placeholder)
General Information
  • (Placeholder)
History
  • (Placeholder)
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Knight's Hallow

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Knight's hallow
Part of the Kingdom of Cetha

Population: 26
Government: Constitutional Monarchy
Religions:
Imports:
Exports:
Alignment:

Leaders
  • King Adam Fairchild
    Duchess Victoria Ankara
Known Factions
  • The Fellowship
General Information
  • (Placeholder)
History
  • (Placeholder)
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