Time of Year: Autumn
Days Traveled: 22
◇◇◇☽☼☾◇ Locations ◇☽☼☾◇◇◇
Belcoast
Considered one of the most beautiful places in all of Aurelia, it is truly a marvel to behold. This is the ocean home of the merpeople, its walls glittering like fish scales in the sun. Along the main roads are bustling markets full of fish, art, jewelry, clothes- everything delicious or beautiful. Brilliant colors drape the homes and shop fronts and music fills the streets. At night lanterns and lights on strings cast the city aglow. The harbor is always alive, ships bringing in treasures from around Aurelia and beyond.
•Highshore
Befitting of Irastes himself, the merpeople say, and blessed by his grace. This is the height of merpeople luxury, a place where no other race is allowed to set foot. Beyond giant gates decorated with scenes of underwater life, sculpted from opal and pearl, is a path leading directly into the ocean itself. This is Highshore. The walls themselves are water, held back by Irastes artifact, which has never been seen by outside eyes. Not a drop is ever misplaced, their god's power strong as ever, protecting them from the outside world. Only the richest may live here, the poor transported in daily for servitude alone. It is here that king Vestaires rules in his shining castle, decorated and hand-fed and rarely setting an eye on his people. Highshore knows no hardship.
Xeria
The self-proclaimed "City of Light," so called for the brilliant armor the king and his men wear and the sense of hope they instill in the kingdom. Xeria is a rare jewel nestled in the heart of nearly unchartable terrain. At its back are spire cliffs and mountains, jagged and inhospitable, rising over and encircling the kingdom like a black crown. Xeria sleeps in a hollow basin of these cliffs, using their spires as a wall to swallow them in. Outside of the spires is the Valley of Drakes. The beasts are their most numerous here, their populations gathered in the unmarchable terrain where armies dare not hunt them.
Xeria has been plagued by attacks since its construction. Its previous King Marix built the city in the valley for access to its abundant, fertile soil and the rich ore beneath. His forces pushed back the hungry drakes relentlessly and some believe it was this struggle that sent Marix to his early demise. Marix' son, Marix II, took his father's place at the throne and claimed he could stop their plight once and for all. He'd heard the mighty roar of a dragon through the mountains and knew it to be the drake's leader, their own foul demon king. He took every able-bodied man to its den and slew the beast, cutting out its heart and putting it on a staff to show the world what he'd done. No attacks came on the city walls and for the last ten years Xeria has prospered. Few people visit or leave, unable to traverse the valleys that still hold the drakes and other dangers, but Xeria sustains itself happily and free of outside wars.
•Valley of Drakes
Cliffs, drop-offs, fog, drakes, wolves, and now reports of strange monsters- this place is rarely traversed even as a city booms within due to its dangerous nature. Little is known about what the twisting landscape actually holds.
Orinth
City of the dwarves. Located in the heart of the Whitewall Mountains. Orinth is a kingdom of stone, some of its grandest architecture carved out of the caverns themselves. Its made up of three levels divided by class.
•Alh Ruhn
The upper level where the wealthiest families reside, including Queen Balmora. Alh Ruhn is an image of dwarven perfection, all cast in precious metals and jewels. Its magnificent buildings encircle an ethereal blue lake filled with glowing fish and plant life. The throne room rests at the center of the lake, housing one of the only known artifacts of the Gods: Jalla's hammer, sealed in a giant slab of diamond beside the throne. The ancient magic pulsing from the hammer is said to keep away the creatures of the Dark.
•Khartag
The second level where most of Orinth's inhabitants reside. Khartag is the home of the middle class, the market, and the battle arena at its heart. Tendrils of glowing blue river run along the city streets, lending the Blue Market its name.
•Mines
The staple of dwarven life. The mines snake deep into the Whitewall mountains, running out in all directions of the city. Homeless, poor, or outcast dwarves live in some of the tunnels closet to Orinth.
•The Dark
A name given to the deepest tunnels and what lies beyond them. Ancient, dark magic ebbs out of the deep, twisting the landscape into strange, nightmarish scenes. Creatures unknown traverse the Dark, kept at bay by the magic of Jalla's hammer. More and more of them have been surfacing lately, plaguing miners.
Redvale
The heart of the human empire and the most expansive kingdom of Aurelia.
Every race, every culture, every way of life passes through Redvale. Farmlands and cattle speckle the open fields beneath its view. Waterfalls and rivers run around its walls. Traders from all around crowd the busy streets, chasing away children, dogs, criminals, and the poor. You can see it all in Redvale, they say. Even the fairies have their own section of the city, a desperate grasp at renewing their race. Redvale is ruled over by King Yassin, a young and unruly man with many wives. Its well known that his council makes most of the actual decisions of the kingdom.
•Towns/Outposts
Redvale's reach is far, and all across Aurelia you will find towns and outposts who pledge their allegiance to her. Xeria is the only exception.
•Emberfell
One of the most prosperous regions of Redvale, Emberfell is the duchy of Duke Halford Montaigne and has been held by the family for generations. Though once much smaller, Emberfell expanded as surrounding holds were consolidated into it, and today it provides much of the food exported into the capital. Because of its size, Emberfell has often been targeted by bandits and other marauders, particularly around its borders; as a result, the local militia is fairly prevalent. A few locals object, but most accept it as necessary due to Emberfell's distance from the capital.
•The Siren's Song
Said to be the most luxurious pleasure-house outside of Highshore, the Siren's Song of Redvale is named after its proprietor, the beautiful Melusina. Catering only to the wealthiest clientele, the Song is part theater, part inn, part high-class brothel, and it's a rare hedonist who leaves unsatisfied. Known for its water-gardens, fed by the waterfalls that surround the city, the Song is a place of politics as well as pleasure: All manner of deals have been made behind in private rooms, and while Melusina rarely shares, she knows far more than one might think.
Darkwood Forest
A huge expanse of trees along the Northwest of Aurelia. Much of it remains unexplored, few daring to stray too deep into the chilling forest. This is where Inali ruled her kingdom. The once-great city of trees no longer exists, but its ruins remain in the heart of a deep, cursed wood. Here the earth still battles to reclaim its scarred land, its dark, foggy underbrush and marshes haunted by ghosts and warped creatures. The magic here is old as the gods and nearly untouched since their Fall.
The forest elves call this place home, living on the outskirts of the forest where its safest. Even they refuse to go where the magic is too thick. Those who are not nomadic live in tiny villages, their homes grown from trees or safely up in the canopies. Some of the elves here have little to no contact with outsiders, mistrusting them greatly, while others live openly outside of the forest and live more comfortably thanks to trade.
•Sunken City
Inali's fabled city. Only a few handful of people claim to have seen the place and their stories vary greatly on what they saw there. The elves tell tales of giant animals and howling ghosts wandering the ruins. Mothers scare their children with stories of Balthazar or demons living here, assuring they never stray away. The most common talk of the Sunken City are wild tales of the untouched treasures waiting to be claimed.
D’argan (Country)
Across the sea from Aurelia, one will find the towering coasts of D’argan. The jagged bluffs and rocky beaches give way to a country of one inhospitable environment after another, which is just how the orcs like it. There are no permanent settlements on D’argan, save for a handful of ports used by raiders and slavers. Most slave ships do not stay in D’argan, instead stopping to resupply before continuing on to Neridian. There is no higher political structure in D’argan, the orc population being divided into varying warbands and clans (hordes). It is difficult to apply the exact same social and cultural norms to all clans, as these things can sometimes be radically different. (For example, the Ghar’olg, a horde of Kalv’desh, honor thunder spirits and see storms as times to gather strength. The Krhish, a horde of Ghashboro, revile thunder and lightning as vastly unlucky, most likely to do with their connection to ships.)
Kalv’desh (Mountains)
The Kalv’desh mountain range dominates the lands west of Ghashboro. An ancient network of tunnels runs through the mountains, and like the ports at Ghashboro, any memory of their builder has been lost to time. The labryinth is so expansive that it’s next to impossible for anyone to navigate safely, and even the orc clans that make their homes in the mountains only make use of tunnels that are close to the surface and well established. To venture deeper is an incredible risk. Even older than the abandoned tunnels, the forest stretching across the mountains is home to all manner of aggressive fauna and poisonous flora. Ruins can be found dotting the oldest places in the mountains, but most orc clans steer clear of these, due to various superstitions and fears of spirits still clinging to the forgotten stones.
Ghashboro (Coast)
Ghashboro makes up the coastline and surrounding hills. The orc tribes that live here are more familiar with ships than any of their inland kin. Since orcs are primarily nomadic and only very rarely leave permanent structures, the harbors of Ghashboro are often fought over and are constantly changing hands between warring clans. Any representatives from Neridian are accustomed to meeting with different orc leaders for nearly every slave shipment. No one knows who originally built the harbors. The towering structures of broken black stone are older than any living clan memory.
Neridian
Neridian is a human ruled city state, and the main consumer of the spoils of orcish raiding or slaving missions. Its proximity to the Orc territories has led a strange and tenuous relationship. Historically, Neridian and the orcs were bitter enemies, though no blood has been spilt in a century. Neridian has a prominent slave trade, and relies heavily on orc raiders for their supply, though it is likely that if the orcs ever stopped, Neridian would attack and take the ports of Ghashboro. However, it is beneficial to Neridian’s foreign relations with other kingdoms to leave the ports with the orcs, instead of going on raids themselves.
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