Overview - Geography
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|Kingdom of: Aettlund
City of: Aettgard
City of: Erestar
City of: Spellhame
City of: Port Callan
City of: Virgis
City of: Sunder
City of: Krellspeak
Kingdom of: Megurru
City of: Minos
City of: Sundhame
City of: Barberus
Kingdom of: Horanu Tract
City of: Kalabast
City of: Thren Shar
City of: Headland
Kingdom of: Denulas
City of: Kendros
City of: Ludo
City of: Zotazahn
City of: Laramie
City of: Greystone
City of: Yew
Kingdom of: Thornhold
Kingdom of: Skara Innish
Kingdom of: Nordriki
City of: Sundabal
City of: Mebon
City of: Malabar
City of: Myth Celtor
City of: Unc'ial
City of: Cho-hi
|Kingdom of: Fyrlund
City of: Westgate
City of: Methos
Kingdom of: Adhriddyn
City of: Qualost
City of: Sofril
Kingdom of: Ca'olsallam
City of: Salim
City of: Calim
Kingdom of: Hyronia
City of: Tetonia
City of: Portsmouth
City of: Miroc
City of: Haleport
Kingdom of: Galtlund
City of: Severin
City of: Frelldis
City of: Galin's Gate
City of: Isla Colta
Kingdom of: Valeria
City of: Valenport
City of: Shrevin
City of: Moya
City of: Doria
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Right Continent (Click to view map!)
Societal and GeographicalView a Topographical Map of the Left Continent of Lantai
Attributes of Lantai
Kingdoms and Cities
Left Continent (Click to view map!)
Aettlund: (top) [EHT-lund]
Our kingdom. Aettlund is a kingdom dedicated to the tenets of being a home for all goodly folk, and to the seeking of knowledge and enlightenment. It helps its neighbors, has favorable trade, and refuses to encroach on standing kingdoms or tribeholds even within its own borders. Thus do several autonomous kingdoms and tribeholds gain Aettlund's protection, but without demanded tribute. Though Aettlund does not demand tribute with these interior partners, it does profit from them, both by trade and gifted tribute (voluntary taxation).
At present, there is no friction with any of these holdings, be they the dwarves of Sunder, the elves of Erestar, or any of the barbarian tribes of forest or plain. By virtue of its alliances, allegiances, treaties, and expansion by settlement, rather than by conquest, Aettlund is a very large kingdom, one of the largest on the face of Lantai. It is almost a united collection of kingdoms.
Aettlund is also known to the Fey as a welcoming place, and indeed, is the most diverse kingdom on the face of Lantai, with all having equal rights and voice regardless of race or creed. That is not to say it is any type of Utopia, however, as Aettlund has its fair share of monsters, villains, and dangers.
Aettlund’s governmental structure is a monarchy. King Cadmus rules along side his love, Queen Brenna. They have support in agents known as King’s Hands, representatives of the crown given full authority to hear grievances and rule in his stead throughout the kingdom. There are Baronies throughout the Kingdom, ruled as one might expect by Barons. Various lords and ladies hold noble title, and are obligated to conduct themselves in a manner befitting the crown, in true noblesse oblige.
There are justicars that roam on special task to the King, given the ability to try cases of law remotely from formal court. Likewise, each Barony will have several shirrifs, and each town may have its own constabulary.
Note that this structure applies to Aettlund itself, and not to partnered societies within its borders, such as Erestar or various barbarian tribes. In these places, the King’s Hand act not as pure authorities, but as ambassadors.
In 4016, with the crowning of the King and Queen, and twins on the way, Aettlund saw a time of relative peace. It was the beginning of a renaissance.Aettgard: (top)
Capital of Aettlund. Aettgard is the home of the greatest libraries on Lantai, the home of a very prominent Mage Guild, and of course is the location of the King's Court. It is not uncommon to see members of any race within Aettgard, as all are welcome here within the law. Anyone of any ilk may research or ply trade within Aettgard, as long as they do not run afoul of the laws.
Aettgard's main industries are fishing and research, and there is brisk commerce in the city. The city is surrounded by fertile farmland, and there are numerous farming villages within a tenday's travel.
There are two “centers” of the town: the great temple of Arum, God of Knowledge, and of course the Royal Palace. There is a high wall around the city proper, connecting at the lake with large watchtowers. There is also a low wall around the expanded city, and plenty of town left outside the low wall. Aettgard is still growing, and it may be the best city in the world of Lantai in which to be a peasant, as none are allowed to go hungry, and the clerics of all temples in Aettgard make regular visits to the slums to render healing and distribute food and simple clothing to the needy. This would be Utopian in nature, if it weren't for the growing crime rate, and those that take from peasants who cannot defend themselves. This corruption is fairly new to the city, but gaining momentum.
(Due to its diverse nature, the culture of Aettgard is quite mixed, and any old period piece, up to the frontier age, could be worked in to an Aettgarder's history.)
Erestar: (top) [AIR-uh-star] The elven city of spires, Erestar marks the northwest reaches of Aettlund, and is a protected autonomous state. This is a land of one of the 4 original elven nations, and stands within Aettlund. The friendship between the two nations is as old as Aettlund's founding, and the inclusion and sharing of border is not much younger. The elven envoy to King Gordian bears double responsibility, also holding a title as a noble of Aettlund. In the early years of Aettlund's growth, the elves assisted in its vision of safety, learning, and peace. It has been prophecied that the two kingdoms will never fall so long as they stand as brothers. The city is coexistent with nature, using magic to create architecture that sings the praises of star, sky, and forest. One can turn from an avenue and in but a few moments be in deep forest, only to find they are still within the borders of the city, and visiting one of the many craftsmen and artisans in the trees.
Spellhame: (top) Situated on the coast of the Blood Sea, Spellhame is a city of diverse industry. It is host to mining, crafting and smithing, a guild of forgemages, shipping and trade, and serves as a caravan anchor to many towns, including foreign Kalabast. Spellhame is mostly populated by humans and dwarves, and governed by the council of nine, who answer only to Aettlund's king. Spellhame is perched on one of the few known Manasprings, and as such draws mages and shaman by the droves. The majority of the kingdom's magical items are forged here.
(In terms of gameplay, Spellhamers tend to dress like and are similar in culture to the European Renaissance.)
Port Callan: (top) [Port KAL-uhn] The Window to the World. This northern port city is a high trade port, but is very seedy indeed. A wretched hive of scum and villainy, it is the worst that Aettlund has to offer. There is a very established thieve's guild, and more organized crime as well. Every thing is for sale in Port Callan, from flesh to drugs to honest trade stuffs. Despite constant patrols and the attention of more than one King's Hand, the black market continues to flourish and prosper in Port Callan.
(In terms of gameplay, Port Callan and its surrounding areas boast a culture and costume style like that of medieval and Renaissance Europe.)
Virgis: (top) [Ver-GEESE] Another port town, Virgis is the main trade center with the Right Continent. It is a city of many splendors, focusing on art. Its waterways are quite extensive and impressive, as is its architecture. It is a city of varied race, and is governed by a mayor and is part of Virgis Barony. Virgis boasts many trades, and rests just short of the eastern border of Aettlund. To its East lies the kingdom of Denulas.
(In gameplay, Virgis is another Renaissance town, and is quite similar to old Venice, and to Waterdeep in the Forgotten Realms (tm) setting.)
Sunder: (top) Sunder is a dwarven clanhold within the Krellen mountain range. It has been a clanhold for many generations, and lies as an autonomous nation within Aettlund. These hearty dwarves have a complex mining and smithing city, both above and underground. The engineering and architecture of Sunder is truly wondrous, with tunnels extending deep into the mountains, and amazing stone domes that have stood above ground for millenia.
Krellspeak: (top) Long ago, before the Cataclysm, great pyramidal structures were erected in the Krellen range. A city amongst the stars, noone knows what happened to the civilization that erected the city. During the Dark Times, a priestly order of Credne, the Smith, fled to Krellspeak, led by a vision. There they found the Starforge. Over the years, the city revitalized, and today is a religiously diverse human city. The Starforge is still the center of the city, and Credne is the most worshipped of the gods there. Krellspeak's trade is in agriculture, as many rare herbs and spices grow in the heights of the Krellen range, and in the rare Forged items.
(In gameplay, the society and costume of Krellspeak runs toward Aztec/Inca/Mayan concepts, but with worldly armor and weapon styles.)
Megurru: (top) [Meh-GU-ru] To the Southwest of Aettlund lies the kingdom of Megurru. It is only mildly diverse, mostly human. There is a dwarven kingdom within it's borders, although there was a war between the dwarves of Sundhame and the humans of Megurru only 25 or so years ago. This war ended in a truce, with Sundhame coming under the banner of Megurru, but only grudgingly. Relations are still not normal. Megurru has a high concentration of Barbarians throughout its vast grasslands and savannahs. They have very loose trade with the other humans of Megurru, preferring the company of fellow tribesmen. The rulers of Megurru have a strict social structure relying on the nobles and kings, and rule with an iron hand. It is a nation that distrusts its neighbors, but has and will lend aid and negotiate trade. Recently, Megurru was faced with an Orc incursion of massive proportion which originated in the Savage Lands west of Sandhame. It was a bloody and costly war, and one that was discover to be initiated by the Thornholder agents. Aettlund assisted Megurru in this war, and suffered some casualties as well.Minos: (top) [MEE-nohs] The capital city of Megurru, where the Queen holds court. Minos is a port town, rich in trade. It exports many rare furs and ivory from the savannahs, dyes, spices, and gems. Minos is directly governed by the Queen, as it is the only major city of humans in Megurru.
(In gameplay, Minos tends to have a curious mixture of culture, a blend of Australian, West African, and European Medieval. Any symbology and costumes with these elements is suitable.)
Sundhame: (top) Both a city undermountain and a small town above ground, Sundhame is technically two cities, one of dwarves, and one of humans. The human settlers of some years ago were attacked by the dwarves of the Sundhame undercity, who simply wanted to secure their borders against what they saw as trespassers. The kingdom of Megurru marched to war against the dwarves, and over time, a truce was drawn up that allowed the creation of a human settlement in Sundhame, and Megurru would treat the dwarves as subjects of the kingdom, with all benefits thereof. There are many dwarves of Sundhame that still chafe at this arrangement, however, and relations are still strained. The common foe of the orcs has done much to alleviate that strain, however, as dwarf and human fight side by side against the continuing orcan tide.
Barberus: (top) A seasonal city. For one month in six, it is a bustling metropolis of tents as the nomadic tribes gather for religious and trade festivals. At other times, there is a core of buildings that remain, and Barberus becomes a small town. Fabrics, dyes, and horseflesh are the commodities in trade in Barberus, and in the past century envoys from Minos are allowed to attend and trade, though only in limited numbers.
Horanu Tract: (top) The desert kingdom neighboring Aettlund to the East, consisting of two major cities, and many tribal holdings. Each city is ruled over by a Seshmet, and they both answer to a Priest-Lord, who is thought to be an avatar of Lugh. The tribes answer only to themselves, but enter the cities to trade. It is a harsh land, and a harsh kingdom, with the law exacted with eye-for-an-eye tenacity.
Kalabast: (top) Kalabast is a great city, a city of splendor and squalor, sometimes within yards of each other. The architecture is curving and flowing, and designed with shrugging off the daytime heat in mind. The bazaars of Kalabast are legendary throughout Lantai, and absolutely anything can be purchased there. Kalabast is a major trade hub, with huge port facilities as the major point of contact with the right continent, and was the seat of an empire until the Dark Times came.
(In gameplay, Kalabast is similar in culture to the ancient Arabic world, costume is quite arabic in nature.)
Thren Shar: (top) The other great city of the desert, it is a place built on the back of slave labor. Architecture is intelligent in its use of earthworks, most buildings exist dug into the soil, to remain cooler during the heat of day. The stone quarries nearby are legendary for their output, and for the precious metals that run in the stone.
(In gameplay, Thren Shar is similar in culture and costume to ancient Egypt, though with more modern weaponry available.)
Headland: (top) The city at the mouth of the Blood Sea. It lies as a remote settlement, at the southern tip of the Unclaimed Lands, a mountainous region separating the Inner Ocean from the Blood Sea, stretching south of the great desert. There are numerous settlements in the Unclaimed Lands, but they are all autonomous, hence the name Unclaimed. It is nearly impossible to pass Headland without going through on land, as the great maelstrom waits at the mouth of the Blood Sea. At each tide, a great whirlpool forms as the tide rushes into and out of the Sea. There are only narrow windows of time one can attempt to navigate the Mouth, and the Sea floor is littered with those who have tried unsuccessfully. Headland itself is a log and mud constructed town, and relies heavily on fishing for its trade and existence. The Headlanders are part of a dying culture, one that relied in the past on raiding and pillaging as its primary trade. The Dark Times changed all of that, and now Headland is the last bastion of the ancient Reaver empire.
(In gameplay, Headland's culture, and that of any lost Reaver villages in the Unclaimed Lands, resembles that of the Norse in costume and gear.)
Denulas: (top) [duh-NEW-luss] Kingdom immediately east of Aettlund, amongst the upper peninsula. Denulas is heavily forested, and home of many monsters as well as peoples. It is a mostly human kingdom, with little integration of race. They are a neighborly enough kingdom, with open trade and mutual defense treaties, but are given over to courtly intrigue moreso than many. Denulas is much older than Aettlund, and used to claim much of the land of eastern Aettlund as part of its territory. Some 400 years ago, however, the town of Virgis was occupied by a clever half orc general at the head of a vast army. When finally that army was dislodged, the territory that Denulas lost was purchased by Aettlund, both with the blood of those who had assisted in Virgis' rescue and with gems from Aettlund's treasury. Denulas is currently ruled by a mysterious individual known as Habdzah II, though none can remember a Habdzah I. He is one of a ruling class of mages, as has been the tradition in Denulas for centuries.
Kendros: (top) [KEN-drohs] The capital city of Denulas, Kendros sits on the north coast. It is at the mouth of a large river, and does a great deal of trade in logging, molasses, and magical reagent herbs. Kendros is somewhat oppressive to non humans, however. It is also home to a guild of necromancers, and as such all who live there live in a mild fear. To their knowledge, the guild has never done anything to warrant distrust, but still the townsfolk fear those who truck with the dead.
(In gameplay, the society and costume tends toward medieval and renaissance Europe.)
Ludo: (top) [LEW-doh] Ludo is almost the twin of Kendros, save that it is not the seat of government, and has no necromancer guild. It is at a river mouth, and as such is a port city, and trades in logging, herbs, and molasses. Ludo is known for being the home of the knightly Order of the Oak, the knight protectorate of Denulas. Any class is welcome in this chivalraic order, but all must be able to use feats of arms.therefor their priests and spellcasters tend to be battlemages and warpriests. The seawall of Ludo is quite famous as well, and decorated with many of the corpses of pirates of the Haunted Sea.
(In gameplay, the society and costume tends toward medieval and renaissance Europe.)
Zotazahn: (top) [ZOH-tah-zahn] The city of beauty, Zotazahn is perched on the sea at northernmost point of a peninsula, set amongst the high cliffs. Beautiful spires , columns, and archways adorn every polished structure, with gleaming copper, tin, and even silver roofs to be seen. Zotazahn is a city of white stone and colorful banners, and is a center of textiles and dyes. The different merchant houses that rule Zotazahn in council are all powerful throughout Denulas, and some even beyond. Zotazahn's most famous structures are the temples of Branwen and of Oshun, great architectural feats of splendor. The great statue of Oshun stands at the mouth of the river, welcoming all who would visit to the docks and to the Great Stair leading to the city proper.
(In gameplay, the society and costume of Zotazahn resembles greek/roman think Athens or Rome in their prime.)
Laramie: (top) [LAIR-uh-mee] Rough and rugged, Laramie is a stout city of stone and log, a fortress town. Situated on the northern coast, it is the eastern edge of Denulas. The forest south of Laramie is an untamed place, and is not an easy neighbor. From time to time, the goblinkin attempt to raid Laramie, and are turned away each time. Some of the surrounding farming villages do not fare so well, however. Laramie's Horsemen are known throughout the continent, and are some of the bravest knights known. They hold a patrol at the edge of the Groaning Forest, and almost daily do battle with the monsters that foray from those dark woods. Theirs is a besieged existence, but one they cling to with pride.
(In gameplay, Laramie is costumed with a blend of renaissance and early frontier flavor.)
Greystone: (top) Greystone is a Freehold, ruled by an elected council. As the name might imply, it's major trade is in quarried stone, particularly fine marble. It is a place that is welcoming to all races, and has a higher degree of dwarves, half-orcs, and half-ogres than many cities.
(In gameplay, Greystone has the standard Euro-medieval-renaissance blend of costume.)
Yew: (top) Yew is a strange town indeed, and was founded long ago around a very unique shrine. Long ago, an adventuring elf came across a rather amazing gemstone, a huge amber teardrop. It lay on the ground , at a meeting place of river, ocean, woodland and prairie. He moved to touch it, it's splendor drawing him close. He was unable to do so, however, as inexplicably his hand would go no closer than a handspan to it. Over time, many scholars and priests came to the site, but none could touch it. Finally, it was revealed that this was one of Fryja's tears from the creation of the Gre'shal. The town of Yew sprang up around this amazing holy item. Yew now stands as a Gre'shal town mostly, though it is also home to many elves, fey, and humans. Yew is the only Gre'shal governed settlement outside of the Gidry mountains on the right continent.
(In gameplay, Yew is a Gre'shal town, and as a pilgrimage home is VERY diverse in costume.)
Island Kingdoms (Click to view map!)
Thornhold: (top) The world of Lantai is grateful for Thornhold's isolation. It is a den of wretchedness. A dark land, the eastern half of the vast island is mountainous, with several active volcanos shrouding the eastern portion of the island with ash and steam. The western half of the island is a mixture of forest and savannah, and home to the most vile kingdom on the planet. The rulers of Thornhold are worshippers of the Chaos Lord, and live to cause strife wherever they can. The kingdom is built on the back of slave labor. Thornhold has no real trade item, save that of the black market, dealing in flesh and drugs.
(In gameplay, Thornhold is a dark place, and its people are either dressed immaculately in dark renaissance style, or as slaves from wherever they've been previously captured.)
Skara Innish: (top) [scar-uh IN-ish] The island chain of Skara Innish is a land of true beauty, with lush green meadows, beautiful deciduous forests, great cliffs upon the coast, and a hearty people. Skara Innish is ruled by the EarthKing, the chief of one of the clans who wins the Test of Kings each decade. The islands boast a human and barbarian culture that is balanced and supportive of one another. The Innish are a seafaring folk, and their trade is strong, in fine alcoholic drinks, dyes, wool, furs, leather goods, and in simple commerce, as they are a good stop on the sea route between Westgate and Kalabast. Ships often provision there, and there are many small villages of several races of folk who fell in love with the beauty of the isles.
(In gameplay, Skara Innish is similar to the Celtic Isles, with the same concepts of dress and culture.)
Right Continent (Click to view map!)
Nordriki: (top) [Nor-DREE-kee] The Northwestern kingdom of the Right Continent, Nordriki is a kingdom ruled by a dwarven king. Clan Stonecrusher has held rule in Sundabal since before the Cataclysm. During the Dark Times, they fared better than most, and extended their aid to humans and elves alike in the land between the Gidry Mountains to the north and the Sunreach Mountains to the south of Sundabal. The human towns and the mountain elves of Myth Celtor still defer to the fair and just rule of King Stonecrusher, as the clan has always been deeply respectful of their subjects of all races.
Sundabal: (top) [SUN-duh-ball] Sundabal is the dwarven home of the Stone dwarves, one of the 5 clans of Glom. Sundabal, like most dwarven settlements, is mostly underground, and does massive trade in stone, metals, coal, and forged goods. As the capital of Nordriki, it has a larger Overcity than most dwarven towns, to house the many members of other races that call Sundabal home. Sundabal is a coastal fortress, and is home to the only seafaring dwarves. The mining structures of Sundabal stretch all the way into the Gidry mountains, and there are actually four remote undercities under Sundabal's rule.
(In gameplay, Sundabal leans toward a medieval costume style.)
Mebon: (top) [MAY-bone] Mebon lies on the coast at the foot of the Gidry mountains. It is primarily an agricultural center, shipping farmgoods down the coast and oversea. Mebon lies on incredibly fertile ground, and though primarily human, is run with dwarven efficiency and engineering. Therefore, the farming communities of Mebon are very high-yield with relation to crops and livestock.
(Mebon is also a medieval costume style town.)
Malabar: (top) Malabar is tucked at the base of the Gidry mountains, and is at the foot of the Mythic Road, leading to Myth Celtor. Malabar is many things, a waystation, fortress, trade center for the mountain peoples, and home of the Titanus Trutina, the great statue of Pendras, God of Justice. The largest temple of Pendras on Lantai lies at the feet of the Titanus. Malabar is also home to the great Terrace Gardens, which provide a fantastic backdrop to the Titanus Trutina. An ancient prophecy is remembered that tells us: "As long as the Titan's Scales hang in balance, that Malabar will stand firm against all who challenge him. But on the day the Scales are tipped, the Great Storm will come again, and Justice will live the city."
(In gameplay, the style and dress of Malabar are a combination of Greek and Medieval.)
Myth Celtor: (top) [mith KELL-tor] Myth Celtor is an elven city in the Gidry Mountains, a settlement of elves of three of the four nations. Myth Celtor was built for the study of magic, and is a wondrous place indeed. It is, however, only a shadow of its former self. Before the Cataclysm, there were great floating gardens and large hovering palaces, and golems walked the streets performing the maintenance tasks. When the Cataclysm came, the magics that held much of the city together failed, and there are now millenia old ruins that make up half of the city's acreage. The elven mages and priests of Myth Celtor have rebuilt about a third of the city, and that third hints at the splendor that the city once held. This would not have been possible without the help of the dwarven smiths of Sundabal. There are still wondrous artifacts hidden deep in the ruins, a draw for some of the more wicked of Lantai.thus do the Knights of Mystiarra patrol Myth Celtor's borders, the most skilled elven army on the face of Lantai.
(In gameplay, Myth Celtor is an Elven city, and costume tends to be quite fancy indeed. Think the elves of LOTR trilogy, or the Tayledras Mages in Mercedes Lackey's novels.)
Unc'ial: (top) [OONS-syee-ahl] Unc'ial is a city of Gre'shal, in the homeland of the Gidry mountains. The Gre'shal mostly live in small conclaves, but Unc'ial is the one population center of the race. Unc'ial is governed by a tribal council of elders, made up of many of the different family clans. Although Unc'ial is a self-sufficient city, they have limited trade with the kingdom of Nordriki. There are some members of other races living in Unc'ial, but not very many.
Cho-hi: (top) [Cho-hee] Cho-hi is a desert city, and also the name of the small kingdom it rules. It is a dark and foreboding place, as savage as the land it claims. It is a land of brutality, boasting slavery, blood sports, abuses, and the harshest of conditions. The barbarians and humans that call the land of Cho-hi home don't really live there, they survive there. It is rumoured that there are entire cities buried beneath the sands, dead beneath the expanding wastes. The power structures are delicate in balance, the temple of Yael on one side, the Emperor on the other, and a very ancient Sand Dragon as the pivot point, demanding tribute annualy in barter for the city's continued existence. There are several small villages sprinkled throughout the Cho desert, all under the banner of Cho-hi.
(In gameplay, the land of Cho-hi most resembles the Dark Sun (tm.) campaign setting of AD&D (tm.). The costume is every bit as harsh as the people, although one should remember not to spike costumes for safety's sake.)
Fyrlund: (top) [FEER-lund] Western kingdom of the right hand continent, containing Westgate and Methos, Fyrlund is a small kingdom, but immensely prosperous due to its heavy trade. Ruled through the ages by the priest-kings of Lugh, Fyrlund is friendly to its neighbors and trades with the elves of Qualost, the dwarves of Sundabal, the Gre'shal of Unc'ial, even the barbarian tribes of the Western Prairies.
Westgate: (top) The largest known city on Lantai, Westgate is a vast city of splendors. If it can't be found in Westgate, it can't be found. Westgate is the capital of Fyrlund, and is home to many guilds, temples, and power structures. Westgate is a paired city, with half of it on the north bank of the Elfwood River, and half on the south bank. It covers many square leagues, however, and is home to some outstanding engineering feats, such as the Great Stadium, the Palace of the Sun King, and the Bridge of Sighs. Though Westgate is ruled by the Priest-King of the Sun, all faiths are represented in the city. The day-to-day administration of the city is handled by a mayor and a council, with each councilor in charge of a set of duties: dockmaster, engineer, guild liaison, captain of the guard, etc. The guard and constables are known as Gatekeepers, and are identified by the sun-in-glory standard upon their surcoats and shields. It is rumoured that a great secret society is truly ruling Westgate, and has placed their mark in the architecture and layout of the city. Further rumours on this topic mention great underground temples of Yael and even of Garrinos, and strange cultmembers wreaking havoc. But these are only rumours.
(In gameplay, the costume of Westgate is Renaissance in style, with some Victorian leanings in evidence.)
Methos: (top) [MEE-thohs] Methos is a city built upon ancient ruins, and none know what ancient civilization may have first settled there in the long ago yesteryears. It is home to the Great Catacombs, a vast network of burial tunnels under the city's edge. In recent times, Methos was attacked by a race of sea-folk, the sahaugin, in a bloody war that nearly saw the city's end. Victory was achieved when the Gatekeepers arrived to reinforce the city's garrison, along with a contingent of dwarves from nearby Sundabal.
(In gameplay, Methos has architecture which is a blend of Egyptian and European, due to the ruins and the new construction. Costume tends to Renaissance.)
Adhriddyn: (top) [Ath-RIT-den] Adhriddyn is the kingdom of the forest elves, the most numerous and, some would say, most uccessful of the elven nations. The forest elves claim much of the Wood of Sorrows as their kingdom, and steward the land quite effectively, living in harmony with the thick forest. The forest elves of Adhriddyn keep a very tight border, and trespassers are not welcome in the territories under their control. Trade partners and visitors to their realm find themselves escorted in short order, and unwelcome visitors find themselves challenged and turned away even faster. Within Adhriddyn, there are some distinct societal differences with the forest elves.there are the wild elves, who live in villages amongst the trees, and some amongst the treetops, and can best be described as elven barbarians, and the mishtia, or keen elves, who live in the cities and have a more civilized existence. The mishtia are caretakers of two great cities at the southwest and northeast borders of the kingdom. Some have said the time of the elder races is coming to a close...those people have never seen the fluorishing society that is Adhriddyn.
Qualost: (top) [Kwah-lawst] Qualost is the southwest city of the forest elves, a city of such magical and natural beauty as to make one weep upon seeing it. It has not been built so much as nurtured and shaped into the land around it. It exists in and amongst the trees, flowing naturally from building to temple to treehouse. Its gardens are immaculate, and both hot and cold springs create pools and grottos of immense beauty. It is as if the land itself created the city, and gave it to the elves as a gift.and in fact, an old, near forgotten legend hints at just such a thing. Qualost does some trade, mostly with Westgate. Its goods include craft and art pieces made by the elves, magical items, and rare herbs only found in the Wood of Sorrows.
(In gameplay, the costume of Qualost tends to be quite diverse.from forest colors to fanciful creations of wearable art.)
Sofril: (top) [So-FRILL (clipped r)] Sofril is the forest elf city of the northeast, and is virtually a twin to Qualost. The differences, however, are easy to find. Sofril maintains a garrison of armed infantry, a counterbalance to the occasional advances of the Sand Kings of Cho-hi. Sofril's trade is all internal, with only the occasional visit from outsie trade partners, typically the Gre'shal of Unc'ial. Sofril also maintains a fishing fleet, which travels upriver to the Shining Lake, bringing back abundant lake trout, freshwater crab, and turtle. The elves of Adhriddyn travel between the two cities by riverboat, powered by amazing magical engines.
(In gameplay, the costume of Sofril tends to be even more diverse than Qualost, from typical elven fare to a swashbuckler theme amongst the fishing fleets.)
Ca'olsallam: (top) [Cah-ohl-sah-LAHM] Ca'olsallam is a desert kingdom sandwiched between two mountain ranges on the west coast, and does much of its trade by sea. Both major cities in Ca'olsallam are port cities, though they can only deal with shallow draft vessels due to the Sharkshoal Reefs. The desert of Ca'olsallam is a strange place, home to scrub pine, cactus, petrified wood, and numerous diverse animals evolved to exist in such a harsh clime. One of the most amazing things in the desert, and the reason for the kingdom's existence, are the fantastic Thunderstones. Thunderstones are small gems formed from the very sand and soil when the Dry Storms settle in between the mountains. Lightning strikes are common in the years of the storms, and create amazing gems, dependent on where they strike. Some very rare thunderstones are magical conduits that harness the power of electricity. Occasionally, a large stone is created by a particularly powerful strike.the pasha of Calim actually has a mace which is made from a single thunderstone. One might hear of thunderrubies, thundergold, and even thundersapphires.they are prized pieces indeed.
Salim: (top) [sah-LEEM] Salim is a shallow port city under the flag of Ca'olsallam. The architecture of Salim is adobe and stone, and much of it is carved out of the mountainside in great cliff dwellings. Salim's major trade lies in fishing for reef delicacies, and the spectacle that is desert foraging. Vast foraging teams leave monthly into the desert hunting the valuable thunderstones, mounted on riding lizards, and on camels purchased from oversea Kalabast. They come back in, many of them missing, with saddlebags laden with the valuable stones.
(In gameplay, it is important to note that Salim and Calim residents do NOT dress in an Arabic fashion, but rather tend toward the same medieval/renaissance style that is prevalent elsewhere.)
Calim: (top) [CAH-leem] Calim is the seat of the kingdom of Ca'olsallam, and is the southern twin to Salim. They are similar in both appearance and trade, having the same purpose.
Hyronia: (top) [Hi-ROH-nee-uh] Hyronia is an expansionist kingdom, one currently at war with its southern neighbor Valeria, and with its eastern neighbor Galtlund. Its major trade is in the conquering of land, though it also has typical trade items internally. Hyronia conscripts most of its military, and much of its agriculture is done by indentured servitude.
(In gameplay, all the cities of Hyronia are similar in form and feel, and in costume. Bright colors are reserved for nobility. The peasantry dress in medieval and dark age style, while the nobility dress in renaissance style. The architecture of Hryonia is more functional than aesthetic, with sharp angles and thatch-roofed structures in abundance.)
Tetonia: (top) [tuh-TONE-ee-uh] Perched on the edge of the southern swamp on the peninsula of the Craven Bay, Tetonia is a naval garrison city, dedicated to Hyronia's taxation of all shipment into the Bay. The town is mostly there to support the navy of Hyronia, consisting mostly of triremes. Obviously, piracy is not much of an issue in the waters near Tetonia.
Portsmouth: (top) The main shipping destination for Hyronia, most of the interkingdom commerce that Hyronia engages in occurs here. Here are slaves brought back from conquest, foreign treasures brought in, and leave taken from military assignments. Portsmouth has a high amount of organized crime, as does much of Hyronia. The nobles dream of the Utopia of complete control, but any number of undersecretaries are dealing in black market trade through Portsmouth.
Miroc: (top) [MEER-ock] Miroc is the seat of government of Hyronia, and is a great walled fortress city. Most important buildings are within the high city walls, with the less important structures and the farms outlying, with a low wall surrounding, only 8 ft in height. It is manned by a large garrison of men, however, and supplemented by mercenary armies. Hyronia is, and has been for a century, serious about the business of war.
Haleport: (top) [Hail-port] Haleport is a secondary port town in Hyronia, mostly a fishing town. The fishermen of Haleport manage the largest fleet on the Bay, and traffic not only in fish but in whaling as well.
Galtlund: (top) Galtlund is a kingdom that could and should be much more prosperous. There are numerous Ancient sites in Galtlund that are full of artifacts and mysterious riches, but Galtlund is effectively blockaded, with Hyronia blocking all shipments through Craven Bay. The great mountain wall to their north prevents trade in that direction. Their only potential ally is Valeria to the south, but there is still too much distrust between the two kingdoms for effective cooperation or trade. Galtlund is in a stranglehold, Hyronia having the upper hand. Should Galtlund's agriculture falter, there will be famine and hysteria.
(In gameplay, Galtlund is similar in culture/costume to medieval Europe.)
Severin: (top) [SEHV-uh-rin] City on the lake, Severin is a town as yet untouched by the Hyronian war, at least physically. It has sent many of its sons to battle, never to return. Severin makes its trade from lake fishing, logging, and agriculture. Severin's architecture uses wood and stone, and there is a new wall under construction around the town porper, in preparation for the inevitable Hyronian advance.
Frelldis: (top) [Frehl-dis] Frelldis is the capital of embattled Galtlund. It is a brittle shell of its former self, having been under siege off and on for 2 years. Burnt husks of once great buildings stand like skeletons along streets once busy with children at play. Frelldis is a war-torn town. Galtlund's king holds war-court here, in his keep, which as yet is still mostly intact thanks to the work of his wizards. Frelldis used to do great trade in agriculture and herb-harvesting from the nearby forest, but only trades in its defensive war with Hyronia now.
Galin's Gate: (top) "The Gate" was once a bustling port town, Galtlund's window to the world. However, due to the Hyronian blockade, Galin's Gate is on a fast decline. It has become a dark place, where the weak are preyed upon by the strong, and where lawlessness is rampant. It has fallen so far as to be unable to defend itself from attack, and relies heavily on the Colta Buccaneers who run the blockade with supplies. Even with the Buccaneers bringing supplies into the docks, starvation has become a problem, and there are weekly funeral pyres that ignite beacons to the gods, daring them to intervene. Thus far, Galtlund has been left to slowly suffocate, preyed upon by both the warriors of Hyronia and the profiteers of Isla Colta.
Isla Colta: (top) A freehold, Isla Colta is a colony state governed by Araden Emberak, the Buccaneer King. Isla Colta makes its trade in sugarcane, rum, and illicit trade. The sailors of Isla Colta are legendary across Lantai, and the most successful merchant trader and pirate crews elsewhere in the world are often captained or crewed by Coltans.
(In gameplay, the culture of Isla Colta resembles the Caribbean islands of the 1600s, with diverse costume of several different kingdoms.)
Valeria: (top) Valeria would be the twin of Aettlund if it weren't for Hyronia. Its philosophies are much the same, a kingdom of integrated race, with rights for all. However, the bloody invasion Hyronia is waging has created dissent and distrust, along with a sense of desperation.
(In gameplay, the costume of Valeria tends to lightly resemble medieval and renaissance Europe, but with a fantastic flair and bright colours.)
Valenport: (top) [VAY-len-port] Valenport is Valeria's port trade center. It is becoming an increasingly dangerous port as Hyronia takes more and more interest in its southern neighbor, however. Valenport's trade is in shipping, fishing, and whaling. Valenport is home of the Temple of the Four Elements, and the clerics of this order have a special affinity for elemental magics.
Shrevin: (top) [SHREE-vuhn] Shrevin is, like most major cities of Valeria, a coastal town. Famous for its black sand beaches, it is home of the Megalith, a great pyramidal structure that dwarfs all around it. The Megalith is a mystery, having been a ruin before civilization discovered it. Now, it serves as the Royal Palace, a marketplace, an inn, and a fortress, though all still refer to it as the Megalith. Shrevin's commerce is based on agriculture, logging, and the manufacture of textiles. The rulers of Valeria, a twin brother and sister who rule together, are just and fair. Shrevin is currently home to many of the continent's mercenary companies, as it prepares for the inevitable attentions of Hyronia.
Moya: (top) Moya is an interesting city, built from the black stone of the obsidian quarries to its south. Its architecture thus has a haunting beauty, accenting the black stone with whitewashed wood and bloodstone. Moya does a great deal of trade in the stone, and has strong fishing and agriculture to support itself as well. Moya is also home to the Wondermakers, an order of monks that work as inventors and builders.
Doria: (top) Doria rests in the southwest corner of Valeria, a grand and sweeping city built like a wagon wheel, with the Grand Market at the center, and spokes, or avenues, connecting to major structures at the outer edge of the city. Doria's claim to greatness is in its Collegium, rivaled only by the one in Aettgard. The scholars of Doria are renowned for their knowledge and diligence. It is unfortunate that the city is now on war footing due to Hyronia's advance.
The old man looks up...
The Founding of Fairhame
The old man looks up from his carving as you approach the waystation. His eyes seem to take measure of you as he draws a deep puff of his pipe.
"New to Fairhame, eh? Haven't seen you before. Well, you've come to an interesting place. Pull up a stool there, and lay your pack down. Rest a bit, and I'll tell ya about our fair town...pardon the pun. It'll only cost ya an ale from the tavern there."
The wise one takes another puff of his pipe, laying his carving tools at his side with hands that appear to have seen their share of work and war. He stretches his legs, and leans back against the wall.
"Well, I'll start by lettin' you know...it used to be peaceful here. Long as I can remember, Fairhame has been kind of a haven amongst these parts...which is pretty amazing, considering how close we are to the Twisted Lands. Well, nowadays ya might see a bandit, an orc, a monster...and ya might see 'em under your bunk. Seems like it's that way everywhere nowadays, and that's a fact."
"Anyhow...ya know this waystation turns into a market every month, right? The caravans come through from Spellhame to Kalabast, and from Kalabast to Spellhame...lots of good stuff to buy when they're around. If you got the coin. If you ain't got the coin, you can earn it. Always jobs what need done around here...some for the crown, some for people, some for merchants, some with the mercenaries."
"There's some folk you might want to know about...you need to get things done, there are people to see. Feanor, now she's a right fine elf woman...deadly with a bow. You want information, she's the lass to see. Makes it her business to know as much as she can. For that matter, you know something you might think worth some coin, she'd be the one to see.
"Kiev...he's the big Ranger. He works for the Crown, a Farwalker who scouts the trails aroundn Fairhame, keeping the way clear for the caravans and keeping his eye out for danger. Death on two legs if you're an enemy, and better than a ballista in a fight.
"Grelan, he's the silver haired elf. Shaman...wolf, I think. He spooks me sometimes. Knows things, just knows 'em. Fights with two fine swords, and leaves a lot of death in his wake in a battle. He's a Farwalker, too, but he don't work for the crown...he just is.
"Mae'lynn...she's a scholar. Fey. Finds things out, and uses books and words as her weapons. She's in good with the King, and with our own Baron. Dead smart. You want the history of damn near anything, and if she don't know it, she can find it.
"Kethyn Stark...he runs the Black Dragons around here...the mercenaries. You could always hire on with them for some coin, and some danger.
"They're likely the most influential around here, but there's others you might meet could do you right."
The old man picks up his wood and knife, taking another puff of the pipe. He appears to be carving a duck.
"So, if you're out to make a name for yourself, you're in a good place...plenty of legends around here. Plenty to do, too. If you're really short on coin, there's always work in the mines, or with the horse herds. Merchants are always lookin' for caravan guards."
"Take care of yourself...and keep a sharp eye." With that, the old man returns to his carving, paying you no more attention. As you begin to walk away, he says "Don't forget to bring that ale on over here..."
Founding of Fairhame
Hearken unto me, now as I share with you a tale of time long before. In days long gone, some generations past, there was a brotherhood of stout hearts. Four men shared a path of blood and victory, a life of adventure. They were the Company of the Rampant Heart, and they made a legend of their own. This is not their story, but the story of their last venture.
This venture was not one of war, or daring, or danger, but rather a journey of peace. The men were Gilbreth Steadfast, Connor Ironhand, Madrach Fletcherson, and Cedric Yamun. A pair of warriors, a priest, and a mage, they were ready with riches and ready to retire to a life of peace.
They remembered a beautiful tract of land they had camped many times, a land which lay north of the Kalarin Forest, and south of the Devilmoors. They knew the land from an expedition through the ruins of Durmaddin's Doom, an ancient dwarven stronghold that fell in days long gone. The Doom held the source of much of their riches, for it was there they found a dragon's horde...but that is another tale.
So the brave men wintered in Spellhame, making friends and taking wives. When spring arrived, they departed Spellhame with their families and an entourage of entrepeneuring souls, driving onward to the beautiful land they remembered.
It was in these very hills they decided to build their homesteads. So they did, building homesteads, a smithy, a meeting lodge, and so forth. As the structures went up, trouble sought them, in the form of goblin raids. The goblins were unable to stand up to the four heroes and their stout hearted friends, though, and soon learned to leave well enough alone.
And so it was that passing caravans learned of the fair hamlet the heroes lived in, and learned to make a stop on the tradeway to Kalabast, though it changed their route. The growing town became a safe place in the middle of a hard journey, and the works that Gilbreth produced with his smithy's hammer became highly sought by caravan guards, as these weapons were usually enchanted by Cedric in some way, making them second only to the dwarven arms and enchanted elven blades in quality.
Thus did the town grow, an inn was built and a market sprang up whenever the caravans would stop. It was not long that the four heroes created a council to govern the town, and named it Fairhame.
In time, the founders of fairhame began to explore their surroundings. They met neighbors: a small elven community in the forest and a barbarian tribe on the grasslands to the north.
The elves showed them ruins of an ancient civilization, old even by their star-aged standards. These ruins held many treasures: gemstones, ancient jewelry, and, most amazing of all, the remnants of a viable sapphire mine.
The barbarians showed them the treasure of the grasslands...the herds of wild horses. Fairhame had found its trade centers, and news soon went forth of these opportunities.
This is the tale of the beginning of our town, of Fairhame. The tale continues, as evidenced by my telling and your hearing of this.
Copyright © 2003-2009 Dave Bledsoe, Thom Kuykendall, Rick Standefer.
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