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Post by TheBrillianceKing on Mar 17, 2018 19:12:29 GMT
The Maza Clan Lands
The Wall - A huge wall made of stacked stone erected across the Western part of the Maza Clan lands, it is designed as a first line of defense against the beastkin and other creatures that attack from the wilds. Every Maza clan man is expected to spend at least 2 years of their life in service, guarding the wall. Camp Vigil - A camp of soldiers between the northern bow of the wall, those who stay here are primarily clan members fulfilling their duty protecting the Wall. This is often a pass through for travelers and soldiers on the move. Warflame - A town built to service soldiers and warriors who help protect the northeastern end of the Wall. The town is known for its iron forges, weapon and armor smiths who service the fighters who pass through here. Warflame is run by Lord Krol, a warlord who competes with the lord of Pyre Keep and often taxes men loyal to him who come through Warflame. Battlelands - A scattering of ruined towns and hamlets, some destroyed by invading beastkin, others by invading Pejula clansmen, others by infighting among Maza warlords. The plains here have become strewn with the dead, broken weapons, shattered wagons, and ruins of buildings. There are many dangers in the Battlelands still, scavengers among humans and beasts alike - who pick at the wealth or flesh of the dead. Pyre Keep - A looming keep on the Northern border of the Maza clan lands, from the top of the tower constantly burns a raging fire at night - a warning sign to those who would attempt to cross into the Maza clan's domain, that their bodies could join in the fire. Warpath Port - A port where long ships are built to take soldiers to war to raid distant lands and bring back treasures. The beaches are filled with the skeletons of ships being built. Warlords who can afford to have a boat built pick and choose their crew who camp in the harbor until their ship is finished and then they sail off to distant lands. Only a handful of people in Warpath Port are permanent residents and most are shipbuilders or fishermen. Lighthouse Point - A small port town dominated by a 100ft tall stone tower with an everblazing fire at the top, reflected by polished steel to give it a glow day and night to provide a point of reference for passing ships. Ranchtown - A town built around a series of ranches where war horses are raised for battle and sheep are harvested for their wool. The town is run by a warlord named Nor Blackhorse. Whalebone - A whaling port community, these fishermen and Maza clan members prefer harpooning whales and harvesting them for their meat and oil. The town is run by Captain Argon Shum, an eccentric one-eyed old man who hunts sea monsters and has lost numerous ships but always somehow manages to survive. Battlesteep - A massive fortified city cradled in between two mountains and surrounded by a high wall. Battlesteep is the seat of the ruling warlord of the Maza Clan. While leadership often changes in these lands, the current ruler is Thuron Noss. Warlord Noss is currently biding his time, harboring a grudge against the Mila clan and is waiting until he can learn the secrets of their steam weapons to use against them. Fort Armorbreak - A castle built as a defensive position along the southern part of the lands, enforcing the border between the Mila clan and the Maza. Herdfield - A town in the hillsides made up primarily of farms and herders of goats and sheep. The importance of its agriculture inside the Maza clan lands where war is most all know - means that it is a frequent target of competing warlords and often the town is paying tax to multiple neighboring warlords at once. This creates a desperate strain on the town in many circumstances and the elder farmer Murkland, has done what he can to make deals with the strongest warlord to keep the other tax collectors away. Southtip - A town near the Southwestern end of the Wall, it was created primarily to support the defenders of the Wall and to continue to build onto the end of the ever growing and expanding defense. Part of the town's income comes from the quarry in the hills where stone and iron are mined for construction and blacksmithing. Locations of Interest: Quarry, Iron Mine, Shieldbreaker Blacksmith Shop, Shieldbow - A defensive city built right near the Wall and a central point for patrols and guards along the battlements. Attachments:
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Post by TheBrillianceKing on Mar 17, 2018 19:12:56 GMT
Kangi Clan LandsSeagrave - A harbor that is the site of many past naval battles against pirates, sailing into Seagrave can be treacherous in the shallow waters - as there are sunken ship masts that protrude (a Average difficulty navigation check to avoid striking a underwater mast, local maps make the journey easier). The town has a few large warships, but the naval captains in the area appear to be skittish about getting into conflict. Some think that the lord of seagrave, Manas Klem, is being paid off by pirates not to interfere in conflict. The truth is that Lord Klem has made a deal with a Deepkin Kaga in exchange for the looted wealth of Clearharbor and pirate activity in the area. There is a beach in Seagrave called the ship graveyard, where broken ships and boats have washed up. Places of Interest: Ship Graveyard, Lord Klem's Keep, The Vineyard, Klem Winery, Lost Sailor Tavern, The Graveyard Inn, The Market, Temple to Adsila Ruins of Clearharbor - Clearharbor was once a bustling trading town and popular harbor for the Kangi clanlands, but marauding ships sailed into port and slaughtered the people, burning the houses. Its rumored that either Maza clan raiders or pirates did the deed in one evening. The flames of the city were visible from Seagrave - while that town's cowardly Lord failed to send help to their neighbors. The truth is more sinister, pirates corrupted and twisted into working the will of Deepkin sorcerers assaulted and fed members of their own species to the bloodthirsty Kaga. The Pirate pack calls themselves the Shark's Maw and they have six medium war ships under their command. The leaders are from the Maza clan, but the crews are of all clans. Some Deepkin still lurk the ruins at night, coming out of the waves to do nefarious deeds in the abandoned and crumbling houses. Places of Interest: Old Cellars, Deepkin Lair Lakehorn - A lakeside town, its economy is primarily based on fishing and trading with its neighbors in Laketop. Coal shipments being sold from the Kangi to Mila clan often pass through here and are carried via flatboat across the calm lake waters to Laketop. There is some concern among the Kangi here about the steam ships of the Mila clan effecting the waters of the lake. Lakehorn is run by Lord Tamlan Ferrywith, owner of a wealthy boat making business. Places of Interest: Coal Storehouse, Docks, Harbormaster's House, Ferrywith Shipyard, Lord Ferrywith's Keep, Dungeon, Barracks, Lakehorn Tavern, Runwater Inn, The Hide Away (restaurant and pub) Lakedeep – Located on its own island, Lakedeep is a fishing village and stop over for traffic across the Great Lake. Filled with merchant storehouses and a market along its docks, Lakedeep is a town which has been the focus of many conflicts between the Mila clan and the Kangi clan in the past, some members have interbred so much so that their true clan is simply a matter of preference. Currently Lakedeep is under strict control of a Kangi merchant warlord named Sim Zallah. Zallah routinely hires sellswords to guard Kangi transport flatboats that are shipping goods across the lake. Lakedeep possesses one artifice of when it was under Mila clan rule, a steam furnace that connects every older house via a network of rusting pipes, the current Kangi rulers know little about how to operate it -but some of the village elderly still remember how to run it off of coal power. The steam furnace provides heat to forges that both heat homes and serve as small forges for blacksmithing and provide running water. The elderly do not reveal the secrets of the forge to Kangi for fear that Mila clan assassins will find them in the night and with the mixed heritage of Lakedeep, this is a certain fear. Places of Interest: Trade Docks & Market, Naval Docks, Zallah's Keep, Steam Furnace, Old Mila Homes, New Kangi Homes, Merchant Warehouses, Lakedeep Bank & Loan Ruins of North Market - A former marketplace in the northern parts of the clan's land. During a disagreement with the Mila clan, warriors came across the border and destroyed the town and killed much of the men and women living there - forcing the rest to flee. The dispute was over the trade price of coal. For now this incident has been settled diplomatically, but there is still a sore spot for most Kangi clansmen over the incident. The ruins have since become a haven for scavenging animals. Rumors are that there is still wealth to be had by pillaging the ruins and searching for secret stores that may have been missed by the Mila clan patrols. Places of Interest: Old Cellars, The Lord's Keep Ruins Axis City - the Capitol City of the Kangi clan lands, the largest metropolis and trading city in the world. The city is run by a council of six Merchant Lords, the council regulates the market and employs much of the merchants and professionals in the city. The Merchant Lords each control one of six districts of the city or “Spokes” as they are often called. The Law of each spoke, its market price regulations, taxation, and financing of city provisions is governed by each Lord separately and while normally the council agrees to keep things regulated across the board for business-sake, occasionally disagreements result in petty trade and price gouging between spokes. Places of Interest: The Axis Market, The Grand Trading Hall, The Spokewheel Inn, Manorhouses, Barracks, Guard Towers, Dragonbone Tavern, Temple to Adsila, Temple to Fala, Shrine & Library of Magena, Owa Clan Embassy, Caravan Camp, Carnival Field Fisherstop - A small village catering to fishermen traveling through the ocean, Fisherstop is full of inns and taverns set out on piers, so that seafarers can dock right with them. Due to its strange economy, there are also a lot of prostitutes who frequent the inns and taverns of the small village, which has attracted an element of organized crime - a guild calling itself the Proprietors - due to the fact that they own all the Inns and Taverns and regulate prostitute and gambling rings. The Lord of Fisherstop is a man named Marcos Fimm, but he holds no real power. The head of the shadowy Proprietors, Alec Plume, really controls the business interest in the town. Places of Interest: The Boiling Crab Restaurant, The Fisher's Hook Tavern, Seabait Inn, The Docks, The Fish Market Roadbreak - A small town on the way from Axis to Southpoint Harbor, this town caters to traveling merchants looking for a place to stay. There are numerous inns and taverns in the small town - yet the town also holds some danger for travelers as there is a family known as the Threshers who own a farm just on the edge of town. The men and women of the Thresher family often become bandits and rob merchants as they enter or exit the town. Places of Interest: Roadbreak Inn, Passing Feet Inn, Runner's Tavern, The Drunken Horse Brewhall, Temple to Adsila, Roadbreak Tradehouse, The Boiling Pot (restaurant and pub), Thresher Farm Ungarn Mine – A mining town located in the mountains, the town mines everything from precious gems to copper, silver, and gold. Run by the Ungarn merchant family and supervised by its youngest son Almain Ungarn – Almain is paranoid of losing even a little bit of the family's wealth due to thieves at the mine. Miners are stripped and searched, an embarrassing daily routine as they come out of the mines. Almain has been alerted that the miner's have found older tunnels that lead to some sort of ancient underground city that is of yet unexplored and possibly dangerous – his greed has made him refuse to tell the rest of his family about the find until he can exploit it to his benefit first. Many of the miner's fear that something terrible lies deep within the buried city and most refuse to enter. Places of Interest: Mining Camp, Ungarn Family Cottage, Stone Washing Station, Mine Shafts, Ruins of Ancient Underground City Southpoint Harbor - located on the southern tip of the continent, southpoint harbor is a trading port as well as a financier of exploration vessels which seek out unexplored islands in Heyoka. Some of the Kangi's best navigators find themselves here, preparing for some voyage or another. The Southpoint Cartographer is renowned for his detailed maps, but some are only sold to the highest bidder or the most trusted business partners. Southpoint is run by a merchant Magistrate named Ilma Victul, a beautiful heiress to a fortune, she is fair and also deeply open about her faith in the goddess Adsila. Places of Interest: Temple of Adsila, Temple of Magena, Cartographer, Merchant Harbor, Naval Pier, Scholarbound Library & School, Victul Gardens & Vineyard, Colt's Run Ranch, Alabaster House (a white walled trade hall which regulates local taxation of imports), Guard Barracks Fort Hurricane – A protective coastal fortress with a private naval pier that always houses at least two heavy warships and sometimes many smaller vessels, Fort Hurricane is left in the hands of power-hungry Lord Sila Crubell. Fort Hurricane uses a unique warning system for those in surrounding Kangi lands when the soldiers have sighted a potential threat – such as Beastkin longboats or pirate vessels or even an incoming hurricane (hence its name), a huge bell in its tallest tower – installed by the soldiers perhaps to honor their leader whom they call 'Bell' in casual tongue- can be rang and heard for miles. Hundreds of soldiers are housed here in Fort Hurricane and the men take most of their pay by taxing local traveler's and merchants. Many couriers are employed from the fortress whose job it is to run or ride messages to other nearby towns incase of possible invasion. Places of Interest: The Warning Bell, Battlements, Garden & Courtyard, Stables, Barracks, Naval Pier, Dungeon, Crubell's Tower, Courier Post, Chapel to Adsila The Arch Market – Located all along “Arch Road” this marketplace is a stretch of caravans, nomadic traveler's tents, merchant camps, and semi-permanent storefronts – all selling anything and everything that winds up on the shores of the Kangi lands. Merchants who don't wish to make their services known inside the well-controlled Axis Market, come here and sell what sometimes should not be sold. Its rumored that if you have the right connections in the Arch Market, you can find everything from slaves to drugs and magical artifacts or even lost magical lore. The Arch Market is beyond anyone's regulations but traveler's and merchants alike who travel the road can expect occasional harassment by soldiers of Fort Hurricane, collecting taxes. Those who pay the taxes, which are sometimes unreasonable, are left mostly alone – if you don't pay however, you might find yourself on a trip to the dungeon of Fort Hurricane. Places of Interest: The Market Strip, Carnival Tents, Slaver's Market, Shop Strip (Shops of all varieties), Caravan Camps Ravas Hamlet – A quiet coastal town with very little mercantilism that is found in nearby spots such as the Arch Market, the residents of Ravas keep mostly to themselves and survive off the sea. The town is run by Lady Amile Nole, a old-fashioned woman whose husband died at sea, her wealth is what keeps the town protected from other more nefarious elements. Places of Interest: Fishing Docks, Stayside Inn, Lady Nole's Manor, Fishook Tavern Hosk - Hosk is a small seemingly unimportant fishing village, it tends to be quiet, perhaps too quiet in most circumstances. The villagers there are on guard against possible invasion by Wolfkin from across the sea, the docks are well lit at night with lanterns on poles and villagers take turns patrolling late with crossbows. The whole town is run by a veteran fisherman and former ship captain and once possible pirate who made a fortune on the high seas. He's retired to the quiet fishing village and is its unofficial leader in all aspects, his name is Captain Ebass Scrim. Scrim secretly stashes his fortune, guarded by his former crew, in smuggling tunnels below the town. Places of Interest: The Docks, Captain Scrim's Manor, The Whaling House, The Smuggler's Tunnels, Amiable Inn, Westwind Tavern Innsplit - A small town at a fork in a major trading route, Innsplit is packed with Inns and taverns, all catering to traveling merchants. There are also numerous horse ranches and cart makers here. The town is run by an appointed Magistrate named Fineas Teed, who owes his possession to wealthy Inn owners and ranchers - his primary concern is maintaining Innsplit as a friendly place to stop thru and is tough on crime. Criminals and especially travelers who commit crimes, can expect to be thrown into an old dungeon beneath the town. Places of Interest: Yulgan Ranch, Splitroad Inn, Haggard Inn, Coinpurse Tavern, Windsweep Cartier, Armal Tavern, The Dungeon, The Magistrate's Manor, Shrine to Adsila Castle Mawind - Castle Mawind is one of the few defenses the Kangi lands have from sea invaders to the west, such as the occasion boat of raiding Beastkin. Castle Mawind has a dark secret though, its Lord Livan Yulnayas, is actually a Strix Vampyre who feeds on the neighboring West Harbor. Places of Interest: Barracks, Lord's Chambers, Mawind Banquet Hall, Dungeon, Secret Passages, Lord's Vault West Harbor - A foggy shore often ridden with paranoia, the people of West Harbor suffer occasional missing persons and are burdened by a heavy tax by the nearby Castle of Mawind. There are occasional night raids by boats of Beastkin, usually Wolfkin packs. Places of Interest: The Docks, The Fishmarket, The Westface Inn, The Fogshore Tavern Riverside - a northern trading post, there are still fears that it will become like North Market should hostilities between the Mila clan spark up again. The Lord of Riverside, Maret Phen, has begun building defenses, ditches, and stockpiling weapons for the militia. There is currently a state of paranoia and the greedy guards of the city often extort travelling merchants for 'taxes' so that they can continue to fund the city defenses. Places of Interest: River Docks, The Mills, The Palisade, The Guard Towers, The Milita Barracks, Lord Phen's Manor, The Marketplace, Arcshield Tavern, Broadhead Inn & Armory Attachments:
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Post by TheBrillianceKing on Mar 17, 2018 19:14:43 GMT
Waken Clan Lands
Swampoint, a town built near the northern swamplands of the clan land, Swampoint is a go between but it often goes ignored by most. Its current lord is secretly a Mila clan assassin who is impersonating the former Lord whom was his target. The shaman council of the town knows of the "Lord's" secret, but they prefer having a ruler to the chaos of not having one. Places of Interest: Lord's Keep, Shaman Longhouse, Marketplace , Ancient Ruins, an old ruins predating the Waken clan, it is tended by the Sacred Circle but conceals an ancient magical gate atop the ruins of an old temple. The city is divided into six sectors in the shape of a clover, each section is painted with colors associated with each of the six elements. The ruins are infested with small black haired creatures known as the Kleg. Places of Interest: Magical Gate, District of Earth, District of Fire, District of Water, District of Air, District of Life, District of Death
Fisher's Haunt, a fishing village in a safe harbor, Fisher's Haunt is predictably inhabited by those who live off the sea primarily. The town is run by a magistrate appointed by the Lord of Eagleperch, a man named Lord Stenor Vem. Vem uses his small gang of guardsmen to extort visitors and residents alike for extra 'taxes'. Places of Interest: Magistrate's House, Fishing Docks, Whaler's Warehouse, Longhull Shipyard, Tollfast Inn, Fishbone Tavern, The Aged Cask Brewhall, Temple of Quidel
Fort Chastewater, a naval port and fortress surrounded by a high wooden wall, the town is capable of being locked down quickly to prevent invasion. Though the Waken clan has a small navy, there are always at least three heavy warships in port here. The Fort is maintained by a elder Waken clan tactician named Elehim Blacktail. The garrison includes over a hundred skilled longbowman and several portable catapaults that can be moved to protect different areas of the wall at a moments notice. A town to support the garrison also exists, made up of hunters, fishermen, farmers, and blacksmiths. Places of Interest: Barracks, Navy Docks, Fisherman's Docks, Furrier's Court, Public Market, Blackfeather Fletcher, Longiron Blacksmithing, Elder's Longhouse, Vantage Court Inn, The Huntsman Brewhall, Manerider Ranch
Baneroad, a midpoint along the road that travels the middle of most of the clan lands, it is surrounded by woods. The road has a notorious reputation of being filled with robbers and criminals. Inside Baneroad, a Shaman named Nitts Orbos, does his best to dole out law and order in an otherwise lawless place. The townspeople call upon Orbos whenever a known criminal threatens them. Nitts uses a powerful and sinister spell called “Breathless” to subdue or kill attackers and criminals. This strict punishment and the already dangerous nature of the area, give Baneroad an infamous reputation. Rumor has it that a group of traveling Strix vampyres pretend to be ripe prey while riding in a trade caravan and luring would-be robbers to their doom. Places of Interest: Shrine to Quidel, Baneroad Stables, Longstay Inn & Tavern, Traveler’s Camp & Market, Woodbreak General Store, Shaman's Grove
Wylde Hall, the center of the Waken clan Shamanic council, Wylde Hall is a massive hunting lodge and ceremonial space. The rear of the lodge is filled with overgrown stones of massive size, each of 12 different stones is carved with various murals telling the history of the Waken clan – some stones are thought to contain magical formula and are difficult to decipher (Hard Diff Occult check – contains all six Shaman spells from new spells, one on each stone requiring a separate skill check). The current shaman elder of the council is a man named Julon Heartfire. Anyone coming to the lodge is expected to come bearing gifts if they wish to speak to the shamans at all. Places of Interest: Council's Chambers, 12 standing stones, Shaman Grove, Herbal Garden, Hunter's Hall, Ancient Catacombs, Secret Vault
Eagleperch, the Capitol city of the Waken clan lands, Eagleperch is located in the middle of the wilderness but maintains a thriving city life filled with slums and ornate longhouses. Poor in the Waken lands have no area to farm and hunting around Eagleperch is regulated by those working for Lord Ambel Skane, its ruler – who has outlawed poaching on his lands. Poachers can expect exile from the clan lands or worse. Much of Eagleperch's food must be imported from Tradetown or nearby harbor towns. Places of Interest: Lord Skane's Keep, Dungeon, Hovel Sprawl, Wealthy Manors, Huntsman Lodge, Market Square, Fistle Ranch, Logging Camp, Royal Black Eagle Aviary, Guard Barracks, Grain Storehouses, Bedlam Inn, Runaway Buck Cottage (Inn), Bear Tree Tavern, Dead-Drake Pub, Temple of Quidel, Temple of Nahuel
Woodharbor, A port town whose primary export is lumber from logging camps in Eagleperch and nearby towns and cities. This much needed wood is sold to almost every clan that has an accessable port city. Trade ships constantly come and go and Woodharbor is constantly expanding, new construction being built each day as more lumberjacks make their fortunes. The town is run by a lumber organizer named Portan Craftsaw. Not quite a Lord or holding any official authority, his ability to organize the lumber labor guild makes him a powerful man, as anyone wanting to buy wood in bulk must invariably strike a deal with him personally. Those who practice magic should beware in Woodharbor, as many of the residents are followers of Quidel and they are quick to form a vigilante mob to deal with supernatural threats. Places of Interest: Newly Constructed Buildings, Lumber Port, Logging Camp, Trade Docks, Craftsaw Carpentry, Craftsaw Shipyard, Feaster's Inn, Mendrew's Tavern, Scutter's General Goods & Blacksmith, Temple to Quidel
Oldock, this port city is full of decaying and older buildings, giving it its name. The city almost seems like a ghost town and much of its residents are elderly people who make their living off fishing and hunting the sea and land. The town's spooky reputation is well earned. The town's public face is a elderly man named Ormis Fader, but the real power in the town is held by the Liche named Tassen Pipel who has lived in Oldock for hundreds of years. Tassen secretly manipulates everything that happens in the town and those who resist his control may face attack from his undead servants, which can travel to any home in Oldock through a network of secret tunnels and catacombs. Tassen is perpetually caught in an ancient conflict between a vampyre named Lord Kessle, who commands the Black Shield mercenary battalion and has his own heavy warship which he uses to commit high-seas piracy. The two have an ancient rivalry – although little details are known outside of the two ancient immortal beings. Places of Interest: Fader Inn, The Majestic Brewhall, Fur Trader's Outpost, Old Docks, Smuggler's Tunnels, Catacombs & Secret Tunnels, Tassen's Underground Palace, Ruined Homes
Oysterbeach, a small town along the coast, Oysterbeach is the target of raiders and pirates periodically, which has made even the youngest capable person in the town capable of putting up a good fight should they need to. Even teenagers in the town routinely carry a bow and blade to protect themselves and their families. What makes Oysterbeach a target, is that oyster diving is a skill many of the fisherman and divers of the town possess, and the coast is full of oysters and clams ripe with pearls of all sizes and value. These pearls are often traded to various ports and help to keep the town thriving. Many of the residents are very wealthy for such a small town and individual homes often have complex locks and defensive features. The town is run by a Magistrate named Lord Penton Hornbeak, a foppish man who does little for the townspeople. The real power of the town is a shaman by the name of Idoran Creekhand. Idoran is very knowledgeable about the waters and seabed, fishermen and divers often pay him for knowledge of the best spots to harvest from the ocean. Places of Interest: Oyster Farm, Fishing Docks, Trade Docks, Naval Docks, Magistrate's Manor, Shaman Longhouse, Shrine to Quidel, Manorhouses, Barracks, Oyster Inn, Clambreaker Tavern
Tradetown, just as its name implies, Tradetown is a town between the Waken clan land and the Kangi clan lands – a midpoint along the road from Lakehorn to Wylde Hall. The town is a major point of trade between the clans and helps to keep relations relatively peaceful between them. The town is run by a family of merchants known as the Wheestrees. It is a relatively safe town located in a valley below the mountains south of the lake. Places of Interest: Wheestrees' Tradehouse, Market Square, Cartmaker's Shop, Valleystop Inn, Clearwood Inn & Tavern, Temple to Quidel, Mountainview Vineyard, Farms, Orderhouse Ranch
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Post by TheBrillianceKing on Mar 17, 2018 19:16:51 GMT
Mila Clan Lands Fort Diamond - A state of the art fortress built with massive long range steam cannons that face in 8 directions to target any incoming enemy force. The steam cannons are all powered off a massive furnace at the center of the fortress fed by coal. The furnace is kept burning day and night, sending a black column of smoke into the air. The steam is piped to each of the cannons that are used to propel barrels of flaming oil at a target. Oldam Adment - A large city along the cliffs, it is another stop point for airships traveling to and from Cloudcrescent and Topland. Rockcradle Ruined Bridge - the Bridge to the Maza clan territory has been destroyed, the middle of it has been collapsed by alchemical explosives from an attack years ago - where the Maza clan tried to send warriors across the bridge. The Mila clan killed a regiment of their own soldiers who were holding the bridge in the process. Castle Breachwater Topland - A major city and airship stopping point facing across the canyon towards the Cloudcrescent. Blackbeach - A large shipyard and trading port, it is called Blackbeach for its black sand its smokestack factory forges that produce the housing for steamship engines. The conditions in the city are always smoky and hard to breathe on the streets, causing some health issues. Places of Interest: Steamport Inn, The Docks, The Shipyard Forgecity - this city can be seen from a ways off as a rising cloud of black smoke. It is filled with steam pipes and buildings that are massive furnaces and forges, only guild smiths and others toil away here. Those who spend too long in the city get Blacklung if they fail a Stamina check of average difficulty (24 hours is too long), black lung inflicts a -2 penalty to all actions and after 6 days, starts doing 1d6 damage per day. Worktown (1-4) - Worktowns are primarily made up of 9 plantation estates and use slaves to work and gather harvests to feed the clan. Some voluntarily agree to work the farms for a certain number of years to pay off debts owed. Coal Cradle - A wide area made up of mines and networked with mining tunnels, where coal is pulled from the ground and then shipped back to the cities for use in the furnaces. Laketop Valleyborn - A small rustic town along the river that runs through the canyon. The simple people who live here scavenge off of fallen hot air balloons and the hunting in the canyon. Places of Interest: Marne Library, Orzin Vineyard Cross Cloudcrescent - the Capitol city of the Mila Clan, this large city is placed right alongside a cliff face. Places of Interest: Mila Castle, Hitodama Forge, Cloudwatch Hotsprings Bathouse & Inn, Smoking Mound, Cloudleap Port, Jubokko Prison, Akabeko Marketplace Attachments:
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Post by TheBrillianceKing on Mar 17, 2018 19:19:46 GMT
Owa Clan Lands
Wintersea, this small city is a active port for trading with all the other clans and maintains an active military. Sometimes during the worst weather seasons, ice flows provide a danger to passing ships (half the year it is Hard Diff Navigation to avoid hitting an iceflow and get into port safely). Ruled over by Lord Malosomo La-Dan, a harsh judge to the people of Wintersea and owner of La-Dan Manor, he keeps a steady check on the city – especially during the time when the sea is frozen and hard to sail in. A unique experience, Wintersea is intersected beneath its streets with a underground garden, fed by volcanic steam tunnels that run from a network in the mountains to the West and irrigated by the nearby Winterflow River's underground channels, all of the city's crops continue to grow year round and are maintained by prison labor or volunteers. Light gets to these crops by way of glass skylights that are installed periodically in the garden and seem to protrude randomly from around the city – sometimes in the middle of streets. Some hear foul rumors of stirrings from the natural steam caves to the West, that if one follows them long enough, they might find the source of all the heat rather unpleasantly. Places of Interest: Temple of Angeni, Temple of Magena, Trading Docks, Naval Port & Keep, Wintersea Prison, Frostwind Martial Arts School, Talltide Inn & Tavern, The Slums, Icesteam Brewhall, Underground Garden, Steam Tunnels, La-Dan Manor. Grand Temple, the grand temple has been built to the god of humankind's ancestor's, Angeni and is strewn with statues and shrines in his honor, all filled with offerings from the monks that live there or the townspeople who visit and give worship. The Temple is a massive labyrinthine building built partially into a mountain and surrounded by a defensive wall and guarded by warrior monks. Members of the Grand Temple are considered the highest ranking monks and scholars, including some members of the Arcane Academy. They greatly influence Owa clan's diplomatic stance on other clans and seem united against some common foe of humankind. It is said that beneath the Grand Temple are tunnels that lead to an older buried temple of an unknown god of humankind that is barely remembered – perhaps the monks don't know or are just not sharing the details on this ancient shrine. Places of Interest: Shrines to Angeni, Library, Garden, Courtyard, Wall Defense Towers, Monk's Quarters, Meditation Areas, Fountain, Ancient Temple & Tunnels, Vault Isa Temple, a burial ground and temple to Angeni, this is the smallest of the three major temples in the Owa clan land. It serves an important role, however, as it connects to a series of catacombs where the dead are brought to be put to their proper resting place. The monks here are very secretive and do much to avoid telling the people that they've been having a problem with the dead rising in some of the lower parts of the tunnels. The monks have put a locked gate on the 'cursed' part of the crypt and occasionally the brave dare venture further inside to fight whatever evil dwells beyond. The truth is that the crypt is the home and 'resting place' of a liche named Mosomo Morji, a former priest of Angeni who took a dark path. Places of Interest: Shrine to Angeni, Catacombs, Monk's Quarters, Support Camp, Catacombs, Cursed Tunnels, Monk's Crypt Iwass Temple, one of the larger temples to Angeni, the temple serves as a library and record keeping hall for the Owa clan lands, including detailed texts on the politics and royal blood of other clans. Many diplomats come to this temple and are educated before their service overseas. The head diplomatic instructor of the temple is a woman named Ayni Iroshi, a respected woman who helped prevent the Kangi and Mila clan from going to war over coal. The temple also provides extra offerings as food for the poor, so the temple is often surrounded by the impoverished looking for a meal. Places of Interest: Shrine of Angeni, Library, Hall of Records, Private Study Chambers, Courtyard, Garden, Monk's Chambers, Beggar's Camp Valley Sprawl, a massive sprawling slum in the center valley of the island of Owa, its stark and apalling poverty is a contrast to the beauty and splendor of the temples and the wealth of the noble and diplomat class among the clan. The Owa maintain that the people who live here choose their way of life and many monks trek down from the mountains to help people who are starving by sharing food and water, but these acts are not always rewarded and sometimes dangerous. The Valley Sprawl is run by a network of various gangs, each fighting for control of prostitution and alchemical drug markets and the sale of dangerous moonshine. Most who live here must pledge their allegiance in some way to the gangs of the area, occasionally full battalions of Knights and Warrior Monks make their way into the sprawl to arrest dangerous criminals who are hiding here. The person whom seems to control the slum through both acts of generosity and his fearsome reputation for magically knowing all that goes on in the Sprawl, is only referred to as the Rat King and may in fact be a Waken clan shaman far from home. Since many residents barely have a home themselves, its uncommon to find an inn unless one pays a local for a bed or can spend the night with a prostitute in the Sprawl. Places of Interest: Red Lantern Street (Prostitution Houses), Three Moon Lane (Moonshiner's Huts & Open Air Market), Temple Road (Roads to the Temple, typically filled with beggars and sometimes pick pockets), Academy Road (filled with merchants and beggars), The Black Bazaar (a massive open-air market where everything from people to drugs to magic artifacts and stolen goods are sold), Grave Street (a street above a old catacombs maintained by Angeni monks, it is a contested ground for gang warfare and very dangerous) Admal Village, a pitstop on the way to Icetear mine, this is a trade town primarily for those purchasing ore from miners and miners who are looking to relax from their hard work. The town is known for its brothels and its strict law enforcement performed by martial artists hired by local merchants who wish to prevent theft of gems from the mines. The town is administered by a local Monk named Maso Lo-Wei who has turned away from the tenets of the Angeni faith and become a tyrant, knowing magic but no longer able to work his faith, he's an outcast from the temples and has sold his soul to the highest bidder. Rumor has it that he may even allow miner's to fall victim to 'accidents' in exchange for supernatural power granted by a small cabal of Ruguru who in disguise, hide among the local population. Places of Interest: The Ore Market, Ruins of a Temple to Angeni, Crypt & Catacombs, The Bazaar, Plantations, Amiable Sun Vineyard, Tenderhills Inn, Brightyard Tavern, The Rusted Wagon General Store, Miner's Camp Icetear Mine, located in the side of a mountain, this mining camp is filled often with poor men from the sprawl who are looking for a good paying job to support their families. Unfortunately the work is dangerous and the guards who run the camp dislike thieves who steal gems they recover from the Earth. Much of the entrance to Icetear caves is frozen over with ice at the altitude its at, which makes entry into the cave dangerous at times. Accidents, avalanches, and cave ins are frequent. Those who mine the mountain are certain to find precious gems or coal, sometimes veins of silver and gold as well. Minecarts have been built to run on tracks inside the cave and wooden elevators operate in the deep shafts. Places of Interest: Mining Camp, Guard Barracks, Vault, Mining Tunnels Owa Harbor, the capitol city of the Owa clan is a testament to its dedication to inter-clan diplomacy, the town is a haven for travelers and has a permanent population of members of nearly every clan as well as a temple to all the human gods, not just Angeni, whom the Owa clan are more traditionally worshipful of. The Harbor is a massive trading port and sometimes a haven for pirates or political criminals of other clans, the naval force of Owa maintains a strict diplomatic rules of engagement, no matter the vessels flag – they do not attack unless the ship entering port is the aggressor. This has sometimes resulted with even non-human visitors from over the seas, it is not unheard of for a lost vessel of Faleen or other intelligent creatures to suddenly arrive in port. Only Kaga or vampyres who do not hide what they are, find themselves under instant threat and urge to leave port and perhaps open violence. At least six heavy warships are always docked here, and more can be summoned by lighting green-colored fires atop the light house using an alchemical elixir. Lord Asomo Feywind is ever vigilant here and commands the navy with guidance from the Diplomatic Hall and its Owa clan advisors. Places of Interest: The Trade Docks, The Traveler's Market, Naval Port, Temple of Nahuel, Temple of Adsila, Temple of Quidel, Temple of Magena, Temple of Angeni, Temple of Fala, Catacombs & Crypt, Maza Clan District & Embassy, Kangi Clan District & Embassy, Waken Clan District & Embassy, Mila Clan District & Embassy, Owa District, Owa Diplomatic Hall, Pejula Clan District & Embassy Arcane Academy, built along a cliff overlooking the nearby valley and low-lying support buildings, the academy was built as a school to any who wish to learn magical knowledge and the art of occult and alchemy. It is also a place of many secrets and holds a well-guarded vault of magical artifacts that are either too rare or dangerous to be used without supervision by the Academy's top Professors. The current Headmaster is X, who spends much of his time attempting to discover the secrets of the former Headmaster who mysteriously disappeared after a long journey into the unknown parts of Heyoka, he hopes one day that he may return but for now the academy presumes his old teacher to be dead and he feels the burden of his predecessor's mantle. Places of Interest: Battlements, Towers, Magical Laboratories, Classrooms, Courtyard, Garden, Secret Tunnels, Magical Vault, Arcane Library, Occult Library, Library of Lore & History, Academy Market Isolo Harbor, located on the North Western side of the Owa island, Isolo is a quiet harbor made up of hardworking people who make most of their living off the sea. Isolo's main attraction is its ancient martial arts school of the same name as the town. The Isolo School has long had a rival with the Miro school in the nearby town of the same name. Each year, the two schools send their best students to participate in a martial arts competition that attracts visitors from all over the island. The man who runs Isolo school and has become the chief law enforcer of the town, is named Iro Hasma. Iro is very old, but still very athletic, his rivalry with Hadma is due to his brother's perceived theft of his wife. Places of Interest: Fisherman's Docks, Navy Pier, The Bazaar, Isolo Inn, Isolo Martial Arts School, Horsetail Tavern, Fade Stone General Store, Temple of Angeni, Crypt & Catacombs Miro Harbor, located on the North Eastern side of Owa island, Miro Harbor is a trade harbor but with a reputation for its martial arts school, known as Miro School. The martial arts master Hadma Hasma, is the younger brother of Iro and the two had a falling out many years ago over a dispute of a woman, whom Hadma now claims as his wife. The two schools meet and fight each year with their best students in a public competition, switching which city its held in each year. The town of Miro is actually run by Lord Terro Fumo, a fat merchant lord who seems to represent the class division between the wealthy and poor with his physical girth. Places of Interest: Trade Docks, Miro Martial Arts School, The Marketplace, Naval Pier, Lord Fumo's Keep, Guard Barracks, Miro Inn & Tavern, Miro Gardens, Oldsack Grocer & General Goods Attachments:
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Post by TheBrillianceKing on Mar 17, 2018 19:22:06 GMT
Pejula Clan LandsHawthex Harbor - A harbor town on the West side of the peninsula, Hawthex has many exploration vessels that come and go, searching unexplored lands and bringing back exotic treasures. It is jointly run by the Hawthex Merchant guild, made up of 6 members who vote on matters that effect their shipping business and which regulates the town. Crime is often punished severely, especially piracy. Absin's Apothecary is known for selling potions and elixirs to weary travelers, it is run by a member of the merchant guild and old sorcerer named Tidor Absin. Places of Interest: Hawthex Guild Hall, The Sailor's Market, Hawthex House (Upper Class Inn), the Sailor's Hospice, Oceancrest Brewhall, Hawthex Theater, Absin's Apothecary Havok Beach - A rowdy port infamous for rumors of pirate activity. The Journeyman Cabal has trouble maintaining its control over businesses here due to the presence of a group known as the Feverblades, a group of pirates, thieves, and renegades that actively oppose and sometimes assassinate the cabal members in the city. The leader of the Feverblades is a man named "Shadow" Isolem. The group is known to assassinate people by coating daggers and other blades in filth - so that their opponents die slowly of disease (Average diff, Stamina roll, onset 1d6 hours, -2 to all actions and 1d6 damage per day). The Lord of Havok Beach is a member of the cabal named Nesman Purl. The Feverblades have burned down the local theater which was run by the Journeyman cabal. Places of Interest: Harbor Authority House, the Trading Hall, Lonely Dog Tavern, Havok Tavern, Wavebreak Inn, Ruins of the Theater, Temple to Fala, Ship Graveyard Journey's End - The capitol city of the Pejula lands and the only rival trading port to Axis. One of the most densely populated cities in the known world. Journey's End is run by the Journeyman Cabal and is a place of commerce and arcane mysteries. One curious thing that is not mentioned to most about Journey's End is that some people find their every effort to leave Journey's End mystically thwarted (anyone with Luck 1 may find themselves suffering unbelievably coincidental occurrences that keep them from leaving). The truth is that there is a Brilliance King that lives beneath the city among the old tunnels there and that the Journeyman Cabal has made a pact with the creature. The pact shifts the fortune of the clan as a whole in exchange for the misfortune of those unlucky few, whom become forever trapped inside the city. Only the Priesthood of Fala seems to have a way to cheat fortune and help those trapped escape. Places of Interest: Ancient Tunnels, Sewers, The Journeyman Grand Lodge, The Bazaar, The Great Theater, Loomspun Theater, Longhouse Tavern, The Singing House, The Art Gallery, Grand Temple of Fala, Library & Temple of Magena Fingerfold Harbor - A small fishing village and town of professionals. The Lord of the town is a man named Marsan Loom. The town is small and quiet, but it harbors a network of thieves and criminals who call themselves the Fingertip Boys. Lord Loom reportedly takes a cut from the Fingertip Boys and allows them to operate without disturbance by the town guard. Places Of Interest: Merchant Docks, The Market, Baygaze Inn, Lowbrick Tavern, Shrine to Fala, Guard barracks, Lord Loom's Manor Watchpoint Keep - A keep that serves as a lighthouse and a fortress with long range ballistas to sink enemy ships. The Keep holds over a couple hundred soldiers and is watched over by a man named Lord Akel Norland. A heavy warship is always docked here ready to intercept unknown naval vessels. Places of Interest: The Dungeon, the Tower, the Ballista Turrets, Lord's Vault, Navy Docks Merhand Port - A trading post and naval defense for the bay. Merhand Port is ruled by Ilem Fassen, a Journeyman member who organizes naval defense and regulates the market. He is considered by most to be a fair man, gamblers who don't pay their debts, may find him coming to their door. Places of Interest: The Docks, Naval Port, The Square, Fishmarket, Journeyman Guild Hall, Defender's Tower Dathos Castle - The Castle of Dathos is a primary defense point for the clan's land against the invasion of the Maza clan. The castle quarters hundreds of soldiers and is filled with turrets for archers. The Castle is run by journeyman member Tessel Wunlan, who is a master swordsman. Places of Interest: Barracks, Chapel to Fala, Archer's Towers, Secret Tunnels, Dungeon Crystal Mine - A mine in the hills where glowing crystals are harvested as well as precious gemstones. The mine has an infestation of the spiderlike Swarm deeper inside - many miners have been going missing. Jurlman Flowater is the Journeyman member who runs the mines and he's been having trouble hiring miners lately due to the disappearances. Places of Interest: Mining Tunnels, Swarm Caves Rockseat – Rockseat is a mining town in the mountains that is often short on supplies due to a plague of Maza clan raiders that attack the roads to the South. Miners from here are often hired and sent to Crystal Mine, though many do not return. The town is run by a merchant and journeyman member named Festen Colat. The cabal also maintains a magical library here that is off limits to non-members. Places of Interest: Journeyman Guild Hall, Colat & Sons Blacksmith, Journeyman Library & Vault, Tallrock Inn, Rockbreak Tavern, Bazaar, Rockseat Theater Wagonstop – A small trading town nestled between the fork at the end of Wineflow River. The town economy is regulated by the Journeyman cabal and particularly a man named Isol Feck. Wagonstop occasionally has problems with Maza clan raiders attacking caravans who come and go, so they are always hiring security for various merchants. Mercenaries looking for work sometimes find themselves here. Feck ranch is known for selling horses and pack animals for pulling wagons. Places of Interest: The Bazaar, The Journeyman Guild Hall, Wagonstop Inn & Tavern, Longhaul Wagoneers, Feck Ranch, Riverdocks, Fisherman's Pier, The Public Theater Endsweep – Located in Endsweep bay, Endsweep is a harbor town in the shadow of the large city of Journey's End and the peninsula its on. Its a relative safe harbor and a peaceful town. Quietly, the town is the safe harbor of the Journeyman cabal, where they move cargo and people that they don't want to risk bringing into the capitol city. Endsweep has a rather unique way of dealing with criminals and those who are too curious about guild business, they are taken towards the cliffs and tied down to a stone wheel laid against the beach sand, prisoners are chained to the stone wheel and left to die and be eaten alive by the hundreds of roosting crows who wait for a chance to pick flesh from bones. Places of Interest: Journeyman Guild Hall, Smuggler's Tunnels, The Wheel of Punishment, Temple of Fala, Docks, Endsweep Inn, Crowhead Tavern, Theater Stage Ravenspeak – Ravenspeak is a small city nestled into the mountains along a trade road to Hawthex Harbor. The town provides a lot of raw ore and mining resources to nearby areas. A iron mine is located to the North of the city in the mountains and new miner's are always being hired as old miner's are injured or suffer accidents. The town deals with criminals in a unique way, but tying them to a pole in the mountains and wounding them and leaving them to the crows. The city is surprisingly not run by the Journeyman guild, but rather control lies in the hands of priests of Fala, who put their talents to work in their temple/gambling hall. The Avery family controls most of the merchant and gambling business in the city and their oldest member, Alem Avery – is a highpriest of Fala. Places of Interest: The Iron Mine, The Bazaar, Ravenspeak Inn & Tavern, Fala Temple & Casino, Ravenspeak Theater Stage, Avery Tavern Southern Ruins – The ruins of three towns and their keeps along the border to the Maza territory, these once prosperous towns and defensive positions were wiped out by the warlike Maza years ago and attempts to rebuild them have failed. This is still a sore spot for many Pejula. Sometimes the ruins serve as havens for raiders who are camping to wait for new victims. The ruins themselves may still hold wealth for the crafty scavenger. The Journeyman cabal has lost an important artifact in one of these former towns, but won't say which it is. Places of Interest: Raider Camps, Old Cellars, Old Vaults Attachments:
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