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People and Lands

Detailed herein are towns, cities, lands, their major figures (NPCs), flora and fauna, and other information necessary to characters wishing to journey throughout the lands.

One of the major features of Syseria, other than its hugeness, is that the entire planet is accessible (more or less) from any other part of the planet. The most common are public portal cities, which allow travelers access to any other city containing such a portal. Other methods include airships and starports. And of course, sea travel is always en vogue.

Continents

The continents of Syseria form some jagged, broken coastlines since they were shattered by the gods. Some continents have a [relatively] unified central government or authority, and others do not.

Cirisca

Cirisca is largely defined by continually warring kingdoms and factions, fueled by their lust for power above all else. Its ever shifting borders provide only temporary security; the only given here is war. Numerous forces vie for dominance in the hopes of unifying the land under their own flag.

Blackened Wood

This is a massive dead forest filled with undead. The forest came to be after an AL mass battle between Cirisca's warring kingdoms of the north and south. After the continents shattered, Blackened wood was cropped to the east and west edge of Cirisca, cutting the north off from the via land route.

[#_PEOPLES_AND_LANDS_CONTINENTS_DWARFEMPIRE]

The Dwarven Empire

As one would expect, this is a land ruled by dwarves. One may not expect, however, that the land was ceded as a gift from the elven nation of the previous age.

The Empire City, The Dwarven Empire est. 2242 AL

Population: 110,000 (68% dwarf, 10% human, 10% elf, 5% halfling, 7% other)

Predominant Religions: Kahtsu, Grunuk, Lynona (more on these deities soon to come)

Economy: Weaponsmithing (25%), Trade (25%), Precious Metals & Stones (20%), Ore (10%), Brewing (10%), Jewelry (10%)

Major Imports: Horses, lumber

Major Exports: Cut & Uncut gems, brew, weapons, concrete, ore, silver, gold, jewelry

14 Magic Shops

22 Places of Worship

2 Wizard academies

23 Gem & Jewelry shops

73 Taverns

65 Inns

40 Stables

7 Alchemists [Shops]

4 Universities

2 Rogue Guilds

5 Market Squares

4 Agoras

4 Warrior Guilds/Academies

10 Inventor Shops

23 General Stores

3 Castles

1 Air Deck

18 Armories

2 Arenas

3 Courts

4 Theatres

1 Racetrack

10 Libraries

14 Cemetaries

5 Hospitals

7 Prisons

10 Districts/Neighborhoods

12 Public Art Installations

6 Public Parks

Plumbing/Sewers

Sages

Soothsayers/Mediums

Priests

Gemcutters

Blacksmiths

Bowyer/Fletchers

Artisans

Wizards

Sorcerors

Soldiers/Garrison

Mercenaries

Rogues

Sea Crew

Air Crew

Space Crew

Spies

Generals

General Skilled Laborers

General Unskilled Laborers

Commoners/Peasants

Notable Places—The Stone Giant is a collossal petrified giant towering over Earthforge Park. Nothing grows in its shadow, and the giant is said to be an avatar of death.

The Bloated Boar Tavern, located in the Market District. A town crier stands outside telling of news and gossip. Building is a 2 story log cabin with an orange roof and a large cellar. There are 2 suits of armor on display and shelves filled with random kooky junk.

The Marvelous Jewl Jewler, Located in a side street near the town gate. The street outside has a crowd watching performers and is watched by a squad of the town guard.

Description: The jeweler is a brick tower, with a yellow tile roof and overgrown hedges. A raccoon serves as a mascot and greets customers. It contains a number of crates stacked along the back wall and a leather bound bag with hundreds of compartments on the counter.

The Empire City: Dwarves are not known for pithy creativity. This is the aptly titled capital city of the Empire. It is nestled into a mountain, cradling the city from the north and surrounding it partially on the east and west. The Empire City can be located in the northeast region of The Dwarven Empire.

[#_PEOPLES_AND_LANDS_CONTINENTS_MAGIA_NOLAN]

Magia Nolan

This is the site of the central portion of the ancient Devas colony. Though nothing is left but ruins, the area is rich in ancient secrets and technology. This is also where the Devas cast the cooperative mithal eradicating any knowledge of the existence and deeds of the Devas.

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Isla Notau Nai

Isla Notau Nai is the world’s largest chain of islands, comprised of one main, large, central island surrounded by a few dozen satellite islands. Isla Notau Nai rests in the tropical region of the world and stretches far enough south that the southernmost islands experience slightly cool winters. The islands formed geologically through the movement of tectonic plates sliding over magma fields of intense heat. The resulting volcanoes eventually started sprouting islands.

There is a centralized government in the one main city on the main island. This government is fairly lax and is run by wizards. It is in fact the puppet government of an unknown shadow force. To what end is not yet known.

The Dragon's Maw Archipelago

This series of islands, so called for its shape on the map, spans the planet from the tropical equator to the subarctic circle. The islands are mostly volcanically formed, along with some exocontinental falloff resulting from Thunderfall.

Tropical areas have lush rainforests with frequent rainfall, waterfalls, and double and triple rainbows almost daily. Tropical rainforests are located around and near the equator, therefore having what is called an equatorial climate characterized by three major climatic features: hot temperature, rainfall, and dry season intensity. In general, climatic patterns consist of warm temperatures and high annual rainfall. However, the abundance of rainfall changes throughout the year creating distinct moist and dry seasons. To reiterate, the planet has a more acutely offset wobble than normal and outliers in climatic variance tend to be more extreme, shifting in 7-year cycles.

Pufferfish, dolphins, angelfish, moray eels, clownfish, sharks, jellyfish, sea urchins, manta rays, stingrays, bass, and batfish are just some of the aquatic species populating the oceans around these islands.

Some of the rainforests are year round, others are seasonal with distinct dry seasons. These rainforests account for some 40-50% of all of Syseria's living creatures. The forest floor receives very little sunlight.

Only plants adapted to low light can grow in this region. Away from riverbanks, swamps and clearings, where dense undergrowth is found, the forest floor is relatively clear of vegetation because of the low sunlight penetration. This more open quality permits the easy movement of larger creatures such as apes, tapir, rhinoceri, gorillas, dragons, dinosaurs, giant beetles & insects, Yuan-Ti, as well as many species of reptiles, amphibians, and insects.

The understory layer lies between the canopy and the forest floor. The understory is home to a huge list of tropical birds (toucans, parrots, many varieties of macaws, canaries, cockatoos just to scratch the surface), small mammals, insects, reptiles, and predators, including jungle cats, poison frogs, couatl, snakes (giant and otherwise), giant spiders, monkeys, cockatrices, and more. The vegetation at this layer generally consists of shade-tolerant shrubs, herbs, small trees, and large woody vines which climb into the trees to capture sunlight. Only about 5% of sunlight breaches the canopy to arrive at the understory causing true understory plants to seldom grow to 3 m (10 feet). As an adaptation to these low light levels, understory plants have often evolved much larger leaves. Many seedlings that will grow to the canopy level are in the understory.

The canopy is the primary layer of the forest forming a roof over the two remaining layers. It contains the majority of the largest trees, sometimes growing as tall as 150' in height. Tall, broad-leaved evergreen trees are the dominant plants. The densest areas of biodiversity are found in the jungle canopy, as it often supports a rich flora of epiphytes, including orchids, bromeliads, mosses and lichens. These epiphytic plants attach to trunks and branches and obtain water and minerals from rain and debris that collects on the supporting plants. The fauna is similar to that found in the emergent layer, but more diverse. It is suggested that the total arthropod species richness of the tropical canopy might be as high as 20 million. Other species habituating this layer include many avian species such as the yellow-casqued wattled hornbill, collared sunbird, grey parrot , keel-billed toucan, scarlet macaw as well as other animals like the spider monkey, giant swallowtail, three-toed sloth, kinkajou, and tamandua.

The emergent layer contains a small number of very large trees, called emergents, which grow above the general canopy, reaching heights of 275' tall. Some examples of emergents include: Balizia elegans, Dipteryx panamensis, Hieronyma alchorneoides, Hymenolobium, Lecythis ampla and Terminalia oblonga. These trees need to be able to withstand the hot temperatures and strong winds that occur above the canopy in some areas. Several unique faunal species inhabit this layer such as the crowned eagle , the king colobus, and the large flying fox share this space with the likes of Ki-Rin, Couatl, Dragons, and Cloud Giants just to name a few.

Stratification is not always clear. Rainforests are dynamic and many changes affect the structure of the forest. Emergent or canopy trees collapse, for example, causing gaps to form. Openings in the forest canopy are widely recognized as important for the establishment and growth of rainforest trees.

Human life has inhabited these islands for millenia, but not even the most remote parts of this world were spared the horror of The Dark Times. Today, island people range from simple grass-skirt wearing, fun-loving tribal societies to hierarchical feudally organized nations. The whole of the archipelago is also a hotbed for cult activity, thanks to its seclusion.

Temek

The climate of Temek is characterized by variable, but generally low, precipitation, high temperatures (often 100° or more), and vast desert regions. It has generally the hottest temperature year-round, the most extended periods of heat and sunshine, and little to no winter. Snow can be seen in the northernmost reaches of Temek about every seven years.

With waterfalls and mountains, deserts and rainforests, wetlands and savannah, Temek is a continent of true splendour. Beneath its wild and ancient landscapes lie resources literally as rich as diamonds, copper and coltan, and its wildlife is as diverse as its cultures.

Temek harbours fauna and flora as magnificent as its terrains, including large mammals that occupy huge expanses of land. Mountain gorillas, pygmy hippos, mpingo trees (whose timber is prized for musical instruments) and the northern white rhino are just some of the species symbolic of this region. Harbouring the richest population of freshwater fish anywhere on Syseria, over 3,000 species, 1,500 species of birds, 250 species of reptiles, 600 species of amphibian, countless varieties of insects and arachnids, Temek is a land of savage beauty. Syseria's largest species of spiders, frogs, mammals, and carrion birds all originate from Temek. Millions of migratory seabirds and fish originate in Temek, or stop their as part of their journeys around the world.

The natives of Temek can range from nomadic to domestic, tame to brutal, and barbaric to civilized. There are a wide diversity of species and hybrids that call Temek their home. Skin tones tend toward dark for those who have lived here for generations under the hot sun. Temek is too hot to wear heavy armor without quickly suffering heat exhaustion or possibly a stroke. Larger shields are common, made from wood or bone.

This is a land favored by Ixchalcouatl for its hot climate. Ixchalcouatl throughout Temek often trade in ivory and diamonds.

There are many economies pulsing through Temek. Primary exports include ivory, palm oil, gold and diamonds, iron ore, copper, and exotic birds and animals. Imports include metals and jewelry, leather, spices, and weapons.

Al Quraya Kahn

Al Quraya Kahn is the second most populous continent of Syseria, behind Shin-Xiao. This is a land of shimmering sands and arabesque palaces. Social norms are steeped in tradition set down by ancestors from generations past. These traditions are treated as almost sacred.

Most of the land is desert dotted with the occasional oasis. Flora of this desert is such that it can survive in a limited water supply and tolerate salt. Oasis are surrounded by the 'Tamarisk Tree' . It accommodates flowering plants such as convolvulus, mustard, pea, daisy, caper, iris, and milkweed families.

Fauna of this desert includes many different kind of species. It comprises of insects such as Anopheles mosquito, Caterpillar, Scorpions, Spiders, Lice, Ants, Butterflies, Moths and Roaches. Snakes such as Vipers and Sand Cobra are commonly found. It constitutes of Mammals such as Ratel, Fox, Wild Goat.

Economies range from very poor to very rich. Al Quraya Kahn exports spices, horses, oils, fine pigments and dyes, gemstones, and leathers. They import a lot of metal and ale. With their single portal city, they can export to the whole world, and import from the whole world.

Conflict in Al Quraya Kahn can be different. It often occurs in ideological contexts rather than racial. Elves vs. orcs vs. dwarves etc. take a backseat to discipline vs. decadence, honor vs. dishonor, and so on. Outsiders to this land are treated as oddities, and must work if they wish to assimilate into society. Genies and djinn are proliferated throughout the land, some with a positive role, and some with a more malevolent streak.

Most inhabitants form societies of a tribal nature. Hospitality toward your neighbor is essential. Custom and honour demands that you offer food and drink to anyone who pays you a visit - whether the guest is invited or not. But a guest who overstays his welcome equally debases his own honour by taxing others unnecessarily. The bond of salt is important here. Once a guest has eaten salt from the table of the host, they are formally bonded, where the two owe each other mutual protection and help. Salt is considered as remaining in the body for three days.

[#_PEOPLES_AND_LANDS_CONTINENTS_SHIN_XIAO]

Shin-Xiao

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[#_PEOPLES_AND_LANDS_CONTINENTS_DVORIA]

Dvoria

Dvoria is a dictatorship governed by a Grand Czar, with a strong military backed up by The Red Corsairs. Each locality is governed by a regional or city dictator. In general, the Grand Czar is aloof and hands-off, while the local and regional dictators will take a more closely managed approach to governance.

The taiga is a vast forest zone and covers half the land. The soil is mostly reddish clay due to water leaching. Ruins of an ancient civilization dot the land, often in the form of temples and bazaars. The design on these temples is different than the traditional Dvorian design, with a frieze and pediment structure supported by columns. This civilization is long extinct. The most extreme northern tip of Dvoria is tundra with some sparse growth, including some deciduous trees, and spruce. The bulk of the land supports a wider variety, including spruce, pine, fur, cedar, and some deciduous trees. Broadleaf forests dominate the landscape. The trees and undergrowth are draped with lianas and vines.

Fauna includes moose, bear, reindeer, lynx, sable, squirrel, lemmings, leopards, tigers, and elk. Avian wildlife includes owl, woodpecker, vultures, penguin, snow cock, bison, swans, and eagles. Magical creatures that roam the land would include hippogriffs, griffons, ki-rin, dragons, and Baba-Yaga with her magical hut. Local mythology and folklore suggests that helpless travelers who stray too far off the beaten path may get roasted and devoured by Baba-Yaga, but recounting these tales is strictly forbidden.

Religion in Dvoria is strictly controlled, with the dominant religion being worship of Tyrusine. Other worship is not largely acknowledged or allowed, but continues in secret, underground. To attain a high level in government, one must be a Knight or Valkyrie of Tyrusine.

[#_PEOPLES_AND_LANDS_CONTINENTS_KARAMUNDURIA]

Karamunduria

Millenia ago, and few believe the truth of this and dismiss it as legend, the land of Karamunduria had recovered fairly well from The Dark Times. Soon, however, her people relapsed and eventually succumbed to their baser instincts. It is beset by roving bandits that travel throughout the countryside, pillaging and murdering. There are fewer basic resources in this land, such as water, food, building materials, and so on. Infrastructure such as roads, communication, and transportation, is not as proliferated, nor as well maintained, as the majority of Syseria. The bandits throughout the land make this situation worse by greedily taking all they can acquire for themselves. This has been the state of the land of Karamunduria for millenia and it remains an apocalyptic wasteland to this day.

The outback is divided roughly equally into forests, plains/deserts, and mountainous regions. Towns and civilized areas dot the circumference of the coastline. There are some serviceable roads, but it's not as well maintained as most of the rest of Syseria. Flora throughout the forests includes tough-leaved eucalyptus, and in the northlands, dry rainforests and brigelow scrub dominate the wilderness. There are over 20,000 species of vascular, and 8,000 species of non-vascular plantlife. These include the Wollemi pine, Cycad palm, grass tree, thousands of species of wildflower, acacia forests, tussock grasslands, and faboideae (pea-flowered legumes) just to name a few of the more common plants.

Wildflowers, including everlasting daisies, turn the arid and savanna grassland areas of Kuramenduria into carpets of color after rain. Native forests are limited to wetter coastal districts, and rainforests are found mainly on the north coast. The most common plantlife are those that can survive and thrive in arid conditions.

Still other regions have been fully siphoned dry of resources by wanderers. Little grows in these regions. Water is extremely scarce. Two of these wasteland regions in particular are home to The Rock Crawlers and The Liberated. The Rock Crawlers live in mountainous regions, using Wyverns they tamed to navigate the treacherous bluffs. The Liberated roam the desert regions, plundering and taking resources from the land and the people.

The fauna of Karamunduria consists of a massive variety of animals, some native, and some brought by traders or wandered through the portals. Many of these species are unique to Karamunduria. Mammals and marsupials abound: Kangaroos, koala bears, dingoes, spotted quoll, tasmanian tigers and devils, sugar gliders, and many more.

Spiders, snakes, and reptiles are truly able to thrive throughout the land. Some grow to enormous proportions, although most encountered near civilized areas will not be so huge. The saltwater crocodile can grow up to 22' and weigh as much as 3,000 lbs. Blue-tongued lizards are the largest member of the reptile species.

Some 800 species of birds call Karamunduria their home. More than half of these species are unique to Karamunduria.

Raiding Tribes

Raiders of the land (parasite is not too strong a word) take what they need to survive and what they want for their own personal pleasure. Perhaps unable, unwilling, or having been blackmailed or cajoled into the lifestyle, they will not work to feed, clothe, and equip themselves. Instead, they take what they want and need from traveling caravans, merchants, wanderers, and adventurers.

Each tribe is led by the most violent and vicious individual in the tribe. Her or his right hand people will be rewarded with special treatment and the choicest cut of the loot to keep them loyal. Underlings are kept in line through the promise of violence.

Such tribes carve their lives out in the forsaken regions of Karamunduria. Badlands, cliffs, mountains, and deserts are where they often make their homes. This happens due to two basic factors, one is being forced away from the choicest lands due to their outlaw nature. Two is that the remoteness insulates the tribes from retribution to some degree.

Sorvestedsstäd

Sorvestedsstäd is a vicious frontier land that never recovered from The Dark Times. The geography is treacherous and uncivilized, with no functional roads or ports. Sorvestedsstäd is blanketed in an unending winter. All that remains of the cities that once were is ruin. Almost the entire land is mountainous, with two small desert regions in the north, and a forested region in the south.

The land is dominated by giants, giant-kin, and Svartálfar (a kind of Dwarf). These creatures are largely feral and aggressive. Svartálfar in particular are hostile and are known to dominate and enslave others.

Sorvestedsstäd is not the original name of this land, which is now lost. Sorvestedsstäd means “Land of Sorrow.”

For reasons yet unknown, all volcanoes simultaneously become active about once every century, spewing magma and ash, covering the entire land (more or less,) and killing every living thing that cannot flee or find safety somehow. This has the effect of creating faster than normal growth of Sorvestedsstäd’s landmass, which sages estimate will reach Dvoria in approximately 3,500-4,000 years.

Portal Cities

Each of these are major metropoli, and contain a portal available that will transport adventurers (and indeed anybody) to any of the other portal cities. There is no cost associated with the use of the portal and anybody can use them (that means any human or demi/semi-human—they don't change the fact that hostile beasts are unwelcome in civilized areas). In all of these cities, you will see significant influence from Lynona, Goddess of Travel.

The portals are capable of denying access from other cities in the event that any of these cities should be taken by a hostile force. In this way, the hostile force will be cut off immediately from the remaining portal cities. A council of overseers makes decisions such as these, and are also responsible for portal maintenance and defense.

In the event that a portal city is besieged, a portal defense task force will be dispatched. It is understood that their sole purpose is to protect the portal, but nonetheless the goal of a force attacking a portal city is probably to take the portal, so the defense of the city and the portal itself may be an overfine distinction in most cases.

This is one method of numerous which can be employed by adventurers to access [essentially] the whole world of Syseria from any portal city. Another possibility is to play urban adventures throughout portal cities, treating them collectively as one gigantic megacity.

Barrington

Barrington, Kuramenduria; est. 52 ADI

Population: c.42,000 (20% human, 20% half-elf, 10% elf, 15% halfing, 10% dwarf, 5% other, 10% half-orc)

Predominant Religions: Vaunil, Y'Lashaan

Economy: Grain (25%), Trade (25%), Art (20%), Spices (10%), Textiles (10%), Jewelry (10%)

Major Imports: Horses, magic, wine, spices, metalwork, gems, gold, silver

Major Exports: Grain, art, spices, textiles, jewelry

Barrington is a quiet, happy city with an unusually non-human centric population. The city Barrington is in a tropical climate, situated right on the equator. The city is a major exporter of grain, meats, and tropical fruits, and derives a fair amount of its economy from that. Barrington is an artistic center, as well as a center of jewelry and baubles. The city imports a great deal of gems, gold, and silver with which it makes jewelry.

The city is laid out in a series of concentric circles, it's architecture soaring into the sky, designed in a series of layers. Some layers are anchored to the ground, some layers are floating in the sky. Elevators provide access to the upper layers.

There are many entertaining attractions throughout Barrington. Their equestrian teams are world-renowned and visitors flock here to watch their performances. Barrington is a center of jousting. World-class tournaments are held in Barrington and Paladins and Champions Adept (along with anyone else interested in jousting) often flock here to compete.

The Hub

The Hub, The Dwarven Empire; est. 2942 AL

Population: c.41,600 (15% human, 5% half-elf, 10% elf, 40% halfling, 25% dwarf, 10% other)

Predominant Religion(s): Billic Baggilor, Piyghe, Lynona

Economy: Trade (55%), Metalsmithing (15%), Textiles (15%), Gaming & Gambling (15%)

Major Imports: Clothing, artwork, jewelry, metalwork, spices, magic

Major Exports: Clothing, armor and weapons, boots, artwork, games, oil

The Hub, so called for its obvious geographic situation in the Dwarven Empire, and because it's a major portal city, is, as its name implies, a center of trade and commerce. Its inhabitants regularly experience the comings and goings of a wide range of people and goods. Many are quite wealthy and there is a thriving middle class in this city.

The architecture and layout, as its population implies, is little-person-centric. The Hub is designed in a series of concentric circles, with “spokes” coming in from the north, south, east, and west. There are enough humans, elves, and half elves here that finding an inn that is of comfortable standing height should not pose a problem, but visiting friends, merchants, or nobles may be another matter entirely for their taller friends.

Los Ashton

Los Ashton, Cirisca; est. -1178

Population: c.87,000 (65% human, 5% half-elf, 10% elf, 5% halfling, 10% dwarf, 5% other)

Predominant Religion(s): Lynona, Ouin

Economy: Agriculture (40%), Trade (35%), Metalsmithing (20%), Brewery (5%)

Major Imports: Ore, jewelry, woodwork, spices, crystal, magic

Major Exports: Armor and weapons, metalwork, ales, wines, whiskey, beasts of burden, oil

Los Ashton is a large landlocked metropolis with several roads going in and out. Throughout Cirisca, and in some circles throughout the world, the breweries of Los Ashton are famous for producing excellent brew.

As with its parent nation, Los Ashton is primarily populated by humans. Its political policies, trade, layout, artwork, literature, are all basically human-centric.

Cirisca is a place of oft-warring kingdoms, baronies, and principalities, and that makes Los Ashton a tempting target—even though an invading army would need an enormous fighting force if they hope to take it.

Centrport

Centrport, Cirisca; est. 726 AL

Population: c.57,700 (75% human, 3% half-elf, 10% elf, 2% halfling, 6% dwarf, 4% other)

Predominant Religions: Cimbrianus, Lynona

Economy: Agriculture (45%), trade (20%), leatherwork (20%), horse breeding and training (15%)

Major Imports: Clothing, ore, wood, jewelry, metalwork, spices, salt

Major Exports: Leather goods, oil, horses, horse gear, chariots, animal feed

Centrport is a large landlocked city in Cirisca which is primarily agricultural. A significant industry is horse breeding as well as milling their crops into animal feed.

The city features an air, sea, and star port making it a massive worldwide trade route stop.

With humans being strongly the majority in this city, travelers can expect to encounter mostly human merchants, nobles, and other locals. The political leadership in this city is entirely human, and its religious centers, artwork, literature, and physical design are all of course human-centric.

Brightport

Brightport, Cirisca; est. 659 ADI

Population: c.68,300 (45% human, 15% half-elf, 10% elf, 7% halfling, 15% dwarf, 8% other)

Predominant Alignment: N

Predominant Religion(s): Cyan, Lynona

Economy: Trade (55%), shipmaking (including magical ships) (35%), agriculture and animal breeding (10%)

Major Imports: Clothing, salt, rope, wood, metalwork, spices, magic

Major Exports: Clothing, tools, artwork, jewelry, boats, oil

Brightport is a center of trade seated on an important sea lane between several continents. Significant trade traffic passes through Brightport throughout the year, as it is near enough to the equator that it has no cold season.

Brightport's significantly valuable exports to the world have the effect of encouraging other worldly powers to turn a “blind eye” to its leaders' foibles. As such, little is known about the elites' intentions beyond what is proclaimed publicly. Anyone can have hidden agendas, of course, but Brightport's are not under particular scrutiny.

Al-Zuru

Al-Zuru, Al Qarāyā Kān; est. 2122 AL

Population: c.66,200 (65% human, 3% half-elf, 13% elf, 5% halfling, 12% dwarf, 2% other)

Predominant Religion(s): Lyren, Lynona, Vohu Rimmon

Economy: Trade (45%), agriculture (20%), mining (25%), textiles (10%)

Major Imports: Clothing, artwork, jewelry, metalwork, salt, magic

Major Exports: Clothing, wool, leather, exotic spices, ore, oil

Al-Zuru is placed on the edge of a vast desert to the east, at the shore of a sea which stretches into its western horizon. Its golden glittering sands make a beautiful contrast to the sapphire blue sea.

A monarchical government rules over Al-Zuru. Historically, kings and queens have been friendly toward travelers and traders, as is the current leadership. Their exported ore, oil, and exotic spices are aggressively sought after by traders throughout Syseria. Its riches have made Al-Zuran nobles and upperclass wealthy and powerful.

Majia

Majia, Shin-Xiao; est. 1225 AL

Population: c.86,300 (40% human, 10% hybrid, 10% elf, 5% halfing, 15% dwarf, 5% other, 10% Mandari)

Predominant Religions: Lynona, Y'Lashaan, Ouin

Economy: Grain (25%), Trade (25%), Wine (20%), Art (20%), Spices (10%)

Major Imports: Textiles, artwork, spices, magic, jewelry, metalwork, ore, tools

Major Exports: Isis calcite crystal

Majia is the sole exporter of isis calcite crystal on Syseria, the crystal used to create the less common, more expensive blue communication crystals. These are the crystals which include a visual image with the audible communication. These crystals, like the kyanite cilicate crystals, appear to be impossible to domesticate. They must be harvested from the wild.

Once again, the mercantile class enjoy lavishly comfortable, sometimes decadent, lifestyles. Falconhand is headquartered in this city, and are one of the prime benefactors of the profits reaped from harvesting crystals. Their leaders reside here, and Majia serves as the nexus of their operations.

Shui-feng

Shui-feng, Shin-Xiao; est. 3942 AL

Population: c.82,000 (75% human, 5% half-elf, 10% elf, 2% halfling, 5% dwarf, 3% other)

Predominant Alignment: NG ~ N

Predominant Religion(s): Gwydion, Lyren, Lynona

Economy: Trade (55%), Metalsmithing (15%), Textiles (15%), Gaming & Gambling (15%)

Major Imports: Clothing, artwork, jewelry, metalwork, spices, magic

Major Exports: Clothing, armor and weapons, boots, artwork, games, oil

Shui-feng is a city of winding streets and vertically layered architecture. It is divided into 27 neighborhoods. Sometimes neighborhoods wall themselves off from one another, making navigation difficult to foreigners.

[#_PEOPLES_AND_LANDS_PORTAL_CITIES_MILBURN]

Milburn

Milburn, Kuramenduria; est. 659 AL

Population: c.72,200 (70% human, 5% half-elf, 10% elf, 5% halfing, 5% dwarf, 5% other)

Predominant Alignment: N

Predominant Religions: Lynona, Achaeus

Economy: Trade (55%), military (25%), government (10%), taxation (10%)

Major Imports: Ore, grain, spices, ale

Major Exports: Boats, wine, art, weapons

Milburn is a city that is hiding something very significant. The city and its provinces run southeast along the coastline. It's proximity to the snow line makes this a cold city year-round. On peak winters, the accumulation can be up to 3'.

Milburn and the people comprising her governing body are under the control of a Glabrezu, Yng. The archfiend is using the portal for his own purposes. He believes the consortium of portal overseers to be unaware of his presence and activities, but he is wrong. Yng has been studying the portal, trying to refocus its power where he wants it to go. His hope is that he will have the device focus on the Abyss. Using this portal thusly he could summon his shrieking hosts, and destroy the world. In order to avoid shutdown, the affliction this city faces shall require a remedy.

Yng gets ridiculed among his fiendish peers, because of the sheer impossibility of taking command of Syseria. But he likes a challenge, and it would be the penultimate prize.

[#_PEOPLES_AND_LANDS_PORTAL_CITIES_TRANJOR]

Tranjor

Tranjor, Unnamed Land; est. 900 AL

Population: c.32,200 (60% human, 15% half-elf, 10% elf, 5% halfing, 5% dwarf, 5% other)

Predominant Alignment: N

Predominant Religions: Lynona, Ouin, Billic Baggilor

Economy: Trade (25%), gambling/entertainment (20%), military (20%), hunting and trapping (10%), government (10%), taxation (10%)

Major Imports: Wood, grain, spices, ale, magic

Major Exports: Horses, ore, ale, metalwork, pelts, furs, magic

Tranjor is a city that connects two major trade routes. The city enjoys regular trade traffic. This city is governed by the swordmaiden hailing by Telta. She is very unique; her ladyship bears a second pair of arms. Legend has it that she was favored by a God of luck. Winning a game of chance granted her this boon.

Telta was the leader of an adventuring group before they all retired and decided to live in the city of Tranjor. Kern Swiftblade, a ranger that has a giant tiger as a pet settled down with her and they wed. They founded a popular tavern known as “The Tiger's Claw.” They patronize to people who enjoy bloodsports.

A temple to Billic Baggilor was founded here run by a halfling named Shalin Swiftyfingers. Very crafty with a heart full of wonder, his best friend, a half elf named Jo'hakim is second in command. Both are masters of martial arts.

On the outskirts of Tranjor is a druid grove that is protected by a very powerful elven druid. Nobody knows her name, not even her old adventuring group; she is merely referred to as “The Druid.” She is also known to use roguish skills and arcane magic. She changes her features daily and you are not likely to ever view her true visage.

Fendris, an elven fighter/wizard runs a magic shop called “True Dweomer” downtown. They sell potions, wands, scrolls, and periodic miscellaneous items/armaments brought in by traders.

Four years ago, there was a large battle between Telta's group, along with city defenders, against a very powerful patriarc vampire that had a sizable undead force. The vampire was known to be allied with two Maraliths. Most of the damage done to the city has been restored.

[#_PEOPLES_AND_LANDS_FORMER_PORTAL_CITIES]

Former Portal Cities

Under various circumstances, a city can have its portal deactivated, dismantled, or in extreme cases even destroyed (which has never happened, so far) by the council of overseers. The reasons for this vary but the decision must be made by 2/3 majority.

[#_PEOPLES_AND_LANDS_NEW_PORTAL_CITIES]

New Portal Cities

A deactivated portal was found in Southern Evaal in 1401. A group of adventurers activated the portal, which had waited dormant and hidden for millenia. This implies the possibility of other hidden, dormant portals elsewhere in the world.

[#_PEOPLES_AND_LANDS_NEW_PORTAL_CITIES_SOUTHERN_EVAAL]

Southern Evaal

Southern Evaal, The Dwarven Empire; est. 2253 ADI

Predominant Alignment: N

Population: c.28,800, Size: c. 10mi²

Wealth: 37,652,000 so. Max value for sale: 6,213 so. Max pawn value: 32,946 so

Demographics: Human (50%), Dwarf (25%), Other (10%), Elf (10%), Halfling (5%)

Southern Evaal is a coastal town, and is known for having good education. The ruler is a feared tyrant. The people live together mostly in harmony.

Shops

Tavern: The Leaping Hawk

Owner: Peter Zhankin, Male Human

Location: In the artisan's district. The street outside has a beggar harassing passers-by.

Description: The tavern is a terra cotta rowhouse, with a green tile roof and softly blowing chimes by the door. It contains a number of crates stacked along the back wall and a large stew pot over a fire.

Specials:

Octopus Ramen with Sharp Cheese and a Tankard of Ale (5 sp)

Beef Pie with Nutmeg and Leek (4 sp)

Meatballs Pie with Crowberry Tart (4 sp)

Other Patrons:

Cles Fahrows, Male Human

Bethrynn Selevarash, Female Elf

Ilde Iroodfistone, Female Dwarf

Manfred Rolands, Male Human

Morastyr Foamtankard, Female Dwarf

Alice Sanceval, Female Human

Blossomena Goldfound, Male Halfling

Cecily Sandoval, Female Human

Blacksmith: Eristra's Sword

Owner: Eristra Steelfist, Female Dwarf

Location: In a well-lit avenue with guard towers. The street outside is unusually full of carriages and is recently paved with worn brick.

Description: The blacksmith is a timber framed single storey building, with a gray shingled roof and dwarven-crafted iron furniture. It contains an old-looking telescope and chains and wires hanging on the walls.

Specials:

Adamantine Armor (478 so)

Glamoured Studded Leather (1,928 so)

Sword of Wounding (1,877 so)

Other Patrons:

Raymond Jeng, Male Human

Gilthur Loderr, Male Dwarf

Ermina Quinten, Female Human

Alchemist: Ilainairla's Tonics

Owner: Ilainairla Suithrasas, Female Elf

Location: In a small alley. The street outside ominously quiet and empty.

Description: The alchemist is a wooden single storey building, with a gray shingled roof and dead hedges. A raccoon serves as a mascot and greets customers. It contains several paintings on the wall and a bookcase filled with fancy colorful vials.

Specials:

Potion of Poison (100 so)

Potion of Healing (48 so)

Potion of Climbing (49 so)

Other Patrons:

Bethaea Meliamne, Female Elf

Ella Sanklin, Female Human

Emeny Sheny, Female Human

Albergath Deepderaxe, Male Dwarf

Enchanter: Enchanted Path

Owner: Chard Hilmeins, Male Human

Location: In a small alley. The street outside contains a heroic monument.

Description: The enchanter is a wooden simple building, with a white tile roof and tile flooring. It contains some planter boxes on the walls and a large telescope coming out of the roof. Runs a fight club.

Specials:

Gloves of Missile Snaring (2,976 so)

Dimensional Shackles (2,901 so)

Bracers of Archery (1,454 so)

Other Patrons:

Elysande Connors, Female Human

Rayman Jeth, Male Human

General Store: The Gorged Gearworks

Owner: Barana Firevir, Female Dwarf

Location: In a temple district. The street outside has a crowd watching performers.

Description: The general store is a wooden tower, with a reinforced wooden door and dead hedges. Several battered shields hang on the walls. It contains a number of crates stacked along the back wall and jars of bulk candy on the counter.

Specials:

Mirror, Steel (5 so)

Vial (1 so)

Shovel (2 so)

Other Patrons:

Raymond Estevanstein, Male Human

Joan Schwartz, Female Human

Lewis Malcolms, Male Human

Housing

Small Cottage

Owner: Giles McLeod, Male Human

The house is a plaster cabin, with a green tile roof and roughly hewn wooden furniture. It contains a single bachelor-style room with a bed and dresser. In one corner is a hearth with a cauldron over the fire. A bunch of dried fruit hangs from the ceiling in long strands. A big working dog is eager to greet visitors.

The Consortium of Portal Overseers

COPO is the organization that ensures the portals remain functional, and that the portals or the cities housing them are not attacked. They will not stop aggressive forces from moving through them, but they will stop aggressors from causing any detriment to the operation of the portals, or the cities that host them. There are 12 members of COPO, one elected representative of each portal city.

Projects in progress: They have been researching a cooperative mithal to stabilize the planet wobble for c.1200 years. This spell is roughly 60% complete. In its current form, it will require over 100 arcane casters, and a centrifugal piston to be pierced through the planet from one side to the other at the poles.

[#_PEOPLES_AND_LANDS_OTHER_CITIES]

Other Cities of Note

[#_PEOPLES_AND_LANDS_OTHER_CITIES_TRG]

Trg

Trg, Unnamed Land; est. 252 AL

Population: c.102,000 (45% human, 3% half-elf, 20% elf, 2% halfing, 10% dwarf, 5% Orc, 15% other)

Predominant Alignment: LN ~ N

Predominant Religions: Piyghe, Glik Dizzletuk, Vaunil, Lynona

Economy: Trade (45%), Magic (30%), Mining (25%)

Major Imports: Textiles, artwork, spices, magic, jewelry, metalwork, ore, tools

Major Exports: Kyanite cilicate crystal

Trg is the only city on Syseria that can make kyanite cilicate crystals (these are the common, cheaper white crystals which allow audible communication only). These crystals are mined throughout the region around Trg.

Every year on the spring equinox, the growing crystals in the mountainous regions throughout the land blossom. In the process, they explode in the sunlight. This is caused by their absorption of the sun's energies. The nearer to this explosion the crystals can be harvested and turned into the magic items for communication purposes, the more potent their magic will be (resulting in longer life, increased clarity and range, and higher quality of the device).

The harvesting of this crystal has afforded the nobility in this city lavish, wealthy lifestyles. Often extravagant, sometimes bordering on decadent, these nobles no longer bother to pursue any other economy. The wiser seek a greater diversity.

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