[3.5/Tale of the Twin Suns] Alsteir: The Lands of Seracia


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Resting along the northwestern coastline of Seracia, Castle Cove, the City of Stone, has been a bastion of knowledge and research and has beckoned many sages and travelers to it. Its magically reinforced high stone walls surround most of the city, strong today as they were when they were first erected.

City Features
The accessible city of Castle Cove was originally built as just the castle of the prominent and powerful wizard known as Dahlia, famous for her most dreaded spell created, Dahlia’s Disjunction. Her notoriety brought many people to be near her, with the hope of possibly being chosen as one of her students. In no time at all small buildings sprung up around the castle and it developed into a thriving and bustling trade city. Since the invention of plumbing, there is almost no city on the face of Seracia that isn’t blessed with it and Castle Cove is no exception.

Not too long after Castle Cove became a hub of commerce, Imperial officials swelled into the area developing and enforcing the local law and erecting structures to support the government. These officials made sure that Castle Cove became a strongly fortified city and oversaw the assemblage of the city’s infantry, who in turn created jobs for the villagers due to the need for the construction of the city’s walls.

The city has two paved roads leading away from the it, one to the southwest all the way into the Boranvien kingdom, and the other leading further northwest all the way to Icehaven, just bordering on the massive cold wastes of X.

Most buildings are built from stone, keeping with the theme of the city. All of the original buildings of Castle Cove are built from stone, and all new buildings require a permit to be constructed of any other material. The city has three gates, two of them having access to the paved roads and the third separates the docks from the main city. All gates are guarded at all times. Castle Cove may draw the attention of many, but due to its distance from other settled areas, it is seldom that city ever gets attacked. Attackers are quite usually surprised by the size of the military occupation within Castle Cove and find themselves at the mercy of greater numbers. Naval attacks upon the city have never happened, and if one did occur, the city would be unprepared for it.

Castle Cove has enough undeveloped space within its walls to house a maximum of twelve thousand people, if it ever becomes fully developed. The city has a current population of 2,200 souls and swells to twice that amount during the summer months. The buildings of the city are all intact, and the rare few of them that are vacant usually have squatters.

Castle Cove (Large Town): Conventional; AL NG; 3,000 gp limit; Assets x; Population 2,200; Mixed (Human 82%, Elf 5%, Dwarf 3%, Half-Elf 3%, Calmlyn 2%, Felistae 1%, Meusmin 1%, Radorgan 1%, Tibbarri 1%, Merskapeant .5%, Saelvhik .5%
 

The city has two paved roads leading away from the it, one to the southwest all the way into the Boranvien kingdom, and the other leading further northwest all the way to Icehaven, just bordering on the massive cold wastes of X.
X ???

Castle Cove (Large Town): Conventional; AL NG; 3,000 gp limit; [Assets x]; Population 2,200; Mixed (Human 82%, Elf 5%, Dwarf 3%, Half-Elf 3%, Calmlyn 2%, Felistae 1%, Meusmin 1%, Radorgan 1%, Tibbarri 1%, Merskapeant .5%, Saelvhik .5%
Did you forget to include the assets or are you still deciding on the town's final population numbers?

And do you have a thread that goes into detail about those unique races? Are they human subraces or something else?
 

I have yet to give the area a name. X is just filler until I can think of one.

Did you forget to include the assets or are you still deciding on the town's final population numbers?
Not sure about the assets yet.

And do you have a thread that goes into detail about those unique races? Are they human subraces or something else?

Yes, I do. I'll I've got written up so far are the Aasimar though.

Here is the thread for the racial overview, just not the complete write-up.

The races and their analogues are as follows:
Calmlyn; Quarter-Elf
Felistae; Lesser Catfolk
Meusmin; Mouse/Rat folk
Radorgan; Dogmen
Tibbarri; Rabbit folk
Merskapeant; Snake-kin
Saelvhik; Bear-folk
 
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I have yet to give the area a name. X is just filler until I can think of one.

Not sure about the assets yet.
That's what I figured.

The races and their analogues are as follows:
Calmlyn; Quarter-Elf
Felistae; Lesser Catfolk
Meusmin; Mouse/Rat folk
Radorgan; Dogmen
Tibbarri; Rabbit folk
Merskapeant; Snake-kin
Saelvhik; Bear-folk
Cool. That helps.

I assume the "animalfolk" are simply anthropomorphic races and not lycanthropic race, correct?

Are you going to use the D&D catfolk as your Felistae? And are the Merskapeant related to yuan-ti?

I did a D&D conversion of Hoops from Gamma World a while back (for Arcanum of the Stars). I'll see if I can find the link.

EDIT
Found it: http://www.enworld.org/forum/2087598-post5.html
 

I assume the "animalfolk" are simply anthropomorphic races and not lycanthropic race, correct?
In a way yes. Some were the product of arcane gene-splicing done by the elves millenia ago. After the gods told the to stop a group of rogue elves did one experiment and it backfired. Instead, they rogue elves became spliced with spiders and became the Drow. There are no Driders in the Tale.

Are you going to use the D&D catfolk as your Felistae? And are the Merskapeant related to yuan-ti?
The Felistae are only passingly similar to the Catfolk in apperance. Thats where the similarity ends. The Felistae are more strongly based on the evolution of the feline into a humanoid race.

The Merskapeant are relatives to the Yuan-Ti, but the only gentic trait they share is their predisposition for the psionic classes.

I did a D&D conversion of Hoops from Gamma World a while back (for Arcanum of the Stars). I'll see if I can find the link.
Sure, I'd love to take a look at it.
 


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