(Record) Atlas and Almanac - Updated 8/20/03

Mithreander

Explorer
Fallon, the Sunken City of Falls

History :
100 years ago, the famous astrologer Bentilous Forlune, discovered an asteroid that was destined to strike Fallon and destroy it utterly. Bentilous let the college of wizardry in the city know of this, and after verifying the information through arcane, scientific and theological avenues, the city pulled its resources to save itself.

With in the time period before the asteroid would hit, the magic-users made great strives and advances to protect their city, and what would come after the strike.

They finally erected a barrier of energy over and around the city to protect it from the asteroid. It worked... but not exactly as they had planned.

When the meteor hit the barrier, instead of nothing happening to the city, the city was driven into the floor of the earth some 1000 feet! The barrier had saved the people, but the sea that was their lively hood started to fill the void that the meteor had left.

Once more, the mages worked to overcome this threat in the now submerged city (the barrier was still intact, and kept the water outside of it, though it also kept air out as well). They first derived a way to keep the water from filling up the void with spells that moved the incoming water out of the crater almost as fast as it came in. With the remaining water, they created purifying spells and separating spells to separate the sea life from the water and provide fresh water for the city.

They then created spells that would prevent the walls of the newly formed pit form eroding. Many other spells were created, but the most important one was the Sentinel spell that watched all of the other spells and reported any problems, or potential problems. The Sentinel Spell worked on a console that the other spells were hooked to. Through the console, all of the spells that protect the city can be manipulated and strengthened periodically.

Government: Democracy with Theocracy and Magocracy undertones.

The city is controlled through two different parties who meet in the Great Council of Wisdom and Intellect (GCWI) to determine new legislature that may become laws if the Grand Councilor passes it. These two groups are representatives of the church and the School of Wizardry. Each one contains 6 individuals, all of which are voted to their positions for life, or until dismissed. The citizens of Fallon vote for the new representative when a position is available from a group of candidates from the appropriate organizations: The College of Wizardry or from The Halls of Gods.

The Grand Councilor is a temporary position that is filled from the 12 representatives of the GCWI. The position is voted on once every 5 years, and Grand Councilor can be reelected any number of times.

Places in the city:

The Halls of Gods:
A great temple erected to pay homage to all of the gods in the heavens. It is known especially for its ever-growing diameter as new wings are continuously added to the star shaped building for each new god that is recognized and discovered. Each wing holds it's own services and rituals; it's own staff and members. In the center of the ever-growing temple is a huge rotunda where the heads of each of the wings meet once a year to discuss the welfare of faith and the city.

The College of Wizardry:
Where the Halls of Gods is the center of theology in Fallon, the Collage of Wizardry is the center of arcane knowledge and power. The collage has it's own section of Fallon for itself, and has since filled it completely with buildings... so now they build up, rather then out. The growing towers of the college are the only things from the city that those outside of the crater can see, some of the building reaching 15 stories in height. The College is ran by the Head Master, an elected position that is only filled by professors of the school (Usually a member of the GCWI, though that is not a prerequisite). It's a life long position.

The Garden of Life:
The Garden of Life is a large park that was created during the time when the city was submerged. It was created to replenish the air of the city. Now, the park is a place of beauty and relaxation, as well as housing the Chapter of Druids in its heart. A full mile square, the Council meets on the winter and summer peaks to discuss the welfare of the world, and environment of the city and surrounding territories. The druids are a loosely organized group that tends to work individually.

The docks:
At the base of the falls from the incoming sea, the docks still exist, and so do the awesome waterspouts that transport the ships to and from the zenith of the falls to the docks. Every 30 minutes, a water sport will start to shoot up into the air, carrying any floating object on it to eject it into the open sea right beyond the pull of the falls. It then slowly reseeds, giving ships from the sea an opportunity to get on the top of the spout for a ride down to the docks. In this fashion, the ever-oncoming sea is ejected from the cities environment. There are other waterspouts that are consistently working to alleviate the water from the crater.

The caves:
In the rock walls of the crater, many of the dwarvish and gnomish citizens have made their homes. In the last 100 years, a honeycomb of caverns have been created. A deposit of iron, as well as copper has been discovered to keep the dwarves busy, and various semi-precious stones for the gnomes. The two groups combined account for 20% of the total citizenship of Fallon. The majority of Fallon is human.

The Bridge City (or upper city):
Spanning the crater, bridges of marble and quarts have been created. They span always from west to east, following the cliff sides that the sun would touch. The cliff sides now look more like jewels, the polished stone carved into houses and shops where they would catch the infrequent rays of the sun. This is the home of the elves in the city (comprising 10% of the population). The elves were invited into the city before the asteroid hit and, though most left once it was safe to, some decided to stay... and those same are still there, creating this artwork in architecture.

NPCs:

Councilors of the GCWI:

Mage Councilor 1:
Mithreander H'unnett, Male Grey Elf Fighter/Deviner/Archmage/Dualist1/13/3/1 Align: CG

Mage Counselor 2: Grand Counselor

Mage Counselor 3:

Mage Counselor 4:

Mage Counselor 5:

Mage Counselor 6:

Cleric Counselor 1:

Cleric Counselor 2:

Cleric Counselor 3:

Cleric Counselor 4:

Cleric Counselor 5:

Cleric Counselor 6: Theora Thundershield, Female Mountain Dwarf Fighter/Cleric 4/11 Align: LG

Racial Leaders of Fallon:

Elven Leader: Mithreander H'unnett, Male Grey Elf Fighter/Deviner/Archmage/Dualist 1/13/3/1 Align: CG

Dwarven Leader: Theora Thundershield, Female Mountain Dwarf Fighter/Cleric 4/11 Align: LG

Orcish Representative:

Gnomish Leader:
 
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Manzanita

First Post
The Academy of the Chromatic Order

I'm not sure about procedure here, but I'd like to 'create' a school of wizardry in Tharol. I've got a bit of work to do on it, and I'll continue to edit this post to flesh it out more. Wizwrm & whomever - your feedback welcome..

HistoryDuring the heyday of the Medibarian Empire, the Empirial counsel made an attempt to improve their magical power by starting an academy to train and organize their wizards. Wanting nothing but the best, they recruited the greatest wizards in the land to run the Academy. Without a doubt, these three were Mordrue, Sice, and Omega. Of the three, Sice was generally considered the most powerful, though Omega was the master of item creation, and Mordrue, a divinor, was the most knowledgeable. Each was amenable to the idea of starting an Empirial Academy, and the Chromatic Order had an auspicious beginning. Each of the three founders brought with them their apprentices, rich magical treasure and knowledge, and quickly the school attracted many talented students....

Details about graduates
 

Aranel

First Post
*Figures post will get deleted if she aint sposed to post here*

City/region Submission.

Damas, Ithyria

[Dah-mass. Eye-thee-re-uh]
The city of Ithyria <Mixed Spirits>, founded by a faction of elves in ancient times, can be found in the small out-of-the-way region of Damas.
The city, populated by many species, elves, humans, gnomes, halflings, dwarves and more lays nestled deep within the valleys of the surrounding mountains of Damas. The craggy peaks seem to bar entrance to those without the courage to face the long trek through mountains often filled with many wild creatures.
Though the snow-capped peaks of mercyless rock give way often quite suddenly into forest, rich in game...and danger.
These wild forests grow tall and wide, stretching from one side of the surrounding mountains to the other.
Through them runs many streams forming rivers flowing through the rich forests into the flatter lands, turning to planes, some of which has been transformed into farm-land.
The biggest of these rivers 'Na'yuneth' <Mother water> flows through the largest city Ithyria, wherin dwell the many and varying citizens. The city lies open, not contained by walls, the spires rise high towards the sun and the sewers run deep into the ground, often connecting in some way to a few of the dwarven mines far to either side of the city.
The houses well-built and the city fairly wealthy though cut-off from the outside, the people always hunger for news past their guardian mountains. The sea lies north of the city, the mountains unrelenting even as they disappear into the water to which Na'yuneth's feet vanish into the greatest of lakes.
As the mountains make even shipping to this small place perilous few traders travel the seas, though there are always those brave enough to try...
The older wiser folk see the mountains as their protection and Guardians, but the young and restless at heart see them as their cage...
 
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Lichtenhart

First Post
If you're interested, I could write up something about my char's monastery, the Roaring Waters Monastery, and the order of monks who lives there. But since at the present time I'm the only monk in Enworld, this could actually very well wait. Let me know.

edit- 1k posts!!! woohoo!!! :):D:cool:
 
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garyh

First Post
Feel free, Licht.

Boy, I really need to update this thread! :)

EDIT: Oh, my. I just realized, all the links in this thread go to the old cyberstreet address. :( This may take a while...
 
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Patlin

Explorer
Rilithorne's Tower
A few city blocks away from the Red Dragon Inn stands a tower, currently belonging to the Mage Rilithorne. The mage operates a modest business selling minor wonderous magic items, scrolls and potions. He has also been known to cast the occasional spell for a minimal fee.

The Faerie Woods
60 miles North of Orussus, there is a small section of woodlands primarilly inhabited by the Fey. More information to be forthcoming as the adventure of the same name moves along.
 
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Patlin

Explorer
Under-The-Hill and The Fey Lord
In the Faerie Woods, there is a gate to the land of Under-The-Hill. A magical containment field of immense power permeates Under-The-Hill, one that appears to be strong enough to encase anything short of a god. The field is very selective, however, and tuned to a specific individual.

This person, known as the Fey Lord, is the master of Under-The-Hill. His power extends indirectly through his minions to the Faerie Woods as a whole. More information on the Fey Lord will be forthcoming after the Faerie Woods adventure is complete.

Edit: The Fey Lord is a Leshay who was trapped in ages long past. As a result of events in The Faerie Woods, the containment field has been damaged. Whether this means this being of epic power could escape his prison within decades or whether the damaged field can still hold him for eons is as yet undetermined. In either case, the Fey Lord hopes to come across other artifacts (minor, such as he obtained in the Faerie Woods, or otherwise) to speed his release.

Under-The-Hill is an extra-planar location (a demi plane of finite size.) Time flows strangely between Under-The-Hill and En World, and whether time flows faster or slower may be under the control of the Fey Lord.

The magical power holding the Fey Lord in Under-the-Hill is truly ancient, and predates the wardings placed on some of the more troublesome lesser fey by a vast amount of time. While the greater may have inspired the lesser, they otherwise have no relation.
 
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Manzanita

First Post
Monemvassia

City details: Large city. Population, about 20,000

Location: On the coast, just South of the Northern Mountains.

Government: Monarchy, currently ruled by Crassus Jara. Town Council, representing merchants, Landowners, Artisans, wizard guild and representatives from the dwarves runs many of the day-to-day affairs. King has total veto power. Exercise of royal power has varied by king. Crassus has ruled very firmly, often vetoing the council’s decisions.

Description: Monemvassia city is built onto a gigantic boulder, thrust out into the sea, and connected to the mainland by a thin strip of land, about half a mile long. The sea side of the city has a good port. The castle rests atop the boulder. It is well built and nigh-impregnable. Farms, orchards and mines in the area fall under the city’s fief.

City landmarks:

Throne room:

The most awe-inspiring room in the castle, the throne room presents two large gold thrones underneath the stuffed head of an enormous black dragon. This is the mortal remains of Asphetoon, the ancient huge black dragon that ruled this peninsula for 500 years.

Tavern of the One-eyed Owl.

This seedy dive of a tavern in the docks area is a meeting place for many of the city’s criminal elements. A small rat-faced man named Drauer uses this sleazy tavern as a base. A small-time crook, Drauer was once hired by Jezibel and assisted in the capture and detention of Irene.

Funary Gates: Main city entrance. Guards led by huge half orc: Grindell. (Ftr3) Foul tempered and bribe taking.

The Monemvassia Thieves Guild: This organization is second in power and influence only to the Royal family and government. They are highly integrated into legitimate businesses. Their main priority is to make money, and depend on free trade. They undertake numerous illegal activities in order to evade taxes. They are very upset with the current government and are/were under attack by some unknown force via goblin raiders and a rogue named Jezibel.

NPCs

The royal family:

King Crassus: This King is about 50. He was sick as a child, is small and ugly. He is no warrior, but has had military training, as all the men in the Jara family do. He is also an accomplished sorcerer. He has one son, Medius. (at least Aristocrat 2/Sor 4)

Duke Antoine Jara: In his late 40s, the Duke is considered by many to be the true King. (Ari2/Ftr4) People hope he will take over. He has been a Naval man all his life, and is still in charge of the royal navy. He spends most of his time away from the city, particularly after the death of his father. He is the father of Julian, Esmerelda and Ajax.

Duchess Sofia Maria Jara: Antoine’s wife. A retiring, prim woman who avoids politics, but hosts an exceptional tea party.

Prince Julian Jara: Tall, strong, and very hansom, the young prince was the hope of the future. Now in his early 20s, Julian is rumored to be alive and well, plotting the overthrow of the crown. He fled in the company of his gnome tutor, Knockbottle (Bard3), and in possession of the Sword of Truth. Julian himself could well have become more powerful during his years of exile. He is at least a ftr4. His current whereabouts are unknown.

Prince Ajax Jara: Ajax is a sickly and unambitious youth. Yet he is intelligent and capable. He is the palace accountant, and knows much of the city’s finances. He displays no desire for power, which is perhaps why he is allowed his responsibility and freedom. (Ari1/Exp 3)

Princess Esmerelda: Beautiful as Julian is handsome, Esmerelda was much loved by the citizens of the peninsula. Though women cannot become rulers, many hope she will marry well, and bring a more just king to the throne. Her beauty makes her a royal prize, and many princes came to court her, offering various diplomatic and financial advantages in exchange for her hand. Independent and headstrong, she spurned all suitors. Her current whereabouts are unknown.

Lady Justine. Daughter of Antoine’s wife, the attractive, but shy royal still makes her home in Monemvassia. She rarely comes out in public.

Prince Medius: Tall, thin, handsome and proud, this future king is very active in the government. He has been appointed commander and chief of the armed forces. Shrewd, paranoid, and cruel, he has been in the forefront of replacing former commanders and administrators with loyal followers of his person. (Ari2/Ftr1/Sor 1, or higher)

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Other NPCs:
Kim Tensil: A prominant merchant, recently in trouble with the law. Someone paid Jezibel to plant stolen silver in his warehouse. Although an adventuring party was able to recover much of the silver and demonstrate that the goblins had taken it, they weren’t able to rule out Kim’s involvement. Kim is free on probation but in danger in an unjust justice system

Grod: Ogre bodyguard of Kim Tensil’s.

Captain Benjamen: Successful lawyer, who has never lost a case. Said to exclusively represent members of the MTG.

Flavius: Caravan guard who befriended the adventuring party in M1.

Antagra – court wizard. Human wizard (8?) About 60 years old.

Artemis Trent: Another merchant, who runs frequent caravans to Orussus.

History: Monemvassia is a city on an immense boulder protruding from the coast. This small peninsula occupies a key strategic point along trading routes, and its natural defensibility makes it an important city.

It was once occupied by the dwarves of the Northern Mountains who mined its precious minerals and used its vast underground caves for storage and audience chambers. Their productive world was shattered by the sudden arrival of Asphetoon, a huge black dragon who shattered their defenses and slaughtered all who got in his way. The dwarves retreated and bided their time, never forgetting their humiliation at the claws of that dragon. They forged mighty weapons and planned their revenge. Their opportunity seemed to come at the hands of a mighty eldritch knight. The human Nolan Jara appeared and offered his services. In return he and his descendents would be granted eternal control of the Monemvassian peninsula. The dwarves, intrigued, agreed, and offered him their most powerful creation. The Sword of Truth. Forged to help a leader build and control an army, as well as slay a dragon, this sword was a great gift. With it, Jara killed Ashpetoon, claimed a lion’s share of his vast hoard for his treasury, and built a beautiful city. He established peaceful and productive trade agreements with the dwarves, gifted them all the treasure taken by the dragon, and signed treaties of mutual defense. His descendents rule to this day.

Five years ago, Nolan’s great great great grandson, Dorian Jara, died, and left the throne to his eldest son Crassus. Although Crassus was oldest, most people thought Jara would skip over him & pass the throne to his second son, Antoine. Antoine was the father of Esmerelda & her two brothers, Julian and Ajax. Crassus was violent and cruel, making himself very unpopular. More damning was that he no longer used the ancestral weapon, The Sword of Truth, in public. This sword, among other things, would glow yellow when a lie was told in its presence. This made it very useful for adjudicating disputes. Julian was convinced it wouldn’t work for Crassus due to his evil nature. Julian was always hot-tempered. He was the eldest, and a talented warrior. Ajax had been sick as a child, and was not suited for war. He worked as an accountant in the King’s treasury.

Recently Crassus’ son Medius was accused of raping another noble, the lady Justine. Crassus finally used the sword in a public hearing to investigate the matter. To the shock of most present, the sword glowed yellow during Justine’s testimony. Medius was declared innocent. Yet most present remembered the yellow glow to be different, more subtle & suffused in the days of Jara. Julian was convinced Antagra, Crassus’ court wizard had cast some sort of a light spell to get that effect.

Crassus also arranged for his niece, the beautiful Esmerelda, to be married to the wizard Philip, who rules a small province South of Monemvassia. This town, Three Rings, is said to be the home of the infamous Black Hand assassin guild. Philip is an old man, who dabbles in strange breeding programs, creating hideous monsters.

At this, both Prince Julian and Princess Esmerelda fled Monemvassia. Rumor has it that Julian took with him the Sword of Truth. Esmerelda has disappeared.

The city is in an economic decline. King Crassus has gotten rid of many of the competent administrators that ran the city in Dorian’s day, in favor of his sycophantic cronies. Bribes are common. Merchants have started to avoid the city’s corruption and increasing taxes. Residents fear the now-arbitrary justice. Discontent is rising, and has no legal outlet.

Bandit attacks, evidently organized by some intelligent force, temporarily stifled land trade, until they were wiped out by a brave adventuring group.

Geography: North along the coast are a range of mountains, home of the dwarves, and their goblin enemies. South along the coast is the small town of Three Rings. Beyond that jungles.

Monemvassia has never been threatened by land, but pirates and sahaugins make the sea a dangerous place. Many small volcanic islands dot the area around Monemvassia. Some of these serve as pirate bases, and worse! Traditionally, Monemvassia’s strong navy keep these threats at bay, but the deterioration of the armed services through corruption and nepotism has contributed to increased pirate activity in the area. Some say other factors influence this, and that the pirates are becoming increasingly organized and united.



Three Rings – small town just south of Monemvassia. Fairly poor. Mostly fishermen and farmers. But rumored to house the area’s most feared assassin’s guild, the Black Hand. Three Rings is named after the three magic rings taken from the dragon hoard, and gifted to its ruler by Nolan Jara, in return for his assistance in the battle.

NPCs
Prince Philip – Wizard King of Three Rings. (Wiz 8/Exp 4)
Arness: Mayor – appointed by Philip and reporting to him. (W6)
 
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