Monday, May 29, 2023

Yvenaud


Settlement Type: Town
Terraine: Forest 
Population: 2923, 68% Goblin, 18% Elf, 14% Other
Description:
The town of Yvenaud stands on the banks of the Silvane'e River, in the Kingdom of Olieroch. Yvenaud is a market town, and a trade hub for its region. Most of the goods that come into Yvenaud travel by river, and its dock and warehouse districts are almost always busy, even in the dead of night.  Because the majority of Yvenaud's population is goblin, the town is predominantly nocturnal, coming to full life after sunset.  Travelers visiting Yvenaud should be mindful of this fact, and treat mid-day as midnight.
Yvenaud, like most of Olieroch, is governed by both a hereditary noble and an elected leader.
The noble is Lord Renascal Zaxoife, a young goblin who owns most of the land in and around Yvenaud.
The mayor is Redelin Teaqmo, an influential member of the Trade Guild, which exerts considerable influence on the town.
Lord Zaxoife and Mayor Teaqmo get along extremely well, and Yvenaud has thrived as a result.
Aside from trade, the only other draw for outsiders to Yvenaud is the Memorial Stone, which sits on the northern shore of Lake Pane.  The stone commemorates the end of the Demonchill Winter, which lasted two years, costing the lives of thousands.

Wednesday, May 24, 2023

Einacques


Settlement Type: Town
Terraine: Island
Population: 4784
Description:
The island-town of Einacques is the capital of the Eastward Isles, a collection of islands claimed by the Kingdom of Anesina.  Einacques is a busteling harbor town, with the majority of seagoing traffic using the deep bay on the northern side of the island. The aptly named Foulwater Bay sees dozens of ships of all sizes come and go on a daily basis, and also serves as the main runoff for the island-city's sewers. Experienced sailors claim they can tell they're close to Einacques by the distinctive stench of Foulwater Bay on the wind.
The majority of Einacques's commerce and industry is focused on trade, but a significant employer of locals is the government. As the capital of the Eastward Isles, Einacques serves as the administrative center for the Kingdom. The courts are situated there, as well as the headquarters of the Third Fleet, charged with keeping the seas around the islands safe for travel and trade. 
The island-town is crowded, the population consisting predominantly of elves and humans, who live in very close proximity to one another. The streets of the town are winding, the houses and buildings on some parts of the community built so close together that they eclipse the sun, throwing some lanes into perpetual darkness.
Einacques particular claim to fame is that it was the site of the last battle Anesina's Annexation Wars, 448 years ago.  The waters around the island were the site of a vicious seabattle with no quarter given on either side.  The local fleet was decimated by the Anesinaen Navy, consolidating their reputation as the dominant sea power in Hura.  The leader of the holdouts, a man known simply as Garion the Black was executed and his remains burned and buried in an unmarked grave somewhere on the northern side of the island.  
There are persistant legends that Garion the Black had hidden his war chest of gold and jewels somewhere on Einacques, and every few years some harebrained group of adventurers will arrive on the island and start poking around for it.  To date no one has found so much as a copper piece. Scholars and local loremasters deny the existence of such a treasure, but the rumors continue to persist.

Wednesday, May 17, 2023

Koor


Settlement Type: Outpost
Terraine: Grasslands
Population: 37
Description:
The outpost of Koor lies in the northern central region of the Kingdom of Kalada.  It is several days travel via rough road to the next nearest communities.
Koor was established as a rest and resupply stop for the Kaladan military. Most of the personnel and structures at the outpost reflect them, with the majority of the residents being military themselves or working directly for the army.
The majority of Koor's population consists of humans, with a smattering of dwarves. Other races are rarely seen in this isolated locale, and will attract attention.
The only building of interest to travelers through Koor will probably be the Ja'alil Mansion. The house was once the home of a local lord, but when his bloodline died out the house and its properties reverted to the throne.  When Koor was initially established, the mansion was used as a base, with the idea that the rest of the outpost would grow up around it.
However, the mansion is home to restless ghosts who prowl the hallways at night, even to this day. After a second attempt to exorcise the ghosts failed, the military adapted; they moved out of the mansion and have let it fall into a state of extreme disrepair.
Visitors to Koor can stay in the mansion, free of charge, but few do once they learn that it is haunted. Most prefer to sleep rough in the stables, or rent out a bed in one of the small civilian homes (which are ridiculously expensive). 
Travelers who do stay in the mansion will probably have some kind of interaction with the ghosts. They are mostly harmless, bemoaning the state of the house and the ending of the family bloodline. Some may play tricks, though, hiding small objects of value or blowing out candles and laughing in the dark. Any attempt to exorcise the ghosts will fail, and the priest who attempts it will not gain any rest for the night.

Monday, May 8, 2023

Ma'adi

Settlement Type: Village
Terraine: Swamp/Ocean
Population: 232
Description:
The village of Ma'adi lies in the southeast section of the Faxhadi Swamp, where the sodden earth and cool ocean water meet.  The village is populated by a mix of elves and dwarves, who survive via subsistance hunting and gathering.  They seldom trade with others and are very proud of their independence.
The village is lead by a Priestess of the Sea Mother, and the title has been passed down from mother to daughter for almost five hundred years.
Ma'adi's single claim to fame is that it was the birthplace of Saint Filat, a common man who's piety and good heart earned him the divine favor of the Sea Mother herself.  After the saint was martyred by the Imperial Family of Zadoul, his remains were brought back to Ma'adi. His body was weighted down with rocks and given to the sea.  However, there are local legends that say that on the anniversary of his death, Saint Filet's disembodied hand will rise from the sea and bestow divine healing on those who are truly faithful to the Sea Mother.

Monday, May 1, 2023

Eliada


Settlement Type: Ruins
Terraine: Grasslands
Population: Varies
Description:
If you travel west through the Kingdom of Kalada, taking the Great Western Road, you will eventually pass through the abandoned village of Eliada.  The village lies in ruins. Its small houses have been worn away by time and elements, leaving moldering timbers and malformed stones dotting the place. Yards and the village common are overgrown.  Only the village graveyard is kept in a good state, maintained by troupes of ghouls that travel the area.
Eliada was abandoned over three hundred years ago. To this day, no one knows why the villagers left or what happened to them.  Investigative records from the time suggest the villagers vanished mid-activity. Tables still had breakfasts on them. Freshly washed laundry was left to moulder in baskets. There were tankards of undrunk ale sitting on the bar of the village pub.
Attempts were made to repopulate the village, but they never stuck. Prospective settlers reported feeling as if they were being watched all the time. Some went mad. Most left, moving as far away from Eliada as possible.
Today, most of the village lies neglected and forlorn, except for the graveyard, a small temple to the Devourer and a shrine to the Warmother.
An ancient, wizened barbarian lurks in the tall grasses around Eliada, warning travelers not to stop overnight in the village, not unless they want to vanish as well. Or possibly meet a worse fate.
Experienced travelers plan on passing through the ruins as quickly as possible, and making camp out of sight of the stony bones of its houses.