Locations
Erastad - The North-eastern side continent of Alterra. A wide span of plains, lush forests, fertile soils, and cold winters in the north. Large forests still cover most of the north that trail down all the way south to Sicrone. Now it's large southern coast line is the biggest trading hubs on this part of the continent, while the colder North makes for dangerous and great fishing in a crystal blue sea. Erastad is run as a republic where each city-state run local laws and a large chunk of laws were taken from Ariamis when they were established. Now its grand city in Marcsus Rise host something of a theatrical Oligarchy, honoring the Family that established, settled, and started Erastad 300 years ago along side King Marcsus armies. Erastad, made of 2 nations Marcsus Rise, and Tennerus. While Vash sits as a shared nation. The country of Erastad, now makes it on it large amount of trade and steady population trained labors, farmhands, and fishers and the like all keeping the economy of Erastad booming and populace growing.
Tennerus, Erastad - The southern half the Erastad, with 4 Major cities on the maps, and a few establish settlements and small farm towns not noted.
Most southern is the Emerald Coast, a large trade focused city that sees ships from every country in its docks, the people Republic and rules keep trading fees and laws much more open. Its large evershifting population keeps life going and has taken Abadar and Gozreh as the biggest two deities in the city, but most any good deity is allowed temples and worship in town.
Below the Southern Tenns lake is Moshire. A hub of Farms, lumbers, and skilled trades in wood working and herbalists. Set only 50 miles from the river border and 20 miles south from the Southern Tenns River. The populatio n including the many farmer and lumberjacks that live deeper in the forest while the city proper stands as a junction for travelers seeking the safest roads .
Up the Tenns River is Eranost, a twin city of Moshire with many of the same skills and laborers found. Its largest difference is the amount of rare metals, and minerals found in the old large ant caves. Large holes into the earth carved before Marcsus conquest and now mostly empty. Many dwarves have come from Dhen Baldur and settled in Eranost to help mine and clear the caverns.
The Northern Coast city Ulamond, a fishing heavy city, usually to far north for the trade routes and northern sea just gets colder as you head to the proper northern Erastad. Ulamond also hosts 80% of the People Militia of Erastad in Tennerus, while most are out on duty in southern Tennerus. The expansive plains, farmlands, and fish allow from payment up north to keep a well feed army, almost all who are sea worthy.
Cowle Keep, a large tower built in honor of the Cowle family name. Used as an observation point to the sea and the night sky. A small town surrounds the keep of mostly scholars and nobility. Though the original idea of the tower was a defensive spire to give early warning of large creatures or army sized fleets. As years past it went from that to a school, and observation tower of the night stars, the study of magic, and the old study of Mana shards.
Marcsus Rise, Erastad - The Northern half of Erastad. A large stretch of rolling green hills towards the mountains of Dhen Baldur, dense southwestern forests, and colder winters at its northern half.
The largest city in Erastad, Grouss. It's grand castle built and given to the Erast family over 300 years ago after they help pushed the demon and creatures of the forest back out of Erastad and claiming the lands for their people. The Castle, home to the great grandchildren of that family, are now more of a show piece and producers of great Knights and Scholars then actually being a part of rule. Though the Castle does hold the ground floor for "the people grand chambers" , A place where nobles, townfolks, and anyone alike who wants to propose a change or new law could go to discuss it. The city hosts another grand Noble section who many of them own docks down in the Emerald Coast.
40 miles off the coast is the still standing city of Rotwood. A large island city thats not for those of faint heart. Only a few handfuls of more permanent structures of brick and clay, while most of the held up shacks are just barely insulated enough to survive the winter. The poorer city is partly a slums, rumors of criminals and miscreants that walk the city streets. Its large port and large church to Gozreh being its only other defining features. The port used by mostly fishing ships, pirates, and occasional military vessels to make repair.
Clearwater, a small city a few miles between both the coastline and clear lakes nearby. Only a small dock, not connected to the city proper. Large stretches of farmland reach all around Erastad 3 mains aquifers. Most folks who live in Clearwater didn't think the big city life was for them or were farms with bigger plots of lands outside and around the lakes.
Further North of Clearwater, is Snowport, a small fishing port town with boats ready to push and make the Journey to the frozen north of Ivace.
The most Northern point of Marcsus Rise has the city Aegarth. A city of stone and rock, taking inspiration and directly getting help from the dwarves of Dhen Baldur. This city port is said to pull in rocks from ocean depths filled with some of the largest jewels and gems on the continent, but its icy and treacherous oceans leaves only the toughest to bare its seas.
Graven next the the largest northern lake of Erastad. A lake that's waters come from a underground river that flows from the mountains of Dhen Baldur. The mineral rich water has given the lake a streaky blue mix and a sparkling glitter look, sparkling brighter when its frozen over as the water swirls underneath. These waters flow downstream and filter as they reach the southern Country or Ariamis. Few will try to filter the water for the glimmers of gold, platinum, and other metals and salts alchemist and jeweler use alike.
Sylvans Rests. A city on the crossroads and near the edge of the Great Forests of Erastad that stretches well into Sircrone. This Woodelf city was set up as protest against Marcsus Push and slaughter of more then just the evils of the forest. Giant ant population pushed to extinction from the battles and dwarven and human greed, and the forests cut down and ruins to build the many grand citys that sit in Erastad. Many elfs, and other naturalist and protesters alike live in this city, and constantly fight for slowing the expansion of the cities in Erastad. Taken even hostile actions against unlawful lumbercamps.