Points Of Interest (POI)

From: DeannaG18 Jan 2017 06:17
To: ALL11 of 22
A land covered by scrubby grassland, patches of wildflowers, and a few small groves of trees. Namun is a favorite breeding ground for many insect species. During the warm wet months, when generous rains fall nightly, butterflies and moths are everywhere.

Unfortunately, the rains make travel in the region horrid, and is also perfect for breeding swarms of mosquitoes beyond numbering. This realm is well known for the tenacity of it's mud. It tends to be unusually deep and simply sticks...to...everything!


 
This former fortress turned city is well known as a haven for the lawless. It's long been a stronghold for pirates, thieves, murderers, and harlots.

Most people of the realms avoid it at all costs.

The law here is for sale and it's masters rule with an iron fist, and a heavy blade aimed at any who cross them.
From: DeannaG18 Jan 2017 06:23
To: ALL12 of 22
Vor is the smallest of the realms. Namun surrounds it on all but one side, where it rests against the eastern sea. Vor has no industry. It's a grassy, wet little realm. More swamp and coast than anything else, and it's home to Gell Village.



 
Gell village is home to many a retired man of the sea. It's population survives on what they harvest from the surrounding swampland and the Eastern sea, and a small amount of trade with the other realms.
From: DeannaG18 Jan 2017 06:49
To: ALL13 of 22
This realm is a land of hilly grasslands with small groves of trees scattered across it's landscape. During the rainy seasons the lower valleys are prone to flooding, which can make travel difficult at those times of year. One must either slog through them, or choose to go around, which can add several days to a journey.

In the Autumn rains fall for days at at time, the trees turn a myriad of yellows, oranges, and browns. Their leaves begin to fall and they bare themselves in preparation for Winter sleep.

In the Spring the weather warms and the rains return. It's hills and valleys come to color as millions of wild flowers bloom, and groves of trees cover themselves with a variety of rich greens.

It's Summers are fairly moderate, but very humid. This is the time of the year when bothersome insects seem to be at their worst. Especially the mosquitoes that breed along some parts of the lake shore.


Once the fortress home of an ancient warlord, to see this inn brings to mind fanciful tales of fierce warriors and beautiful maids. Even in it's service as a place of welcome for travelers to rest, and restore themselves, it's lost nothing of it's fiercely proud appearance.

The inn offers a variety of services from the very basic to the somewhat luxurious to those who enter it's doors, and Zia's reputation as a kingly storyteller is well known.

It's said that each night before bed, she sits before the fire of the inn's common room and tells the children a story of her long and adventurous life. However, as is often the case, more than children are listening and enjoying her tale.

A former adventurer, it's Dwarf owner welcomes all who come in peace. Weapons drawn will be weapons met by the inn's guards. After which, the aggressor will find themselves either put out of the inn, or dead and on their way to a burning pile.
From: DeannaG18 Jan 2017 07:02
To: ALL14 of 22
Camira is a land of rich farmlands, a busy lake port, and home to the last of the royal houses of the realms. It's not only rich in commerce, but in history. The beauty and wealth of this realm has been the envy of many of it's neighbors for generations.


Camira City is by far the busiest of the lake ports, and a key trade center for the country's agricultural industry. Farmers and livestock dealers come from all over to sell their crops, livestock, and wares at it's central market. Nowhere else in the realms can such a diversity of goods so easily be found and purchased.


Camira Imperial Palace is home to the last remaining royal line of the realms. Over the centuries, the other royal houses have died out, fallen to disaster, or given up rule to regional governments. This last royal house stands as a reminder of the past grace and power once found throughout the realms.


This small group of communal huts is the largest livestock bartering center in Camira. Surrounded by rich farmlands, it can easily support the thousands of animals that come through it's trade pens each year. It's also the home of Gulva's Leather Goods. A former adventuring mage and the finest leather craftsman in the realms.


A few miles north of the town of Nesa is the Green Fields Inn & Tavern. Thanks to is closeness to Nesa, and it's own small set of stockyards, it serves up a hearty menu. It's second floor is full of one person sleeping cubicles with heavy curtains for doors, and plain cots with clean pillows and blankets. Reasonably priced, simple, and clean best describe this well known establishment.


In a heavily wooded area, inland from the Eastern Ocean, are the ruins of the goblin city of Og. It's ruler was said to be the greediest and most feared of the goblin kings. War with other realms eventually lead to the city's fall, and the deaths of most of it's population, including Og's bloodline.

Despite the wars that destroyed the city and generations of treasure hunters, very few of it's rumored riches have ever been found. For centuries, many have given their lives in search of what might lay hidden within and beneath the rotting city ruins.


Near the Southern border of Camira sits a two-story, stone house converted into a wilderness trading post and tavern. This is the home of Kria and her children, and a welcome stop for those traveling. It serves a simple, hardy fair at a good price, and offers a warm, clean room for laying down one's bedroll for a night. Weapons are checked at the door, and anyone causing trouble is dealt with by frontier law.
From: DeannaG18 Jan 2017 07:10
To: ALL15 of 22
Isaul is a flat land from border to border. A mix of sandy, flat-rock beaches along it's western coastlines and grasslands everywhere else. It has few trees and no mountain ranges to protect it from seasonal storms from the Western ocean. Considering the severity of the storms, being caught outside is not a good idea.

It's soil is black and rich, and easily farmed, but seasonal rains can wash a crop away if planted too soon or harvested too late. Farming in Isaul can be a tricky venture at times.

It's North is home to Goymeir Fortess and it's South to Jesaun City. These two cities have an uneasy relationship, and are often at war with each other. Their frequent conflicts have made them favorite places for mercenaries and the unruly.

Their design and construction are so similar it can be difficult to tell them apart in places. Something some of the people of the other realms find amusing.


Goymeir Fortress is a great walled city found in Northern Isaul. It was one of the first actual cities of the realms and has a rich history. It's watchtowers keep an every vigilant eye on the surrounding countryside, and especially to it's South. The home of Jesaun City. It's chief industries are weapons manufacture, fishing, and farming.


Jesaun City, another great walled city of Isaul, is found in it's South. It too was one of the first actual cities of the realms and has a rich history. It's watchtowers keep an ever vigilant eye on the surrounding countryside, and especially to it's North. The home of Goymeir Fortress. It's chief industries are weapons manufacture, hunting, and leather crafting.
From: DeannaG18 Jan 2017 07:19
To: ALL16 of 22
Garas is a land of warm temperatures, heavy evening rains, and tall tiger grasses. It's the only realm where such grasses grow wild, and average 10 to 15ft high. Those who live here are nomadic and spend their lives in wagons. They milk the grasses' thick roots for water and use them to make baskets, and other needed items. Trees in this land are rare and often grow in small groves on top of small, rocky hills.


These parts of Garas are more isolated from the world than the outer regions. The grass is the tallest and thickest here. Nomadic tribes spend their lives living out of packs and small carts, and generally avoiding strangers. They too milk the thick grass roots for water and use it to make baskets and other needed items. There are no trees in these areas. The grass is too thick to allow them. Any tree that might attempt to grow would quickly be choked out by the grasses around it.
From: DeannaG18 Jan 2017 07:28
To: ALL17 of 22
Aris is a land of thick, ancient forests. It's home to Veras City in the North and Hogshead Tavern in the South. The region is well known for it's abundance of wild game. Hunters have been known to travel far for even a few days hunting within it's forests.

However, the native elf populations tend to do a little hunting of their own. That being said, not every hunter always gets home unscathed, or with a prize.


 
Veras City is located a few miles inland in the northwestern region of Aris. It's an old city, and a favorite place for the guards stationed at the Sava Guard Stations to unwind.

It's chief industries are farming, textiles, and leather goods, and it makes a fair living from them. However, it gains more income from entertainment and temporary lodging for both hunters making their way to the forests of Aris, and the Sava guards on leave.

For these reasons, it has earned quite the reputation for providing visitors with a good time within it's city walls.


 
Hogshead Tavern is found a few miles North of Aris's Southern border. It's a favorite spot to unwind for the Sava guards station to the South. As well as a hold up between hunts for hunters, and other travelers in the region.

It's owner, a greedy, ex-adventuring dwarf, doesn't spend a cent more than he has to to keep the roof from caving in on his paying customers, and of course himself.

If you're looking for bug-free luxury, you're better off heading North to Veras City. Even if it does take you a week or more to reach it.

If you don't care about paying more for less, then the Hogshead Tavern will suit you just fine.
From: DeannaG18 Jan 2017 07:41
To: ALL18 of 22
A realm rich in diversity, Baliose is second only to Camira in wealth. The culture of it's cities dates back thousands of years, and due to a warm climate, it's land grows more than enough food year round to feed it's people. This land is known as a place of beauty and culture, but also of excess and danger.


The Northern part of Baliose is covered by the Simar Sand Pits. Hundreds of miles of open sand, wind, and sun. In some areas, sand is so soft a person can sink and drown in it. Usually, even the hardiest avoid this area. With no water or vegetation, it's creatures live on the flesh and blood of whatever they can catch or find. It's as one might expect of a true Hell on Earth.


These are the highest mountains in the Southern realms. Their peaks are sharp, bare, rocky obstacles to anyone wanting to cross. However, they're better well known for the myriad of wildflowers that bloom year round on their lower inclines.


This area of gently rolling grassland stretches from the Southern base of the Olva Mountains to the Eshlyn Hills farther South, and East to West across Baliose. It could be considered a pleasant place to travel, if not for bandit raids, and quicksand pits formed by unexpected rainfalls in the night.

 

These hills form the Southern border of the Eastern part of the Saron Valley Passage. They're a known haven for bandits, smugglers, raiders, and anyone else hoping to avoid the law and bounty hunters. Rocky ground in many areas, joined with thickly growing trees, and hidden caves truly make hunting anything or anyone most difficult.


Built by an overindulgent father and king of ancient times for this twin daughters, and named for them, the twin cities of Silna and Surna are the pride of Baliose. Each city is home to a variety of artists and craftsmen. Many of the high born of the realms Winter in these cities or visit for social gatherings.


Like it's sister city, Surna attracts all kinds of people touched by the creative muse. Her streets are most often filled with the works of painters, sculptors, and other artisans and craftsmen of more permanent works of art and invention.


Unlike it's sister city of creation and beauty, much of the art found here is often fleeting and lives more in memory than physical form. This is the home of dance, music, well told tales, and gifts for the imagination filled with grace and beauty not soon forgotten.


The South of Baliose is covered by a yellow-green grassland. This is home to some of the finest horses and cattle of the realms. The Baliose Plains are a rich, constantly-renewing pastureland in a warm, moist climate. A paradise for any grazing animal. It's no wonder Baliose herds can easily number in the thousands.
 

This castle has been abandoned for generations. It's said the entire household died in a single night. Many have entered in search of rumored treasures, treasures supposedly hidden in it's underground catacombs. Very few have ever come back out. Those who have, have been stark raving mad and often died shortly afterward. No one knows why or how this happens, but it's well documented by many.
From: DeannaG18 Jan 2017 08:08
To: ALL19 of 22
Most of Nelva Chi is a mix of grasslands and rocky, dusty ground. Trees don't grow in most of Nelva Chi. It doesn't rain enough for them.

The landscape is covered with green, yellow, and brown grasses. Here and there short, scrubby bushes grow in thick patches, but only to about knee-high on an average man.

During the cooler seasons of Autumn and early Spring rain comes to the land a few times a month, but the warmer, drier seasons of Summer and Winter are another story. They're more prone to dust storms from high winds then rain or snow storms.


It's only notable settlements are Nelva City and Casoy Village.


 

 
This ancient fortress city sits a few miles inland from the Black Lake. It's a major trading center between the Northern and Southern realms and prospers greatly from it's location. The interior of the city is a mixture of different merchant shops with living quarters above them. Taverns with lodgings available, and ever-changing tents in the city's large, central square. There is no doubt to anyone that this is a city of commerce.


 
This fishing village is built on thick poles sunk deep into the mud where the Bal Waterways touch Nelva Chi in the South. The residents are superstitious, and suspicious of strangers.

They'll sometimes transport people across the waters to Baliose to the South, but not often, and usually not without a goodly payment.
From: DeannaG18 Jan 2017 08:18
To: ALL20 of 22
Tog is more akin to being a Hell on Earth, than being earth.

The only people who seem to find any appeal to it are practitioners of the arcane arts, such as wizards and mages, and those looking to test themselves for some reason.

Tog is a small realm. It's bordered by the Bal Waterways on three sides, and to the North by Camira. This country has no permanent residents, and no one wanting to claim it. It's North is mostly rocky land unfit to farm, and it's South is reeking, gaseous, deadly swamps filled with all manner of vile creatures.


 
This marsh covers bulk of Tog. It's well known for it's noxious fumes, poisonous plants and creatures, and seemingly endless swarms of stinging and biting insects.

Very few would venture anywhere near this horrific place. Those who do are usually after something of value they consider worth risking limb and life to obtain.

Practitioners of the magical arts and alchemy pay good coin for materials gathered from this land. They're money is usually the only thing to anyone willing to risk it.
From: DeannaG18 Jan 2017 08:30
To: ALL21 of 22
A long, thin Southern realm of sand and dunes, the people of this realm make their living fishing, creating glass works, and processing Carvos shells for armor. In some areas one can actually see the waters of both the Bal Waterways to the West and the Eastern Ocean.


 
Celva is the main village of this region. Most commerce takes place in or near it's huts, as well as regional meetings of elders and councils.

Thanks to a unique set of craftsmen who call the village home, this is the only place one can easily find custom Carvos armor.

This strong, light-weight armor is made from the shells of the crablike creatures native to Shala Ves. They live and nest in the tall dune grasses growing along it's shores.

Average size is around three feet from front to back and four feet across, not including their legs. Another three feet can be added to the creature's width for those. Carvos are also considered a fine meal, if one know how to cook them properly.

 

 
Very long ago, the ancient tower Elva calls home used to serve as a watch station at the Southern tip of this realm This Elven-Dwarf, old woman is a friend to the Halflings of this realm, and not a person most are foolish enough to anger. She has a penchant for turning those who do into rabbits, and similar creatures.

Many a trespasser or troublesome soul has awoken one day to find themselves not where they remember being, and wondering why they seem so out of time. It eventually becomes clear they've spent anywhere from hours to months as some small creature. Endlessly hopping or scurrying around wearing nothing but fur, feathers, or scales, and sporting tiny claws to dig up their food.

Fortunately for them, Elva only eats fish, and allows no hunting near her tower. She's also been kind enough to put wards around her tower to keep them from wandering off and into harm's way as they endure their punishment.
From: DeannaG18 Jan 2017 08:40
To: ALL22 of 22
Sava's chief industries are the punishment of lawbreakers and the training of guards and soldiers. Most of it's sandy ground is covered by tropical forest and dune grasses, until reaching it's southernmost region. There one finds high cliffs, rocky outcroppings, a line of guard towers running along the cliffs, and a single small beach.

Looking South from this small departure beach, the black form of the Sava Penal Colony can clearly be seen miles off shore. Prisoners bound for the colony leave the mainland realms from this point. Most never return, and for good reasons. There are no guards on the island. If a prisoner is to survive, they must do it themselves.

A half mile farther South of the colony, surrounded by the waters of the Southern Sea, is a small island. This island is home to a sentry tower and station constructed to house the sentries who warn patrol ships of any escapees trying to head out to sea. Sava takes their security very seriously.

 

 
Every mile along Sava's Northern border stands a tall, black, stone watch tower. Each is surrounded by a number of shorter, stone towers and has a clear view of the surrounding area from it's top level. The Sava Guards stationed here keep the evil sentenced to the penal colony from crossing into the other realms. Even if a prisoner did manage to escape the island, which isn't likely, the guards at the towers have standing order to kill any prisoners coming from the South.
 

When convicted and sentenced to life imprisonment, criminals are taken to the colony. If they don't wish to go, they can choose execution instead of life within this horrid and lawless place.

The penal colony is surrounded by a high, magical wall with a single opening. Prisoners are shoved through a fiery portal to enter, which promptly closes behind them. There are no guards. Once within, a prisoner will either survive or die.

 

A half mile farther South of the penal colony, surrounded by the waters of the Southern Sea, is a small island. This island is home to a sentry tower and station constructed to house the sentries. These sentries warn patrol ships of any escapees trying to head out to sea.

Sava takes their security very seriously.