The Land of 1,000 gods, Calcobrina burns under the gaze of the Lion’s Eye.
The Province of Ardamoth, or Ardamien as is the modern name, was the first of the Old Continent settlements on the Dhargenaas Continent. Of course the Imperials from Aumethorion had already founded the Careshian Empire (The Southern Empire) and the Belemarians had founded the Empire of Belemar, but the Ardamians were the first from the Old Continent and arrived just 10 years after the landfall.
The Province of Silmar is the cold and windswept area from the tip of Cape Murder in the North, to the Imperial Border in the south. Silmar is a place of suspicions and of persecutions; a place where magic users are burnt at the stake and crusades are launched frequently. The reasons for the crusades may wary, but the basics remain the same; the lure of the dark arts has consumed someone and a Crusade must be launched to purge that which has succumbed to darkness.
Bardag Ol lies in the midst of the Adaz Pass, on the Great West Road. A product of a mixture Old Sohari architecture and frontier pragmatism, it is an interesting blend of sophisticated pomp and grizzled realism.
Quietly situated between chic salons of the nobility and the grand halls of the great guilds is the Tabernacle of Discrete Amusements.
It is quoted in the Canon of St. Mancel that once in his life, that every devout soul should make pilgrimage to the holy city of Sangreal.
The Sea of Sand is one of the most treacherous and deceitful tracts of waste in the heart of the Djaraha desert.
This is a a city where your wealth, social standing and everything is decided by the society of prohecy who keep the rich, rich and poor, poor.
It is a common conceit that banks, loans, investment and other features of the banking and financial system are entirely modern. This is far from the truth, as long as there has been money, there have been people who profitted from holding it and manipulating it.
A small valley that leads nowhere… why is it so important to the locals?
This is a scroll of locations that are somewhat out of the normal.
This was the Citadel’s first attempt at a Quest. It was done in the old version 1.0 days in our forum, because we didn’t have a location category yet.
“He was a Savior.”
“No, he was a Madman.
Today a new village is located on the same spot and all that remains of Pinezano is a memorial raised by Duke Valefinazzio himself after he dethroned the black hearted Prince. The memorial is a large statue of a mother bravely holding her child which is crying fearfully
At this time an old man, one who told the Prince wondrous tales during his childhood, walked upon the bridge and witnessed the prince commit suicide, saw him fall into the water. “This is the Bridge of Fates. I foresee great sorrow and happiness. This bridge shall never remain neutral, shall know tears of joy and the blood of innocents”.
Baldamont Castle is one of the great Line of Civilization defensive posts created by the vassels of the Great King Arcturus to defend the realm from the Barbaric Northmen. Over the last two centuries, the Line of Civilization has move considerably north, leaving great castles without barbarians to defend against. Yet this castle still defends the realm, not by repelling invaders, but by holding enemies of the state.
This tavern is the place-to-be establishment of Shorenar Vas, a bustling riverside trade town of Veldea. Each night the tavern packs full of practically every man with a heavy pocket and a round stomach in the town. Should you be in the area, there’s no place better for some good slop and a quick flop than the Golden Frog.
The roads of zone 4 of Star Lake are uniformley white. The roads are cleaned nightly once the services of this district are shut down for the evening. With few reason to be in this area at night the militia closes it off and sets a patrol to make sure it is kept clean.
The roads in zone 3 are paved with bricks of black and blue. Trees line every path and street and the buildings are uniform in appearance. All having to look the same per a city decree set in stone ages ago with the founding of the academy. This zone is where Blackrose Academy rests. It offers a view of the lake from the highest portion of the island and has the added bonus of being on the eastern side of the island affording the best view of the sunset.
All the streets in zone 2 are paved with a smooth water stone pulled form the shore of the lake. Some of the nicer houses have gutters to wash the refuse from the streets down to the harbor, but the lower houses have no such luck at having a free service such as this to clean their streets.
Houses vary from size to size, the smaller houses are closer to the warehouse and waterfront districts in zone 1. With the nicer and much larger houses being toward the better districts of zone 3. These usually house richer merchants or guild officials.
Darklings are a kind of Halflings living in the sewer of medium to large cities.
Even though they smell badly and are quite dirty, Darklings are friendly and clever.
They try to limit the knowledge about their existence to only a small number of trustworthy persons, including player characters.
Darklings trade in information. Money, weapons and magical items have no value for them. This is why they hide beneath the sewer grates, listening to all that is said in the city above.