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BigRedRod
2nd of July, 2003, 05:47
The region is split into two sub-regions. To the east is the Bour, which is named after the central landmass of the sub-region (but the frozen waste and Galina's isles are also included). To the west is the mainland, which is named Nacitav.

First a little about the major physical geography of the region

http://cs.bris.ac.uk/home/ts2584/terrain.gif

Misty Ocean
The ocean always has at leasta thin haze of mist, on some days visibility can be limited to a few dozen feet. Explorers who travel in search for new lands either return months later after a harrowing series of events revolving around a lack of an ability to navigate through the waters further from lands edge.
Crossing the ocean between Bour and Nacitav is difficult , due to the unpredictable mists, but has lead to the few captains and crews who can perform this feat forming a loose alliance to keep passage and shipping costs high.

Feywood
This forest is dangerous, as the name suggests it is inhabited by a variety of fey creatures, despite most having good inclinations, they tend to percieve anyone entering the wood as a threat.
Some fey just enjoy toying with mortals, eventually letting them wander from the forest, usually without their minds.
The wood is one of magic, and it contains many unusual and rare types of plants and animals, it no doubt contains other secrets
Heros have entered the forest in the padt in an attempt to persuade it's inhabitants to sign a truce and allow those who mean no harm to the forest or it's inhabitants to pass through, the lucky and strong have simply returned with no such agreement, the less fortunate are still missing

Sautan Wood

This forest is the primary source of lumber for the region, containing a wide variety of trees useful in construction of various items.
South of the River Staton it is patrolled by the Torlen Rangers, who ensure that it contains few unnatural creatures and the balance of nature and man(or elf) is preserved. Becuase of this the woods are fairly safe, and there are numerous small villages dotted around it's edge, who forage from the forest to supplament their farming
North of the River Staton it is a little more dnagerous and the patrolling is far less frequent, this is partially due to a lack of man power and partially due to an unwritten agreement between the Rangers and the Summoners of the Sautan Temple, who prefer the forest to be a little more wild.
It was a popular rumour about five years ago that some sort of Druid council was housed in the Sautan wood, although no one ever actually managed to turn up any hard evidence of this.


Honey Beech Forest

A peaceful forest with little in the way of agressive animal life or otherunique features. As can be gussed from the name the forest is made up from a high percentage of Beech trees.


South Shelter

The canopy of this forest is very thick and the trees unusally tall, meaning that little sunlight reaches the ground, this leads to a greatly reduced amount of lower leaves and low level vegetation, which has in turn reduced the amount of animal life the forest can support.
This has lead to few people attempting to harvest resources from the forest. There are few if any villages remaining in the surrounding region from the time when the Silver Lady still ruled, and some say the woods are haunted by the ghosts of those who fled Silvereid into the forest and were hunted down by the Silver Riders.


Bour Jungle

The large jungle houses a wide variety of exotic plants and animals, however some of these exotic species are very dangerous.
At least one band of wild elves still occupy the jungle and it's immeditely surrounding plains. The tribe(s) are quite hostile to those they encounter, favouring neither those who abandoned tradition or foreigners. The wild elves avoid the Giun Summoner Temple in general, disliking them as much as any other people they encounter but fearing their power


Iyiss Peaks

This mountain range is quite heavily mined having the most extensive gold deposits of anywhere in the land. It also contains less valuable materials which are just as neccessary throughout the region.
Above the surface the mountains are fairly solid, containing few caverns and tunnels (except for those resulting from mining), the notable exception is the Fira Highway which passes between the towns of Fira and Staton, going straight through the mountainside.
The highway was a natural chamber, most likely caused by volcanic activity, which was extended by the Dwarves of Staton along with an allied clan of Stone Giants, to allow trade and passage between Fira and the rest of the world without passing through the Fey Wood or attempting to corss over the mountains. The passage is a tunnel around forty feet across in most places and always fifteen feet high and is relatively safe, with one end being in the centre of Staton and the other in Fira.
The mountain range is also the origin of four major rivers, the Valta(which joins with the Lucent), the Lucent, The Alvarez (which joins with the Staton), and the Staton


Aquarius Mountains

These mountains contain gems and one of two types of metal that are extracted, but they are not as heavily mined as the Iyiss peaks.
The mountains themsevles contain numerous passages and caverns, some which are acessible from the surface world. Those who venture into them usually dissapear or quickly return with tales of Illithids, Drow and other subterranean evils
A single major river starts in this range and is known as the Svord river.


Mountains of Wisdom

Those who follow the traditions of Bour (a number which has declined to only a handful), revere these mountains as the home of the spirits of wisom. Before one may become an dult they must spend an extended period in the mountains being tested by the spirirts until they either kill the one seeking adulthood (if they were unworthy) or grant him a small amount of their wisdom.
To those who don't follow these teachings, the mountains of wisdom are haunted and attempting to climb or mine them usually results in death.
The Great Bour River starts in these mountains


Lake Belbe

A large lake populated by equally large amounts of edible creatures, making it very heavily fished. Although the fish stocks don't seem to be declining for the moment. The rivers which feed the lake and the lake itself have created the Belbe marshes, which are regions of swamp land inhabited by a number of dangerous creatures and unsuitable for sending caravans through, trade usually passes across the surface of the lake.


Frozen Waste

A largely unexplored landmass which is known for it's harsh climate and little else. As far as anyone can gather there is nothing of enough value to bother with an attempts at establishing a colony



Broken Plains

The uncharted dangerous lands which sweep off tot he west for an unknown amount of distance.
Characterised by unpredictable weather, poor soil and roving bands of orcs
The broken plains are dangerous and few venture into them without a very good reason.


A look at the human(humanoid, I dunno what you'd call it in the d&d world :) ) geography of the region

http://cs.bris.ac.uk/home/ts2584/townstemples.gif

Staton

A mining town largely populated by dwarves, built both around the edge of the mountainside and inside it. The mines yielf iron and copper largely, although there are minor amounts of other materials extracted
Trade from Fira and it's surrounding villages pass through the Fira Highway, straight through the mountains into Staton and then down the River Staton and onwards to Torlen and all that lies beyond.
The dwarvern clan, Orbane, which most dwarves swear fealty to in the town, now exists mainly as an effective local government, however it is rather racist and only allows dwarves to run for office. Although in any other situation members of any non-evil race are more than welcome to live and work in the town. Still the old links with the Stone Giant families up on the Iyiss Peaks remain, meaning that the area is much safer than it might be otherwise.


Alvarez

Another mining town which is rather mixed in it's population, humans and gnomes are both present in large numbers. Along with sizable amounts of dwarves and halflings. The River Alvarez washes down from a point a fair way up the steep cliffs at the back of the town, making a waterfall the centre piece of the town.
The town exists outside of the mountains for the most part, with little but mine shafts running through the mountain side.
Trade from the mines is sent down the river towards Torlen, this includes produce from the surrounding farm lands, stone quarried from the mountainside, and various metals from the mines.
The position of mayor in Alvarez is a heredity position handed down within the Alvarez family, the gnomes run the town well, although a growing number of raids on outlying villages by bandits has led to the people demanding something be done.


Torlen

Torlen is a large town of elves and humans, a clever fusion of tradition human architecture with the elves forest mastery woven in in places (mainly in the west of the village) gives Torlen an exotic and unique look. The River is wide at this point and gentely rolls by the edge of the town, which contains facilities to offload and load the river vessels.
The Elves oversee the careful maintinence of the surroudning forest, giving out quotas for the amount which can be made into lumber, the Torlen rangers are a fairly major guild in Torlen, ensuring the safety of surrounding lands and the Sautan Wood.
Torlen is ruled by acouncil, which is formed from candidates the people put forwards, by the candidates voting between themsevles. Terms usually last for two years in the council, altohugh most are satisfied with the work of the council and the townsfold tend to put forwards the same council-members at each opportunity.



Corth

The port of Nacitav, with the misty ocean such a hazard to cross the only destination that ships have from this port is Bour. The town is largely occupied by humans, although other races aren't uncommon
The expense of moving goods or people across the waters has ensured that this town does well in economic terms.
A major is elected to run the town once every six years, as it is only the major merchant and ship-owning families who have votes, the power sits with this group of the elite


Orovalta

This town is located within the mountainside, and sits upon one of the richest gold seams in all of the region. The settlement is almost exclusively populated by dwarves, and they all tend to belong to the ruling clan, Granok.
The pure gold is sent down the River Valta to Belbe, and the primary imports here are foodstuffs. As the land outside orovalta is poor for farming, and few animals are raised by the clan, the primary source of food generated by the clan are the fungus farms
The rulership situation is similar to Staton, but with far less permanent non-dwarf occupants. Altohugh the dwarves here may seem gruff and sometimes outright unfriendly, a few have managed to win their affections and live within their society, however they are not allowed a position in the government of the town


Hommit

Hommit is the town of the small folk. Gnomes and halflings live here together, mining iron and copper within the mountains, and farming the land (which is a great deal more fertile than the land at nearby Orovalta).
Unusual for the larger towns in the region, Hommit is surrounded by a high stone wall, this is largely due to efforts to stop the town sprawling in size like most others have, and the pacifistic viewpoint shared by most townsfolk. The large wall and gates tends to be enough to deter bandits
Depsite this general outlook, there are one or two mercenary companies within the town who sell protection of the vessels sailing the River Lucent (so named for it's crystal clear waters), however these companies are quite small, larger companies most likely would not be tolerated by the folk.
The Lucent is a fairly narrow riverearly on, widening significantly when it joins with the valta, however the town still send a majority of their trade down it, making their boats narrower than most.


Svord

The town of Svord is named after the dwarvern clan who hold the town, this town also resides completely within the mountains (except for the gatehouse, which is constructed at the enterance to the underground town, alongside the River of the same name
The town itself is built quite deep below the surface, with a clever lift system taking imports down to the town, and exports up to the river
Large numbers of gems are produced by the mining activites, which are exported along with smaller amounts of metals. The deep pools which exist in the cavern town produce enough shellfish and other edible creatures thatsome are occasionally exported, although they are typically not well recieved being quite an aquired taste.
Svord Dwarves are rivals with Granok Dwarves and they hold frequent competitions of various skills (not limited to physical tasks) between themselves, the rivalry has mellowed out slightly as time has passed and most now reguard it as healthy rather than a threat.
The typical form of dwarvern clan rulership exists in Svord, although the clan are a little more accepting and those who doa great service to the clan may find themsevles made members despite race and able to stand for government positions.


Belbe

This bustling town is the largest of three on the shores of Lake Belbe. The other two are Selica (on the south shore) and Tervil (on the east shore). The towns are closely linked together by the constant trade vessels.
Trade comes from the two rivers feeding the lake and from the east via caravan, all manner of goods pass through this region
The town is ruled by three elders, one from each town. Collectively known as the Belbe Triad, they ensure that trade is active in the region, along with the day to day running of each town.


Silvereid

Now abandoned, there was a time when Silvereid was full of incredible buildings and the aristocracy walked the streets proudly displaying the latest fashions. All that is in the past. The Silver Lady made this her home during her rulership of the region, as her methods gradually became crueller the people either fled, were killed, or died trying to escape
Despite it being fifteen years since the Silver Lady was killed by the heroes of the land, no one has tried to reclaim the city, most people would just rather let the forest consume it and forget it ever existed



Andrion

The fastest and safest passage between the two sections of Nacitav (divided by the two mountain ranges). The town is now more a city, and it exists exclusivly on the east side of the great gate (which was built between the two mountain ranges to ensure that people couldn't just sneak into town and would have to pay the toll). The races are thoroughly mixed, although humans are the dominant species due to their fast breeding and maturity
The aristocrats rule Andrion, it became their home as Silvereid became more and more hostile to life. In the fifteen years of "freedom" the region has experienced the rich have again lapsed into vanity and needless excess, with increasingly odd and expensive fashions. However at the same time they pay heavy tribute to the church, thus their money makes it way down to the lower castes.
The town is made up of the center and poorer housing nestled between the two quite steep mountainsides (which are no more than quarter of a mile apart at the narrowest regions) and then a collection of estates carved into the mountainside which are occupied by the rich.
A large catherdal occupies the very heart of the city betwen the mountainsides, despite it's size it can't fit all those in who wish to attend services, and so holy rites are often perfomed outside, with the congregation swarming to fill the open green square in front of the cathedral.
A Summoner Temple rests below Andrion, it is unknown to a majority of the outside world, or those that do know of it's existence ignore it. Accessible through the sewer system, finding the temple is the only challenge a potential need overcome before he is trained by the Temple Elder. The Andrion hidden Temple has very few long-term students compared to the other temples.


Valence

Valence is named after Lady Valencia, the first priest of the core. The town is largely occupied by humans but the other races aren't without a good showing.
The architecture of the town is fairly uniform and lavish, except for the mundane housing which looks as most peasant homes do.
The entire town is run by the church rather than simple having an advisor work witht he mayor or council as with the other major towns.
The poor are welcome to seek help at Valence, however the church tries to avoid simply giving one off handouts, instead giving direction and instruction in aquisition of a job and construction of a home.
Many travel across the region to come to Valence and see the great cathedral, which is a testament to the Gods of the world and the people's devotion to them.
There is a large square named O'Turn square in memory of Brother O'Turn, the cleric of the core who was one of the great heroes and died making sure that his companions managed to defeat the Silver Lady and free the land. It contains a large statue of Brother O'Turn overlooking the square, so that the people of the land may look upon a visage of a departed hero (or a rather kind artists interpretation of him)



Minbour

A middle-sized walled port town on Bour. The sole connection with the mainland of Nacitav, the town is a fairly mixed population of elves and humans.
The people of Minbour work hard to shed the stereotypical backwards image that the mainalnd have of the Bour people, and they have done so with a good deal of success. Anyone actually seeing the town could only call it prosperous and not in any way backward, this is largely due to all the trade goods from the mainland and all those heading to the mainland pass through this town.
The town is ruled by a governer elected by the four noble houses every five years
In recent years many of the people in Minbour have had increasing urges to try and include more of the traditions in their lives. A majority of the people still worship at the Church, but a noticable amount have given up on the Gods and now thank and petition their ancestor-spirits for gifts, guidance and help. Some have gone so far as to climb the mountains of wisdom, or even go and live away from the town in a more traditional way (although most don't revert to the tribal status, instead they live in small communes in a more nomadic way)


Altrift

A town built beside a river and an odd rift in the very land. Occupied by a mix of Humans and elves. The town is walled with a gap on either side to allow the wide river to act as a barrier and the rift doing the same task opposite. The town has an odd look, with most houses being built from the durable stone quarried from the rify and furnished with items made from the wood cut from the jungle.
Altrift produces a great deal, stone is quarried from the rift, some metals and gems are mined from it, wood is cut by large parties of lumberjacks from the exotic jungle trees and fish are caught in the river.
The town is governed by it's major, who was once one of the great heroes who defeated the Silver Lady, now Ruthus Mandrake(formerly an expert when it came to traps, their creation, disabling and removal) likes to watch his children grow and manage the town from his large villa


Galton

Galton is the primary settlment of Galina's isles. Galina is a green dragon of unknown age, who arrived out of the mists one afternoon around thirty years ago and reigned destruction down on the islands below here, the summoner temple she came across managed to put up a brief resistance but they were suprised and quickly destroyed. It was the same heroes who would go on to end the reign of the Silver Lady who cut Galina a deal. The region would recognise her as leader of the islands she occupied, which she could do with as she wished, and she would no longer be a hostile force on Bour (the heroes also needed to enter the ruins of the temple, which was added to the terms, but has largely been omitted from peoples explanations how a dragon came to own the islands south of Bour). Galina agreed
She has enjoyed lording over the land and it wasn't long before she was travelling throughout the region in order to gather up subjects. Finding that kobolds would obey her (believing that they were related to dragons) she gathered up those she could find and brought them to Galton. They rebuilt the town, giving it an odd hotch-potch style.
Later Galina met with several high summoner elders to request that they rebuild the summoner temple. they agreed, and ever since the temple here has been operated by the inhabitants of Galton. The temple is required to attempt to instruct any who arrive, this was part of Galina's bargain with the summoners. She wishes the order to expand, but people can only guess as to her motives
Galton is largely occupied by Kobolds , but there are a growing number of halflings and humans living amongst them.
Galton and all of Galinas land have no churches of the core, Galina prefers that the dragon Gods be directly worshipped if people do not find her inspiring enough to worship.
The town and surrounding area are not on the best terms with the rest of the region, and trade is not as common as it could be. However this doesn't bother Galina who can occupy her days lording over her subjects


Fira

On the other side of the Fira Highway is the hill-top town of Fira. Largely human in population, this town is located in a very volcanically active region, although the lay of the land usually channels any lava down the hills away from Fira and towards the ocean.
Fira is situated in a region containing obsidian deposits and sulphur vents, these too commodities are quite highly valued, meaning the town does good trade with the rest of the region. The soil is also very fertile, leading to good farming providing the farmers don't mind the occasional lava flow rolling through the land and through fields of crops. Most farmers build their houses on fairly common hills that provide enough elevation to usually allow a lava flow to roll past without damaging anything irreplacable.
The town is run by it's mayor, the title passes from father to eldest son within the Fira family and for the most part people accept this. Altohugh every now and again some of the richer families try and pettion the major to move to some kind of government which allows voting by the established families. It doesn't look like this is going to happen any time soon.
A trail leads from the town towards one of the largest active volcanoes in the region, Mount Fira, which has the Fira Summoner Temple built into the side of it. This temple provides the usual training but it's sumnmoners usually prefer creatures that deal with elemental fire, it also serves as a centre for research into fire elementalism, with magically inclined pyromanics travelling from all around to witness and attempt to learn and adopt the way of fire magic.
The Fira Temple elder has made it known that he will attempt to train any who have the capability who arrive at the temple


Lunos

A tiny sleepy mountain hamlet on the whole with little to offer the outside world except acceptance regardless of race and beliefs (although evil isn't really tolerated in these parts) and the Lunos Temple which overlooks the hamlet.
The village trades mainly for mundane items with nearby towns, most of the trade is handled by Mr Cosos, a merchant who is semi-retired leaving his sons dotted around the larger towns running he Cosos merchant company.
The final say in any rare governing issues is that of the Elder High Summoner of Lunos Temple, Erun, an old man now but still noted for his wisom and magical prowess.
Lunos is where many first learnt the secrets of being a high summoner, although Erun will not train just anyone he is more open to taking in novices than the other elders. However a novice who makes it through all the training is a rare sight indeed.


Sautan

The temple lies deep within the woods, and is much like a monastery. An old building which was converted for use as a summoner temple (although it's previous use isn't known by most). The summoners will train any who already possess summoning skill and manage to find and make the journey through the fairly dangerous wood to the temple


Arcroche

This fortress contains the cloest thing that the region has to a standing army. Lord Haustan, a man of around fifty, has given up on his "adventuring" life (he was one of the heroes who brought down the Silver Lady), and now supervises the Arcoche military, as there are few threats from anywhere but the badlands, it is rare to see a member of the AM anywhere else but in Arcroche fortress or to the west of it.
The fortress also contains the Arcroche summoner temple, the elder here usually tests the approaching student with a summoned creature battle, the student doesn't need to win, just show potential


Giun

A stepped pyramid which serves as a summoner temple. The elder of this temple asks a student to survive for a night and a day in the jungle without any equipment. This fact isn't unknown and most on the path to further their summoning knowledge will learn the basics of survival before attemtping to learn the secrets of this temple.
The dangers of the jungle ensure that the summoners of the Giun temple are frequently active.


Joze

Joze is a temple built just off the mainland on a small warm island, many who wish to follow the path of the high-summoner come to Joze to learn what it entails and usually begin training.
The elder her will usually give a student some form of challenge to inspect their progress so far.


Aerl

Aerl is not as welcoming as nearby Joze, it is built on a steep craggy cliff over the ocean. The summoners who reside here tend towards flying creatures, and they are also rather more competitive between themselves than most other temples. Although it is friendly competition and all in the aid of education