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This thread is to catalogue people, places and things created for the Living Enworld game. If you're a DM or Judge, please report any sort of world-building info to this thread so that we may keep track of it all and make sure it makes sense when taken together.
Please attempt to follow the format outlined below, using tags such as Place, Character, Item and so forth, and attributing the creater of the entry.
Once an entry has been approved, it will be added to the appropriate section of the Atlas and the original submission post deleted from this thread to keep the Altas and Almanac clean and easy to use.
The Red Dragon Inn is home to a motley sort of people. Located near an incredibly life-like statue of a Great Red Wyrm, rumored to in fact be a petrified dragon. Surrounded by a complex of two taverns and a huge inn with hundreds of rooms of flexible cost, the Red Dragon only irks a small amount of it's costs from the ale and bedding. In fact, most of the profits accumulated at the Red Dragon come from individuals that may never have set foot inside at all.
The Red Dragon is the functioning base of operation of a huge number of adventuresome individuals. Oftentimes a wealthy employer will post an advertisement at the establishment, costing anywhere from nothing for those who need help the most, to hundreds of thousands of gold pieces from kindoms farther away than most people knew the world stretched. For more on the Red Dragon Inn, click the above link. Red Dragon Inn created by creamsteak.
City: Lathirn Meaning, 'without a name'
The town of Lathirn is a seedy place. A major thief's guild is allowed to practice its trade so long as it pays taxes to the local government, which is heavily corrupted and often overlooks the under-payment of the guild. The town is a mish-mash of cultures, though one thing is predominant - the church of Taka. Unlike many other towns, the worship of Taka is an open thing here, though her aspect of disillusion is often kept secret from the rest of the population.
Architecture here is very hit-and-miss; some parts of town are more well-constructed than others. Buildings are squeezed together very tightly, and roads are muddy and not kept up at all. The few decently spaced buildings are reserved for the local government and the more affluent members of the thieves' guild. Near the center of town, a 'second story' of buildings has begun, and wooden bridges set on the lips of the lower level of buildings are a common sight, as are staircases that lead up and allow access to the higher buildings. This is a general occurance only in places where the architecture was better, which is generally in the older parts of the city.
The city is in a region with abundant rain. A nearby river keeps a plentiful supply of clean water, though few residents actually get to see it, as it is taxed heavily by the local government, which prefers to keep the water for itself. The farmers in the region sell their goods here through middlemen, rather than risk venturing into the festering hole that is Lathirn. Submitted by GnomeWorks.
__________________ Gary Hoggatt - www.garyh.net "Such heroic nonsense..."
Zidaniel Raziel: A master thief and swordsman, an expert with the longsword. Zidaniel and Troi Delmontes were longtime rivals, and they finally came to blows over a women named Shiva. He uses unusual philosophy as the reasoning behind his selfish actions. Bears a scar going vertically across the right side of his face, a reminder of his showdown with Troi. From the history of Troi Delmontes, as told by GnomeWorks
Shiva: A woman who was once involved with Zidaniel. She was the reason for the breakdown between Troi and Zidaniel. Having been emotionally scarred by Zidaniel, she fled the town she found him in, and hasn't been seen by Troi since. From the history of Troi Delmontes, as told by GnomeWorks
__________________ Gary Hoggatt - www.garyh.net "Such heroic nonsense..."
College of Nobius: A bardic college that teaches both history and techniques of practical research, from archaeology to creature-hunting. Nobius also instructs in basic crafts, ranging from musicianship to smithing. It is, however, primarily dedicated to preserving the stories of the past through oral tradition; elders believe that though records can be altered, a thousand historians across the world will ensure that the past can never be erased - the school's motto is "In the present lives the past." Students are therefore encouraged to travel widely to both spread their knowledge while seeking to gain new knowledge for Nobius. Their headquarters is an archaic step-pyramid design, and they instruct through a system of mentors, where one mentor (often a student who has finished his or her travels) is assigned up to a half-dozen students to instruct. Admission is open for the 'lesser' schools, but the historical school requires a certain aptitude for entrance, to ensure the lore is not altered or lost in the mind of the would-be historian. This perceived elite attitude has resulted in many graduates leaving with an air of snobbishness, something most elders don't encourage. Sometimes Nobian bards are requested as advisors to the courts of nobles and royals. Submitted by WizWrm.
The Five Points Caravan: This merchant caravan is run by multiple halfling families, but any merchant is allowed to join up for any length of time. The caravan makes a bianual journey across the known world, stoping at five major cities and traveling along the five major roads between them.
The halfling families that run the caravan charge 10% of the profit those in the caravan make in exchange for guards and food. (The families themselves are, of course, exempted.)
The caravan has a set list of top quality mercenary companies they hire from, but will hire any adventurer who passes an interview with a member of the family.
The buisness has had its ups and downs, but has survived long enough that most any person of some worldy knowledge has at least heard of them. Due to years of healthy profit, the families have built up quite a supply of gold, but it is tied into investments spread across the entirty of its circuitous route. In any case, the Caravan of the Five Points is a welcome site to almost every town, and it is often welcomed by town faires and celebrations. Submitted by Grim.
__________________ Gary Hoggatt - www.garyh.net "Such heroic nonsense..."
Medibaria is an entirely landlocked kingdom that relies on trade and reputation for subsistence. In times past, it was the land of the Medibarian dynasty, and though its kings are no longer of that family - and, indeed, in the modern world serve mostly as figureheads - they are still referred to reverently by its people as "The Great Kings." Tradition is the lifeblood of the people, and in even the humblest farmer a strong patriotism and pride in one's country can be found. Where at one point Medibaria stretched across a fair portion of the continent, today it has shrunken to little more than its capital, a single major city, and perhaps two dozen scattered towns. Though they maintain an army, Medibaria has few enemies (or at least few who consider it worth their time). The Kingdom of Medibaria depends on surplus from its vast agricultural system to import most of what it needs, especially metal, for there are few mines left in Medibaria that haven't been exhausted. The current ruler is Great King Ducard XII, though in truth it is his council of advisors that rule the land ably, if not as ambitiously as the lords of times past.
Place Submission:
City: Tharol
Tharol is a small town that lies several weeks' worth of travel down the road on which lies Orussus and the Red Dragon Inn. It borders both a large forest and a small lake, and the inhabitants make their living through hunting, gathering, and fishing. Its primary interest is to merchants, who often pass through to collect furs in exchange for what little Tharolians can't make themselves; often clocks or telescopes or other interesting novelties. Travelers are usually taken in by one or more families for brief visits; usually a wise traveler will find a way to compensate the community for its hospitality, and one who stays longer than a month had best be already in the process of constructing his own home before he wears out his welcome. Most children grow up to take the places of their parents, whether as a shopkeeper or fisherman; those that don't usually travel to see the world or enroll is some institution of learning, for there is little adventure to be had in Tharol - as long as the town elders have anything to say about it.
The Bruinthor mountains are range of craggy peaks and dormant volcanoes located in the southeastern part of Enworld. Few passes exist through the mountains and the hills are devoid of vegetation, making the area inhospitable for those without the ability of flight.
Underneath the mountains, however, lie an extensive network of caverns. These caverns are home to three clans of dwarves, collectively known as the Bruinthor. Clan Bruin is the ruling clan of the Bruinthor, and most of the warriors and priests of the nation come from this clan. Clan Durvinn is the merchant class, and its members are almost all skilled craftsmen of one sort or another. Clan Blondain consists mainly of the unskilled laborers - farmers, miners, and others who provide the nation with its needed resources.
The dwarves of Bruinthor are taller and stockier than others found throughout ENworld. Their skin is of a darker complexion, ranging from an olive tone to a dark brown. They wear their beards trimmed short and styled.
The current ruler of Bruinthor is Boli Kam'Bruin III. Atypical of dwarven rulers, he is quite soft-spoken and timid. He remains ever fearful of a human invasion from the west, and has brokered many a trade deal with the humans that seems almost as if he is paying a tribute, buying the lives of his countrymen in exchange for weapons and gems. There are grumblings among the craftsmen, ashamed at the meager price that they recieve for their work. Though revolution is practically unheard of in dwarven society, many whisper that something should be done about the situation before it's too late.
The city of McNort is located about a weeks hike from the Red Dragon Inn. The city was origionally little more than a fort/temple to a certain god (St. Cuthburt in my homebrew I created the world in I don't know if we have the equivalent yet), but has sense grown to a fair size town consisting mostly of farmers that work the surrounding fields, merchants that use the protection the temple/fort provides to maintain a lavish lifestyle outside a major city, and a small slums. On a nearby bluff just off the town is a huge manor, owned by the Nilvonos family. Any information on this household is shrouded in mystery. Although it is known they do not consider themselves within the populace of McNort and look down on the entire settlement as a blight in their scenic view.
__________________ Living Enworld:
Currently tending bar as Tiggle at the Red Dragon Inn and running the adventure Tiggle's Order
Info from 'Trek to the Vinyard'
A Roadhouse sits along the Great South Road, some 5 miles out from Orassus, garrisoned by 20 Roadwardens (humans for the most part, though there are 2 half-elves and a dwarf as well).
A mere Silver a night gets you somewhere to sleep and a simple meal.
The Vingarius Vinyards lie some 20 miles South-East of Orassus, a major player in the Wines and liquers trade in the area.
Forest lies to the Sout of the City, starting about 8 miles out, closer to the East (5 miles out).
__________________ Iconic DMing-Addicted ENWorlder
Living ENWorld Judge
Last edited by Uriel; 10th September 2003 at 01:35 PM..
Rivenblight was once a thriving trade center utilized as a middle ground between the Grey Elves of Larkenwold Reach, the Wood Elves of the Silverwood and the High Elves of the cities of the Vastermarch. As well, humans, Dwarves and Halflings all came to trade in the great Metropolis. In those bygone days, the City was known as Beryl. All of this changed one dire day some 300 years ago, when a Cataclysmic Earthquake literally split the city in twain, half of it sliding into a great crater/cleft, much of it and thousands of it's residents all destroyed and killed. Diviners and Seers sought the cause, and though no definative source was evident, it was surmised that the Drow had a hand in the Foul deed.
Though none blamed the others for the catastrophy, the various elves all became suspicious of the other Guild Houses, Clans and Trade Unions. Many sought to profit from the sorrow of others during this time of trouble. Food importation and crafts, housing and jealousy of what others still had <when some had lost all>quickly escalated into open hostility and Warfare among the Elves.
Some groups fought along racial lines, some for their Guilds and some fought as mercinaries for whomever paid the most coin, foodor had the sweeteast promises of things to come.
Into this came the Drow, stealing forth from below, as some of Rivenblight (as the former City was now known) was now permanently in the dark, shaded by the walls of the crater that fully a third of the city had fallen into. As well, Gnolls and Goblins, Orcs and Ogres used the strife as a destraction so that they might take up residence in the Ruins of Rivenblight as well (perhaps aided by the Drow, who use these as fodder in their armies). Rivenblight was a dangerous place indeed.
Now, some three centuries later, the Elves still live in an Uneasy situation, though open Warfare between them is now a thing of the past. Dwarves have begun entering the Ruins looking for treasures, 'plots' sold off by Elven Lords for a share of the profits.
The Human Realm of Hendrallia sits on the Eastern border of the city, a hostile presence not strong enough to depose the Elves and plunder their city, yet too strong for the Elves to remove.
Many eyes look to this Ancient and Rich place, from Lands abroad and Lands Below...
__________________ Iconic DMing-Addicted ENWorlder
Living ENWorld Judge
Last edited by Uriel; 24th August 2003 at 03:08 PM..
Spells Per day: First:1
Usually memorized:Speak with Animals.
Gear
+ 1 Longbow
MW Short Sword
Mithril Chain Shirt
Cloak of Protection +1
6 Potions of Cure Light Wounds
6 +2 Arrows.
Spyglass.
Camping gear, various tools and feed for himself and
his horses and ponies.Extesive Maps of the area.
Giselle, a Roan (Light Warhorse), Red,another Roan (a stallion),
Greylocke,a heavy grey workhorse,a Palamino named Spot and a
Sprout,a feisty Pony.
He usually leaves them stabled in Orussus, unless he needs them for a group without steeds
Giselle is clearly the Leader, as she nips and keeps the others in line as they
100 GP in coins of various denominations.
DM Note:Bron Bekkle carries treasure with a higher value than
other NPCs of his Level.This is due to the many friends and
allies that he is on very good terms with. The Oakheart Lodge (as a follower of The Greenman)
the Churches of Hyrag and Grendath as well as the Orussus Merchant's Guild and some say
the Mayor himself. The arrows and potions he keeps with him to aid those
that he seeks to help in the ongoing war against whatever Abberations threaten
his beloved Land.
Watch-Captain Frandeth is a Fighter 9/Weapon Master of the Longsword 3, Align:LN, possesses a potent Flameblade. Keep that general, though give enough info for Roleplaying. Frandeth is 42 years old, married, father of 2 sons and a daughter, all grown. Rather gruff and brusque, the Captain likes to be very straight to the point and direct in his dealings, as he is a very busy man. He does, however, have a love for Chess and can often be found (in his off-time) at The Great Library playing with a variety of folks, some Highborn, some not.
__________________ Iconic DMing-Addicted ENWorlder
Living ENWorld Judge
Last edited by Uriel; 27th October 2003 at 08:37 AM..