Posts Tagged ‘adventure’

Fayedge

Friday, May 22nd, 2009

Marrirar – City of the Great tree – Population 12,000 raptorans 99%
This city is built upon a great immortal tree. Almost a mile wide and many miles tall. Among the high branches of the Marrira tree live the raptorans. This is their only great homeland. They are the trees guardians and caretakers. Each would immediately give it’s life for the sake of the tree. It is believed the Marrira tree is the original treant and has grown too large to move and it’s sentience transcended into the forest of Fayedge itself.

Tolwern – Population 24,000
Current ruller Halane Cynnewict
The city’s leadship consists of the head of the oldest 5 elven families with 3 open seats for the head of the mage’s school, the elven warmaster, and the high cleric of the elven pantheon. The head of the oldest family gains the title of Valestine and handles the day to day needs of the country. He or she is able to make quick judgments and wise decisions especially under duress such as war. Tolwern is a beautiful city with many skilled tradesmen and magical resources. With hundreds of master craftsmen and magic users, almost any item can be found here made of the best qualities. Other good races are allowed acess to most of the city. Some sections require approval from their respected leaders such as rare tomes in the great library can only be approved by the head librarian.

Kentol

Friday, May 22nd, 2009

Kentol is a dark and forboding land, mists spread across the valleys leaving an awkward silence. Travellers constantly see movement from the corner of their eye on dark nights. Many never return to talk about the mysterious land. Monsters and dark abberations stalk the moonlight looking for fresh prety. Often times it is better to stand the chill night shivering than keep a warm fire which will draw creatures to attention for miles.

Lerocia – Home of the vampire queen – Lerocia is a city devoid of hope. Citizens work in absolute fear of their ruler and her underlings. Lerocia’s skies are always dark for the city is cursed in an unholy blight brought upon by Malista the “Vampire queen.” This place was once a hub of trade and fertile lands for farming. Now the land provides little growth. Crops rot early in the fields, cattle die of plagues, and evil lurks everywhere for a victim. Malista has been the terrible ruler of this nation for many centuries. Long ago, Malista was once a living queen, beautiful and intelligent. During her reign a now long dissolved southern nation attacked Kentol. The Southern nation’s generals made a deal with a vampire to deal with Malista and create political unrest. It did just that, when Malista first awoke after being bitten she was more powerful than ever. She quickly turned her direct underlings to cold undead servants. In one night she had taken direct control of enough people who in turn took more under them, to manage the local population before anyone could dare oppose her. Within weeks, she personally led the sweeping attack with her many minions and crushed her enemy completely, leaving no living where they went. For each kill her army made another member swelled her ranks. This great slaughter cursed Malista in darkness and all she rules over as well.

Armory of Calishul – The entrance to this now dungeon, but previous armory and underground base for the forces of calishul has been left mostly untouched. Calishul was the southern nation now absorbed into Kentol that previously had gone to war with them. Their leaders were responsible for what turned Malista into what she is now today. When Malista’s forces swept across the land, they left much behind untouched and unsearched. There could be many relics to find in this ancient buried lair.

Aldaya

Friday, May 22nd, 2009

Aldaya is a beautiful land of dense forests, wide expanses of rolling hills, clear rivers, and tall grassed prairies. Well at least most of it still is. Southern Aldaya has been marked and tained by war. Forests burned, farms salted, and wildlife slaughtered and left to rot.

*At war with Roturi*

Merciba

Friday, May 22nd, 2009

Merciba is a mostly uncontrolled stretch of land with little order. Wild races roam the forests, hills, and plains of this area seaking their next kill/meal. No villages exist (or don’t anymore) without some form of outer defense. Whether living in treetops or partially underground or thin wooden walls. Noone lives long without some solid protection. Common trade routes always have several extra guards to keep the caravans safe & and it’s still not uncommon for many to disappear.

Belud

Friday, May 22nd, 2009

The country of Belud is hardly an actual organized nation aboveground. The land is covered with tall mountains and small green fields in between. There are few aboveground villages or settlements. The land does contain quite a bit of harmful natural denizens but most aren’t evil, just dangerous beasts. Topside, peace is kept by the dwarves that live below. and in the mountains. Weather is pretty warm yearly, many rains brought in from the ocean.

Dankjarboon is as much of a city as it is an underground country of dwarves. Tunnels weave and cross throughout Belud and into the other nations for trade purposes with the dwarves. The dwarvish peoplekeep peace above and below ground (above mostly for trade purposes), and contain a they maintain several outposts with tunnels leading underground. Many dangerous creatures live aboveground as well as dangerous races that live in the mountains such as giants, and underground bullets occasionally cause trouble as well as other beasts. Due to the size of the dwarven city nation, communities sometimes disappear or are cut off and never found due to earthquakes and other unknown occurrences.

Tuldeir

Friday, May 22nd, 2009

Tuldeir is a cold nation in the north. Most of it’s seasons are cold to freezing, with a cold to milk temperature during summer. SUmmer usually has daily rains and the winter snows are consistent blanketing the land in white. Many arctic dwarfs have small settlements dotting the landscape.

**Large coniferous forest **
**small volcano, with notable effects, hot springs, etc**
Abray keep – An old ruined castle. It’s origins are unknown and the ruins are currently inhabited by a small tribe of orcs and half ogres. The keep is in disrepair but provides some defense and shelter for those who make it their home.

Osatia

Friday, May 22nd, 2009

Osatia is a small island nation off of the coast of Espar. The pe ople of this land are great crafters and decent farmers. The landscape is dotted with small villages, few farms and forts and a singular large port city. Osatia is a well governed state working to ensure the safety of it’s peoples. Those who live here usually serve in the military/militia at some point in their lives and learn their trades there that they will use for the rest of their life. Such as weapons crafting, construction, or combat roles.

Bellmount- This is one of the largest ports on the world of Mystere. It is the biggest city in Osatia and serves many different purposes. It rests at the center of the isle, and trade routes extend all through the nation from this one city. Bellmount has very open trade policies and most goods can be found here despite legality in other nations and even Osatia. In the port district, items can be traded or sold that can’t be carried out of this area such as poisons, and slaves. Whereas in the rest of the country these things are outlawed. This is what makes Bellmount such a place for trade. Even stolen goods are moved here as pirates are allowed to do their business as long as they are direct in their dealings. Experienced and well paid guards constantly patrol the port and there is no tolerance for theft or violence.

Segantur

Thursday, May 21st, 2009

Segantur is a militaristic nation. Most of it’s residents spend some part of their lives serving the government one way or another. It’s people commonly shun arcane magic but respect divine magic, especially clerics of gods of war, strength, and strategy. Much of the countryside is spotted with forts, and small villages.

Ankirk – The capital of Segantur. The centerpiece of this large city is Castle Fallmere. The castle is large and well fortified and is almost a small unto itself. Outside the castle walls spreads the rest of Ankirk. With separate districts of royalty, trade, and commoners surrounded by another outer wall.

Thunderspire – Is an old sanctified tower of deity Soldan. It is controlled by an aasimar paladin and the keep is full of clerics and other paladins dedicated to Soldan. This is a holy temple and only Soldan worshippers may enter.

Silver Falls

Thursday, May 21st, 2009

Named after a type of tree in the area, the wood from the tree is magically infused on occasion which when crafted into weapons creates weapons of wood but strong as iron The trees glow silver on teh nights of Equinox and on Full moons. Silver Falls is the site of an ancient druid grove. There are many druids in the area which keep the land safe. Due to the nature of those who live here this area also produces many druid and ranger folk.

Sacred Stone Gardens of Dalau – This is the LG monastery dedicated to the cause of good. Many monk adventurers emerge from this temple. The template will train any LG in martial arts or a LN which decent morals.

Ashield – Humanoid city – This city was built upon the land after a great fire cleared away a section of the local forest.

Lkondra

Friday, April 17th, 2009

Exists below Kentol, much of this land is barren and void of vegetation. Open fields devoid of any cover, surrounded by dying forests. When Kentol went on the warpath, their campaign was so successful they over extended their attack and continued too far south, wiping out the north half of Lkondra. Not only was the land destroyed and poisoned but so was the very spirit of the earth here. The ground here has been tortured and creates great evils, the forests are full of dark spirits, the rivers sometimes reach to pull creatures in from the banks.

Vathmal forest-

Along the northwestern border and coast spans the haunted Vathmal forest. The trees of this area have darkened and appear twisted and mangled. The canopy is thick and provides little to no sunlight at times. Mists cover the small ponds which also exude a horrible stench of stale water. Stories tell of travellers who’ve made it through, talking about movement under the ground as if it were squirming or had a heartbeat. Many monstrous beasts, abberations, and fiendish creatures use this forest as a home. Corpses crawl up from the mud when others come to near. There is rumor that there once existed a druid’s grove in Vathmal, almost as old as the forest itself. Thris grove may have caches of magic from the long dead druids, but who knows what else it might contain.

Butterwyne Barrens-

The central to eastern areas of Lkondra are home to many grazing animals on the expansive pastures. Lkondra is known for it’s herds and livestock, which are some of the best meat producers in Mystere. Lkondr’s soil is normally too hard for farming, but the herds have no trouble feeding on the tough grass that covers the landscape here. Owners of herds and livestock along with the few farmers there are, work and plan together their trade to ensure the crops are left alone and the herds due not overfead on the wide pastures. Every 6 months, at the beginning of the spring and fall seasons, farmers and ranchers to discuss trade prices, and ways to increase crop yields. The days these occur on are well known for fairs/festivals in the buterwyne area.

Springhaven- Capital, large city (15,000)

Controlled by an elected official, elections held every 5 years unless the mayor dies. Officials are elected by district appointed leaders. The city is sectioned into several areas, for trade, rich, schools, etc.