Points Of Interest (POI)

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.