Creamsteak
Explorer
This thread is for the discussion of individual character background, up until the very point at which the game begins. I will provide the setting, the region, the towns, the attitudes, the religion, etc. The players will create their own stories, their own connection, their own homes, ambitions, goals, ties between each other, and finally why they are in the situation that sets the story.
Calendar: The years of the New Calendar are notes as "AV" or "After Victory." Year One of the New Calendar marsk the Remaking of the World by the gods. The New Calendar is the current calendar; the current year is 151 AV. It is divided into 16 months, each honoring two aspects of the eight divinities.
The four months of spring are as follows:
Corot - The month of strength, particularly that returning to the land after winter
Tanot - The month for hunting
Enkilot - The month of storms
Belot - The month of death, particularly those newborn that fail to endure
The four months of summer are as follows:
Chardot - The month of war
Madrot - The month of the radiant sun
Hedrot - The month of wealth
Vangalot - The month of disasters
The four months of autumn are as follows:
Charder - The month of servitude
Madrer - The month of harvest
Enker - The month of travel
Corer - The month of crafting
The four months of winter are as follow:
Taner - The month of good fortuen
Balsemer - The month of darkness
Hedrer - The month of protection
Vanger - The month of pestilence
There are 8 days to the normal week: Corday, Madraday, Taniday, Hedraday, Wildday, Charday, Belsaday, and Vanday. The last week of each month holds the extra day of Denev. Two weeks of eight days and one week of nine days compromise the 25 days of each month.
The date on which the game begins is the second Corday of Enkilot, 151 AV.
The Moons
Scarn has two moons, but only one is granted a name. The orb called Belsameth's moon passes through a full cycle every 25 days, and is said that Manawe, goddess of the seas, commands the ocean tides to rise and fall in honor of her half-sister.
The second moon is called the Nameless Orb or the Gray Moon when it is called anything. Corean decreed that the moon should not be named or mentioned, and across Ghelspad it is considered a symbol of death and ill omen. Its cycle is four months plus one day. Every six and one-quarter years the two moons are full on the same night, widely considered to be a time of catastrophic events, horror and disaster. On such nights, the commoners of Ghelspad pray behind locked doors, and even the brave and wise feel a deep sense of unease and fear.
The Gods
Here I have printed some useful information about the gods, especially the information that will be useful to the Druid of Denev.
Corean, the Avenger (Lawful Good) - God of Paladins, smiths, dwarves, and Monks
Madriel, the Redeemer (Neutral Good) - God of Healers, the sick, farmers, and couples being wed
Tanil, the Huntress (Chaotic Good) - God of Rangers, hunters, vigils, and elves
Hedrada, the Lawgiver (Lawful Neutral) -God of Merchants, judges and lawyers, monks, and scholars
Enkili, the Trickster (Chaotic Neutral) - God of Gamblers, rogues, sailors, criminals, anarchists
Chardun, the Slaver (Lawful Evil) - God of Soldiers, mercenaries, generals, tyrants, and monks
Belsameth, the Slayer (Neutral Evil) - God of Evil arcane spellcasters, assassins, lycanthropes
Vangal, the Reaver (Chaotic Evil) - God of Half-orcs, brigands, madmen, and warlords
The most significant diety on this island, the chief diety of it's people, is the Divinity Tanil.
The Titan Denev, the Earth Mother, is the only Titan that is supported by the gods. Denev fought against the other Titans when the Gods fought for power. It is important to understand that Titans are extremely powerful 'forces of nature' in the Scarred Lands, not the Titans of Mythology. There are a number of lesser dieties in the Scarred Lands; the two that need mention on this island are Manawe, Mother of the Oceans (Fishermen, dock workers, and sailors), and Syhana the Cloudmaiden (Farmers, rural people, desert tribes, fey).
The gods are very much present in the Scarred Lands. A god's worshippers can call upon the power of their deity when in need by taking one or more full rounds to chant, meditate, pray, or otherwise contact teh god's spiritual essence. In order to invoke a god, the character must do nothing else during the entire round. Each roudn spent so invoking the deity grants the character a benefit, typically a +1 bonus to a specific die roll. Multiple bonuses may be created by invocation for several rounds, but in most cases the benefit is limited to a maximum of +3.
Common Invocations
Corean - Craft or Profession (blacksmithing, forgin, or the creation of weapons); Wilderness Lore rolls used to start campfires or light torches; Knowledge or Profession rolls related to smithing, war, or fire; and attacks.
Madriel - Bonus to saves against negative energy attacks, as well as the ability to heal one extra point of damage per healing spell and a bonus to all Heal skill checks.
Tanil - Ranged weapons, rolls involving music, Wilderness Lore.
Hedrada - Determining the truth (Sense Motive), resist outside emotional manipulation (most Will saves).
Denev - As a titan, Denev does not hear or answer invocations directed to her. She has, though ordained various minor rites that her worshippers may use to draw her favor. Using these rituals requires that those performing them be a genuine (if not exclusive) worshipper of Denev. They also require a skill check applicable to the rite (DC 15). The rituals include: The Green Prayer, Woodsman's Supplication, and Midwife's Blessing.
Green Prayer - A prayer used by farmers, orchards growers, and gardeners to ensure success and bounty in their endeavors. Uttered before the beginning of work, it involves coating the hands in the soil before work and grants a +1 bonus to all Profession rolls applicable to farming and other agricultural pursuits for the rest of the day.
Woodsman's Supplication - This ritual which involves leaving a small bit of bread for woodland animals in exchange for their help, assists those who work or travel through the forest. Those who use the woodsman's supplication find that as they venture through the forest, small animals make noise, aiding them in noticing things they might otherwise ordinarily miss. The supplicant gains a +2 bonus to Wilderness Lore or Listen/Spot checks while in the forest.
Midwife’s Blessing – By consecrating the space in which she works with the spring water and the sigils marked in the juices of berries or tree sap, a midwife draws upon the All-Mother’s blessings to aid the healing process. The successful supplicant receives a +1 bonus to all Profession (midwife) or Heal skill checks. The successful supplicant’s patients also gain an additional hit point per day of rest while under the supplicant’s care.
Denev’s Holy Symbol is a Stone sickle with a flowering wooden hilt. Her favored weapon is the Sickle.
Enkili – Balance, Bluff, Disguise, Jump, Tumble, Reflex saves, but always subject to Enkili’s chaotic nature…
Chardun – Concentration, Diplomacy, Intimidate, Sense Motive, checks involving tactics or strategy, any attack roll, any roll to inflict damage using a spell.
Balsameth – Saves and attacks vs. followers of the good-aligned gods.
Vangal – Strike normally invulnerable targets (damage reduction and other), especially with axes.
The History of the Island
The Calastian Hegemony is one of the most powerful nations in Ghelspad. It is ruled by a Tyranical King, known as King Virduk. The Heteronomy of Virduk is a Halfling ruled country not too far from Calastia. Ever since the Queen of Virduk began making concessions to King Virduk of Calastia, it upset a section of the Halfling population. With a few members of other races, a noble funded a fleet of ships that would travel to an island not more than 400 miles off the coast, where they felt they would be ignored by the Tyranical King Virduk.
The Island they found was nearly devoid of Titanspawn (servants of the titans, hated by all the divine races), and covered with a lush tropical jungle. Many of the ships that were part of this fleet were scrapped for lumber and construction. Others were burned in order to prevent some of the less prepared pilgrims from stealing away to return home. The few surviving ships were turned into fishing craft that provided most of the harvest for the first few years in the island that would be named Tanil’s Salvation.
The island had successfully maintained its isolation for 24 years before, in 126 AV, the Blood Monsoon struck. This event, simply to be described as catastrophic, unleashed waves of horror upon the mainland. A ship, in the early days of this event, washed up on the shore of the island. The only survivor, a humble Dwarf with an incredible history, told stories that frightened many of the islanders. His tales of the horrible things he had seen on the mainland put the fear into the younger generation of islanders. He would survive and have children with one of the few Dwarven settlers, and raise a family on the island. His stories however would re-affirm that many of the next generation would be afraid of ever returning the mainland. These stories have turned themselves into folk tales and campfire stories told to the children of the islanders.
Twelve years after that, a pilgrim by the name of Jonathan Starcraft came onto the island by way of magic. This sorcerer came by the summons of one of the islands elders, who had been suffering from awful visions of an Elven woman being chained and tortured by an inconceivable abomination. She sent her friend into the jungle to search out her own fears, but Jonathan did not return for two years. In 150 AV, Jonathan Starcraft returned to the isolated fishing town of Manawe’s Promise with a message of danger. His story was told to many of the more passive people in the town that night, and the next, and the next, until finally he happened upon an attentive group of brave young souls who felt some inkling that this would be their right to become something great.
Jonathan explained to these local adventurers that somewhere, deep inside the jungles of the island, through a cavern on the northern cliffs, there is a passageway into a deeper forest, concealed by the foliage of the island. Inside the inner forest, he came upon the ruins of what appears to be a civilization that predates many of the relics from before the Great War. In the center of these ruins, a gigantic monument of a tree, thriving and providing shade and protection for the land below, waits. He studied the ruins for weeks before he realized that his research was not unnoticed, and while he slept one night, warded only by a few minor spells and a campfire, something attacked him. He never made out what the fiend was, as it faded from the ethereal and material, but it took his right leg and right eye, leaving him crippled. He was not prepared to evoke his magic with his broken arm, and was only able to bring himself back to this town through a great deal of strife.
Jonathan believes that somewhere inside of the ruins on this island, there is library vault, possibly one that could hold a candle to that of the Phylactric Vault of the Mainland. He believes that at one time, this island was inhabited by a race not too distant from the elves, but with far greater longevity, and incredible savagery. These elves kept secrets from Titans and Gods in their time, but have long since vanished. There were many ghosts in this dungeon, and the spirits of the land make manifest, but many of these were friendly, even if incomprehensibly different from what he had seen in his life prior to seeing this location.
Starcraft is of the belief that perhaps, this is where one of the un-named Titans was destroyed. Signs of a Titanic battle between an entire ancient and mystic race and some form of chaotic force most definitely took place on that site. The weapons, the wounds on the oldest of trees, the shattered stone and marble, and the incredible scar inflicted upon the great tree show this. Starcraft explains that perhaps the visions of the Elder (who has now passed away due to illness) were echoes from the past. The Elders Druidic touch must have tapped into the memories of the land, and recalled some of the most horrible things that happened here… but now most of this is long forgotten.
He fears, however, that something is lurking within these ruins. There were many signs of death, but until he had truly lost himself in the dungeon below the great tree, he doubted that he would ever encounter danger. The catacombs had been abandoned for many centuries, but there was something embedded in the walls. The ghosts and spirits made themselves visible in the form of sprites and figments, warning Jonathan that something was coming. He ignored this until it was too late, and one night while researching a tome written between elven and infernal, some form of Plant-like Devil attacked him. This was the creature that removed his eye and shattered his leg. He was able to find his way through a slender doorway to the surface, escaping the creature and preventing it from following him, but even as he limped his way to the ground, he heard the moaning of the forest around him. The trees had been disturbed, and a sprite confronted him. He passed out there, only to awaken on the other side of the cavern, but a dream struck him during his unconsciousness. He scribed the message onto a scroll immediately, remembering the entirety of the wording of his dream, presented as a Riddle:
“As our children are to the humans, we were to the children;
We were never to die, to age, to be ill,
Less than gods, but more than mortals;
Making judgment of the Universe, believing we had the right,
Executing on a whim, living as if we controlled the law;
Our reign was eternal, in an era that never existed,
When the Epochs came, they brought about our doom,
We had lived here, alone, desolate, and impotent;
Destroyed by our own will to be Supreme,
Our incarcerators would return again;
If ever our home was disturbed,
Waiting for two reflections,
They would destroy our memoirs.”
Starcraft believes that the answer to this riddle is the Race that had lived on the island at least a few centuries ago. He has dubbed them the ancestors of the elves, and believes fully that the islanders are threatened by something within the ruins. His stories brought fear into some of the more gullible townspeople, but everyone on the island seems even more afraid to return to the conceived horrors of the Mainland of Ghelspad.
For listening to his story, Starcraft parted with a few of his finds, including a pair of Magic Longbows that he had found, and an Enchanted Ring.
(If a Character can Identify these items, they are two +2 Longbows, and a Minor Ring of Fire Resistance. Subtract 300 gp for the material components needed to identify these items. If no character has the ability to identify magic items, then the cost is 375 gp to have all three items identified.)
The Townships on the Island
Manawe’s Promise (Largest fishing village on the island, home to the only three ships used by the island)
Tanil's Fields (Small farming community with the only Church on the Island, dedicated to Tanil)
Syhana's Blanket and Syhana's Point (Small Farming/Fishing community along the coastline, on both sides of a river, two stone bridges connecting)
Jordan's Burrow (Small burrow community of Halflings, seat of the Elder's council)
Calendar: The years of the New Calendar are notes as "AV" or "After Victory." Year One of the New Calendar marsk the Remaking of the World by the gods. The New Calendar is the current calendar; the current year is 151 AV. It is divided into 16 months, each honoring two aspects of the eight divinities.
The four months of spring are as follows:
Corot - The month of strength, particularly that returning to the land after winter
Tanot - The month for hunting
Enkilot - The month of storms
Belot - The month of death, particularly those newborn that fail to endure
The four months of summer are as follows:
Chardot - The month of war
Madrot - The month of the radiant sun
Hedrot - The month of wealth
Vangalot - The month of disasters
The four months of autumn are as follows:
Charder - The month of servitude
Madrer - The month of harvest
Enker - The month of travel
Corer - The month of crafting
The four months of winter are as follow:
Taner - The month of good fortuen
Balsemer - The month of darkness
Hedrer - The month of protection
Vanger - The month of pestilence
There are 8 days to the normal week: Corday, Madraday, Taniday, Hedraday, Wildday, Charday, Belsaday, and Vanday. The last week of each month holds the extra day of Denev. Two weeks of eight days and one week of nine days compromise the 25 days of each month.
The date on which the game begins is the second Corday of Enkilot, 151 AV.
The Moons
Scarn has two moons, but only one is granted a name. The orb called Belsameth's moon passes through a full cycle every 25 days, and is said that Manawe, goddess of the seas, commands the ocean tides to rise and fall in honor of her half-sister.
The second moon is called the Nameless Orb or the Gray Moon when it is called anything. Corean decreed that the moon should not be named or mentioned, and across Ghelspad it is considered a symbol of death and ill omen. Its cycle is four months plus one day. Every six and one-quarter years the two moons are full on the same night, widely considered to be a time of catastrophic events, horror and disaster. On such nights, the commoners of Ghelspad pray behind locked doors, and even the brave and wise feel a deep sense of unease and fear.
The Gods
Here I have printed some useful information about the gods, especially the information that will be useful to the Druid of Denev.
Corean, the Avenger (Lawful Good) - God of Paladins, smiths, dwarves, and Monks
Madriel, the Redeemer (Neutral Good) - God of Healers, the sick, farmers, and couples being wed
Tanil, the Huntress (Chaotic Good) - God of Rangers, hunters, vigils, and elves
Hedrada, the Lawgiver (Lawful Neutral) -God of Merchants, judges and lawyers, monks, and scholars
Enkili, the Trickster (Chaotic Neutral) - God of Gamblers, rogues, sailors, criminals, anarchists
Chardun, the Slaver (Lawful Evil) - God of Soldiers, mercenaries, generals, tyrants, and monks
Belsameth, the Slayer (Neutral Evil) - God of Evil arcane spellcasters, assassins, lycanthropes
Vangal, the Reaver (Chaotic Evil) - God of Half-orcs, brigands, madmen, and warlords
The most significant diety on this island, the chief diety of it's people, is the Divinity Tanil.
The Titan Denev, the Earth Mother, is the only Titan that is supported by the gods. Denev fought against the other Titans when the Gods fought for power. It is important to understand that Titans are extremely powerful 'forces of nature' in the Scarred Lands, not the Titans of Mythology. There are a number of lesser dieties in the Scarred Lands; the two that need mention on this island are Manawe, Mother of the Oceans (Fishermen, dock workers, and sailors), and Syhana the Cloudmaiden (Farmers, rural people, desert tribes, fey).
The gods are very much present in the Scarred Lands. A god's worshippers can call upon the power of their deity when in need by taking one or more full rounds to chant, meditate, pray, or otherwise contact teh god's spiritual essence. In order to invoke a god, the character must do nothing else during the entire round. Each roudn spent so invoking the deity grants the character a benefit, typically a +1 bonus to a specific die roll. Multiple bonuses may be created by invocation for several rounds, but in most cases the benefit is limited to a maximum of +3.
Common Invocations
Corean - Craft or Profession (blacksmithing, forgin, or the creation of weapons); Wilderness Lore rolls used to start campfires or light torches; Knowledge or Profession rolls related to smithing, war, or fire; and attacks.
Madriel - Bonus to saves against negative energy attacks, as well as the ability to heal one extra point of damage per healing spell and a bonus to all Heal skill checks.
Tanil - Ranged weapons, rolls involving music, Wilderness Lore.
Hedrada - Determining the truth (Sense Motive), resist outside emotional manipulation (most Will saves).
Denev - As a titan, Denev does not hear or answer invocations directed to her. She has, though ordained various minor rites that her worshippers may use to draw her favor. Using these rituals requires that those performing them be a genuine (if not exclusive) worshipper of Denev. They also require a skill check applicable to the rite (DC 15). The rituals include: The Green Prayer, Woodsman's Supplication, and Midwife's Blessing.
Green Prayer - A prayer used by farmers, orchards growers, and gardeners to ensure success and bounty in their endeavors. Uttered before the beginning of work, it involves coating the hands in the soil before work and grants a +1 bonus to all Profession rolls applicable to farming and other agricultural pursuits for the rest of the day.
Woodsman's Supplication - This ritual which involves leaving a small bit of bread for woodland animals in exchange for their help, assists those who work or travel through the forest. Those who use the woodsman's supplication find that as they venture through the forest, small animals make noise, aiding them in noticing things they might otherwise ordinarily miss. The supplicant gains a +2 bonus to Wilderness Lore or Listen/Spot checks while in the forest.
Midwife’s Blessing – By consecrating the space in which she works with the spring water and the sigils marked in the juices of berries or tree sap, a midwife draws upon the All-Mother’s blessings to aid the healing process. The successful supplicant receives a +1 bonus to all Profession (midwife) or Heal skill checks. The successful supplicant’s patients also gain an additional hit point per day of rest while under the supplicant’s care.
Denev’s Holy Symbol is a Stone sickle with a flowering wooden hilt. Her favored weapon is the Sickle.
Enkili – Balance, Bluff, Disguise, Jump, Tumble, Reflex saves, but always subject to Enkili’s chaotic nature…
Chardun – Concentration, Diplomacy, Intimidate, Sense Motive, checks involving tactics or strategy, any attack roll, any roll to inflict damage using a spell.
Balsameth – Saves and attacks vs. followers of the good-aligned gods.
Vangal – Strike normally invulnerable targets (damage reduction and other), especially with axes.
The History of the Island
The Calastian Hegemony is one of the most powerful nations in Ghelspad. It is ruled by a Tyranical King, known as King Virduk. The Heteronomy of Virduk is a Halfling ruled country not too far from Calastia. Ever since the Queen of Virduk began making concessions to King Virduk of Calastia, it upset a section of the Halfling population. With a few members of other races, a noble funded a fleet of ships that would travel to an island not more than 400 miles off the coast, where they felt they would be ignored by the Tyranical King Virduk.
The Island they found was nearly devoid of Titanspawn (servants of the titans, hated by all the divine races), and covered with a lush tropical jungle. Many of the ships that were part of this fleet were scrapped for lumber and construction. Others were burned in order to prevent some of the less prepared pilgrims from stealing away to return home. The few surviving ships were turned into fishing craft that provided most of the harvest for the first few years in the island that would be named Tanil’s Salvation.
The island had successfully maintained its isolation for 24 years before, in 126 AV, the Blood Monsoon struck. This event, simply to be described as catastrophic, unleashed waves of horror upon the mainland. A ship, in the early days of this event, washed up on the shore of the island. The only survivor, a humble Dwarf with an incredible history, told stories that frightened many of the islanders. His tales of the horrible things he had seen on the mainland put the fear into the younger generation of islanders. He would survive and have children with one of the few Dwarven settlers, and raise a family on the island. His stories however would re-affirm that many of the next generation would be afraid of ever returning the mainland. These stories have turned themselves into folk tales and campfire stories told to the children of the islanders.
Twelve years after that, a pilgrim by the name of Jonathan Starcraft came onto the island by way of magic. This sorcerer came by the summons of one of the islands elders, who had been suffering from awful visions of an Elven woman being chained and tortured by an inconceivable abomination. She sent her friend into the jungle to search out her own fears, but Jonathan did not return for two years. In 150 AV, Jonathan Starcraft returned to the isolated fishing town of Manawe’s Promise with a message of danger. His story was told to many of the more passive people in the town that night, and the next, and the next, until finally he happened upon an attentive group of brave young souls who felt some inkling that this would be their right to become something great.
Jonathan explained to these local adventurers that somewhere, deep inside the jungles of the island, through a cavern on the northern cliffs, there is a passageway into a deeper forest, concealed by the foliage of the island. Inside the inner forest, he came upon the ruins of what appears to be a civilization that predates many of the relics from before the Great War. In the center of these ruins, a gigantic monument of a tree, thriving and providing shade and protection for the land below, waits. He studied the ruins for weeks before he realized that his research was not unnoticed, and while he slept one night, warded only by a few minor spells and a campfire, something attacked him. He never made out what the fiend was, as it faded from the ethereal and material, but it took his right leg and right eye, leaving him crippled. He was not prepared to evoke his magic with his broken arm, and was only able to bring himself back to this town through a great deal of strife.
Jonathan believes that somewhere inside of the ruins on this island, there is library vault, possibly one that could hold a candle to that of the Phylactric Vault of the Mainland. He believes that at one time, this island was inhabited by a race not too distant from the elves, but with far greater longevity, and incredible savagery. These elves kept secrets from Titans and Gods in their time, but have long since vanished. There were many ghosts in this dungeon, and the spirits of the land make manifest, but many of these were friendly, even if incomprehensibly different from what he had seen in his life prior to seeing this location.
Starcraft is of the belief that perhaps, this is where one of the un-named Titans was destroyed. Signs of a Titanic battle between an entire ancient and mystic race and some form of chaotic force most definitely took place on that site. The weapons, the wounds on the oldest of trees, the shattered stone and marble, and the incredible scar inflicted upon the great tree show this. Starcraft explains that perhaps the visions of the Elder (who has now passed away due to illness) were echoes from the past. The Elders Druidic touch must have tapped into the memories of the land, and recalled some of the most horrible things that happened here… but now most of this is long forgotten.
He fears, however, that something is lurking within these ruins. There were many signs of death, but until he had truly lost himself in the dungeon below the great tree, he doubted that he would ever encounter danger. The catacombs had been abandoned for many centuries, but there was something embedded in the walls. The ghosts and spirits made themselves visible in the form of sprites and figments, warning Jonathan that something was coming. He ignored this until it was too late, and one night while researching a tome written between elven and infernal, some form of Plant-like Devil attacked him. This was the creature that removed his eye and shattered his leg. He was able to find his way through a slender doorway to the surface, escaping the creature and preventing it from following him, but even as he limped his way to the ground, he heard the moaning of the forest around him. The trees had been disturbed, and a sprite confronted him. He passed out there, only to awaken on the other side of the cavern, but a dream struck him during his unconsciousness. He scribed the message onto a scroll immediately, remembering the entirety of the wording of his dream, presented as a Riddle:
“As our children are to the humans, we were to the children;
We were never to die, to age, to be ill,
Less than gods, but more than mortals;
Making judgment of the Universe, believing we had the right,
Executing on a whim, living as if we controlled the law;
Our reign was eternal, in an era that never existed,
When the Epochs came, they brought about our doom,
We had lived here, alone, desolate, and impotent;
Destroyed by our own will to be Supreme,
Our incarcerators would return again;
If ever our home was disturbed,
Waiting for two reflections,
They would destroy our memoirs.”
Starcraft believes that the answer to this riddle is the Race that had lived on the island at least a few centuries ago. He has dubbed them the ancestors of the elves, and believes fully that the islanders are threatened by something within the ruins. His stories brought fear into some of the more gullible townspeople, but everyone on the island seems even more afraid to return to the conceived horrors of the Mainland of Ghelspad.
For listening to his story, Starcraft parted with a few of his finds, including a pair of Magic Longbows that he had found, and an Enchanted Ring.
(If a Character can Identify these items, they are two +2 Longbows, and a Minor Ring of Fire Resistance. Subtract 300 gp for the material components needed to identify these items. If no character has the ability to identify magic items, then the cost is 375 gp to have all three items identified.)
The Townships on the Island
Manawe’s Promise (Largest fishing village on the island, home to the only three ships used by the island)
Tanil's Fields (Small farming community with the only Church on the Island, dedicated to Tanil)
Syhana's Blanket and Syhana's Point (Small Farming/Fishing community along the coastline, on both sides of a river, two stone bridges connecting)
Jordan's Burrow (Small burrow community of Halflings, seat of the Elder's council)
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