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Lore: Geography of Vives Posted: 28 Dec 2005 09:28 AM |
Foreword
- When in doubt, ask the DM team. - These places have their own unique history and lore, so don't assume you can make up (major) historical events or lore for them.
[Last edited 24 Jan 07, Fictrix]
Common Knowledge (Assumed to be known by nearly everyone)
Brandibuck Vale: Home of the Halflings, the idyllic and pleasant Brandibuck Vale lies sandwiched between the dangerous Bloodwood and the dark Mirghul Forest, and has weathered many a disaster over the years, acting as a sort of focal point for troubles of all kinds. Whether it's Halfling luck, Halfling tenacity or divine intervention that's kept the Vale from lasting harm is a secret the Halflings mischievously keep to themselves.
Buckshire: A quaint and quiet country town, there's little of note in Buckshire, except perhaps the Trading Post, where many various goods are sold. Adventurers both new and experienced often venture to the Trading Post for the best bargains.
The Cold Lands: Known by many names, the eternally frigid realm of the Ice Queen Helkris spans over a significant portion of west Vives, encompassing the impassable Divider Chain, the Ischlak Realm, the Lands of the Tumata and Fangduin.
Ferein: The faraway and isolated home of the Elves, Ferein is a lofty and sweeping treetop city that spans over an immeasurable area, stretching from the south of the Inner Sea to the Mystic Woods.
Four Winds Inn: Run by Uwe and Castidis, many an adventurer has found refuge in this cozy little inn, which has served as the humble beginning for great heroes, dire villains and every other personality in between. If Fate was its own separate realm, this would be its crossroads.
The Great Plains: A great, sprawling grassy plain extending as far as the eye can see, many incredible adventures have begun here, and many a tale has been exchanged by travellers around the campfire. The Plains are a place of coincidence and accidental meetings, a place where stories and lives seem to cross and overlap on a frequent basis.
M'Gok Tukar: Home and haven of Half-Orcs, M'Gok Tukar has a rich and detailed history just waiting to be discovered... if you can find the place.
Maldovia: Little is known about this eternally dark and cursed island, which is connected to the mainland by a crooked wooden bridge.
Midor: A grand and splendid city, the people of Midor are devoutly religious and dedicated to their god Midoran. Once renowned for order and justice, Midor has become a xenophobic nation, despising all unbelievers. Any non-worshipper of Midoran should stay well away from Midor and its surrounds.
Northern Highway: A well-travelled path connecting Buckshire to Port Royale, the Northern Highway is quite possibly the most frequented road in all Vives.
Port Royale: A place of sinners and saints, nobles and criminals, Port Royale is a city of perplexing duality. The upper half is a sweeping plaza which boasts glamorous stores, glorious gardens, the palace, and other splendours. A thin wall separates this from the lower half of Port, a truly seedy place full of back alleys, beggars, spies and murderers. The only thing that connects these two separate worlds is money: there is nothing in Port that cannot be sold or bought.
Intermediate Knowledge (Assumed to be known by most people who've done a bit of travelling)
Elbereth's Tears: A place of beauty and sorrow, it's said that the water that flows from this place wells up endlessly, a constant deluge of tears as a result of deep pain and grief felt by Elbereth, goddess of nature.
Gladden: An odd micro-climate existing in a vale in the Cold Lands, this is the only patch of spring in the realm of eternal winter.
The Great River: The largest river in all Vives, few have visited this dangerous realm and returned to tell the tale. It's a wonder that it's known to exist at all.
The Hungering Maw: A gargantuan whirlpool off the east coast of Vives, it lies in close proximity to the dread island of Maldovia.
Icy Vale: Nestled within the hostile realm of the Ice Queen, Icy Vale is a small frontier town and garrison that serves as a stopover for those travelling through the harsh Cold Lands.
Isle of Ka'azim: Most beginning mages find their way to Ka'azim. The small island houses a mage tower exclusive to wizards and sorcerers, providing knowledge and services not available to those who are not practitioners of The Art.
Kobai Desert: A strip of desert separating the north lands from the south, many ancient ruins can be found in these blazing lands. The Kobai Desert has claimed the lives of innumerable adventurers... and the immortal souls of the truly unfortunate.
The Murdering Sea: Located to the north-east of the mainland is the infamous and aptly-named Murdering Sea, the main reason why most ships sail on the west coast of Vives instead of its east.
Mystique: A small, tropical paradise, Mystique is a good place to get away for a holiday.
Order of the Seven Sisters: A humble yet run-down establishment lying on the outskirts of Port Royale, the sisters are well known for treating the sick and wounded, regardless of race, origin or credo. The Order has always struggled for funds, and is maintained largely by donations.
Paws: A settlement of Midor, Paws is a run-down backwater cesspool. It does have its good points though, and is a quiet and convenient locale for crafters. Paws has become as devout in its hatred of infidels as Midor.
The Wastelands: Squatting on the periphery of Midor's extended borders, the scarred battlegrounds known as The Wastelands have seen so many battles so often that nothing grows here any more. Caught in the grip of perpetual war, it's only recently that necromancers and zombies were driven from this area... or were they?
Uncommon Knowledge (You probably don't know this at all unless it pertains specifically to your background or have spoken to NPCs about these places)
Asashi: The origin of all monks in Vives, the Asashi Monastery is found in the remote hills west of the Mystic Forest.
Bloodwood: A terrifying and dangerous wood filled with a blood-red mist, few truly know what horrors lie within this wood.
Carfax: Just off the beaten track, north of the Northern Highway, lies the mysterious town of Carfax. It's rumoured that the place is haunted, but few seem willing to go and confirm that rumour.
Fenghuul: Named for the mage Malakai Fenghuul, who is said to preside over these lands, little is known about this realm save for the fact that it is dangerous... extremely so.
Fiirkrag: The jagged Fiirkrag Mountains are probably the highest in all Vives, housing all manner of dangerous and bloodthirsty beasts eager to kill adventurers... that is, if the treacherous weather and landscape don't do it first.
Frobozz Isle: A strange place rife with magical energies, the impossible seems to become possible here, and all that is absurd becomes commonplace. Expect the unexpected.
Halls of Bregodim: Carved into the Midor Mountains, the Halls of Bregodim are home to the Dwarves, isolated from other cities and shut to non-Dwarves.
Ladriel: A misty and enigmatic region, notable for the Tower of Ladriel, one of Vives' few mage towers.
Lynaeum: Little is known of the ruins of Lynaeum, which lie north of the Northern Highway. A once-splendid city lying in sad ruin and overrun by scavengers and beasts, adventurers should be careful where they step, lest they stumble upon the slumbering city's dangerous secrets.
Mirghul: The largest woodland in all Vives, a well-worn path cleaves through this otherwise dark forest. It's said that the deep woods are cursed and filled with abominations, but that is, of course, merely hearsay.
Sunix: A strange place, Sunix: there's something about the woods that isn't quite right, but no one's ever figured out what's wrong with them. |
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