Geography
Alfheim:
-
forest in/near Darokin (4 days from Darokin city), the elves there know
faeries well. There is a trade town one day from the Alfheim border (where
you come in from Darokin City), where some humans and elves dwell.
Alphatia: Alphatia used to have many more people who could cast magic,
still about 25% can. Have copper coloured skin.
-
Alfiesh is a forest full of suspicious Elves and some cool faerie
-
Alpha: capital of Norwold, it's on an isthmus. There's a tavern there called
the Blue Mermaid, it caters for merchants. Gold is exported from Alpha.
Has some halflings from Leeha.
-
Aslaa is part of Alphatia (no idea where), it's where the Glantrians initially
attacked
-
Baronny of Longwalk: ruled by Baron Longwalker. A mining town in the Norwold
forest. Set up after someone found a gold nugget. Hunters and trappers
use the forest.
-
Final Range: a range of mountains inhabited by ogres, giants and the occasional
dragon in Norwold. Not as dangerous as the Wyrm's Teeth. If you pick an
area in the ranges and clear it out the king of Norwold will give you taxing
rights.
-
Landfall is where the Alphatians refugees originally arrived, either that
or Alpha. Rather unpleasant place full of criminals. Has little to do with
Alpha and the governor, Lerneld the Swill, is a drunkard. Originally settled
by the Thyatians.
-
Leeha: place west of Alpha with lots of halflings.
-
Norwold is a state of Alphatia. There is an Elven clan here.
-
Oceansend: city north of Landfall. Originally settled by the Thyatians.
Has an adventurer's guild as I recall.
-
Sharak: state in Alphatia. Populated by necromancers and criminals. The
only law is that anything bad against the king is punishable by death.
-
Wyrm's Teeth: an extremely dangerous mountain range in Norwold. Known for
dragons.
Black Isle, The: a center of worship of Alphaks. Where is it?
Darokin:
-
Akesoli is on the western border, and is near where Hule has been pushed
back
-
Akorros: a city in Darokin, which partially collapsed as a result of the
rock falling. It's the city on the east side of the lake. Two days walk
from Darokin City.
-
Bronsdale: a town by the lake (north side) in Darokin, difficult to get
to other than by boat or through the mountains, has a jetty.
-
Coringlain lies near Broken Lands between Darokin and Glantri (4 weeks
from Glantri city). Many adventurers there.
-
Darokin City is the capital. After the failed assassination attempt, we
helped rebuild an inn - it is now stone, has secret doors, and we have
our own area underground with lead lined wall, elevator, partitioned rooms,
comfortable furniture, and two extra escape routes.
-
Fort Anselberry: some fort in Darokin
-
Fort Lakeside: a well-built fort on the lake, collapsed as a result of
the rock hitting Glantri. Under Kalimi, we attacked the siege forces surrounding
Fort Lakeside and won.
-
tax on Darokin citizens is somewhere between 10% and 20%
Phoranin said about Darokin: "If the Darokin merchant guild falls, it means
Darokin city has fallen to the humanoids. It would mean a world-wide economic
crash."
Davinia: a land south of Ochiala.
- Ysawis: Talib was king of Ysawi, a very old country. It's on the west
coast of Davinia, and is where magic was practiced in times past. T'saz
thought this kingdom had failed.
Denagoth: a place northwest of Wendar, west of Ethengar
Ethengar: a country of horsemen who are excellent archers. Northwest
of Sodjerfjord.
-
Field of Blossoms: a place in Ethengar where there may be an underground
place with some treasure which is worthwhile recovering.
Five Shires: where the halflings dwell. Somewhere near Darokin and Karameikos.
South I guess.
Glantri: Glantrians were cursed by Alphaks for losing against the Alphatians,
though they would not mind that curse now. This curse was not that
they could not be religious.
-
Brannet McGregor's lands are in the northern part of Glantri. They have
an appalling Scottish accent, are quite poor, and similar to people in
the Northern Reaches (a small town here is 13 days from the Gate by foot,
through forest after the hills)
-
Dwarves are not allowed in Glantri due to a plague which killed many Glantrians.
Curiously enough, this plague also killed many Shadow Elves, due to a Shadow
Elf who caught the plague near Glantri.
-
Glantri city: has a river through it, people pole around on barges, it
plays an important part in the Blessed Radiance, and is where we need to
go to find out more (dangerous though). The mages make magical walls in
winter when the river ices over.
-
Kopstar, five days from the little town in McGregor's lands, three days
upriver from Glantri city.
-
licenses: everything is licensed in Glantri, it's their form of tax
-
politics: Glantri is a terrible place for politics, don't get caught up
in it. Power begets power there.
-
priests are not allowed in Glantri
-
princes in Glantri control a principality, make the law there, and can
do what they want
-
School of Magic: main place of learning magic in Glantri. It is in Glantri
City. It is the center of Glantri, and one is not safe from Vasilev and
more there. I'm not running from danger, I'm running to it. We need to
know what is going on there and I might be able to find out without you
risking your necks.
Heldanic Freeholds: north of Northern Reaches. Heldanic Knights live there
and have flying ships. Worship Vanya. Worshippers of other religions are
killed there.
Ierendi: a chain of islands roughly south of Thyatis I think. Has several
temples of Morgan, including the main one. Smaller temple is on a different
island.
-
Adventurer's guild: there's one on the main Ierendi island
Island of the Necromancer Kings: where is this?
Isle of Dawn: between Thyatis and Alphatia, controlled by both. Place of
major fighting. In the Sea of Dawn one assumes.
Isle of Serenity: also known as Sahu. Vermissa is imprisoned here. Sahu
is somewhere in the sea between Alphatia and Thyatis I believe ... there's
a few isles in that region. Is this the Island of the Necromancer Kings?
Jabul: a country west of Darokin
Karameikos: human and Elven lands
Nimmuria: place far west, inhabited by Man-Scorpions
Northern Reaches:
-
Backwater: central city on trade route between Sodjerfjord and Norvick
(in Sodjerfjord). We rescued the sons of the Jarl of Backwater who had
all tromped off to Niflheim and been captured by frost giants. When we
helped Backwater against the Ethengars, the Jarl rewarded us with the cup
from his own lips.
- Falun Caverns: Gnomish caverns which were overrun by kobolds. The party
mined here extensively. Up near the mountains through forest, from
Whitehart.
-
Whitehart: place where Thora (was Thorfinn priest of Frey) and Amora came
from (in Sodjerfjord)
-
Norvick, country north of Sodjerfjord
-
Sodjerford, a country in the Northern reaches, capital Sodjerfjord
-
Tronzo: a city in Sodjerford, 20 miles east of which is the maze with golden
gate to Mirage
Ochiala: a peaceful place, south of the Isle of Dawn. Peaceful for how
long? Is Koryis worshipped there?
Rockholme: some place where dwarves live. The dwarves have gone underground
and aren't letting anyone in. Can get from Rockholme to the Shadow Elven
lands by travel of many days through underground tunnels.
Sahu: see Isle of Serenity
Sea of Dawn: a sea between Alphatia and Norwold. Thyatis has south-east
coast on this I think, Isle of Dawn lies in the middle.
Serraine: a flying city built by the gnomes. Powered by fire and air
elementals, inhabited by kobolds, orcs, humans, gnomes, pegotaurs, and
various other races.
Shadow Elven lands:
-
underground, very deep. Orcs attack now and then
-
Desert of Lost Souls: A testing place for initiates of Rafiel, where they
sometimes return from insane. It's where we went to get the crown.
It's between Lostriel and the City of the Stars.
-
Starwind Tower: a ruined tower in the Desert of Lost Souls. There is a
pitch black cavern on the way to there. The crown was on a mummy, Shallatriel,
in there. The wind around the tower can drive the unready to madness. Prayer
strengthens the mind against this.
Sind: priests, warrior and mages are highly thought of in Sind, the peasants
are lower class. They worship the Pantheon there. Shares a border and is
west of Darokin. Overrun by Hule in 1013.
Wendar: land of elves and some humans, past the mountains northeast
of Glantri.
Ylari: a country southwest of Thyatis. Desert. They worship Al-Kalim
there.