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Falhathian Cities
Locations  (City)   (Mountains)
Scrasamax's comment on 2006-05-03 09:41 AM
4. Acton
The main township in the Bosque region, Acton is a surprisingly progressive city compared to many others that date back to the Old World. Wood is the primary building material and few if any buildings are more then a century or two old. Unlike the rest of Falhath there is no single noble who can claim dominion over the city or its environs. The City Fathers, a council of elders, sees to the administration of the region and its taxation as well as its defence.

Thinking it easy pickings, Duke Holmestead of Buzzard's Bay thought to claim the Bosque region as his domain. He found that the Bosque militias were more than capable of defending their homes against his numerically inferior but better armed mercenaries.

Acton is best known for its quality cloth, and manufactured goods like carriages, tools, and leather harness and horse tack. Go to Comment
Falhathian Cities
Locations  (City)   (Mountains)
Scrasamax's comment on 2006-05-03 09:50 AM
5. Stolzieren
Not too far from Dreifach is the sleepy township of Stolzieren, often shortened to Stolz by the locals. While sharing its name with a long destroyed Imperial hunting lodge, Stolz is an entirely different entity. Located even above Dreifach it is the highest town in Falhath and has a thriving economy based around wooly goats and grain.

Stolzian wool commands a healthy price in Dreifach and the cheeses produced are considered some of the best in Falhath. In a climate best described as dreary and gray, the Stolzians delight in riotous color and boisterous music.

Most visitors tend to think that the Stolzians spend the day half asleep, and the night either wide awake or completely asleep. They are also a superstitious folk and charm peddlers and street sorcerers selling wardings are fairly common. Go to Comment
Falhathian Cities
Locations  (City)   (Mountains)
Scrasamax's comment on 2006-05-07 10:07 AM
6. Suisiadh
The western-most province of Falhath, and the mouth of the Orcus river, Suisiadh is a thriving community with limited space. Much of the city is built on elevated pilings, or poles. Space is limited to several large sandbar islands which are primarily used for growing local and cash crops, while the small city itself has grown along the periphery of these stable islands.

Suisiadh is known as the Water-Lilly City, and is well known for its flowers, painters, and the sweetness of its pastry chefs and confectioners. Its primary exports are cane sugar and rice. The barrier marshes around the city have protected it well, even though the city is wracked by bouts of disease borne by mosquitoes from the swamps. Go to Comment
Falhathian Cities
Locations  (City)   (Mountains)
Scrasamax's comment on 2006-05-07 10:17 AM
7. Lusankya
Also called Dragonfall, this city located between Dreifach and Sangreal is the site of a massive number of fossilized bones, which the locals refer to as the Dragon's Graveyard. While the bones are very large, there is no proof that any of them came from a dragon. Dragon motifs are common in the city, and the Trinity, especially Sangia holds a great deal of power here.

The locals have a legend that a dragon still lives under the their city, a giant white female with burning red eyes named Lusankya. One day, the dragon will rise from her millenial slumber and the city will be utterly destroyed. The locals have various rituals of placation that are held in the Cathedral of Lusankya in hopes of keeping the ancient dragon asleep.

Is there a dragon slumbering under the city? Maybe. The ground swells and produces a sulferous fume... Go to Comment
Falhathian Cities
Locations  (City)   (Mountains)
Scrasamax's comment on 2006-05-07 10:24 AM
8. Tekne
Also known as the city of nobles, Tekne has a quarter of Sangreal's population and almost the same number of noble houses. The houses vie over piecemeal wards and neighborhoods in the coastal city with duals being all to common between sons of the aristocracy. The Kingdom is only marginally welcome in Theknif since there is only so much authority to go around and the nobles have already spread it very thin.

The city is best known for the quality of its knives and daggers, as well as its byzantine politics and skill at poisoning. On a more civil note, the grand Plaza of St. Dithym and the associated Library of St. Dithym are located in this old and decrepidly decadent city. Go to Comment
Falhathian Cities
Locations  (City)   (Mountains)
Scrasamax's comment on 2006-05-10 02:08 PM
9. Finstern
A minor and easily overlooked community, it survives on the regular output of copper and copper ores. The copper is abundant enough that many of the larger structures in the city have copperclad roofs and the central hall of the city is known for its copper domes.

Sometimes known as the City of Copper, the locals prefer bronze and copper to iron and steel and have penny bright copper plated weapons and armors that they work quite hard to keep shiny. Go to Comment
Falhathian Cities
Locations  (City)   (Mountains)
Scrasamax's comment on 2006-05-10 02:11 PM
10. Feldspar
Another mining/quarrey town, Faldspar supplies a large amount of good quality building stone to Sangreal and other points. A close ally of Sangreal and an ardent supporter of the Kingdom, the Nobility of the city are as often ordained clerics and paladins of the faith by tradition and ability.

The Architecture of Feldspar is old and harkens back to the Old quasi-gothic style of architecture, keeping massive double doors that were common when Minotaurs still lived in civilized areas. This style has been preserved in facade doors that have much smaller human sized doors in their face. Go to Comment
Falhathian Cities
Locations  (City)   (Mountains)
Scrasamax's comment on 2006-06-04 04:57 PM
11. Dakmar
Located within the Sangrealian province, Dakmar is an economically sound and socially agressive city. It's core industry is cattle, both the meat aspect and the production of large amounts of leather. The city serves as a nexus for cattle-herders who move their herds to the boundary of the city on a semi-regular basis. The leather is tanned and sold in market while much of the meat is butchered and cured to preserve it. A Dakmar wolf is an appelation for a hungry person who loiters around the smoke houses looking for handouts.

Running contrary to this industrious endeavor, Dakmar embraces a very stern application of the Trinistine Faith, and it is considered improper to drink in public, smoke pipe-weed, or attend brothels. Most outsiders consider the Dakmari to be unsophisticated, artless, credulous, and uncritical. Most Dakmari consider outsiders to be arrogant, superfluous, criminal, and overly skeptical. Go to Comment
Falhathian Cities
Locations  (City)   (Mountains)
Scrasamax's comment on 2007-04-25 03:56 AM
Tekne got stuck in my ear and I couldn't get it out! Go to Comment
Deathgold Island
Locations  (Area)   (Swamp)
Scrasamax's comment on 2006-05-02 11:53 AM
Not bad man! I would like to know why the mountain shines like gold though? If it that big of a heap of pyrite, that is a prime grade iron ore. Go to Comment
Garong's Heart
Locations  (Regional)   (Forest/ Jungle)
Scrasamax's comment on 2006-04-30 11:19 PM
Interesting, but what happens to none happy forest creatures who encounter the black blood? How can the black blood be stopped? Or is it time to start calling in the napalm? Go to Comment
Garong's Heart
Locations  (Regional)   (Forest/ Jungle)
Scrasamax's comment on 2006-05-02 02:30 PM
is there a chance we can have the summary shortened? I feel that it is really too long. The text is good but maybe would be better in the body of the sub instead of all in the intro. Go to Comment
One Hundered Twenty Three Islands!
Locations  (Area)   (Water)
Scrasamax's comment on 2006-09-03 03:41 PM
53) Little Largo

A rather common name for a very popular and heavily visited island, so heavily visited that many commoners do not even think of it as an island. the six square miles of Little Largo is for the most part flat, being thickly piled alluvian sediment. The river from the mainland changed course some hundreds of years ago and cut the end of a peninsula off, creating the island. Plant growth and human building have contributed to the rest of its growth above sea level.

The largest part of the island is dominated by orchards that grow olives and dates, both of which are in heavy demand in the area. But the most obvious feature is Arx Suonas, a dominating ampitheatre built of lustrous white marble. This ampitheatre is host to some of the most popular musicians, bards, and acting troups in the Kingdoms, and has hosted Kings and Pontiff, Arch-Mages and warlords, merchants, commoners and thieves.

A small shrine is located on the southern tip of the island and is dedicated to Saint Larghetto, the singing saint. Go to Comment
One Hundered Twenty Three Islands!
Locations  (Area)   (Water)
Scrasamax's comment on 2006-09-03 03:48 PM
54) Folis Island

Located a few hundred yards from the mainland of Zehin, Folis island is a long and narrow island that shelters a long stretch of coastline. The center of the island is high and rocky, and most of the island is covered in light to medium forest trees. Reaching the island is not difficult, and a strong swimmer can do it in a relatively short time.

The main attraction of the island is a creature that the natives call a Striped Deer-Horse, as it resembles a deer in the head and shape of the torso, but it has the defined muscles of a horse, and the general built of a smaller pony. Flighty, these animals browse from the trees, nipping at leaves and watching their surroundings warily.

Some speculate that there are hidden predators on the island to explain the animal's behavior, though in truth there are none. The last of the Zehin Lions vanished shortly after the Nightmare war, though the deer-horse and its black and white stripped legs survived.

(Deer-Horse is an Okapi) Go to Comment
One Hundered Twenty Three Islands!
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Scrasamax's comment on 2006-04-30 11:02 PM
This is an awesome codex! I especially like the Isle of Philosophers and Manfred's pumice floating islands. Go to Comment
One Hundered Twenty Three Islands!
Locations  (Area)   (Water)
Scrasamax's comment on 2006-04-30 11:08 PM
15) Zadiraste's Folly
This lush and tropical isle was once the remote home of the magus Zadiraste and his small cabal school of sorcerers. Zad was known for delving into the secrets of Fear powered magic. To this end he collected stories that elicted fear, as well as things that people were afraid of, such as snakes, mice and spiders. All was going well until one of the creatures he had captured turned out to be First-Jointed-Mandible, a crawling avatar of the alien Spider God. Granted the fear he desired, Zad unleashed his magics in an attempt to destroy the hell sent spiders and laid ruin to his school, and much of the island.

Years later, the island has largely recovered from the fireblast damage and the school itself has become shrouded in new vegetation. The First-Crawling-Mandible of the Spider god remains, brooding over an island now choked with spiders, most are tiny, though a few have swollen to the size of large dogs. Even these behemoths kowtow to Mandible, though it is no larger than a fingernail. Go to Comment
One Hundered Twenty Three Islands!
Locations  (Area)   (Water)
Scrasamax's comment on 2006-05-02 11:55 AM
I think since you have made this a full submission, I think this scroll listing should be deleted and the sub be linked directly into the codex. Go to Comment
One Hundered Twenty Three Islands!
Locations  (Area)   (Water)
Scrasamax's comment on 2006-05-05 02:04 PM
22) Stonemantle's Isle
Quite oddly, off the coast of Falhath is a good sized island dominated by a central stone massif that is really too small to call a mountain. The ruler of the island is one King Gray Stonemantle, a mountain dwarf of some reputation.

It was nearly a century ago when the wyrm came and smashed the halls of the Stonemantle Clan, and left their home in ruins. Rather than fight to death over gold and trinkets, many of the dwarves fled. This marked one of the last Dwarven migrations out of the Thorondrim mountains. Stonemantle the Elder led the remnants south but not stopping anywhere. Few locals or nobles were keen on the idea of a horde of filthy and hungry dwarves on their doorstep and fewer were interested in trying to stop them. When they pressed on south past the Bosque River valley there was a collective sigh of relief.

Stonemantle then led the remnant to build rafts and crossed the Straight to an uninhabited and all but forgotten island. Once there, the dwarves set back to their traditional tasks. They dug stone out of the massif and made for themselves new homes, and worked to rebuild their lives and to acclimate to the new climate. Beards were cut short to better deal with the new heat, and with no orcs, worgs, trolls, ogres, goblins, or dragons, armor became less and less prevalent.

Now under the leadership of Stonemantle the Younger, the clan suvives on a semi-tropical island all but cut off from the rest of the world. Go to Comment
One Hundered Twenty Three Islands!
Locations  (Area)   (Water)
Scrasamax's comment on 2006-05-13 02:26 PM
23) The Drifting Isle
From a distance the island appears, a central peak rising above a sharp bluffed coast. Birds call and wheel overhead. The face of the island is grey and green, a thick carpet of moss and lichen, some hearty plants that can survive close to salt water. The smell of the place is beyond foul, the stench of 1,000 generations of marine albatross and seagulls.

The island itself, less than one mile by three miles is a drifting chuck of ice that for some reason has not melted in the warmer waters. The surface has built up a very thick and noxious topsoil of bird excrement as well as the leavings of marine mammals who will beach on the lower parts of the island as it drifts through the oceanic current. Go to Comment
One Hundered Twenty Three Islands!
Locations  (Area)   (Water)
Scrasamax's comment on 2006-05-21 11:49 AM
this is a good submission but I think the spirit of the thread is for short island blurbs. This should be its own sub and linked to this via the codex. Go to Comment
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Pearl Spider Economics

       By: Murometz

These rare, fist-sized spiders do not make webs, but rather excrete secretions which harden upon contact with air. These "droppings" resemble barley-sized spider eggs, or even lustrous pearls, once the slime coating them, dries up. In fact, dried Pearl Spider "drops" are indistinguishable from the marine varieties produced by mollusks, and hence of identical value on the open market!

Several centuries ago, they were studied by naturalists, and several observations were made. Firstly, was that these spiders "lay" these pearls for no apparent or discernible "natural" reason, and secondly, the naturalists had discovered that the more these spiders ate or were fed--and they were true omnivores--the larger the spider pearls came out.

A cottage industry began. Enterprising merchants hunted and collected these creatures across the lands, erecting spider-farms for the manufacture of Spider Pearls. It wasn't long before someone got the idea to force-feed the spiders, ala foie gras geese, and soon, the fattened spiders began pooping out pearls of great size! (relatively speaking). The regular pearl market came to disarray, and prices and value fluctuated wildly.

[b]Plothook[/b] The Mermen Mercantile Alliance hires the party to eradicate all terrestrial Pearl Spider Farms!

Encounter  ( Any ) | February 28, 2014 | View | UpVote 5xp