Announcement

Collapse
No announcement yet.

Mercenaries Reference

Collapse
X
 
  • Filter
  • Time
  • Show
Clear All
new posts

  • Mercenaries Reference

    CV has graciously allowed me to create a separate thread to post important information for the Mercenaries game. If you have questions, I'd prefer them to be asked in the exploratory thread or commentary thread whenever it gets created. That way the reference information is easier to find.
    I'm not here anymore.

  • #2
    Pantheon


    Amyn:

    Aelixah, Goddess of Healing
    • Pale with long red hair and green eyes; average height with slender build.
    • Known to wear a robe of pale green.
    • The rose is her holy symbol.
    • Twin of Aelak.
    • Neutral Good


    Kor, God of Law
    • Tall, stout and olive-skinned. Shoulder-length black hair and black eyes. Closely-cropped beard.
    • Wears bronze armor with an eagle emblazoned on the chest. Occasionally pictured with a mace.
    • Holy symbol is a torch.
    • Younger brother of Isam and Isyk. Twin brother of Taen.
    • Lawful Good


    Aelak, God of Protection
    • Short, curly brown hair with hazel eyes. Pale-skinned. Average height and build.
    • Wears steel armor with a massive steel shield. Often pictured standing in front of a city gate.
    • Holy symbol is a shield.
    • Twin of Aelixah.
    • Neutral Good


    Isam, God of Sun
    • Bronze-skinned, long golden hair and gold eyes. Tall and lean, full of energy.
    • Wears white cloth with a blazing meteor across the sun.
    • Holy symbol is a burning orb or sun.
    • Father of Aelixah and Aelak through Jeul. Twin of Isyk. Son of Orin. Leader of the Amyn.
    • Chaotic Good


    Jeul, Goddess of Strength
    • Deeply tanned with golden hair kept in a severe knot and blue eyes. Average height, but very muscular.
    • Either wears tight-fitting, short sleeve garments of deep green or heavy golden armor and helmet with a red plume.
    • Holy symbol is a warhammer.
    • Father of Aelixah and Aelak through Isam.
    • Lawful Good



    Domyn:

    Orin, God of Chaos

    Isyk, God of Death
    • Extremely beautiful with brown skin, deep green eyes and long flowing grey hair. Average height and broad-shouldered. Very grim.
    • Prefers simple clothing dyed gold and violet.
    • Holy symbol is an eye.
    • Twin brother of Isam.
    • Original leader of the Domyn.
    • Lawful Evil


    Taen, Goddess of Destruction
    • Plain, with short brown hair and brown eyes; light-skinned. Average height and build.
    • Wears robes of red and orange.
    • Holy symbol is a lightning bolt.
    • Current leader of the Domyn.
    • Twin sister of Kor. Younger sister of Isam and Isyk.
    • Chaotic Evil


    Crairn, God of War
    • Bronzed skin; short, curly red hair; red eyes. Tall and muscular.
    • Wears steel armor dyed black. Always shown wielding a two-handed sword.
    • Holy symbol is a two-handed sword.
    • Father of Kor with Mynelda.
    • Neutral Evil


    Mynelda, Goddess of Trickery
    • Extremely beautiful; ebony skin, long white hair and red eyes. Short and slender.
    • Wears a cloak of deep violet.
    • Holy symbol is a two-headed coin.
    • Mother of Kor and Taen through Crairn. Mother of Isyk and Isam through Orin. Younger sister of Zatra.
    • Chaotic Evil



    Unaligned:


    Air, Earth, Fire, Water
    • Realms with elemental inhabitants.
    • No worship of these elementals, but they can be bargained with for favors.


    Zatra, Goddess of Luck
    • Extremely pale with a short, slight build. Hair is long and a deep black. Eyes are a dull black.
    • Primarily wears robes of black or green, but colors may change depending on her mood.
    • Holy symbol is a crescent moon.
    • Zatra and Mynelda are sisters who ascended at together. As mortals, the two were known to manipulate events however they chose, and both were political masterminds.
    • Chaotic Neutral


    Laus, God of Travel

    Gaden, God of Magic and Knowledge

    Kut, Warden of Nature (Animals and Plants)
    Last edited by Carrikature; 05-28-2014, 05:13 PM.
    I'm not here anymore.

    Comment


    • #3
      Mythos
      I'm not here anymore.

      Comment


      • #4
        Religions

        General:
        • Most people do not belong to any specific holy order.
        • Many people keep holy symbols of their favored deity in their homes and invoke them in day to day life.
        • The majority of publicly known holy orders accept coinage or other gifts in exchange for intercession with the relevant deity.
        • Depending on the country, either the Amyn or the Domyn hold greater sway and have a broad following. Typically, where the Amyn are favored, the Domyn are invoked in curses, and vice versa.
        • Observation of holy days varies by region. The major celebrations in a given city tend to involve most of the populace. Holy days for a favored deity are almost always observed, though it depends on the deity and the person. In some places, observation of certain holy days is frowned upon or forbidden.
        • The Wayfarers, Isykyn, Sons of Isam, Kormen, Order of the Rose, Companions of Strength and Honor, and the Order of Light are present in every major city with a human population of 50% or more.
        • Areas of elven influence frequently have the Order of the Rose, the Isykyn, and the Order of Light. Occasionally the Sons of Isam are also present. Elves tend to revere Kut, though they have little use for The Protectorate.
        • Areas of dwarven influence have the Kormen and Order of Light. Many dwarven areas also have the Companions of Strength and Honor. The dwarves seldom call upon the Isykyn, as they have their own rituals for burial.
        • Orcs disdain the Amyn as generally weak. Orc territories house the Order of Shadow if anything. Most Orcs follow Crairn as their patron god, but the Knights are not always present.
        • Half-breeds follow the traditions they were raised with.


        Wayfarers (Laus):
        • The Wayfarers are a loosely knit order of people who look kindly upon travelers.
        • Maintain caches of food and water for travelers to use.
        • Many own inns or taverns where fellow Wayfarers can stay for reduced prices.
        • There is no head of the Wayfarers. Instead, there are local organizations that communicate with one another to maintain areas of influence. Interaction is benign, with the central goal of making travel safe for all.
        • The Knights Errant is a subset of the Wayfarers made up of individuals who take it upon themselves to patrol the roads to keep them free of bandits. Many Knights Errant frequently seek employ as caravan guards.
        • The Wayfarers identify themselves with a dyed orange feather which they wear upon their person. Knights Errant will emblazon their armor with feather and a Holy X.
        • Initiation is relatively simple. Innkeepers are invested with the ability to initiate newcomers, and it is their responsibility to maintain caches in the local area.
        • Lists of members are kept by the Innkeepers for their area only.
        • Transition from one area to another is usually done with a letter of recommendation from the origination Innkeeper.
        • In some cities, the Wayfarers are well known and may serve as guides for people new to a city.
        • Wayfarers have no specific holidays beyond their local customs.
        • Wayfarers rely upon the generosity of its members to pay for the goods they stash.


        Isykyn (Isyk)
        • The Isykyn are self-described followers of the God of Death.
        • The Isykyn maintain mausoleums and crypts, and generally prepare bodies for burial.
        • A special ritual occurs on the winter solstice during which the followers of Isyk paint their bodies with ash in the likeness of a skeleton and parade around the town.
        • The Isykyn are few in number but are present in every major town.
        • Initiation requires a sworn oath to the God of Death followed by a period of intense training. Those seeking initiation are rare, and most so inclined make it through training.
        • Funding for the Isykyn comes from the local government who recognizes the utility of paying for groundskeeping and burial services for the dead. People wishing a specific rite for their loved ones usually pay a fee.
        • Isykyn do not have churches. Rather, they have special buildings dedicated to preparing corpses for burial.
        • The Isykyn typically wear simple clothing dyed black or grey.
        • The Isykyn are loosely organized by region. Those initiated into the order are sent to a central facility for training. From there, they are assigned to facilities as needed.
        • All Isykyn groups are required to send a small portion of their earnings to support the headquarters and staff.
        • The Isykyn are a very patient group. They believe that all things come to them in the end. They seek no recompense from Isyk for their efforts. They are content to serve their constituents by lessening the burden of the inevitable.


        Sons of Isam (Isam)

        Kormen (Kor)
        • The Kormen are less a religious order and more a society of legal counsel. They study the local codes and ordinances of the places they inhabit.
        • Most Kormen find employ with politicians and leaders of cities or provinces. Experienced Kormen may find themselves advising kings and queens on policy.
        • Kormen believe that the rule of law is what protects men from his baser natures. They strive to enforce the law where necessary, and to inform all of the better way of living.
        • Kormen maintain an academy as part of their headquarters. All people wishing to join the Kormen are required to pass a basic competency test before being admitted to the academy. Completion of coursework at the academy allows one to be assigned as an aide to a senior Kormen. Advancement is done through merit and experience, as set forth in a strict set of guidelines.
        • Kormen have no dress code, but they tend to wear finery in accordance with local fashion. Their role as political advisors ensures they are always invited to major parties.
        • Kormen are so named in part because they only allow men into their order. Since Kor himself is male, it is assumed that only men can grasp the intricacies of the law.
        • Kormen are paid by the leaders they advise, and they are required to submit a portion of their income to the main academy according to rank, seniority and income level.
        • Kormen do not have churches or holy rites, but they are quick to tell anyone who will listen about the advantages gained through strict adherence to rule of law.
        • There are two main sects of Kormen.
        • The Korrenians believe that there is a single set of legal codes that all peoples should ultimately follow. Though they advise within the limits of local laws, they strive to make changes wherever possible to make local laws more in line with the Ultimate Law. What the Ultimate Law actually is varies depending on topic. The Korrenians tend to believe that the Law should be more punitive in nature.
        • The Korvalens believe that the rule of law is tantamount, but that the laws themselves must be accommodated to the people. They believe that a relationship exists between Law and the People in which both ultimately serve the other. They strive to institute rules which guide the populace into proper behavior of their own accord. The Korvalens believe the Law should be more preventative in nature.
        I'm not here anymore.

        Comment


        • #5
          Religions (Cont'd)



          Order of the Rose (Aelixah)


          Companions of Strength and Honor (Aelak and Jeul)

          Order of Light (Amyn)

          Order of Shadow (Domyn)
          • The Order of Shadow is the counterpart to the Order of Light. They revere the strength of presence that all of the Domyn possesses.
          • Though titled the Order of Shadow, members are not necessarily evil.
          • The Order of Shadow generally only shows up where the Order of Light makes its presence known. They copy the Order of Light in nearly every way.
          • The Order of Shadow wears grey robes with orange flames along the hem.
          • Generally speaking, the Order of Shadow has fewer adherents than does the Order of Light. Most followers of the Domyn who belong to an order are more specific in their worship. Nonetheless, both the Order of Shadow and the Order of Light exist for those who wish to worship the gods without declaring allegiance to one or all.


          Enthusiasts (All)

          The Protectorate (Kut)
          • The Protectorate is a group of people devoted to maintaining a balance within nature and a harmony between mortals and their environment.
          • In most cases, their efforts manifest as petitions designed to cause prohibitive laws passed to limit the actions of those who would exploit the bounty of nature.
          • There are four subgroups of the Protectorate: Earth, Fire, Water, and Air. All members are assigned to their subgroup upon entry into the Protectorate. Members are so assigned based on personality and interests. Efforts by the subgroups focus on their specific element.
          • Initiation into the Protectorate is free to all. Dues are required of members in order to pay for meetings and other miscellaneous material requirements.
          • The Protectorate uses a massive tree as its symbol. Official garb is according to elemental subgroup.
          Last edited by Carrikature; 06-05-2014, 01:33 PM.
          I'm not here anymore.

          Comment


          • #6
            Races



            Humans
            • Human sentiments vary widely, and they can be found in all of the religious orders.
            • Humans tend to congregate in the major cities, and most trading is done by humans.
            • Hardier humans may occupy smaller villages at the edges of civilized territories. Most humans do not venture into the deeper wilds. The exception is those few who consider themselves adventurers.


            Elves
            • Elves typically live in smaller cities hidden deep in the forests. They prefer to travel along the canopy and so few roads exist in their territories.
            • Elves which live in the city are typically interested in magical endeavors. Some spend their time as clothiers and leather workers.


            Dwarves
            • Dwarves are comfortable living in human cities. They hold little territory of their own, but they can be found in every major region.
            • Dwarves spend their time smithing, crafting and mining. Occasionally, humans can be found belonging to a dwarven work party.
            • Dwarves are very clannish and typically work in family groups. Humans are tolerated, but few are actually respected. Word of those who have earned respect is passed around quickly, and such a human is typically welcome in all dwarven communities.
            • Dwarves and elves rarely interact given their very different temperaments and preferences. Like most races, dwarves treat elves with tolerance but little respect.


            Orcs
            • Orcs live primarily in tribes, though tribes may band together to wage war on other tribes.
            • A fierce race, orcs have little tolerance for the other, weaker races. Humans can occasionally prove their worth, but that is rare.
            • Trade is typically carried out by enterprising humans. The orcs favor materials used for making weapons and armor.
            • Occasionally, orcs may perform a ritualistic journey through the other lands. Orcs who return from such a journey are revered as mighty champions. Orcs who return from such a journey are extremely rare.


            Giants
            • Giants are only found in the Khela Mountains.
            • Though they are feared and hated by most humans, few have the temerity to directly challenge them.
            • Giants are occasionally found as slaves by humans, usually mages. Most humans have little tolerance for owners of giant slaves.
            • Giants are largely tribal in nature, though they only travel in groups of two or three. There is an annual gathering of each tribe, and every third year is a major gathering of all the giants.


            Halflings
            • The only halfling villages are found in Ades Vale.
            • Halflings can be found in all of the major human cities, especially Bepool.
            • Halflings tend to revere Zatra above all other gods.


            Half-elves
            • Half-elves are accepted by most humans depending on how distinguishing their features are and the region.
            • Half-elves are fairly rare given that most elves have little desire to mate with humans.
            • Half-elves typically remain with their human parent if the pair does not stay together. More often, humans who mate with elves have been accepted into the elven community and so reside there.


            Half-orcs

            Gnomes
            • Gnomes make their home in the hills northeast of Coahill
            • Gnomes can be found in every major city, but their numbers are few and they tend to stick together.
            • Most gnomes don't follow a single god or goddess, but those that do usually revere Laus or Gaden.
            Last edited by Carrikature; 06-03-2014, 02:41 PM.
            I'm not here anymore.

            Comment


            • #7
              Warvine World Map
              I'm not here anymore.

              Comment


              • #8
                Kingdoms

                Hargan Dominion
                • Major Cities: Logron, Hargalond, Doriande, Dolonde
                • Capital: Hargalond
                • Southern Border: Dorian Strait
                • Western Border: Sea of Cyra
                • Eastern Border: Paro Jungle, Glass Sea
                • Northern Border: Kas Lowlands, Khela Mountains



                Cawic Hegemony
                • Major Cities: Cawic, Paford, Rhory, Aelwic
                • Capital: Cawic
                • Southern Border: Rotted Wood, Nehoy Waste
                • Western Border: Sea of Damala, Khela Mountains
                • Eastern Border: Sea of Cyra
                • Northern Border: Aelwic




                City Descriptions


                Aelwic
                • Type: Large City
                • Population: 13,772
                • GP Limit: 17,732
                • Economy: Natural Resource
                • Setting: Borderland
                • Military Level: Warzone
                • Power Center: Aristocrat
                • Alignment: Lawful Good
                • Community Authority: Lvl 20 Fighter
                • Authority Title: Constable
                • Guards: 242
                • Militia: 890
                • Racial Mix:
                  • 4% Dwarven
                  • 93% human
                  • 3% mixed



                Ardale
                • Type: Large Town
                • Population: 3,179
                • GP Limit: 1,801
                • Economy: Natural Resource
                • Setting: Wilderness
                • Military Level: Low
                • Power Center: Merchants Guild
                • Alignment: Lawful Neutral
                • Community Authority: Lvl 3 Warrior
                • Authority Title: Constable
                • Guards: 31
                • Militia: 158
                • Racial Mix:
                  • 51% human
                  • 28% elven
                  • 21% mixed



                Bepool
                • Type: Large City
                • Population: 17,369
                • GP Limit: 35,313
                • Economy: Crafting
                • Setting: Urban
                • Military Level: Low
                • Power Center: Prestigious Aristocrat
                • Alignment: Lawful Neutral
                • Community Authority: Lvl 11 Warrior
                • Authority Title: Captain of the Guard
                • Guards: 173
                • Militia: 868
                • Racial Mix:
                  • 23% Dwarven
                  • 58% human
                  • 17% halfling
                  • 2% mixed



                Beygate
                • Type: Large Town
                • Population: 2,816
                • GP Limit: 2,684
                • Economy: Natural Resource
                • Setting: Civilized
                • Military Level: Medium
                • Power Center: Sorcerer
                • Alignment: Lawful Neutral
                • Community Authority: Lvl 6 Warrior
                • Authority Title: Captain of the Guard
                • Guards: 28
                • Militia: 140
                • Racial Mix:
                  • 52% human
                  • 48% elven
                  • 10% mixed



                Cawic
                • Type: Metropolis
                • Population: 44,471
                • GP Limit: 66,633
                • Economy: Trade Center
                • Setting: Urban
                • Military Level: Medium
                • Power Center: Noble City State
                • Alignment: Lawful Good
                • Community Authority: Lvl 17 Warrior
                • Authority Title: Sheriff
                • Guards: 444
                • Militia: 2223
                • Racial Mix:
                  • 6% Dwarven
                  • 79% human
                  • 3% elven
                  • 13% mixed



                Coahill
                • Type: Small City
                • Population: 5,676
                • GP Limit: 14,184
                • Economy: Mining
                • Setting: Civilized
                • Military Level: Medium
                • Power Center: Mining Guild
                • Alignment: Neutral Good
                • Community Authority: Lvl 9 Fighter
                • Authority Title: Constable
                • Guards: 56
                • Militia: 283
                • Racial Mix:
                  • 89% Dwarven
                  • 9% human
                  • 3% mixed



                Dolonde
                • Type: Large Town
                • Population: 2,679
                • GP Limit: 2,498
                • Economy: Agriculture
                • Setting: Civilized
                • Military Level: Low
                • Power Center: Town Council
                • Alignment: Neutral Good
                • Community Authority: Lvl 3 Fighter
                • Authority Title: Sheriff
                • Guards: 26
                • Militia: 133
                • Racial Mix:
                  • 1% dwarven
                  • 89% human
                  • 1% elven
                  • 9% mixed



                Doriande
                • Type: Small City
                • Population: 10,049
                • GP Limit: 5,740
                • Economy: Trade Center
                • Setting: Urban
                • Military Level: Low
                • Power Center: Conventional Mayor
                • Alignment: Lawful Good
                • Community Authority: Lvl 9 Warrior
                • Authority Title: Captain of the Guard
                • Guards: 100
                • Militia: 502
                • Racial Mix:
                  • 8% Dwarven
                  • 72% human
                  • 4% elven
                  • 16% mixed



                Hargalond
                • Type: Metropolis
                • Population: 47,165
                • GP Limit: 46,339
                • Economy: Trade Center
                • Setting: Urban
                • Military Level: High
                • Power Center: Sorcerer
                • Alignment: Lawful Evil
                • Community Authority: Lvl 18 Warrior
                • Authority Title: Constable
                • Guards: 471
                • Militia: 2358
                • Racial Mix:
                  • 82% human
                  • 18% mixed



                Hatun
                • Type: Large City
                • Population: 12,472
                • GP Limit: 36,541
                • Economy: Trade Center
                • Setting: Urban
                • Military Level: Low
                • Power Center: Mage Council
                • Alignment: Chaotic Neutral
                • Community Authority: Lvl 7 Warrior
                • Authority Title: Constable
                • Guards: 124
                • Militia: 623
                • Racial Mix:
                  • 42% human
                  • 38% elven
                  • 20% mixed



                Heabrook
                • Type: Small Town
                • Population: 1,138
                • GP Limit: 511
                • Economy: Natural Resource
                • Setting: Wilderness
                • Military Level: Low
                • Power Center: Mayor
                • Alignment: Lawful Evil
                • Community Authority: Lvl 1 Warrior
                • Authority Title: Captain of the Guard
                • Guards: 11
                • Militia: 56
                • Racial Mix:
                  • 82% human
                  • 6% elven
                  • 12% mixed



                Logron
                • Type: Large City
                • Population: 12,077
                • GP Limit: 22,737
                • Economy: Trade Center
                • Setting: Urban
                • Military Level: Medium
                • Power Center: City State
                • Alignment: Lawful Good
                • Community Authority: Lvl 14 Warrior
                • Authority Title: Sheriff
                • Guards: 120
                • Militia: 603
                • Racial Mix:
                  • 7% Dwarven
                  • 52% human
                  • 10% elven
                  • 31% mixed



                Narfech
                • Type: Large City
                • Population: 17,907
                • GP Limit: 37,924
                • Economy: Trade Center
                • Setting: Urban
                • Military Level: Medium
                • Power Center: Wizard
                • Alignment: Neutral Evil
                • Community Authority: Lvl 12 Warrior
                • Authority Title: Sheriff
                • Guards: 179
                • Militia: 895
                • Racial Mix:
                  • 5% Dwarven
                  • 86% human
                  • 4% elven
                  • 5% mixed



                Onellon
                • Type: Small City
                • Population: 9,496
                • GP Limit: 12,381
                • Economy: Natural Resource
                • Setting: Wilderness
                • Military Level: Low
                • Power Center: Town Council
                • Alignment: Lawful Neutral
                • Community Authority: Lvl 7 Warrior
                • Authority Title: Captain of the Guard
                • Guards: 94
                • Militia: 474
                • Racial Mix:
                  • 65% human
                  • 21% elven
                  • 14% mixed



                Paford
                • Type: Large City
                • Population: 24,617
                • GP Limit: 21,601
                • Economy: Trade Center
                • Setting: Urban
                • Military Level: Medium
                • Power Center: Aristrocrat
                • Alignment: Lawful Good
                • Community Authority: Lvl 15 Warrior
                • Authority Title: Captain of the Guard
                • Guards: 246
                • Militia: 1230
                • Racial Mix:
                  • 3% Dwarven
                  • 67% human
                  • 1% elven
                  • 29% mixed



                Rhory
                • Type: Large City
                • Population: 17,826
                • GP Limit: 35,090
                • Economy: Agriculture
                • Setting: Urban
                • Military Level: Low
                • Power Center: Noble Lord
                • Alignment: Lawful Good
                • Community Authority: Lvl 12 Warrior
                • Authority Title: Constable
                • Guards: 178
                • Militia: 891
                • Racial Mix:
                  • 96% human
                  • 4% mixed



                Thurm
                • Type: Small City
                • Population: 9,883
                • GP Limit: 12,019
                • Economy: Natural Resource
                • Setting: Civilized
                • Military Level: High
                • Power Center: Town Council
                • Alignment: Lawful Good
                • Community Authority: Lvl 11 Warrior
                • Authority Title: Sheriff
                • Guards: 98
                • Militia: 494
                • Racial Mix:
                  • 86% Dwarven
                  • 8% human
                  • 6% mixed



                Tirestir
                • Type: Large Town
                • Population: 2,392
                • GP Limit: 1,010
                • Economy: Crafting
                • Setting: Borderland
                • Military Level: High
                • Power Center: Noble Lord
                • Alignment: Lawful Evil
                • Community Authority: Lvl 9 Warrior
                • Authority Title: Sheriff
                • Guards: 23
                • Militia: 119
                • Racial Mix:
                  • 92% human
                  • 8% mixed
                Last edited by Carrikature; 03-16-2014, 11:04 PM.
                I'm not here anymore.

                Comment


                • #9
                  Geography and Peoples




                  Nazcalla

                  The largest continent on the planet, Nazcalla remains an untamed land. Much of its interior is inhabited by orc tribes, and conflict between the tribes is never-ending. The Khela Mountains in the central part of the continent are home to giants, and even the orcs steer clear of them whenever possible. The Pencha Forest is known to hold rare and valuable specimens of both flora and fauna, but access is extremely limited. Very few survive a trek through the Orc lands, and travel on the volatile Sea of Cyra is seldom attempted.

                  Human settlements are limited to the southern jungles. Aelwic serves as a foothold for the Cawic Hegemony on the continent. Enterprising groups are known to travel to the Nala Crags and the mining camps exploiting them. Still others engage in lucrative trade with nearby Orc tribes. A select few humans are held in high esteem by Orcs. Anyone wishing to traverse the continent does so with one of these few acting as a guide. Even so, the presence of these few humans are not any guarantee against raids.

                  On the western side of the continent, Hargalond serves as the central human city. Hargalond is infamous for its slave trade, and human slavers are known for their forays into the Kas Lowlands in search of new captives. The Pachaba Jungle serves as a useful guard against Orc bands seeking revenge. Most tribes eagerly await humans to kill, and slavers often travel in large groups as protection



                  Vilana

                  Vilana is the second largest continent, and it stretches across the southern half of the world. Life here is generally calm, and most inhabitants are engaged in agriculture or mining. Vilana is also home to the civilized races. Dwarves inhabit the Ukthabil Spires, congregating primarily in the cities of Coahill and Thurm. Few humans have need or desire to venture into the Spires. Similarly, the Ades Vale remains a secluded area inhabited only by halflings. Many halflings travel for much of their life before settling down again in Ades Vale.

                  Arford Forest is home to tree-dwelling elves, though elves can also be found in relatively large numbers in either Onellon or Ardale. Elves in Arford Forest have trade agreements with the local cities allowing for the harvesting of plants and animals in specific regions. The Silent Forest is considered off-limits for both humans and elves, and it's borders are closely watched.



                  Sencuencia

                  Sencuencia is a peninsula that juts out from the Vilana mainland. It is the territory of the Cawic Hegemony. The Rotted Wood and Nehoy Waste form natural boundaries to the mainland. There is a single road which runs along the border of these two features, granting overland access to Thrum for transport of gems and ores. This road is guarded by a formidable castle.

                  With Sencuencia under Cawic domain, there is very little war. The major cities focus on trade, but agriculture is the primary focus of the population. The jungles to the north are highly valued for their lumber, a resource the Hegemony always needs.



                  Kaba
                  Situated to the east of Nazcalla, and surrounded by both the Beryl Sea and the Sea of Cyra, the island continent of Kaba is virtually uninhabited. Once the location of a might city, the land was ravaged by sorcery during the previous age. Survivors relocated to a nearby island and formed Tirestir. Rumor has it that strange creatures and demons still walk the land, and that magical spells continue unabated. It is forbidden for ships that have travelled to Kaba to make port in any of the cities belonging to the Cawic Hegemony. Ships attempting to do so are destroyed before they get too close.
                  I'm not here anymore.

                  Comment

                  widgetinstance 221 (Related Threads) skipped due to lack of content & hide_module_if_empty option.
                  Working...
                  X