Setting



THE CONTINENT OF NEZDRIODEL
The Known World is a very large and mysterious place. As a matter of fact, the lands beyond Nezdriodel’s troubled shores (if there even is any land…) have never been explored, as all attempts to travel the seas end up hitting ravenous storms that turn the vessel back towards the familiar shoreline once again. Indeed, it seems that an active force tries to prevent explorers from finding new lands in The Known World! The Humans claim that Valtus isn’t done crafting the world yet, and until his work is done, he will gently usher all exploring vessels back to Nezdriodel.

There are 5 Kingdoms in the Continent of Nezdriodel, with each being described in detail below. Each Kingdom has numerous places of interest within them, and while this is nowhere near a comprehensive list of places, landmarks and settlements (new places are being founded and settled every day), it lists some of the most important places in the Continent.

Coin of the Realm
The Gold Coin is the universal currency among the Species of Nezdriodel and is widely traded and recognized as the legal tender of the land. 1 Gold coin is worth 10 Silver coins, and 1 Silver coin is worth 10 Copper bits.

THE KINGDOM OF VALTMOOR
Sun drenched and idyllic, Valtmoor is a green and lush realm filled with fertile farmlands and rolling hills. Castles and hamlets dominate the landscape, and the industrious Humans have set about building their impressive empire to stretch far and wide. Valtmoor has warm summers and cool winters, with temperatures either way becoming extreme. Large lakes, ample fishing and wild game are in plentiful abundance in Valtmoor, and it has helped to make the Human Empire the vastest in the continent.

Valtmoor City (Capital): The majestic capital city of the Human Kingdom is a veritable shrine to the Church of Valtus, and it is filled with places of theocratic learning and gorgeously built churches and cathedrals. It is here that the Monarch and High Priests of the realm deal in their complex political maneuvering, ushering the Human empire into a bold new future under the benevolent gaze of Valtus.

Bravehold: The eccentric town of Bravehold is a veritable melting pot for all Species of Nezdriodel. It was founded by the mysterious figure known as Grandweasel, who made Bravehold the location for the Grand Chapter House of the Order of the Stone Weasel. There is only one law in Bravehold, and that has rapidly become the town’s motto of “Be Nice”. Grandweasel believes that everyone should be free to make their own place in the world, but warns that acts of treachery and vileness will not be tolerated. Bravehold is considered a rowdy, but ultimately benevolent town, and it is here that all hopeful members of the Order of the Grand Weasel are tested for admittance into the famous order.

Laverly Hills: Lord Ladrick Laverly is the lord of this demoralized town, and the Laverly family is famed for their absolute disdain for all commoners. The Lord taxes his subjects harshly, and he only sees fit to speak and conduct dealings with those of his impressive social standing. Laverly Hills is a haven for all things excessive and despicable in the ruling class of Valtmoor.

Bonebane Keep: This massive stronghold city is the headquarters of a fanatical band of Human Knights known as the Knights of Saint Nellany. Saint Nellany is the patron Saint of Vengeance, and the Knights of the order specialize in vigorously tracking and hunting the undead. While their aims are noble at their core, the Order uses brutal methods in their grim crusade, such as interrogation, threats and violence. To the Order, no method is off limits if it fights the forces of the underworld. The Knights are a very controversial group, and the Church of Valtus officially does not endorse or denounce their actions.

Nostrivania: Once a thriving city under the wise rule of Baroness Nadia Nostrivane, this mournful place was forever changed when Hissfah’s venom corrupted the land. Overnight, the crypts of Nostrivania burst forth with ravenous Undead who killed all living beings within the city walls as Zombies, Skeletons and all manner of Undead horror poured from previously occupied graves. Baroness Nostrivane herself fell during the siege, only to rise as a powerful and evil Vampire. Now, Nostrivania acts as a haven and thriving city for the Undead that plague Valtmoor.

THE KINGDOM OF THISTLEBLOOM GLADE
The domain of the Elves is staggering in its mysterious, dangerous beauty and mystical allure. Their majestic home has been untouched by the blemishes of civilization, with nature running completely untamed. Wildlife thrives throughout the land, and brilliantly colored birds and animals call the Glade their home. A heady enchantment hangs over the land itself, and non-Elves who spend too much time inside of Thistlebloom find themselves lost to its immaculate beauty. This suited the Elves just fine in the past, but with the threat of Liashan and her armies so near, the Elven people can no longer afford to be so reclusive. They have devised a potent potion known as Wanderer’s Nectar that allows any non-Elf who imbibes the sweet brew to visit the Glade for far longer than normal. The Elves only hand out these potions to those they deem trustworthy.

Deeproot (Capital): It is from here that the massive and wise sentient tree being known as Yeth’Nelarn governs the Elven Species. The ancient tree’s sap-blood itself is what the Wanderer’s Nectar is comprised of, and by far the most expansive of Elven cities. Buildings and structures are formed from trees and other natural formations that seem to bend to the desire of the earth to suit the needs of the Elven people. Deeproot is available for non-Elves to visit, but the center of the city (the Dwelling place of Yeth’Nelarn) is strictly off limits to outsiders.

Tridlythe: The location of this secret city is only known to the Elven people, and it is the ancestral spawning ground of their people. Tridlythe is filled with majestic, skyward stretching trees and brilliant flowers and plants. It is from the earth of Tridlythe that Nymphs and Dryads sprout from when another Elf dies. It is in this manner that the species renews itself. If the location of Tridlythe were to be discovered by an enemy of the Elven people, the very future of the species could be endangered…

Hunterhall: This small settlement is located in the most dangerous section of all of Thistlebloom, where some of the most dangerous and fearsome game roam the land. Aptly named, Hunterhall is a haven for those looking to track and hunt the most dangerous wildlife in the land. Hunting solely for sport is frowned upon by the Elven people in general, and non-Elven trophy Hunters are implored that they must make use of all parts of their kill in some fashion in exchange for the privilege of hunting on Elven land. Other than this requirement, any skilled hunter is welcome, regardless of Species. In fact, friendly rivalries of who can fell the most impressive prey have become normal between Elves and non Elves of Hunterhall.

Shadalelle: The treetop city of Shadalelle is a place where love and pleasure are exalted in a year round celebration. Populated mostly by the promiscuous Nymphs of the Elven Species, Shadalelle is a place where the pursuit of harmony, love, music and pleasure are not only a philosophical mindset, but a way of life. The Nymphs of Shadalelle welcome any and all outsiders, very eager to experience their curious new neighbors in several ways. Nymphs who hail from Shadalelle are often even more sexually liberal than normal Elven females. As you might expect, this lively destination is a very popular tourist attraction to outsiders.

Lake Prynoon: It is in this solemn place that the poison of Hissfah infected the Elven lands, and by extention, the Elven people, shattering their immortal lives and forever changing their way of life. It is here that a group of Elven Druids known as the Circle of Seasons meet and tirelessly work on healing the land itself. They believe that once Hissfah’s poison is cleansed from the realm, the Elven people can have their immortality restored. Since all the most powerful Druids have been taken by the Wilting, the process of eradicating Hissfah’s venom is a slow one.

THE KINGDOM OF GORGARODD
Howling winds and perilous mountain crags and trails make Gorgarodd a desolate and seemingly abandoned place. Constant ashy, grey skies and cold, drizzling rainfall make life topside dreary and depressing. On the surface, very little of interest can be found across the kingdom, but the true treasures of Gorgarodd lay deep within those domineering mountain ranges, where the inspired Dwarves have carved out awe-inspiring cities and works of art that will outlast the ages.

Mount Gorgarodd (Capital): It is claimed that Mount Gorgarodd can be seen towering towards the heavens from all corners of Nezdriodel, and the massive mountain is by far the tallest peak ever seen. Inside the Mountain is a multi-layered city of such grand design that scholars and artists alike clamber to visit the legendary Mountain city. Each level of Mount Gorgarodd is devoted entirely to one aspect of cerebral study. One level is devoted to research, comprised of massive libraries, theatres and laboratories. Another level is dedicated entirely to sculpting in various materials. Another level is devoted entirely to the fantastic designs of the legendary Dwarven Inventors. While non-Dwarves can freely visit Mount Gorgarodd’s lower levels, access to higher levels are granted only to those who can pass a stringent IQ test. Indeed, it goes without saying that the highest levels of Mount Gorgarodd are comprised entirely of Dwarves…

Flicker Peak: The financial capital of the Dwarven Kingdom, Flicker Peak is a series of ripe mines containing all manner of glistening and exotic gems. Banks and high end shops litter the streets of Flicker Peak, and only the most affluent can afford to live in this quirky city. Acting as the hub of commerce and trade in Dwarven lands, Flicker Peak is a place where any service can be bought or sold if the price is right, and with each passing day, more and more merchants and venders from the great Kingdoms of Nezdriodel flood in to sell their exotic wares. As long as their money is good and their wares are legitimate, the Dwarves welcome them with open arms.

Sputter: The tale of sputter is that of warning to ambitious Dwarven Inventors, as Sputter was once a haven for those brilliant Dwarven minds who were intent on unleashing their creative brilliance upon the world. The town was named after the founder, Nolfander Sputter, who had grand designs of designing a race of subservient steam powered servants that could actually think for themselves. His plan worked...for the most part, but his creations immediately turned on their creator, attacking any living being and claiming the city as their own. Now an abandoned junkyard, a few remaining steam powered beings tirelessly patron the abandoned streets. The tale of Sputter soon spread, but some brave (or foolish) sorts still brave the dangers in order to attempt to salvage some of Nolfander Sputter’s ingenious blueprints and designs.

Tarboil Downs: This depressing town is the lowest settlement in the mountains of Gorgarodd. Bubbling, thick pools of tar are commonplace, and the city is lit only by ghostly green Mushrooms that grow sparsely throughout the town. Dwarves native to Tarboil Downs are often melancholy and nihilistic, but the town produces some of the best poets among the Dwarven people. Those who spend time this deep underground for extended periods of time often are very uncomfortable in direct sunlight, and often wear protective hoods to shield their eyes when bothersome light is around.

Fungusfall: This dreaded sporal kingdom is where the Poison pool that spawned the dreaded Danklurkers is located in the Dwarven Kingdom. It is here that these strange mushroom and moss fiends bring their subdued Dwarven prey so that they may feast on the creative and intellectual energies that swirl in those big Dwarven brains. Obviously, no one who has entered Fungusfall has ever left…

THE KINGDOM OF FRAK’NAZ
There are few more chaotic places in the Known World than Frak’Naz. This volatile realm is a prehistoric and deadly terrain of reddish orange rocky flatland and thin, jutting canyons that stretch high into the yellow, orange and red sky. The ground of Frak’Naz constantly rumbles, and the landscape is dotted with very active volcanoes that regularly spew forth and replenish the endless rivers of boiling hot MAGMA that streak across the land. Geysers randomly belch forth thick and roiling ashy black clouds of smog one moment, only to suddenly erupt in a massive column of spurting lava the next. As if the land itself being hostile wasn’t bad enough, all manner of massive prehistoric beasts roam the land, from cunning sabertooth tigers, powerful wooly mammoths and the legendary Ubersaurus! If one thing about Frak’Naz that is certain, it’s never boring!

Rumble Town (Capital): Aptly named, Rumble Town seems to encapsulate everything important to Firbolg culture. The largest city in Frak’Naz is comprised almost entirely of taverns, brothels, and places where loud, boisterous fun can be had. Rumble town is generally considered neutral ground via an agreement by all the Bosses of the various Firbolg gangs, and while open brawling in the streets is common, very rarely do things escalate to wanton killing.

Gabbermawn: Home to the massive Gabbermawn Colosseum, this brutal fighting pit is where Firbolgs from all around test their mettle in vicious and brutal gladiatorial games before throngs of adoring fans. When bad blood between Firbolg gangs boils over, they often times take their grievances to Gaggermawn to duke it out once and for all. Gladiators among Firbolgs are awarded great respect for their prowess in battle, and some of the more bloodthirsty members of other Species can even be seen enjoying the spectacle, or even engaging in it themselves. Recently, Dwarves have begun testing their inventions of war at the arena, to the delight of the spectators. Gabbermawn is named after the legendary Fire Giant Gabbergut, who, prior to his death, was undefeated in the arena for one hundred years. 

The Charcoal Forest: The only “Forest” in all of Frak’Naz is a large area filled with blackened, blasted wood that perpetually burns in a massive blaze year round. The Charcoal Forest is the only source of lumber in all of Frak’Naz, and as such, is constantly being fought over. The gang in charge of the Forest seems to change by the day, with no one Gang able to permanently hold this most valuable spot of land. Lumber from the Charcoal forest is valuable in that it is completely immune to catching fire. The downside being that the stuff has a very strong brimstone smell to it.

Ognaz's Farm: This sleepy little village is notable only because of the owner, a quirky Firbolg called Ognaz. The diet of most Firbolgs consists mainly of meat and booze, but Ognaz has devoted his life to the alien art of farming the dry, barren lands of Frak'Naz. Miraculously, the wily Firbolg has developed a method for growing crops in the dry soil, and a small village grew around his farm. Ognaz is a legend among Firbolgs due to being 107 years old. Upon reaching his 66th birthday, the Firbolg made his way to do battle with the dreaded Ubersaurus Hextoon, but the dinosaur found the mean old Firbolg to taste too bitter to devour, and spat him out. Every year since, the Firbolg marches into battle with Hextoon, only to be spat out once more. Ognaz allows anyone to live on his farm, no matter what Species they hail from, as long as they do their part to keep the farm running and stay out of his way.

Hungry Hills: This dangerous place is the uncontested turf of the Hungry Hills Boys, the dreaded Firbolg gang who cannibalized the remains of Gabbergut the Fire Giant in order to gain some of his power. The hills are roamed and patrolled by the Gang, and any intruders are attacked (and eaten) on sight. The black, charred skeleton of the massive Fire Giant still remains in the same spot where he died, and can be seen for miles.

THE KINGDOM OF LIASHAAR
This steamy, swelteringly hot jungle Kingdom is the realm of the dreaded Medusa Queen Liashan, whose vile actions have literally poisoned the land of Nezdriodel. Liashaar is one of the most deadly places in all of creation, with hostile wildlife and perils at every step. Palm trees and vine covered ruins dominate the landscape, as well as the endless minions who look to Liashan as Queen and serve her fanatically.

Netherscale (Capital): The massive pyramid temple of Hiss’Fah dominates the landscape of the jewel of Liashan’s foul empire. It was here that the Medusa Queen enacted the black ritual that summoned the legendary Snake entity known as Hiss’Fah into the world, and the two puncture wounds where the god-like serpent sunk his fangs into the earth can still be seen today, each hole large enough for an elephant to fall into. Liashan commands her forces from Netherscale, and has currently retreated to marshal her forces and prepare for yet another assault on the world she seeks to claim as her own. In the meantime, she is content to let Hiss’fah’s poison slowly course through the land’s veins.

Vultresh’Haroom: This dreadful place is where those taken as slaves by Liashan’s forces are worked to death building massive monuments and palaces to the vain Medusa Queen. Overseen by Liashan’s fanatical Serpentfolk worshippers, death is a kinder option than the type of forced labor that Liashan’s slaves are forced to endure. At one time, a band of slaves rebelled against their service, but the rebellion was crushed brutally, and the leaders who organized it were brought to Liashan herself and turned to stone via her lethal gaze. Those eternal statues now decorate Vultresh’Haroom as a grim reminder to any who would dare defy their Mistress.

Sturmsarl: Home of the massive Stone Giants and Gargoyles who have allied with Liashan in her attack on Nezdriodel, Sturmsarl is led by the ambitious and cruel Stone Giant named Gravanos, who secretly covets Liashan’s power and influence. The Stone Giant bides his time, feigning subservience to her cause, but secretly plotting against her in the meantime. Inwardly, he was delighted by Liashan’s recent retreat back to Netherscale, and this has emboldened him in his plans to betray her. Every day, he gains more and more influence among his peers, carefully turning his Stone Giant kin and their Gargoyle neighbors against the designs of the ambitious Medusa Queen.

Iguad: While Liashan is the undoubted Queen of Liashar, not all the native beings of the land support her cause. Iguad is a village comprised of secretive, stealthy and dangerous Lizardmen that Liashan has tried numerous times to enlist to her cause. The Medusa Queen would have attempted to conquer the Lizardmen much sooner, but their talents for stealth makes them a dangerous wildcard that she doesn't want to risk threatening. Claiming neutrality, the Lizardmen are now being courted more than ever to join Liashan's army. Soon, the Medusa Queen's patience will run thin waiting for a definite answer...

Deminadros: The hub of Liashan’s grim slave trade can be found in this brutal settlement. From dawn till dusk, auctioneers can be heard advertising their newest catch, and any sort of Slave for any sort of foul task can be attained. Liashan does not discriminate in these matters, and will enslave even her own people should they displease her. 

THE FOGLANDS
Since the dawn of time, a small sliver of Nezdriodel has been covered in a thick blanket of mysterious white fog. Anyone who wandered into the fog found themselves hopelessly lost, eventually wandering back to the lands from which they came. One day, strangely, the Foglands spread to blanket the entire continent for days at a time. Through the thick of the Foglands came the mysterious Gnomes. Suddenly, as soon as the fogs came, they went, leaving the enigmatic Gnomes in their strange new home. While the fogs quickly receded back to the small sliver of land known as the Foglands, there are still small patches of fog in each of the Kingdoms of Nezdriodel. Gnomes (and Gnomes alone) have the innate ability to walk into a patch of swirling fog and emerge from another patch, even if it is across the realm. There are no cities or settlements in the Foglands.

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