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- World Locations
- Asteris - The name of the world itself. It is a huge planet with a sprawling surface and a myriad of topical geography. The underdark is huge and vastly populated, the middledark being where most dwarves tend to live and the upperdark being less dangerous than the middledark itself. The lowerdark is considered taboo and no civilized race has ever made its home there. Many portals to other plains of reality open here, including the Shadowfell, the Feywild, the Elemental Chaos, the Abyss, the Astral Plains, Hell, and the Far Realm. Scholars estimate that almost half of the world is left undiscovered, with many continents hidden in far off reaches. The area detailed below is known as the Cradle of the World by its inhabitants. If a new continent is discovered it will likely be welcomed into the Cradle.
- Continents
- Dalvus -
- Size: 1st
- Civilized Population : 2nd
- Setting: Lush forests, sprawling mountain ranges
- Magic: Monitored and regulated by the Magi Collective
- Real World Comparison: Northwest (Arowan) based on England, Southwest (Edalga) on Spain, Northeast (Havrick) on England/Scotland, Southeast (Torevelli) on Italy
- Dalvus is a massive land rich with plant and animal life of all kind. It is widely populated and known as the most influencial continent in the world. It is divided among eight city-states that rarely band together and, instead, and frequently competing with one another. Though the continent is widely inhabited, it is far from without danger. Besides the dangers of humanoid greed in the city-states and town there are monsters and evils around every corner, ready to pounce.
- Arctic Dales -
- Size: 3rd
- Civilized Population: 8th
- Setting: Harsh frozen tundra
- Magic: Regulated in Trade ports and trade sponsored settlements, unrestricted and wild in other areas
- Real World Comparison: Antarctica in the north, Greenland in the south
- Once home to the mighty To'ah Voh Empire, this frozen land has since become the least populated continent in the world, by both civilized and uncivilized creatures alike. It is dotted with huge frozen peaks, and home to some of the biggest mysteries in the world. Some creatures that live there have never been seen before by a humanoid.
- Droughtlands -
- Size: 4th
- Civilized Population: 4th
- Setting: Unforgiving sprawling deserts, spotted with oasis
- Magic: Controlled by the Al Qasimi Caliphate, a Magi
- Real World Comparison: Syria (North), Saudi Arabia (Middle), Yemen (South)
- Long ago the Droughtlands held a different name, but after the Cataclysm and the appearance of the Shimmering City the former chilly, forest covered continent has become a sprawling and unforgiving desert. It is a land under the heel of strict tyrants and ruled by tradition and those who oppose are met with swift execution. Many wish in secret to rid the shackles of their oppressive overlords but few are brave enough to try. Some believe finding a way into the Shimmering City and ending the Dry Years would restore the Droughtlands and free it's people.
- Crowning Peaks-
- Size: 7th
- Civilized Population: 6th
- Setting: A rocky mountain covered nation with a massive underdark complex
- Magic: largely unrestricted outside of Dwarven holds and the 2 major cities. Little Magi Collective presence
- Real World Comparison: Topside and Dragonborn holds are based on Russia, Underdark and Dwarves based on Scandanavia
- The Crowning Peaks topside size makes it the 7th largest, however, its sprawling underdark is the largest in the world and full of all the dangers the underdark brings. The topside is becoming more and more enlightened, though some wish to revert back to the days of slavery and force.
- Mestarshan Plains-
- Size: 5th
- Civilized Population: 3rd
- Setting: Rolling plains dotted with forests and lakes
- Magic: Monitored and regulated by the Magi Collective
- Real World Comparison: North (Charlegnon) is based on France, south (Brecht) is based on Germany
- Heavily populated and largely diverse, the north favors a cultural enlightenment while the south tends to focus on martial advancements. The Mestarshan Great wall seperates both of their rolling grasslands and the dangers that can be found within. Those in the north can strike it rich via the thriving trade companies, whilst the souths well-trained military forces are caught in a seemingly endless war.
- Nezzurah-
- Size: 6th
- Civilized Population: 7th
- Setting: Wild and unexplored jungle islands with shells of its former Yuan-Ti lords.
- Magic: Regulated by the Magi Collective in trade sponsored settlement, unrestricted elsewhere
- Real World Comparison: Carribean islands with heavier jungles
- The rich jungle islands of Nezzurah are vastly untamed and extremely dangerous. While trade companies constantly seek to explore the virgin islands they must constantly do battle with the dangers that live on them, and the horrors that swarm the deep ocean around them. Mysterious curses and ancient magic can be found in all corners of the continent, alongside ancient treasures of the Yuan-Ti. Now, pirates run rampant with what little civilization has managed to establish itself among this uncharted land.
- Trius-
- Size: 8th
- Civilized Population: 5th
- Setting: A rocky but thriving land to the south (Jammushar) and a dense jungle to the north (Kushalla)
- Magic: Taboo and heavily restrained by the Trian Arcane Order
- Real World Comparison: India
- Despite being the smallest continent in the world it boasts a rather large population. The south features a rocky but rich land covered in cultural and technological advancements. The north is a thick jungle filled with dangers, both natural and not. The Trians have a deep hatred for both dragons and magic, holding long grudges against both due to their history.
- Far East Marches-
- Size: 2nd
- Civilized Population: 1st
- Setting: A grueling desert to the northwest, forest covered lands to the east, and a labyrinth of a jungle to the southwest
- Magic: Regulated by the Magi Collective
- Real World Comparison: Northwest based on Mongolia (Binua), Southeast based on China (Jiangxi), Northeast on Korea (Pyokkye), Eastern Islands on Japan (Honshu), and Southwest on Siam (Shilao) (namely Thailand)
- The Far East Marches have the oldest documented history (save for the ill-documented Ssarkon-Tut Empire) It is a land of mythos and tenacity, where the one who holds the strongest blade holds the most power. The four provinces tend to despise one another, and are frequently taking up arms against one another. It is said the most ancient of creatures can be found here, but some of them are best left hidden.
- Dalvus
- Eight Cities
- Detavion - One of the most powerful of the Eight Cities that rule over what they can of Dalvus and make up the Dalvan Free Trade Committee. Detavion is a very fair and just city-state that defends most of the northwestern portion of the continent. Symbol: A lion on a solid green flag
- Kal' Veland - The last standing Dwarven city in Dalvus. Kal' Veland has only loose ties with those on the topside world, opening their doors to trade but remaining stiff on their traditions and values of the underdark. They stand vigilant of the terrors of the Dead Trenches. Symbol: Dwarven character for honor on a gold flag
- Silonius - Matches Detavion's power but lacks its justice. Silonius is a wicked city that rules over the farthest portion of the southwest. Silonius is constantly scheming for power, and it's rulers are constantly plotting to overthrow one another. When they do unite, however, they are a force to be reckoned with. Symbol: A silver serpent set over a black flag
- Avalon - A city which grew from the destruction the Spread of Silver made in its wake. They stand vigilant against the ever-present threat from Silonius and despise the city which caused their descendants so much pain. Symbol: A ram's head on a dark blue flag
- Qalloph - Qalloph tends to keep to itself but in times of great injustice you can expect to see Qalloph appear on the side of good. The city has a very healthy relationship with Detavion and Avalon, and serves alongside Zola in defending against and exploring the Darkenedwood Forest beyond the Divide. Symbol: A raven on an orange (top) and brown (bottom) flag
- Coesca - Though less powerful than Detavion and Silonius, Coesca continues to grow and has been called the Jewel of the East. Coesca has become a center for science and technology, but despite its focus on pursuing knowledge they remember to remain ever vigilant against the creatures of the Ironbark Forest, as well as their neighbors in Pavella. Symbol: A griffon across a purple (left) and black (right) flag
- Pavella - Pavella formerly ruled Coesca, and still harbor a deep grudge stemming from the loss of the city during the Bear's March. Pavella seeks to restore itself to its former glory. However, the Ironbark Forest and Coesca keep them at bay. Still, if Pavella could unite or find a way to overcome aggressions on one side, they could easily have their former glory fall within reach. Symbol: A brown bear on a red flag
- Zola - A peaceful city that's music and art is the envy of the world. Zola's main martial concern is defending the rest of Dalvus, and itself, from the creatures that dwell past the Divide. Despite it's very bright and colorful surface, this fact is not forgotten and it remains watchful of its southern neighbor.Symbol: An eagle on a green and red flag
- Other Settlements
- Lorezal - An elven village built after the destruction of Parozol to keep the elven tribe on Capolus Island.
- Dragondale - A large town named in reference of the mighty dragon that was slain where the town now stands. It has a close relationship with Detavion and their troops can often be found intertwined.
- Pelican's Watch - A small fishing village built after the Bloodscale Invasion.
- Gallacha - An old farming village that survives despite the dangers of the two forests that surround it.
- Apha - A bustling town on the shores of Lake Pescachel which has grown significantly since the Bloodscale Invasion.
- Ravendale - A survivor of the Bloodscale Invasion and the location of its final major battle.
- Moonshire - An Elven village housing extremely skilled elven warriors that was born after the destruction of Navah and has stood since.
- Westernwood - A small and relatively new settlement in the Gallastar Forest
- Bhellok's Retreat - During the fall of Kal' Nordbygdi most thought the countless innocent dwarves stuck in the Silver District would be slaughtered. However, a mighty ruler led the innocents, alongside a skilled guard captain and a handful of soldiers, topside and a town was born where the dwarves settled. Though the king, King Bhellok the Great, returned to Kal' Nordbygdi for the final battle, where he was killed, he left the captain in charge of the city and it has since become stable and fruitful. Little ties have been kept with the topside dwarves that refused to relocate to Kal' Veland and the citizens of the underdark city itslf.
- Riversole - A town comprised of mainly refugees from the Bear's March and Bloodscale Invasion and their descendants. It has grown rather large in size since it's conception.
- Mourning Peak - A settlement built after the destruction of Clearwater during the Bear's March by a handful of refugees that managed to escape the slaughter.
- Vigil - A small village that is frequently populated with a large detachment of troops to defend against and watch for the threats of the Ironbark Forest.
- Oakenwald - A town whose population still hasn't totally recovered from the Bear's March. They have never forgiven Pavella and often their leaders travel to Coesca to ask the city to invade the Bear and crush it once and for all, though to no avail.
- Cadiza -A rest stop turned village
- Las Meccas - Formerly ruled by Silonius it is now a small but thriving merchant village.
- Greenmeadow - A large village of mostly elves built with the aide of Qalloph.
- Silver's Reach - A town renamed during the Spread of Silver and, though now free, is still under significant Silonian influence.
- Forenza - A growing village still barely under the heel of Silonius
- Sontavilla - A healthy growing settlement and heart of trade between the northeast and southeast.
- Gorenca - A village used as a rest stop for those passing the Agaracacia Mountains.
- Nosurro - the closest village to the divide and occasionally the site of attacks from monsters that manage to cross it.
- Castles and Keeps
- Defender's Keep - Built after the destruction of Stomont's Keep, it serves as a reminder of the Bloodscale Invasion
- Ironbark Keep ¬- Built after the Bloodscale Invasion, this keep has held strong against many orcish and troll attacks since. It defends the northwest from another major invasion from the Ironbark.
- Lakeland Keep - Built by Pravella to hold against the threats from the Ironbark it has since seen fierce battles, but has always managed to hold.
- Freeman's Keep - Built by Coesca after they freed themselves from Pavella. It stands watching over their neighbors, making sure their troops never march too close.
- Badajoz Castle - Built after the incident at Mason's Keep as a replacement for the strategic positioning lost after the event.
- Estrazza Castle - Built by Silonius long ago, it is dedicated to the family that has led the city for generations.
- Castle Paglione - Built by Zola to watch over the city from threats approaching from the Agarcacia Mountains
- Fool's Crossing - Built over the only passable land across the Divide, it holds strong against the fury of the Darkenedwood. It allows adventurers to cross, but not without warning.
- Ruins
- Parazol - A once large elven town destroyed long ago by a fierce dragon. Most of the island of Capolus has since fallen to the wilds.
- True North Keep - An old keep predating Detavion, it is rumored dark powers reside here.
- Stomont's Keep - A Detavion keep that fell during the Bloodscale Invasion when Detavion troops there famously abandoned the keep and marched to defend Ravendale.
- Zouliátika - Long ago, just after the Gods battled the Primordials and the giants and titans lost their kingdoms, human tribes worshipped dragons. It is rumored that a great city rose, dedicated to worshiping the dragons they wrongly believed were aspects of the gods themselves. However, no one has ever found this city and it lives on simply in legend, but offhanded mentions in ancient scripts lead many historians to believe the city may have indeed one day stood somewhere in Dalvus.
- Kal' Nordbygdi - Kal' Nordbygdi was once the heart of the mighty Dwarven Empire, boasting a higher population and a larger size than the western capital itself. No dwarf forgets the pain of its loss during the Deep Wars.
- Navah - Navah was once a massive elven city and the crown of the Green Empire. Over time it, like the other great empires, fell.
- Navah's fall signaled the beginning of the Bloodscale Invasion and, indirectly, sparked the Bear's March.
- Clearwater - A large town lost to the wilds after making a stand during the Bear's March, where it was ultimately destroyed.
- Irondale - Another casualty of the Bear's March, this village burned after the Battle of the Red River.
- Kal' Skjern - A dwarven city lost to the underdark during the Second Deep War after a long stand against the tide of Illithid invaders.
- Kal' Eksund - The dwarven city that ended the Second Deep War. It's inhabitants destroyed any way out, trapping the Illithid ranks
- within its halls, but destroying itself and its populace in the process
- Olegga - When the dragonborn empire of Alexeyevich invaded Dalvus this area was the site of several great battles, the winners trading off the town over and over. Eventually, it was abandoned and was not repopulated after the Alexeyevich were pushed from Dalvus.
- Soria - A town destroyed during the Spread of Silver after the former mayor's daughter denied Alessandro Estrazza's proposal of marriage. It is said angry spirits haunt the former town and prey upon those who enter its ruins.
- Mason's Keep - A castle that predates the construction of Silonius itself. Not much is known about the keep but it was destroyed during the Spread of Silver when an entire division of Silonian troops positioned there either vanished without a trace or found driven mad and were killed while attacking their fellow soldiers. Supposedly, a dark power still lays in wait within the ruins, and stories of various disappearances are shared around many a campfire.
- Kal' Svinevik - The first city to fall during the Second Deep War, it was taken almost entirely by surprise and nearly all of its inhabitants slaughtered.
- Kal' Vaalaug - The only eastern Dwarven city to hold against a full-fledged Illithid onslaught of the Second Deep War. Though it survived, it never forgave Kal' Uthaug for not coming to its aide. This would later spark the Fourth Deep War, which would end in the destruction of Kal' Uthaug, Kal' Nordbygdi, and Kal' Vaalaug itself.
- Kal' Uthaug - Named after the great dwarven king who expanded the Dwarven Empire deep into the continent of Dalvus after a (likely fictional) dare, it fell to Kal' Vaalaug at the dawn of the Fourth Deep War in response to its refusal to aide the other dwarven city during the Second Deep War.
- Kal' Haarstad - Kal' Haarstad fell during the Cataclysm after a large tear to the Far Realm was opened by the event. Though the tear was sealed by brave adventurers, one of which becoming a demigod himself, many Illithids and minor Far Realm creatures managed to seep through into our world, and this led to the Second Deep War.
- Lotelli Castle - Lotelli once stood proudly as the tactical heart of the Octavion Empire. It was mostly destroyed during the Cataclysm and no scouting party sent there has ever returned.
- Sigmund's Rest - One of the scouting parties originally sent after the Cataclysm came across a small village that was seemingly untouched by the destruction of that time, however was completely devoid of its populace. Only one person was found, a man who claimed his name was Sigmund. He refused to come with the party and simply vanished without a trace into the village. Whether this story is fact of fiction is unknown.
- Alonia - Only one scout ever survived an attempt to make it all the way to Octavion, making it as far as the town of Alonia. He was driven mad and spoke of terrible gigantic creatures beyond all imagination, claiming they roamed the streets while a fantastically massive creature of black mass could be seen hugging the once great city of Octavian on the horizon, spewing forth the fog that covers the cities shores today.
- Octavia - Once a massive city and heart of the mighty Octavian Empire. It was the reason behind the Cataclysm and subsequent regulation of magic. The city has stood abandoned and unexplored after the fall of the empire, the appearance of the Divide after the shockwaves from the Cataclysm, and the Cataclysm itself, but has become the source of countless horror stories, rumors, and fear.
- Dead Trenches
- Thorvaldsson Hold - The esteemed Thorvaldsson family built their hold and positioned their troops there but eventually it was destroyed during the Fourth Deep War.
- Bhellok Hold - The hold built by King Bhellok himself. He did not tend to stay in his hold, preferring to rule from his seat in Kal' Nordbygdi itself. When Kal' Nordbygdi found itself under attack from Kal' Vaalaug during the Fourth Deep War, he ordered the hold abandoned and its troops returned to the city.
- Halfdansson Hold - Home to the legendary smith Hadrid Halfdansson who was the first to craft a dragonbone weapon. Dwarves are desperate to reclaim this hold and the knowledge that lay lost within.
- Sigurdsson Hold - Once home to the fierce Sigurdsson warrior clan, this hold famously held out alone for weeks during the Second Deep War.
- Forkbeard Hold - A hold created by the rich Forkbeard merchant clan that fell during the Cataclysm.
- Arctic Dales
- Settlements and Holdings
- Castle North - A Droughtland stronghold built after the To'ah Voh invasion of the land before the Dry Years. It still stands today, but is mostly forgotten and finds itself independent of most Droughtlands politics.
- Farcrest's Retreat - A village built by the infamous (or famous depending on who you ask) mage fugitive, William Farcrest, that led the largest escape of mages from the Magi Collective to date. It has become a sort of Free Mage Movement headquarters since, and the mages who live there are never happy to see outsiders.
- Kor' Ka Fal - The last standing To'ah Voh settlement. The remaining To'ah Voh are extremely territorial and more often than not see outsiders as a threat.
- Eshnunna - An isolated town of frost giants and their followers, led by a trio of mighty frost titans. Extremely hostile to outsiders, and always planning for a way to restore the titan empire of old.
- Gorga - An arctic orc settlement that has grown quite a reputation for wreaking havoc on the trade settlements of the Arctic Dales
- Chavaroux - A town built by La Mansa that houses the second largest population in the Arctic Dales civilization
- Sulva - A small town of Arctic elves and halflings that watches over the east and trades frequently with the trade settlements.
- Warrensdale - A small but successful trading village.
- Trade Post Surrinal - A trade post built by the La Mansa company that trades frequently with the folks of Sulva
- Whitecrest - A human town originally, Whitecrest now boasts a diverse culture. It is not as large as most towns in the world, but Whitecrest remains the heart of civilization and the largest settlement in the Arctic Dales.
- Iga - A small village of the Thuruk, a race of part walrus humanoids that are often compared to bullywugs. They are treated with disgust by virtually every other intelligent race that has seen or interacted with them, but their numbers often swell.
- Iceshire - A reclusive arctic dwarf town that was the result of a dwarven clan's falling out with the Crowning Peaks dwarf populace. They occasionally trade with the trade settlements of the land, but tend to keep to themselves.
- Trade Post Baker - A Dalvan trade post created by the Brightcrest company to do business with Whitecrest and Iceshire.
- Castle Polaris - A castle built by the Dalvans long ago, it is now home to a small military unit led by civilians operating as its own village independent from Dalvus itself.
- Heart of Snow - A majorly blizzard ridden area almost impossible to travel. It is said that four powerful hags and their minions are the cause behind this phenomenon.
- To'ah Voh Warriors Rest - A massive series of catacombs built by the To'ah Voh to honor their fallen comrades.
- Ruins
- To'ah Voh Ruins - The To'ah Voh arctic gnomes were once a brutal empire. Despite their gentle woodland and feywild cousins, the arctic gnomes were fierce, brave warriors who refused to die anything less than a glorious death on the battlefield. Most of their towns and villages fell over time and now house an assortment of arctic dangers.
- Frozen Peak Castle - No one knows the origins of Frozen Peak Castle and few have ever even seen it. It is said the mysterious Winter King resides within its crumbling walls
- Northwatch - Before the Droughtlands were known as such they built a castle in these lands. However, when Northwatch soldiers slaughtered a group of innocent To'ah Voh hunters and traders the Frozen War was sparked. Northwatch was destroyed before the To'ah Voh invaded the Droughtlands.
- Catle Icescale - When the Dragon Hunters of Trius came to the Arctic Dales during the Great Hunt they built a castle to serve as a base of operations. After the Great Hunt ended, and the Dragon Hunters faded into the regular military, the castle was abandoned.
- Ssollom - A mysterious arctic yuan-ti ruin that still houses dark secrets. Though the Snowscale Yuan-ti who once lived here lost the land, they still wander the Dales.
- Droughtlands
- Settlements
- Freeport - Formerly known as Khubar, it was the center of the conflict known as the War of Sands. After the war, the fast growing town freed itself from the shackles of the Al Qasimi Caliphate and now are one of the richest settlements, if not the richest, in the entire Droughtlands.
- Kurd Aḩwal - A village that thrives with its control over its own oasis, and a rest when travelling the great deserts of the Droughtlands
- Et Tallé - A small village plagued by a mysterious water sucking vampire curse
- Dhi’ābīyah - A small town made famous by the creation of the salt water purification system used by all of the Droughtlands and beyond
- Aifîr - a small village on the western coast who are fiercely loyal to the Al Qasimi Caliphate.
- Suwayyid - A small but growing city home to a massive system of political deception. It has been called the City of Lies and is home to a large population of dopplegangers.
- Qaysumah - A village that grew after the construction of Qasr Al Dharmun
- Dulayhan - A huge city and heart of the Al Qasimi Caliphate. It has served as the capital for the Droughtlands since just before the start of the Dry Years and holds its largest population. The Al Qasimi rulers are a fierce family of mages that hold the land in a vice grip. Symbol: A scorpion over a dark green (top) and white (bottom) flag (The Al Qasimi flag)
- As Sahanah - A town built long ago that houses the largest population of Al Qasimi opposition in the Droughtlands.
- Hajar - A small village and keeper of the Matti Oasis
- Drukenqi - A large town that houses mostly Al Qasimi military families
- Mazij - A small village and keeper of the Dhahawan Oasis
- Lusm - A village used as a port to the Droughtlands
- Gharib'Azzari - A budding town built by the Al Qasimi Caliphate to become the "Sister City" of Dulayhan. It is slowly growing in size.
- Castles and Keeps
- Qal'at Abu Ja'bar - The northern castle of the Al Qasimi Caliphate that was the location of a significant loss of the Dalvan forces during the start of the War of Sands.
- Qal'at Rahkara - The site of the final battle of the War of Sands that, after the castle's fall, led to the peace offering and the agreement that ended the war and led to Khubarian independence.
- Al Qasimi Crypts - It is commonplace in the Droughtlands for the ruling family to build a massive crypt and to rename the Caliphate to their name. This is the Al Qasimi family's own crypt.
- Qasr Al Dharmun - The largest castle in the world, built after the Frozen War to honor the lives lost
- Qasr Al Qasimi - A castle built by the Al Qasimi family to provide a central defense on the coast
- Qasr Al Mushani - An ancient castle now used to house and train elite Al Qasimi forces
- Qasr Al Manawwar - A castle that still stands vigilant over the south, watching for any invasion from the Arctic Dales.
- Ruins
- Tell Zahab - An ancient site predating the Dry Years and even the founding of the Caliphate. Not much is known about this crumbling city, except that it is very dangerous.
- Qasr al-Hayr - A castle destroyed during the Frozen Wars.
- Dry Oasis - A former oasis known as Ghama that has since dried up, making Kurd Aḩwal a much needed stop crossing the northern Droughtlands.
- Outpost Icho ¬- Once a trade outpost it has since been claimed by the sands. Some say a thri-kreen trive has taken up residence here.
- Al Maktoum Crypts - The second ruling family of the Caliphate, the Trenrors were overthrown by the Aliscions and their crypts fell to the sands.
- Qasr Al Uhaithiya - An old castle built toward the founding of the Caliphate, it has since fallen
- Saramel's Enclave - Once home to the original founding family of the Caliphate, the Al Nahyan Family's crypts, it is now home to an extremely powerful dragon. Dragons are rare on the Droughtlands, as most were killed by the Dragon Hunters of Trius but Saramel survived and has terrified the land since.
- Al Falasi Crypts - The crypts of the third ruling family of the Caliphate and the most hated in history. They were overthrown toward the end of the Frozen War in response to the many losses it endured.
- Zirah - A village destroyed very recently, its attackers still unknown
- Drake Burrows - When the Dragon Hunters of Trius came to the Droughtlands they slew almost all the dragons there, but drakes were left alone and, after the Dragon Hunters receded, drakes occupied their old outpost as a breeding ground
- The Shimmering City - Some say the Shimmering City is just a mirage, but if it is it is one that can be seen by all who look in its direction. It appeared right at the start of the Dry Years and no one has managed to reach it since, as it vanishes when one approaches it.
- Qasr Al Faqiyah - the first castle to fall to the To'ah Voh during the Frozen War
- Crowning Peaks
- Topside Settlements
- Petrilovo - A large dragonborn city and capital of the Alexeyevich Empire. It's size makes it the largest
- city in the world, though not the most populated. Symbol: A dragon on a light purple flag.
- Legidinskiy - A human village built during the days of Alexeyevich human enslavement. Since then
- humans have been freed and the village is prosperous
- Nezhinskoye - A large town of mostly dragonborn and humans where the first ever human noble family of
- the Alexeyevich Empire currently resides.
- Polozayka - A village of dwarves who have abandoned their underdark brethren and have pledged
- allegiance to the Alexeyevich Empire and the dragonborn miners who they work with.
- Topside Fortresses and Ruins
- Gdov Fortress - A huge fortress built to watch over Nezhinskoye and tactical heart of the Alexeyevich Empire
- Ipatiev Fortress - A fortress built to watch over Petrilovo and the Western Pass
- Ferapontov Fortress - An old dragonborn fortress that fell to an unknown force long ago
- Levinograd - A former dragonborn town that fell long ago. Petrilovo is preparing to rebuild and repopulate the town
- Underdark Settlements
- Kal' Svedjorna - The last western dwarven city to survive the Deep Wars. It remains almost entirely cut off from the rest of the world, so much so that some even believe the eastern Dwarven Empire may still stand.
- Tal Sakoth - The capital of the Drow Kingdom of Tal Azoa, built on the grounds of the old Dwarven capital of Kal' Uttervik after the Third Deep War
- Hidden City - A city that may or may not be myth hidden away from even the other residents of the underdark. Supposedly, the city is a standing residence of Illithids, and houses an Elder Brain.
- Tal Ashoka - A city of drow and original capital of Tal Azoa
- Alzork - A city of duegar built on the backs of slaves, they commonly clash with the Tal Azoa
- Quarassi - A large duegar town that is in a constant fierce war with Tal Azoa
- Qarum - the smallest duegar town, but home to some of the fiercest warriors. They also clash constantly with Tal Azoa
- Ulfriksen Hold - The last hold of the Dwarven Empire. Its warriors are battle hardened, constantly in arms against the endless threats of the underdark that surrounds it
- Tal Kor - A village outpost of Tal Azoa
- Tal Lazarus - A town that serves as the head of the Drow church
- Deepstone - Built long ago by escaped human slaves from the Alexeyevich Empire it now serves as a refuge for dwarven soldiers and human militia
- Oomug - A crass kua-toa village that terrorizes the underdark
- Underdark Ruins
- Kal' Hedlandet - The last city to fall during the Third Deep War and the site of the wars final battle.
- Tulyanka - An old dragonborn town abandoned many years ago when the Alexeyevich Empire decided that it was not worth it to expand in the underdark, just before the Dragon Swarm.
- Aabramsen Hold - A hold created by the rich merchant family, Aabramsen. It fell during the Third Deep War
- Kal' Utmeland - Known for its Smith Academy, it fell during the Third Deep War. Countless records and knowledge important to dwarves and smiths alike still lay in containment here. Any attempt to regain these scrolls and records has failed, and no survivors have ever returned.
- Kal' Isunda - The only dwarven city to ever fall to natural topside forces, Kal' Isunda chose to destroy itself rather than bend knee to the Alexeyevich Empire before the Dragon's Swarm.
- Thingvarsen Hold - Hold of the esteemed military tactician Rodholf Thingvarsen, this hold actually held out independent for years after the Third Deep War until Rholand's defeat.
- Mörkräckvidd Fortress - Once home to the famed Darkreach Legion, an elite division of the Dwarven Empire unmatched in combat, it is now a taboo location plagued with unprecedented danger. It is told that a tear in the Far Realm appeared here, driving the Legion mad and twisting them as they closed it. Tales say that the Legion still roams its halls, but are no more than a fragment of their former selves.
- Kal' Vallsberg - Another large dwarven city to fall during the Third Deep war and former merchant capital of the Dwarven Empire
- Kal' Breviken - Sometimes called the Forgotten Deep War, Kal' Breviken fell during a failed coupe turned disastrous when the infighting
- led to an outside invasion from various underdark creatures, a disaster called the Sigarsson Incident
- Ericsson Hold - Abandoned after the Sigarsson Incident, Ericsson Hold was once home to a powerful noble family
- Kal' Ovansjö - The location of the largest battle of the Third Deep War, Kal' Ovansjö held on from the start of the war until just before its end, managing to evacuate most of its populace.
- Vighmarsson Hold - the only Southdark Dwarven hold to utterly repel all Drow attacks during the First Deep War, allowing the citizens of Kal' Ovansjö to safely evacuate behind it
- Farbiornsson Hold - Built by a scholar family, it is home to countless ancient texts important to the dwarves
- Kal' Skeglinge - The first city to be destroyed during the Third Deep War it was taken by complete surprise from within its walls via an old forgotten tunnel and a greedy traitor.
- Mestarshan Plains
- The Four Kings
- Pordeux - The northernmost city of Mestarshan, it is a fair state closely allied with Varleix. It is also the capital of world fashion, often idolized for its style and beauty. Symbol: An Elk on an orange flag
- Varleix - A rather powerful and just city, its claim to glory is the defeat of the Alexeyevich Empire and prevention of Alexeyevich occupation of Mestarshan during the Dragon's Swarm. Symbol: A large oak tree on a light green flag
- Lamburg - Lamburg stood strong during the Storm of Daggers, even turning the tide after the Mestarshan Great Wall was built. They have never forgiven the cities of the north for their abandonment of the south and remain in a cold war with the forces of Daggerstone. Symbol: A wolf's head pn a red (left) and brown (right) flag
- Daggerstone - formerly known as Dunwertz, Daggertone was the cause of the Storm of Daggers and the destruction of L'Honneur. Daggerstone remains in constant war with Lamburg, and their hatred of elves is strong as ever. Symbol: a dagger stabbing down into a bleeding stone on a black flag.
- Settlements
- Chaumot - A trading town and home to the La Mansa Trade Company who does business around the globe.
- Bristelle - Built for the various displaced elven tribes of the south after the Storm of Daggers. It grew as a major human and elf settlement
- Von Hapsburg's Retreat - After the fall of L'Honneur many displaced refugees fled north but a large group was cut off from the rest, many being killed by the roaming Daggerstone forces. It took a strong L'Honneur guard captain to lead a group of soldiers back south, saving the refugees but being trapped themselves. The town grew in the captain's camp.
- Challonges - A village of half-orcs who have abandoned the orc tribes of Dalvus to live independently in peace.
- Greenleaf - An elven village that prides itself on its independence and watches over the Branceau Forest
- Gnollsbane - A human village built inside gnoll territory that serves as a refugee for travelers. It is surrounded by a large wall
- Dirkwald - A village in constant danger against gnoll attacks
- Mundhaut - A village built just outside of the Brekkenridge Forest, choosing to take the danger of the wilds over the danger of the gnolls.
- Castles and Keeps
- Chateau Bourbon - Built by Porduex to protect the city from the Chevier Forest threats
- Chateau Poitiers - A keep built to keep the gnoll tribes south of Varleix
- Chateau Roche - Built by Varleix to defend their north
- Chateau Auvergne - A castle built by Pordeux and Varleix to man the Mestarshan Great Wall
- Castle Munchauser - A large keep built by Lamburg to defend against the Daggerstone soldiers and gnolls that have taken up residence in Chateau Valois and the surrounding area
- Castle Groen - A keep built by Lamburg to defend against the threats from the south
- Castle Von Hapsburg - After the Von Hapsburg refuge stabilized, Captain Von Hapsburg decided he needed a better way to defend the community. He began working on a castle and sent word to Lamburg for aide. It still stands to this day, guarding Von Hapsburg's Retreat
- Castle Steel - One of the two castles built by Daggerstone after the Battle of Brekkenridge and the end of the Storm of Blades
- Castle Iron - After the battle of Brekkenridge, Daggerstone built this castle to guard their borders
- Ruins
- Dead Man's Reach - Long ago, the Mestarshan Plains were invaded by the ancient Yang Dynasty. The Yangs were peaceful in their takeover, building a mighty fortress to watch over the Mestarshan tribes. A series of misfortune plagued the fortress however, and since the fall of the Yang Dynasty any attempt to resettle the fortress has met a bizarre end.
- Chateau Valois - Destroyed in the famed Battle of Chateau Valois, it has since been home to an assortment of creatures
- L'Honneur - A once large and powerful city destroyed after Daggerstone deceived and betrayed the city, starting the Storm of Daggers
- Griswold - A village that fell and burned during the Storm of Daggers
- Glitterglow - Daggerstone's hatred of elves runs very deep and the Massacre of the Charred Wood excentuates this point. Glitterglow was an old elven villaged destroyed by Daggerstone forces, all the elves brutally executed.
- Nezzurah
- Settlements
- Corningsworth - The first settlement in Nezzurah made by the Brightcrest Trade Company and supported by Dalvus. It has grown much and now is sponsoring expansion in Nezzurah. Symbol: A crocodile's head on a green (top) and black (bottom) flag
- Guillaumont - A newly formed village that is growing in size and population as more adventurers flock there. Made by the La Mansa Trade Company and sponsored by the Mestarshan Plains. Symbol: A gecko on a brown flag
- Jolly Rodger's Retreat - A human pirate settlement based in an ancient Ssarkon fortress that terrorizes the west Duncans. Symbol: A jolly rodger flag
- Swashbuckler's Squat - A pirate village and bane of the east Duncans. Symbol: A kraken destroying a ship on a black flag
- Deshna - A secretive Yuan-ti town that is hidden from the world. It still remembers the former glory of the Ssarkon.
- Ruins
- Pipersdale - A failed attempt to settle farther south on West Duncan Island, sponsored by Corningsworth and Dalvus. It was destroyed by an unknown race.
- Ssarkon-Tut Remnants - Long ago the Ssarkon-Tut Empire ruled over Nezzurah virtually unopposed. They fell to infighting after the Cataclysm, but their sinister temples and villages still stand mostly in ruin. The remnants of the empire range from small villages like Nifya, massive temples like Mi-Shao-Shur's Offering and hosting a multitude of residents from the lowly lizardfolk to mysterious dark powers capable of destroying entire towns.
- Captain Havish's Rest - The site of a large shipwreck that happened after an adventurer known as Captain Havish the Bold attempted to steal a strange tablet from the temple of Alm-Shoh-Kon
- Fortress Sommit-Arsash - the only Ssarkon-Tut ruin that is extremely different from the others. While most fortresses were free flowing and doubled as temples this fortress was boxy and served no religious purpose. It is the only ruin that can be found on the jungle covered island of Fournier, and it seems to be built in defense FROM Fournier Island, not FOR it.
- Mount Harrenhold - An active volcano that used to double as a pirate fortress during the founding of Corningsworth. However, it was destroyed and taken over by a group of fire giants and their azer followers. It is said a large tear to the elemental chaos sits here and a mighty fire titan guards it from outsiders.
- Trius
- Settlements
- Jubrajpur - A large city and home to the original Dragon Hunters of Trius. Now it is a trade port, much more open than its counterpart in Karurapadna. Symbol: An elephant on a yellow (left), white (middle), and yellow (right) flag
- Karurapadna - A large city with closed borders to the world outside of Trius, unlike its counterpart in Jubrajpur. They allow outsiders in select areas of the city, but they are heavily monitored and granted slim restricted access. It is said the world's greatest thieves guild, the Dead Crows, originate here. Symbol: A panther on a white (top) and gray (bottom) flag
- Dhobani - A growing town that is approaching city status, already adopting its own flag. Dhobani's wealth equals that of Jubrajpur
- and Karurapadna. Symbol: A tiger on a green (left and right) and orange(middle) flag
- Tilokhar - A town that tends to keep to its craft and has become a center of art and religion
- Bhramarapuro - A fishing village built after the Wrath of Galzra
- Malakangairi - A small village made up mostly of craftsmen
- Isanattam - Built long ago, this village is famous for being the birthplace of Raj Karda, who would later move to Jubrajpur and form the Dragon Hunters of Trius
- Kurugodu - A village of warriors built by a general of old
- Holdings
- Kondaveedu Fort - Built by Karurapadna after the Wrath of Galzra, it has stood since against the dangers of the wild jungle
- Udayagiri Fort - Built by Dhobani to serve as protection for their trade routes to Jubrajpur
- Devaraya Fort - Built by Jubrajpur to watch over and defend the city
- Chaiturgarh Fort - The original fortress built by Karurapadna long ago to assert its power
- Ruins
- Madhogarh Fort - Destroyed during the Wrath of Galzra, it is now home to wild tribes
- Tower of Gajamabhad - An ancient tower built by Trius to defend against the occupying Yang Dynasty. It is said to have fallen to a dark power that still takes residence there
- Pattanachcheri - The city to fall during the Wrath of Galzra and the source of much of the death at that time. The city's ruins now hold many evil forces
- Rajpara - An ancient town reduced almost entirely to rubble. It has since become a place of pilgrimage for those of the Rajadul religion as it is supposedly the birthplace of Ajari, a man turned demigod turned one of the most powerful gods in the entire Rajadul Pantheon, only under Haja himself.
- Far East Marches
- Six Stars
- Qachi - One of the oldest surviving cities in the world, it was built by the Yang Dynasty in ancient times. It is now a strong city-state that is allied with Xinzhai, but independent altogether. Symbol: A rabbit on a black (left) and white (right) flag.
- Sangjinbu - Growing resentment of Jiangxi authority plagues a city in contant vigilance against the Honshu cities. It stands to guard the northeastern mainland. Symbol: 3 stars on a black (left) and white (right) flag. Rebels use a single star on a black (top) and white (bottom) flag.
- Xinzhai - The main reason for Jiangxi/Honshu conflict, the city was built away from the Honshu/Jiangxi border. It still is always battling with the wild tribes and constantly watching for any Honshu movement. A grasshopper on a solid sky blue flag
- Yamakoshi - A huge city on the Honshu side of the border that constantly quarrels with Jiangxi cities. Symbol: A dragon's head on a white (left) and black (right) flag
- Shiwachi - A Honshu city and cause of the War of the Five Stars, it now stands strong in the south. Symbol: A sun on a white (left) and black (right) flag
- Ban Rai - The only city in the Shilao province, Ban Rai stayed out of the War of Five Stars until they were attacked by Xinzhai and Qachi forces. It now continues its peaceful ways. Symbol: a bucking horse on a white (top) and black (bottom) flag
- Settlements
- Jiazhu - Often known as the City of Gluttons, Jiazhu, which was once known as Chagey, is a corrupt and vile town that holds lands and much of the fresh water from the rest of the folks of the northwest Far East Marches
- Shuang-ho - A small village built by a modest oasis, used as a resting stop for desert travelers
- Horlay - A shining example of a just town, Horlay is currently attempting to hold peace talks between the Honshu and Jiangxi provinces
- Minhou - A rest stop village in the desert
- Noyonai - Known as the Gateway to the Qachaa, it is a village on its outskirts
- Geria - A neutral town often under fire from nearby orcs
- Changmunen - Built as a refuge for tired Sangjibu soldiers patrolling the province
- Tonsha - a troubled village defending against the many dangers of the west Pyokkye
- Odo - A modest town that is in a long term war with the powerful Gutgorge Ogre tribe of the Yosyang-ni Forest
- Sangjagae - A town that is the heart of the majority of the backstage war between the Jiangxi and Honshu provinces. Various mercenaries and assassins secretly kill one another for both parties
- Punp'o - Built by wary travelers resting on the shores of Lake Mangen
- Usumul - An often forgotten village nestled in the Yosyang-ni Forest
- Pyokkye - As Jiangxi resentment grows in the northeast, eyes continue to turn to,as corruption in Sangjinbu is unchecked, the town to lead the charge in freeing the northeast from the Jiangxi
- Qugang - A village narrowly surviving the harrows of the Kangpo
- Shang-li - The location of most collected Jiangxi spy intelligence and leaders of the backstage war operations in Sangjagae, leading to yet another reason for northeastern resentment of the province
- Jinzishan - A village built on the shores of Lake Laowu
- Mozu - A fishing village and farthest north point in Honshu
- Onosho - A large town and leader of all Honshu spy intelligence as well as Honshu activity in Sangjagae and beyond
- Nakagome - A village founded long ago by Yamakoshi
- Okohama - A military town where most Honshu forces go to train
- Ichijo - A rich and thriving merchant village
- Uchiura - A town and center of art and science, mostly ignoring the Honshu/Jiangxi war
- Ban Suon - A town of craftsmen, it is home to the finest exporting markets in the land and home to the famed Wild Horse Trade Company
- Ban Noi - A village fading as increased troll presence makes itself known in the area
- Ban Yung - Ban Yung is a town that constantly tries to pressure Ban Rai into taking a side in the Honshu/Jiangxi conflict, but it is itself divided on who to support
- Ban Tamont - The oldest standing village in the world, it was founded around the same time as the conception of the Yang Dynasty. Though renamed, it still holds allof the ancient buildings
- Ban Dai - The watchers of the extremely dangerous and deadly Nuangproe Forest
- Fortresses
- Ipchan Fortress - A fortress that watches over the dangers of the Qachaa Desert
- Yigik Fortress - A fortress built to keep the wild races of the area in check
- Hwggy-ri Fortress - Mostly used as a checkpoint between the north, it commonly battles races of the Yosyang-ni
- Wongsong-ni Fortress - Built in response to the Uechi Fortress, it stands watching for Honshu troop movement
- Songan Fortress- An old fortress built by the Jeongs long ago that now watches over Honshu
- Uechi Fortress - Built during the War of the Five Stars to watch over the Jiangxi
- Uozu Fortress - Built long ago, it still stands watching over Yamakoshi
- Nojiri Fortress - Built just before the founding of Shiwachi, it served as a forward base for the War of the Five Stars
- Bo Fortress - Built in unison with the founding of Shiwachi, it serves to protect the city
- Guanlu Fortress - An old fortress now used to watch over Honshu and was the point of invasion during the War of the Five Stars
- Luping Fortress - Used to watch over southern Honshu
- Yui Fortress - Built during the Honshu expansion south it watches over Jiangxi
- Ban Chin - Built long ago it now serves to ensure no Jiangxi troop ever moves too close to Shilao again
- Ban Songtham - Built to watch for western invasion of Shilao from the sea, and to protect itself from pirates
- Ban Tampu - Built by the Yang, it now serves to battle the Huadha tribes
- Ban Luk - A battle hardened group of elite soldiers reside here, constantly at war with the Nuangproe wild tribes
- Ruins
- Giyny - A village destroyed by pirates long ago
- Sun Tombs - The Sun family is the only non -royal family to hold their own tomb. General Sun was arguably the greatest tactical mind of all time, leading the Yang to its many victories, and was honored by Emperor Yang himself with this crypt.
- Jiaoling Fortress - A fortress overrun and destroyed long ago, it is said to be a major entrance to the Shadowfell
- Peng Tombs - The Peng Dynasty had a modest rule over todays Jiangxi, it is known as the last dynasty of the Far East Marches.
- Jeong Tombs - the only dynasty to predate the Yang, it decided to fall into accordance after the death of Jeong III.
- Hwang Tombs - The tombs to a short lived dynasty between the Yang and Sung Dynasties. It was betrayed by the Sung and is now being used as a reason for northeast Jiangxi animosity
- Pigo-ri - A town destroyed by the Jiangxi during the Eastern Sun War (Jiangxi Civil War). It has since become a monument for the Liberation Party.
- Chukpun - Destroyed during the War of the Five Stars, it now houses the Grayblade Orc tribe
- Houtang - Another victim of the War of the Five Stars
- Yang Tombs - Long ago, the Yang Dynasty stretched across all of the Far East Marches, Trius, the Mestarshan Plains, and even parts of Dalvus. It divided the Far East Marches into four provinces, the Jiangxi, Honshu, Pyongkou, and Shilao to make it easier to govern. When it fell, the provinces split and grew largely independent of one another
- Sung Tombs - The most often hated dynasty of the Far East Matches, it is famous for betraying and crushing the Hwangs and absorbing Pyongkou into Jiangxi
- Xiaoxinzhuang Fortress - Site of the final battle of the War of Five Stars, this fortress now houses eladrin forces and an entrance to the Feywild
- Ban Thung - Destroyed long ago, this village remains utterly abandoned for an unknown reason
- Ban Non - This town was destroyed after repeated attacks from the force of djinn unseen elsewhere. It now serves as a hold to other creatures of the wild
- Ban Faek - Destroyed as the first tribes of the Nuangproe branded together, leaving Ban Luk to take on the brunt of all the future assaults
- Under the Sea - Like the surface, under the water of Asteris houses quite a lot of life, if not even more. However, what some do not realize is that civilization can also be found here. Merfolk, Scrags, Merrows, Aboleth, Sahaugan, Marid, Kua-Toa, and more can be found living below its depths. Most of these undersea races do not live in cities or towns, but a very small handful of important settlements still make their lives here.
- Merlander - The largest and most civilized of the underwater cities, it is home to Merfolk. It is said that Merlander is the birthplace of the Merfolk, and is from where they draw their name. This sprawling metropolis dwarfs that of the surface cities. Merlander is divided into 16 segments, each with its own lord. However, these segments will come together when outside danger persists.
- Atoraga - A small city, barely larger than a town, of Merfolk that formed after the long forgotten civil war in the race. Atoraga despises Merlander. Atoraga does boast an extemely strong military however, and poses a threat to Merlander. The Atoragans are not evil however, they simple harbor a deepseated grudge.
- Submorsan - An isolated city of Merfolk that rarely come into contact with the other races. Largely neutral, but willing to go to war when necessary. Much like Merlander, its 4 segments are each ruled by their own lord. However, unlike Merlander, each lord swears fealty to the city's own king.
- Ackohghartomav - A city belonging to the Aboleths. Few know of its existence let alone its location, but the danger of the Aboleths is constantly growing here. In fact, it could easily one day spell the end of the world
- Tumula - A town of Marid that have decided to cross over from the Elemental Chaos, the Tumula Marid are extremely interested in learning of Asteris' aquatic life, and even with one day seeing the surface.
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