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.
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.
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.
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.
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...
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.
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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