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Locations

----------------------ERASTAD----------------------

Tennerus, Marcsus Rise, Vash

 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 npopulation 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. 

Vash - A joined city to show off the strength, friendship, honor, and power of Ariamis and Erastad. The holy city started first as a Castle-Citadel has developed as a polished and sprawling city, while the Castle-Citadel is a devoted place of worship for the color trio, Sarenrae, Desna, and Shelyn. Many great ceremonies, celebrations, plays, and religious events happen. Many old nobles, veterans, bishops, and clerics from both nations spend the end of their days there. While to the north of the city between the splitting rivers is rolling green marsh lands, much of the land closest to the rivers covered with crop farms, while a few small town exist in the inbetweens. The Coast of Vash is covered with large jagged rock formations, sharp pike that have even broken away from the years to make small islands make the seas around Vash troublesome to navigate and consistently shred holes in the bottom of ships. One larger island off the coast was connected to the mainland with a bridge 80ft wide and longer then 2 miles. This island hosts a large prison, filled with fiends that use to command Erastad, Captured leaders from wars prior, and some of the most horrid creatures, enemies to not only Erastad and Ariamis but other nations as well.

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----------------------Ariamis----------------------

Sicrone, Grand Leotus, Southern Leotus

Ariamis - Alterra and humans first expansion and permanent structures in the northern half of the of the continent settled them in the Coasts of Southern Leotus.  Originally a joined land Called Ariamis that followed a Monarchy under religious and family heritage. Now divided but still under the Ariamis flag the 3 district all have different takes to the crown and who sits on the throne, and even if a monarchy should be anything more then a religious symbol.  

Southern Leotus - A tropical, humid, and moderate coastline breaks away to large plains of sands, and empty basins as you travel west inland. Creating a cold rolling desert in the winter and a dry hot summer as you approach the scorching sands. The 6 cities and smaller farmsteads and villages between expanses of rolling desert. Southern Leotus are devote followers of the crown, worshiping Krier Ariamis a great great grandson of Leotus Ariamis, who was set by the Alterran king to expand human and Alterran reign over the more of the continent. Many Believe the Ariamis line still has Alterran blood in it, but any way to check for Alterran blood has been lost to history. Still the many who live here believe and follow in older ways, keeping up a history and tradition. 
                AltaLeux - The old Grand capital of Ariamis,  translated to High Light of Leo, this city stands hundreds of years old. The name refers to the Castle build by the many people Leotus Ariamis lead here the second city ever built by humans on the northern half  of the continent. It worships it king, and a few of the larger cities deity are Abadar, Arazni and Iomedae. 
               Primum -  The Coastal city that sits on the most outter edge coast of Southern Leotus. The frist Landing spot of the orignal crew and armies. Now a small fishing town, and city of paladins in training to Iomedae to serve under the Ariamis name. Literally walking Path of Valor, the connecting road between AltaLeux to Primum, and then returning to the city after their training has been completed.
               Lucis Docks - The most northern coastal city of S. Leotus. The lanky city stretches out for a few miles each direction down the coast, shoving buildings, churches and ports all against coastal lines as locals take advantage of the year round moderate weather. The large docks make this city the districts best way to import and export, as well as traveling to the Azura Isle and Cresent Island. A large light tower shine brightly over the cities dock, keeping the city under a constant bright moonlight, creating a city that "never sleeps" from busy night life, and the glowing tower guides and warns ships out at sea.               
               Strude - The most southern city of S. Leotus, and a checkpoint for those who come out of Tienza. A boarder line between the two nations of which neither could agree on for so many years prior. Tienza, a city of sub-humans, from Kitsune, Serpent, half breeds, owlkin and even some races of Elf all share. (Shrunken by Ariamis from the expansion mention previously. Check Tienza history.) Any trade goes through Strude, and anyone found causing trouble  in Southern Leotus that seems to be from Tienza gets sent to a Jail in Stude, and either banished back to their homeland or worse. 
               Cathe Oasis - A large farming population stretched mostly around the western side of the largest lake in the Desert, creating a lush oasis, and great fertile grounds for crops and temperate enough to keep animal. This city at the crossroads is the backbone of farming and production, and quickly turns into a harness desert only a few more miles inland.
               Vitrum Glasc - What started as a outpost soon became mineral collection and processing, and a warning city for those heading into the Scorching Sands. This small city is mostly glass, rock, and gem polishing, as well as a larger barracks for creatures that still come crawling out of that unyielding hot desert. So hot, sand is said to turn to glass on some of its surface. 
               Castle Adule - 

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----------------------Verconia----------------------
Vyre, Prydel, Kurona Points (Not mapped)

Across the seas lies the continent owned almost entirely by the 3 kings of Verconia. Though Vyre, Prydel, and Kurona Points may be their own nation, governed by their own rulers and dedications. They all fall under contracts with eachother, to keep the kings in place, the rich and noble in their place, and spread their arm of control and law of any nation in their way. The Nation of Verconia started with Kurona Points, a large range of mountains and 3 active Volcanos, as it said even the door to hell exists somewhere lost and seals in those mountains. The original alterrans sent out across the sea, to fight back devils and demons thousands of years ago. Through tales now lost to history, early alterrans and devils mingled to create tiefling and other demon and devils mixed partly with human heritage and blood. Those humans learned of their power and pride and formed the Nation of Kurona Points, named after the first of the 3 kings daugters, Verconia.

Vyre - Once home of Kyonin Elves (High Elves), Called Allune, home of a forest of Ancient large trees, all sorts of mystical beasts, and actual pools of mana like those found in Azura Isles. While most of the forests now have been culled for their woods, land constantly stripped for materials and any blessing the elf put on this land now gone. As back hundreds of years ago a large army of devils and humans alike came marching down the mountains, looking like slow moving rockslide as the mountain and hillside were covered with fiendish creatures. The war lasted months. Those of the Elves who didn't leave flee to the other continent, were killed or now live a life worshipping Asmodeus or other deity. Now in modern days. Vyre is ruled under not a king, but the "Queen of the Archfiend" Vyre, both the name of the Largest city, but also the district as well.
         Vyre. - The large city built to the devotion of Asmodeus, kept under command and strict ruling,ruling. most who have never been know close to nothing of it interworkings and politics, and those who come from Vyre to visit other lands rarely speak of their origin, unless working in closed circles. Most nations refuse to trade directly with Vyre, and most of Verconica for that matter.