Here are some of my notes for this region of the Broken World, which is where I intend to start my campaign.
INDEPENDENT ISLAND REGION
This region is referred to as the “Independent Islands” because they are independent of the large empires that surround them; the Confederacy of Agrivaar, the Dragon Islands, and the Titan Empire. There are groups of islands in this region that are part of kingdoms or nations, and there are islands that are independent even of these. This region has the advantage of being somewhat isolated from the other regions by a gap of aether that is wide enough so as to make aether travel more difficult. That gap, which is referred to as the Gulf of Vaag after the explorer that discovered it, is also plagued by turbulence that makes traversing it even more treacherous. Finally, the Gulf of Vaag is home to enormous and ferocious aetherbeasts that are very protective of their territories. Despite these challenges, it is possible to cross the Gulf of Vaag, but it is an aethergraphical advantage that the Independent Islands do enjoy.
NOTEWORTHY ISLANDS AND NATIONS
Thelos: This is the cultural center of the Independent Islands and is also the hub of the largest organized religion, the Church of the Trinity. The Crystal Cathedral was built on this island and is located just outside of the capital city, and is, in and of itself, a small city. Thelos is very centrally located in the Independent Island region, which makes it a strategic location for trade and commerce as well.
Furvoria: The orcs of the Broken World are strange creatures. They are not true breeding humanoids; instead they spawn from the earth of the island of Furvoria, and nowhere else. Nobody knows how or why this is, but the orcs have always accepted it as how their race persists. Of course, they don’t have any written histories, so all of their knowledge is from oral tradition. It is also not known what prompts the island to produce more orcs.
The Dwarven Kingdoms: There are many islands in this region whose population is predominantly dwarves. These are organized into kingdoms, each ruled by a dwarf king or queen and all of the kingdoms overseen by a high king or queen.
- Thorak Ruum Bor
- Thorak Grogg
- Thorak Magrom
- Thorak Bromar
- Thorak Ardrin
Oceana: An elemental water node, probably the remnant of an ocean from the old world, this area is a large body of water that contains some islands floating within and on the surface of.
The Beastlands: A series of islands that are closely situated and are mostly populated by beastfolk – anthropomorphic creatures that come from various animal stocks. The islands have a variety of environments, many are heavily forested or jungles, swamps, and some with rocky terrain. A few have lakes and rivers and one of the larger islands has a small sea.
Mystos: This is the isle of magic, which is where the Ordo Arcanis maintains its primary headquarters. The island is in the center of a nebulous cloud that makes finding it difficult. This is by design and the reason why the arcanists of the order decided upon this particular island.
Fringeport: A fortress that was built after the Aetherwar to ensure the provisions of the Treaty of Vaag are upheld by the Confederacy, the Independent Islands and the Dragon Islands. The ensure equal support from the three regions, the fortress is maintained by ambassadors from each region. Each region also supplies aether warships to police the Gulf of Vaag and each warship is manned by representatives of all three regions.
Kingdom of Everus: A human kingdom that spans dozens of small islands and has the most powerful fleet of aetherships in the region.
Crowmark: A small island along the trade route that is a popular place for the many scoundrels and pirates to frequent. The island is run by the Enclave, a powerful merchant guild that is also the region's most powerful thieving guild, the Dark Tide.
Necrador: This dead island is populated by legions of undead and ruled by a lich queen.
Gob: Home of the goblinoid races.
Queendom of Archus: A nation with a matriarchal society. Women outnumber men 5 to 1 and the ruler is always a queen.
Kingdom of Karthar: The chief rival and adversary of Everus, this series of islands is ruled by the Witch-King Kathar, who is rumored to be in an alliance with Necrador.
ENVIRONMENTAL PHENOMENON
Aquia: Water elemental node.
Forge of the Ancients: Fire elemental node.
Deadlands: Earth elemental node
Phlogiston Morass: An area of the aether that is filled with a highly volatile gas, making travel very dangerous.
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