Tag: Places

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  • Ashfar

    The countries of Ashfar range from cosmopolitan democracies where races of all kinds freely mingle to entrenched bastions of tradition where the same race or class has been dominant for centuries. Unlike other worlds, where different cultures slowly …

  • Boskenland

    The humans who live here have made their home in about as cold and forbidding a place as could be imagined, yet they seem to like it. Boskenland is all birch woods, bleak hills and blue rocky outcrops. The original human settlers were from [[Jahannum]] …

  • Brith's Folly

    This craggy, featureless stretch of land is where the god [[Brith]] is said to have severed his malformed left hand, which then grew into the spider-goddess [[She]] that the drow worship. A crack in the ground supposedly leads to the kingdom of the …

  • Caldraza

    A long-established monarchy, Caldraza is one of the wealthier and more refined human nations. The country recently converted officially to the [[Marianist]] religion, sweeping away the old Pagan pantheon still worshipped in Chillhame, [[Ghael]] and [[ …

  • Cendra

    The land bridge between the northern and southern continents is a sprawling rain forest, many hundreds of miles from end to end. While the colonists to the north were able to cope with the more temperate climes there, even if they had to wrest the …

  • Chillhame

    This small island is notable only for being the place where a massive drow army was defeated one thousand years ago, at the end of the last [[Equinox of the Heroes]]. It is independent, though the kingdom of [[Caldraza]] has long considered it a part of …

  • Corona

    Corona, otherwise called the ‘Crown of the World’, is a series of gigantic ice peaks that rise out of the sea, strangely regular and artificial-looking. The peaks form an insurmountable barrier, concealing whatever lies beyond them from the eyes of the …

  • The Eagle Nations

    This huge country was originally entirely wild and was referred to as the [[Scarred Land]]. Monstrous humanoids, giants and dire animals made up its population; the only humanoids to live there were small bands of wood elves, who were tough and resilient …

  • Ghael

    Tribal humans, organised into clans, populate this wild hilly country. Their culture is similar to that of historical Scotland. The clans are constantly feuding with one another, with no one clan holding dominance for long. [[Caldraza]] has recently …

  • The Horned Reaches

    This vast area of desolate prairie is named for the herds of horned animals (buffalo, ibex, antelope, feral cattle and the like) that roam across it, migrating from one feeding ground to the next. It has never been settled, as there is no easy way to …

  • Jehannum

    This militaristic human country is home to a proud breed of humans, who are convinced of their own superiority and invulnerability. The dwarves of Svarth have been trading with the humans of Jehannum for centuries, exchanging dwarven metalwork for human …

  • Kahoor

    This hot country, blessed with mineral wealth and huge tracts of fertile land, has a rigid caste system, developed when the elves first made contact and entrenched by them over the years. The nobility are so far removed from the peasantry that they are …

  • Kandang

    The southern tip of the continent is a marshy place of river deltas and rice fields, where the houses of common folk are built on stilts. This part of Kandang has whole families of boat people, who live their lives migrating from island to island. Further …

  • Lost Athul

    This island was once home to the Myrrik, a species of sentient tentacled bipeds that have now died out, who worshipped a vast sea-beast as an incarnate deity. Although the Myrrik never allowed visitors further inland than their ports, leading to …

  • Murduk Râm

    This country of high mountains and eternal snow is under the control of a wise, benign monarch, King Kallimon, who remains neutral to the conflicts of his neighbours and has occasionally been able to broker diplomatic solutions to their differences. …

  • Qual

    This region is thickly forested, with great rolling swathes of green land between the wooded regions. It is widely believed to be the most beautiful country in Ashfar; of all the settled lands, it is certainly the least built upon. Qual is home to several …

  • Shallenoi

    This was the original elven homeland, before Xoth Sarandi was discovered and colonised. It is the oldest continuous civilization in the world. Only that of the now-destroyed Myrrik was older. Many of the glorious temples, palaces and towers of Shallenoi …

  • The Shard

    This island, once a small human prison colony, has been completely taken over by pirates. They prey on ships whose owners are too poor (or too mean) to pay to use the sea-portals and take the long overseas route to the Eagle Nations. The pirates of the …

  • Desert of Sharn

    This bleak, sandy zone of dead land effectively seals off [[Jehannum]] and the northwestern countries from the remainder of the eastern continent. It is all but uninhabitable; only monsters, madmen and hard-bitten desert nomads live here. As if the …

  • Shumil

    Whereas the colonisation of the Eagle Nations was an everyman- for-himself affair, with warriors claiming whatever regions of the Scarred Land they could take, the colonisation of Shumil was far more orderly. Shumil was originally almost as …

  • The Spine

    Jagged mountains, known collectively as the Spine, encircle the southernmost landmass of Ashfar. These are not the immense ice peaks of Corona, but a series of broken crooked masses inhabited by frost giants and other monstrous creatures. The land around …

  • Svarth

    This mountainous region is home to more dwarves than any other part of Ashfar. The rock is rich with precious mineral deposits and good iron ore, and the dwarves have tunnelled deep to extract it. The dwarves of Svarth are on good terms with the humans of …

  • The Topaz Dominions

    This mighty kingdom of pyramids and sand dunes is ruled by a Sun King, who his people believe to be the earthly incarnation of a God. Its people are sun-browned and brawny, raised with a respect for wizardly magic, since human wizards are often in charge …

  • Urmish

    To the northeast of Visk are the hills, woods and low mountains of Urmish, which is the closest thing to a goblinoid nation anywhere on Ashfar. As with so many countries, the border with Visk is a river, in this case the river Blute. Urmish contains …

  • Valjinn

    The predominantly human Republic of Valjinn is a prosperous and stable country. With murky, damp [[Kandang]] to the south and the cryptic, bleak mountains of [[Murduk Râm]] to the north, [[Valjinn]] is a realm of stability between two extremes. The rulers …

  • Vella

    The hills of Vella are where the gnomes live. They have kept goodwill with their halfling neighbours in Verd for many years, though they are far more curious and eager to explore the world. The academies of Vella are acknowledged to be the best in the …

  • Verd

    This green and peaceful country is the home of Ashfar’s halflings. They live here as they have always lived, content and isolated from the world. The dangers here are very few; there are no monsters any more and even strangers from other races are …

  • Visk

    The Empire of Visk covers more ground than any other single dominion of Ashfar, ranging from the temperate eastern zones to the flat northern tundra where only the nomads and shamans go. The people of Visk were nomadic for many generations before they …

  • The Waste

    Beyond the limits of [[Boskenland]] and [[the Eagle Nations]] lies a zone of barren tundra that ultimately becomes an arctic wasteland. No humanoids have ever settled here, for though there is enough hunting to support life, the area is home to dreadful …

  • Xoth Sarandi

    The island of Xoth Sarandi, home of the elven archmages, is the undisputed centre of the world. Around the island are titanic stone archways, the sea-portals, which connect to similar archways in far-off parts of the globe. This feat of magic has enabled …

  • Churney-on-the-Green

    _The town before you looks somehow strange, as if it had been grown out of the earth rather than built. None of the buildings seem to be made from stone. Green plant growth covers them up to a height of several feet. All the plants look larger than usual, …

  • Lichgate

    This town is right in the middle of farming country. It is centred around its market, which serves the surrounding villages. On market days, it is bustling, right from the first hours of daylight. On other days, it is so quiet that it seems abandoned. …

  • Bronce

    _This little settlement has clearly seen better days. Many of the wooden buildings seem to have partly collapsed. The town square is little more than an open muddy space, cut with the ruts of wagon wheels, with a squat stone well in the middle. Off to one …

  • Hockton Barrow

    _As you ride along the road, you see a wooden signpost. The sign reads ‘Hockton Barrow, ½ Mile’. What is unusual is that the sign is in the form of a huge wooden arrow, carved from a tree trunk, complete with flights and head. The craftsmanship is …

  • Saragost

    _The city before you is breathtaking. Outside the walls were only flat, featureless plains. Inside, there is a crazy labyrinth of streets, with houses, shops and taverns jostling for space. A constant din of activity surrounds you. The smells are rich and …

  • Meryns Emporium Arcane

    This claustrophobic timber-framed shop, crooked and out of place on an otherwise smart street, serves the magical needs of Saragost’s spellcasting community – the part that does not belong to the [[Order of the Prism]], that is. The Order grows its own …

  • Jehethrian and Croke Arms and Armour

    This is Saragost’s most expert smithy. Jehethrian and Croke supply the city guards with their master-crafted weapons and armour, by special agreement with the Council. Any piece of weaponry or armor (up to 4000 SP) may be purchased here. There is, …

  • Martin Chandler Supplies

    Martin sells general adventuring, trade, and exploration equipment, of the kind that does not usually cost more than 10 gold pieces. He also sells clothing, an assortment of gems, and provides money-changing services. His three-story trading post is …

  • The Walls of Saragost

    Saragost’s walls are 20 feet thick and 40 feet high, with two internal walkways along which guardsmen can patrol. They are made from smooth-fitting masonry and are topped by crenulated battlements. There are guard towers at regular intervals. These are …

  • The Avenue of Beasts

    The main thoroughfare of Saragost is the Avenue of Beasts, so called because of the heraldic stone animals that flank it. The Avenue runs from the western gate to the Stormhold. Notable buildings along its length are the Grand Baronial Hotel, the Inn of …

  • The Inn of the Flaming Beard

    This is [[Saragost]]’s most notable and eccentric public house. It began its life as a single bar in a row of shops. As its popularity grew, the owner found himself in desperate need of more space. With the help of some of the patrons, he bought up the …

  • The Grand Baronial Hotel

    This is the most prestigious temporary residence in all of [[Chillhame]]. It boasts sumptuous suites, a menu featuring delicacies from as far afield as Xoth Sarandi and a spectacular dining area. Persons who are not dressed in the very best attire will …

  • The Tower of Undying Light

    _This narrow, windowless tower dominates the skyline, rising like a slim white finger above the city. It looks like it is about 150 feet high. It is topped with a transparent sphere inside which a flaming shape flails its wings._

  • The Sanctuary of the Seven Archways

    This dazzling white marble building is in the shape of a heptagon with a central dome. Ornamental gardens with cleanly swept paths surround it. It is the place of study and residence of the [[Order of the Prism]], the fellowship of wizards who have …

  • The Grove of Fialla

    The Grove is a central park within [[Saragost]], a small wild space contained within the overbuilt city. It was established by demand of the priests of [[Fialla]] and the druids who also serve him, so that there would still be a place for nature to …

  • Saragost Node

    This underground chamber is akin to the stone circle at [[The Tump]]. It was created for the Starborn of the last Equinox, so that they would have a rallying point before the last battle. The Node consists of a spherical chamber with a walkway that leads …

  • The Hall of Echoes

    This is the main bardic library of Saragost, a repository of learning, lore and civic history. Arcane matters are not covered in depth, as the Sanctuary of the Seven Archways has the monopoly on those. The Hall is indeed echoing, owing to a quirk of the …

  • Crescent City

    _The skyline of the city ahead of you is a strange mixture of graceful elven towers and humble slate roofs. In the centre of all is a high steeple, strangely plain and bland in design. As you draw closer, a medley of unfamiliar smells fills your nostrils: …

  • Golden Nugget

    The Golden Nugget is the only inn located in [[Bronce]]. It's name speaks of happier days for the town, when it featured a booming gold mine. *Per Person Costs* Private Room – 1 GP Semi-Private Room (4-person) – 5 SP Common Room – 1 SP

  • The Cathedral of Blessed Marius

    !(media-item-align-center)//db4sgowjqfwig.cloudfront.net/assets/303145/6-2.PNG?1394051585(6-2.PNG)! This huge building towers above the others in the city centre, giving the whole sprawling mass of the city a focus point. It was built only thirty years …

  • Town Hall

    In striking contrast to the blocky cathedral of Marius, the town hall is a palace-like structure with slender towers and high, thin windows. Anyone who has seen elven architecture before recognises the style instantly. Alcoves above the main entrance …