Showing posts with label game world. Show all posts
Showing posts with label game world. Show all posts

Thursday, March 27, 2008

What's Happened- adventure 2: Hyberoan

A few points: first of all, the characters in Hyberoan figured out that just about every store was busting over with stuff. Clearly, the guards have been selling the possessions of the people they've arrested. So, basically, the guards in Hyberoan have sold all the belongings of Kaydtch to the stores, who have now doubled their stocks but who have no one to sell all this stuff to. The characters witnessed once a guard threatening a store owner if he refused to buy the guard's loot.

Second, the guards are all Redguard, a race of humans from outside of Sturmgort. They were brought in to Aversill as mercenaries under the leadership of Beinvan Drodswell, a local noble who did not go off to war but stayed behind to police the frontier against invasion. Groups like his have acted in the past as protectorates of the realm, but as there has been less and less for these groups to do, more an more accusations of treason to the baron have been made by the groups. Anyone who is convicted of this crime forfeits all land to the barony, and therefore, arresting as many people as possible for this crime is a great way to increasimg one's political standing. The accusation is made against anyone housing the enemy at a time of war. Benivan and his men (Drodswell's Defenders) have arrested the entire town of Kaydtch for this crime.

The characters learn from the guards at Hyberoan that they cannot simply pass through and onto to the city of Streckhorn because the intervening woods have become plagued with a vast number of ghouls. The defenders fearing the forces housed by the people in Kaydtch have relocaed the townsfolk to Hyberoan where they awaited a magistrate of the barony to hold trials. Of course, the dispossessed traitors serve as a great warning to the townsfolk of Hyberoan who are daily forced to cator to Benivan and his men.

The guards at the gate also alert the characters that they will not allow the halfling caravan into the city (they are allowed to set up north of the stockade but cannot expect the guard's protection) nor will they allow Gringulia into town as they perceive her as one of the enemy. After some discussion, the characters convince the guards to let them appeal to a higher authority--the Defender's second in command Virgil Kleetch.

Virgil is less than enthusiastic about the characters (they are after all, real soldiers, whereas his authority is more ceremonial than anything else). He does not want them interfering with Defender business and he refuses entrance to Gringulia. The audience is, however, interrupted by Benivan himself who is only too happy that the characters are there as it lends his operation some legitamacy. He attempted to talk turkey with the characters, allowed Gringulia entrance into the city, and offered them barrack in a local farm (which the characters took).

Gringulia, Emord, and Neri headed towards the farm to set up. Earthmoon and Feldon headed off to the woods on a hunch that the ghouls were a story made up to scare people into behaving. It turned out that this hunch was wrong. Feldon abandoned Earthmoon to her fate. Earthmoon turned into a bird and escaped the clutches of the fiends. She then headed off to commune with nature on what to do about this blight.

Meanwhile, the characters were approached by an agent of a local bookseller Eugene Pollipard, who had a task he hoped the charadcters could help him with...

What happened- adventure 2: the road to Hyberoan

Adventure 2 is non-linear and probably encapsulates more than just a single adventure. But here goes.

Having left the temple of Boccob, the characters happened upon a caravan of halflings. Half their number had disapeared into a fog never to return. The halfling's were eager to pay the characters for protection until they could make it back to civilization. During their stay, the halflings proceeded to attempt to get the characters drunk so as to learn what they could about what was going on.

Feldon stayed off from the debauch only to learn that someone was watching the camp. Feldon discovered that this someone was a hobgoblin who she incapacitated and then killed. The Halfling's admitted to having conned a group of humanoids into believing that they had bought a piece of Aversill land, thereby making them citizens of the colony. The humanoids had figured out the con and now wanted their money back (and probably a bit of vengeance as well). Earthmoon decided to give the money back to the humanoids and made a deal to take them their gold. The humanoids were happy to have their money back and hoped to organize a defection to the Aversill forces. Earthmoon basically said no.

The halflings have since expressed some disdain for having lost the gold that they feel they earned fair and square (by halfling standards).

In any case, while travelling with the halflings, the party stopped by battlefields where the bodies of the fallen had basically just been left to rot. Nearby peasants were looting the bodies in some places. Later, the party passed through the abandoned village of Kaydtch, but sensing its eeriness they decided it was best not to stop.

The next stop was the walled village of Hyberoan, outside of which stood a makeshift stockade of prisoners who were awaiting trial for treason to the baron. The characters learned that this stockade represented the captured citizens of Kaydtch...

Monday, December 24, 2007

Gods-alphabetically

Here is a list of gods present (in one way or another) in the Aversill campaign

Alobel Lorfiril (Chaotic Good)- Elvish demigod of hedonism, mirth, magic, and revelry
Altua (Lawful Good)- human goddess of honor and nobility
Avoreen (Lawful Good)- Halfling god of defence, war, vigilance, Halfling warriors, duty
Blibdoolpoolp (chaotic evil)- chief god of Kua Toa
Boccob (Neutral)- Human god of magic
Brandobaris (Neutral) Halfling god of stealth, thievery, adventuring, Halfling rogues
Callarduran Smoothhands (Neutral)- Gnome god of Svirfneblin, Secrecy
Carl Glittergood (Neutral Good)- Gnome god of gnomes, humor, wit, illusion, gemcutting, jewelry making. Carl Glittergood is the quintessential Gnome god.
Corellon Larethian (Chaotic Good)- Elvish god of elves, magic, music and arts
Cyrollalee (Lawful Good) Halfling goddess of friendship, trust, the hearth, hospitality, crafts.
Deep Sashelas (Chaotic Good)- Elvish god of oceans, aquatic elves, creation, and knowledge
Eadro (Neutral good)- chief god of Locathah and merfolk
Ehlonna (Neutral Good)- human goddess of nature
Elbrin Liothiel (Chaotic Good)- Elvish god of orchards, nature, gardens, and harvest
Erythnal (chaotic eivl)- Gnoll god of slaughter
Erythnul (chaotic evil)- human god of slaughter
Fharlanghn (neutral)- human god of roads and travel
Gelf Darkhearth (Chaotic Neutral)- Gnome god of entropy and revenge
Gruumsh (chaotic evil)- chief god of the orcs
Halmyr (Lawful neutral) human god of strategy and skill
Hanali Celanil (Chaotic Good)- Elvish god of love, romance, beauty, enchantments, magic item artistry, fine arts, and artists
Hanseath (Chaotic Neutral)- Dwarven god of war, carousing, and alcohol.
Heironeous (Lawful good)- human god of valor
Hextor (Lawful evil)- human god of tyranny, war, conflict, and destruction
Hinggek (Chaotic evil)- Bugbear chief god
Konkresh (chaotic neutral) human god of brute force
Kord (Chaotic Good)- human god of glorious combat
Kurtulmak (Lawful Evil)- Kobold god of kobolds, trapmaking, mining, and war
Laduguer (Lawful Evil)- Dwarven god (Duergar) of magic weapons, artisans, magic, duergar
Lolth (Chaotic evil)- Elvish goddess of Drow, spiders, darkness
Lyris (neutral)- human goddess of victory and fate
Merrshaulk (Lawful evil)- chief god of the Yuan Ti
Moglubiyet (neutral evil)- chief god of goblins and golinoids
Moradin (Lawful Good)- Dwarven god of creation, smithing, engineering, and war. Moradin is the dwarf all purpose God and is sometimes worshipped by humans.
Mya (Neutral Good)- Dwarven goddess of clan, family, and wisdom
Nadirech (chaotic evil)- human god of cowardice and trickery
Nerull (Neutral Evil)- human god of death
Obad Hai (neutral)- human god of nature
Olidammara (chaotic netural)- human god of thieves, beggars, and wine
Pelor (neutral good)- human god of the sun, good, and justice
Rill Cleverthrush (Lawful Neutral)- Gnome god invention, creation, and the sky.
Rocknar (Neutral Evil)- Dwarven god of greed, intrigue, lies and earth
Sehanine Moonbow (Chaotic Good)- Elvish goddess of mysticism, dreams, death, journeys, transcendence, the moon, the stars, the heavens
Sekolah (chaotic evil) chief shark god of the Sanhuagin
Shella Peryroyl (Neutral)- Halfling goddess of nature, agriculture, weather, song, dance, beauty, romantic love
Sheyanna Flaxenstrand (Chaotic Good)- Gnome goddess of love, beauty and passion
Skerrit (Chaotic good)- Centaur chief god
Smemwanya (Neutral)- chief god (goddess?) of lizardfolk
St. Cuthbert (Lawful Neutral)- human god of revenge and just punishment
Sulerain (neutral evil)- human goddess of slaughter
Syreth (Neutral Good)- human god of protection and community
Tharmekhul (Neutral)- Dwarf demi-god who tends the forge for Moradin
Thautum (Netural)- Dwarf god of magic and darkness
The Glutton (Chaotic Evil)- Gnome god of disaster and greed.
Typhos (Lawful Evil) human god of Tyranny
Urbanos (Neutral Good)- God of cities
Urogalan (Lawful Neutral)- Halfling god of the Earth, death, and protection of the dead
Valkar (Chaotic Good)- human god of courage
Valkauna (Lawful Neutral)- Dwarf god of oaths, death, and birth
Vandria Gilmadrith (Lawful Neutral)- Elvish god of war, guardianship, justice, grief, vigilience, and decision
Vecna (neutral evil)- human god of secrets, magic, undead
Wee Jas (Lawful Neutral)- human goddess of magic and death
Yondolla (Lawful Good)- Halfling goddess of Halflings and explorers
Zarus (Lawful Evil)- God of human superiority

Friday, December 21, 2007

The Fade: an Introduction

Though Aversill is the name of the current human colony on the continent of Phemerhon, it is clear that something once called this place their home as well. Throughout the entire colony and especially on the Sentinel Plain are scattered hints and remnants of a vast and powerful civilization that was, during one catastrophe or another, ground nearly to dust. That race, whatever they might have been, seems to have been swallowed from the face of the Earth. Now all that remains of their physical likeness are the statuary that occasionally survives whatever disaster that destroyed the race.
Antiquarians refer to these beings as Phemerhonians, but most other refers to these creatures as the faded ancestors or simply the fade. In appearance, they seem to be human in their build but in all statuary appear emaciated and often bent into positions which would be otherwise unnatural for humans. All figures in face statuary are lacking in hair. Because of the devastation of Fade civilization, it is impossible to tell the scale of the race. Fade architecture often seems gargantuan by human standards (for instance, the Denzibal Temple in Streckhorn or the Asternil Gate in Starfell) but other examples of the style suggest human proportions. Experts debate the proportions in relation to the Fade as some antiquarians suggest that the Fade may have had slave races—especially the Dwarves, Orcs, and Goblins who call Phemerhon their ancestral home. Thus the human sized architecture pertains to these races. Others disagree, seeing the Fade as ancestral to one (in not all three) of these races.
Unfortunately, so far at least, divination acts offer no help in discovering the true nature of the Fade. The last catastrophe seems to mark a stopping point beyond which no mortal eye can look. If the gods know the true nature of the Fade, they are silent on the subject. One source that is rumored to have achieved some success is the use of remnant magic. However, as such magic is dangerous, and opens one up to powers beyond the scope of sanity, few are willing to risk their lives or minds to pursue information on this subject. As such information is branded heretical and those who do return with secrets are often reticent to share. One of the rumors circulated throughout the Sentinal Plain (and believed as gospel truth in Streckhorn) is that Codphetomus, the Fade God represented by the Codphetumus Statue in Streckhorn can still be contacted through rituals known to only a select few.
Of all areas of human settlement, nowhere have Fade ruins been so well preserved as in Streckhorn. Indeed the great unnamed Fade city has for the most part simply been repopulated by the citizens of Aversill in order to found Streckhorn. Structures have been built only where old structures have completely decayed. Thus, the great tier and tower system is a remnant of the Fade as is the great statue of Codphetomus and the six gargantuan statues of unnamed Fade Gods that flank the central colossus. Streckhorn itself accounts for roughly a third of the above ground ancient city and none of its tunnel system which the Streckhorn government closes off, as a rule, through engineered collapses.
In addition to the tiers and statues, Streckhorn is also surrounded by what remains of a great wall radiating five miles out from the city center. Near its extremities, the wall still exists some 200 feet high where it is anchored to the mountain face. Most of the wall has been reduced to ruin or covered over with time. Streckhorn scholars believe that the “hill country” particular to the Streckhorn region of the Sentinel Plain is made up of stone from this gargantuan construction.

The Fade and Streckhorn

Because of the strong tie to the ancient past, Streckhorn is considered by most of the frontier cities to be the spiritual center of Aversill—a reputation that is nearly unaniomously supported by its own citizenry. Tales abound of “hidden staircases” that lead to tiers that appear only on full moons and the like. There are numerous rumors of doorways that appear to the blessed (or cursed) and countless tales of people who’ve gone up the wrong staircase never to be heard from again. In fact, the most popular work of literature from all of Aversill, “The Market of Archeon” concerns a traveler who stumbles upon a phantom tier where devils and demons are holding a market for human souls. The man finds his wife’s soul there and wonders at how the devil (Necrabon—a local legend) has gained possession of her spirit. Numerous possibilities are given, but there is no closure in this haunting tale. Gilfan (the poem’s hero) trades his soul for his beloved’s (Annatruce) and is imprisoned in her stead for all eternity. Less popular outside of Aversill, but more popular on the Sentinel Plains are the works of Allistair Stark (Tales of the Unknown Stair, Words of Wisdom, and the non-fiction work The Tiers of the Gods). Stark works generally in shorter poetic form putting local legends and superstitions into verse structure. The Tiers of the Gods is considered to be the premier guide to understanding the architectural complexities of Streckhorn.
Numerous works of art have their origins in Streckhorn (both due to its architecture and mystique). The fresco adorning the colony capital building in Seacourt, “Denzibal at Dawn” is considered the greatest work of Aversill’s most gifted painter, Halu Pehmions. All of the most famous studies of the Sentinel Plain were taken from the tiers of Streckhorn, and of course, the artists Jean Kandelbrot and Strinton Sheetcooper both hail from Streckhorn (Sheetcooper considers his art non-fade).
The strongest work of art to originate from Streckhorn is the very play that superstition prevents being produced in the city: The Geas of Codphetumos. Rumor has it aht if the play is performed in Streckhorn, all who watch it will suffer from the Geas. Sources vary as to what this will actually mean. According to legend, the play was delivered to its anonymous playwright the year Streckhorn was founded by Octavious Streck. It was produced later that year causing a citywide disaster.
The play has been produced several times in other cities without ill effect, but Streckhorn civil law expressly forbids production of the Geas of Codphetumos within fifty miles of the statue.

Streckhorn and Sprituality

Streckhorn is a city of superstition and for good reason. The magical ties that exist behind closed doors in other cities are plain for all to see in Streckhorn In battles against past enemies, the city has received aid from numerous sources without need of summons. A flight of Griffons, calling the wild Tiers above the city their home, routinely comes to the city in times of crisis as have, at different points in the city’s history, a flight of silver dragons, a Shedhu, and numerous other creatures both Earthly and other worldly. Tehr are routine sightings of glowing figures walking the streets of Streckhorn (not to mention the occasional report of a Fade sighting). Explorers of both Ysgard and Acheron have told tales of persistent portals that lead directly to Streckhonr.
Whenever possible, the leadership of Steckhorn has attempted to discover the nature of the responsibilities that these creatures feel towards keeping the city safte. Their success or failure in this endeavor is a secret to the public. The rumor about these pacts are that they originate with the fade and that humans were not meant to keep them. Some feel that these alliances represent a sign of corruption within the arcane and divine community of Streckhorn. Many whisper of dire consequences. Others make it their purpose to seek out the divine creatures and forces that occasionally materialize in Streckhorn.
Actual superstitions vary from person to person and Tier to Tier, many of which concern phantom passages and similar features. A phantom passage is a doorway that is only open at certain times or under certain conditions. These passages are said to open onto parts of the city that only exist in the world of spirits. Some say that phantom passages lead to different time. The commonality between all such legends is that those who make it into a phantom passage are almost never heard from again.
Similar to phantom passages, Streckhorn superstition includes “Haint Halls” which are buildings that are not always there. Strictly speaking, a Haint Hall is the ghost of a Fade building that has suffered ruin. Priscients, ghosts of the Fade, represent a similar kind of local legend. Often buildings will be abandoned due to rumor of prescient activity. There is little verification, however, of these phantom’s actual existence.
Some of the legends and superstitions common in Streckhorn are:
Never climb a spire alone: After all, you never know whether the passage you are in is real or phantom. Many legends concerning phantom passages hold that you cannot be spirited away unless you are alone. Others claim that the passages only show themselves to lone travelers.
Whistle a song as you climb a spire: This is a variation on the standard legend that if others can hear your song then you can’t be spirited away. Other versions of this superstition hold that if you hear someone whistling the same song, it’s you coming from the other direction and you must head back or meet yourself coming (a disaster in all cases). The simplest version of this superstition holds that whistling lets everyone know that someone else is in the spire.
The double jointed and contortionists are possessed by Priscients: Circus contortionists and all manner of tumblers and acrobats are frowned upon in Streckhorn.
Diseases that twist the bodies are considered curses of the Fade.
Anyone who enters a house left foot first is a Prescient. There are a wide variety of these kinds of superstitions. This is simply the most common. There are literally hundreds of ways to spot a Fade
Touching the statue of Codphetumos insures fertility.
One must conduct business with a bare head. This legend probably revolves around the number of tales where a Streckhorn citizen finds himself inside a bazaar of devils.
Codphetumos hears prayers for justice in Streckhorn. Though no one openly admits to worshipping the Fade gods and goddesses, there’s a lot of crossover in the pantheons of Streckhorn. The large statue of St. Cuthbert in front of his temple, for instance, has him posed in such a fashion as to hint at contortion. Art critics see in the statue a strong Fade influence. Stronger critics see the statue as a suggestion of heresy. In any case, quite a few words have crept into common parlance as far as oaths are concerned that are clearly drawn from the Fade. “Codsys,” for instance, is untranslatable, generally is used like “Wow,” and obviously sounds a lot like Cod sees (as in Codphetumos seees). The temple of St. Cuthbert is in a building that was clearly some kind of Fade temple before the catastrophe.
Cod’s Tribute: On the great lifts of the Tevermine Gate (the four giant lifts that run from the base of the mountain up to the Middle tier of Streckhonr), one is supposed to drop a coin to Codphetumos as an offer that the lift will not break.
“The gods are worshipped on one Tier; they live on another.” Less a superstition than a saying. Nonetheless, this phrase is indicative of Streckhorn religion. Worshippers are praying to and honoring beings that they feel are physically close and which may be met through phantom gates and such, during the lifetime of the faithful.

Saturday, September 29, 2007

The Fey

Fairies and nature spirits abound in the world of dungeons and dragons, but for the most part they are either go unnoticed, or are ignored. To get some idea of why the society of the characters is so reticent to accept fey in the way that they might accept a halfling or even an orc, one must realize that though the fey are not stupid, they are also not sane--not by human standards anyway. A conversation with a fey involves references to events and features of the world that simply do not exist to humans, humanoids, demi-humans, etc.. The fey, some argue, are more aware of the battles conducted in nature than are humans and elves. A human sees a tree, a fey sees an ancient citadel that has stood for centuries as a bulwark against the evil forces of some army of whose existence only the fey seem to know. At the same time, the events of the large world of human affairs often have little or no reference to the fey. What use is it to talk about the next town over to a Dryad that has never been more than fifty feet from her tree. At the same time, a human is unlikely to realize the drama that takes place in that area, and much less likely to see it in terms of political, social, and moral struggle. To the fey, plants, animals, the weather, and the elements are characters just as much as a merchant or a dragon is to a human being...or so they claim.



Investigations into the fey's "stories" are likely to turn up little in the way of corroboration. Perhaps the toad over there is, in fact, working for the dire tyrant tree the next glade over, but for all intents and purposes to humans, it's a toad: it acts like a toad and it never does anything peculiar to suggest allegiance to anything greater than its normal animal instincts.



What makes matters worse is that the fey seem to feel the same way about human affairs. Situated in the middle of a city, they are uncompelled to see the setting as a site of human drama. They may see it the way other people would see a tree. It's a tree, maybe it's nice to look out, but how long can you look at the same tree before it gets boring. For the fey, the question might be: how long can you look at the fight between the high ranking paladin and the evil power mad sorcerer before it gets dull.



Within the realm of normal society then, humans and humankind are likely to see fairies as no better than talking dragonflies prone to a world of intense make believe who may become hostile for reasons unknown but who normally ignore the presence of humans entirely.



There are a few points of contact that make this just a bit more complicated. Druids and fey share a similar world view, and as such, Druids tend to understand the fey way of looking at things a bit more than others. Even in these extreme circumstances, however, the druid understands only an inkling of the fey world. They are able to glimpse into its motivations and phenomena occasionally, normally through spells, and such, but they are always anchored in their comprehension of the normal world and also by their inability to fully immerse in the fey's. A druid probably wouldn't think that the fey are insane, but he or she wouldn't really understand what they're talking about, and probably knows that no amount of explaining is going to help.



Through interaction with the fey and the world of nature, druids commenly know that the fey divide the kingdom of the world up between the courts of the seelie and unseelie fairies. Where the seelie are insane and somewhat playful, the unseelie are insane and mischievous, if not downright psychotic. In the fairies stories, it is always the seelie court that plays the hero and the unseelie court that plays the villain. However, if this denotes a true battle between good and evil or whether this is just the way the fey play their games is inconclusive.

Saturday, September 15, 2007

Macabre Boccob

Here's what you guys would all basically know about Boccob and his church, The Eternal Library.

Among the Pantheon, Boccob serves as the god of magic, but his nature seems to place him outside the realm of the other deities. Where Moradin or St. Cuthbert are active in the lives and affairs of mortals, Boccob's main selling point is that he simply doesn't care. He seems to be above the struggles of the world, and thus magic is a force that is a cast off of his own power. This has a number of effects in the legends of Stumgort and Aversill. As the argument goes, if Boccob was more responsible with magic then human power wouldn't continually have to be reigned in by the gods. If this is, in fact, the case, it wouldn't matter much. Boccob seems to care very little about who gets power or who doesn't. He is worshipped less as an attempt to gain favor and more as an exercise in the discipline that his followers see as necessary to use the powers that they uncover. As the myths go, if Boccob does actually notice you, his power is so great as to wipe you out of existence.

From a political standpoint, there are a number of organizations that deal with arcane secrets and lore, as well as numerous groups dedicated to the policing of magic use. The Eternal Library (church of Boccob) is generally at the forefront of the politics of magic in any civilized human area (Elves prefer Corellen Larethion). Wizard advisers to political authority are almost always appointed by The Eternal Library, and organizations for monitoring or policing magic use either begin as offshoots of the Eternal Library or are given authority by that group.

For this reason, figuring prominently in each major city is an Eternal Library. It's appearance depends on the city (Seacourt's is garish and polished; in Streckhorn it is a dark place uninviting and Gothic), but its general upkeep is pretty much the same. Most of the Library is off limits to non-church members (and even these areas are divided by one's status in the church), but it provides services such as the sale of magic items, instruction in magical skill and spells, numerous commercial casting services, professional services such as sages and scribes(though not Wayfairers), incarceration for magical beings, as well as the bureaucratic upkeep of magical licensing (it's as RMVish as it sounds).

Outside the city, the Eternal Library often operates temples for the collection of arcane secrets from the wilds and from prelapsarian ruins. In like manner, most of the Libraries less metropolitan plans are carried out in rural temples, such as magical laboratories, observatories, and academies.

Other major organizations that perform similar services to the Eternal Library are The Wayfairers Guild, The Pragnastic Assembly, The Hall of Secrets, and The Order. There are any number of smaller guilds, colleges, and schools for wizards, but none have the kind of political power wielded by the organizations listed above.

Monday, September 10, 2007

Map of Aversill Colony


Glossary of Place Names

This is a list and brief description of places in the game world.

  • Ashforge- City underneath the Kriegroost mountains. Ashforge is the largest Dwarven city accessible to non-dwarves.
  • Aversill- continent discovered by humans 600 years ago and colonized by the kingdom of Sturmgort. Much of Aversill is still wild with large tracts of inhospitable, hostile, and treacherous areas. There is evidence that before its discovery, Aversill once had a thriving human population. What, however, became of those people is lost to time.
  • Asternil Gate- The gate in the center of Starfell where a meteor supposedly punched a hole through the world. It is a site of trade between the surface and the underworld.
  • Azriahulathein- Legendary island home of the elves. Incredibly insular. Non-elves are not welcome. Azriahulathein is at the very least three weeks sail from Aversill.
  • Bobbinford- Halfling city about three days ride back from the frontier and located down the Starfell River.
  • Codphetumos- The statue of the Fade god of the same name at the center of Streckhorn.
  • Daisgog- When Tyrgrim was first opened it was to flank the hobgoblin kingdom of Daisgog. Now, it is uncertain whether Tyrgrim isn’t the capital of this warlike goblinoid land.
  • Denzibal Temple- The great temple to the various gods of the human pantheon that crowns the statue of Codphetumos in Streckhorn.
  • Eastern Ocean- Ocean on the Western coast of Aversill (the ocean is East of Sturmgort and they’re the ones who named it).
  • Ergog- When left to fight amongst themselves the Ork kingdom of Ergog is one of the most powerful zones of the March. Historically, they have gathered their power from crusades into the Vasts. A common political saying is: “you have vasts in your scryers glass” which basically means imminent trouble from unknown sources.
  • Far Reef- The southern most human city on Aversill is actually located on an island off the coast of Grosh Gelios. Whereas, many of Aversill’s most notable cities are frontier town, few display the lawlessness of Far Reef. Were it not for the money the city brings back from its forays into the Grosh Gelios, its politics would not be tolerated by the Colonial Council in Seacourt.
  • Frontier, The- The frontier is the limit of habitable land occupied by human forces on Aversill. From the reaches of the Frontier to the Eastern Ocean is about a 10 day ride (assuming one uses a road and is moving at a fairly good pace on horseback). Human habitation of Aversill covers half of its western and southern coasts. Most frontier towns are considered somewhat backwards and lawless. In some cases, the reputation is well deserved.
  • Glanverry- A mountain city famous for its technological marvels, most of which are the work of the nearby gnomes of Krimfolet.
  • Kilbrae- Small coastal outpost at the Southwest corner of the continent where the Mauler river meets the East ocean.
  • Krickenheim- Name of a mountain chain beginning due south of Starfell. Also the name of the elusive Dwarven kingdom (or possibly kingdoms) for which the Krickenheim mountains are named.
  • Kriegroost Mountains- Volcanic mountain chain in Northern Aversill. Legend proports that the Kriegroost Mountains were the cradle of the tyrannical god Hextor.
  • Krimfolet- The great Gnome university of Krimfolet sits just west of the Krickenheim mountains and just north of the human city of Glanverry
  • Lands of the March- Less a political entity and more an expansive uncivilized region from which warlords sometimes arise. The March is the home of various humanoid races that ceaselessly fight one another until something bands them together against the invading human forces of Sturmgort. There have been four major Marches which have kept human power in Aversill well in check.
  • Lavenshoal- Elven encampment of long standing (Elves don’t really refer to something less than a millennia old as a city). The elves of Lavenshoal are the children and grandchildren of the elves that came over with the humans from Sturmgort.
  • March- Generally used to describe any area that is uncivilized.
  • Mauler river- One of three rivers fed by the Starfell river, It meats the East Ocean at the city of Kilbrae.
  • Mottentodd- The unguessably large metropolis capital of the Nimberfein kingdom. Here, and under normal circumstances, only here do the Nimberfein dwarves deal with humans, elves, and halflings. Part of the city is above ground. The upper city, as it is called, is partly controlled by Sturmgort forces in an advisory capacity.
  • Nimberfein- A kingdom underneath the Stormcrown mountains and the center of worship for Moradin. Nimberfein is less xenophobic than the kingdom of Krickenheim, but still fairly intolerant except at its capital city Motentodd.
  • Noeethia- The city of Noeethia is the most northern city of any reasonable size in the Aversill colony. It is located on the northern peninsula of the Bay of Swords at the edge of the Colthorn Forest. It’s wintry atmosphere, make it a place of hard living, whereas its position in the forest make its inhabitants a bit xenophobic about those who come to the city overland.
  • Phemerhon- Occasionally scholars will differentiate between the colony and the continent. In such cases, the continent is known as Phemerhon and Aversill is the colony that is founded upon it.
  • Seacourt- The city of Seacourt is on the landing spot of the original party from Sturmgort. It is the most influential city on the continent. Powerful in both intelligence and affluence, it seeks to present a cosmopolitan air to the colony of Aversill.
  • Starfell- Main city of the campaign. Starfell is the largest and most affluent of the cities on the frontier of “civilized” (human) Aversill. Starfell is located at the bottom of a crater caused by a meteor strike.
  • Starfell River- River starting from the pumping stations of Starfell and feeding out into the Eastern Ocean.
  • Stormcrown Mountains- Legendary home of the god Heironious. The Stormcrown mountains are the home of another dwarven kingdom of Nimberfein.
  • Streckhorn- City on the Frontier located within the peaks of the Krickinheim mountain chain.
  • Sturmgort- Human empire responsible for the discovery and colonization of Aversill. All Aversill human land owners are considered citizens of Sturmgort. Sturmgort is, at best, four weeks sail from Aversill.
  • Tevermine Gate- Entrance to Streckhorn through the lifts is through the Tevermine Gate.
  • The Bay of Swords- North up the coast from Seacourt bay, the Bay of Swords is divided in half on its coast by the Coldthorn forest. It is from the Bay of Swords that Aversill claims its hardiest sailors.
  • The Coldthorn Forest- At the northern edge of the kingdom and serving as a border between the Sturmgort colonies and Ulf Kontali is the Coldthorn Forest. The area is a subarctic forest stretching far to the north. Those who have made it past the forest speak of a frozen plain that is without life and seas awash with ice bergs.
  • The Gauvis River- The river between the Kriegroost and Stormcrown mountain ranges. The Gauvis River feeds into and joins up with the Starfell river.
  • The Glass Wastes- To the west of Sturmgort is a continent which has been known throughout the lores of both Sturmgort and Pyrhince as The lands of Geistschon. To most people, however, it is better known as the Glass Wastes. The continent is a formed out of a miles thick sheet of glass, beneath which can sometimes be made out shapes. Recently, some of the more affluent (and less superstitious) kingdoms have sent in expeditions to determine if there is anything of value on (or in) the Glass Wastes. Most people, however, stay clear; legend has it that this is the site of the First Catastrophe.
  • The Grosh Gelios- Dwarvish name for the southern jungle expanse located past the area known as the March. The Grosh Gelios has otherwise proven impervious to any serious exploration attempts and the coast of the Grosh Gelios is a threat to even the most veteran of sailors.
  • The Isigong Battlefield- Supposedly the site of the Second Catastophe (the battle between Corellan Larethian and Lolth), the Isigong Battlefield lies in the center of Azriahulathein and is separated from the rest of the world by the Hannoof Als Hoon (aka Seerwall).
  • Thulenglenn- Capital city of Aziahulathein. Thulenglenn is considered the mythical birthplace of the elf race, and is considered holy by elves, both above and below.
    Tyrgrim- Kingdom to the East of the Kriegroost Mountains. Originally founded by members of Sturmgort during the first March to gain tactical advantage, it has since fallen away from its parent empire and operates as an independent city state within the wilds of the land of the March.
  • Ulf Kontali- Ulf Kontali is the elvish outpost on Aversill northeast of the lands claimed by Sturmgort. It owes its allegiance to the island kingdom of Azriahulathein and has been established on Aversill for far longer than Sturmgort. Despite its reputation as forbidden land, it is fairly underpopulated. Because of the great number of ancient ruined cities within Ulf Kontali, most people think the area is cursed by the gods and many wonder at the elves presence there.
  • Vasts, The- Beyond the limits of the March to the far east lie the Vasts. It is here that human exploration has ended, though those who have made it that far tell stories of giant ruins, floating cities, and incredible (and unspeakable horrors). Those who venture into the Grosh Gelios do not return, but those who venture into the Vasts do not remain.
  • Vazermell- At one time, the farthest Eastern province on the frontier. As the site of a great many battles in the battles against the March and Tyrgrim, Vazermell has been since plundered and razed. It is now nothing more than ruins acting as a reminder of the forces that also are loose on the continent.
  • Vebeltodd- The great gnomish city of Vebeltodd is in the foothills of the Stromcrown mountains. It is friendly to outsiders and considers itself an ally to the Sturmgort empire, all three dwarven kingdoms, and the Elvish lands of Ulf Kontali.

Glossary of Terms for parts of the game world

This is for general terms in the world of Aversill.