Drawn by Peregrine - Don't run off with it without my permission.
[fieldbox="Northern Badlands, goldenrod"]
A sweeping, hilled plains that covers much of the norther part of Amavia, the Northern Badlands are home to the Barbaric tribes, loose gatherings of people who survive day to day off the land around them. Several streams are fed by the northern reaches of the mountains, but only a few feet away the soil turns thin and rocky, suitable only for the growth of the native grasses. Those who are not accepted in the Nations of Amavia will be able to survive in the Badlands, but, beware, the roving tribes of Barbarians are always looking for more slaves, and those who cannot prove their own strength will quickly find themselves bound to a new master.
[fieldbox="The Deadlands, yellow"]Far to the north, where the Badlands draw close to touching the sea, the hills fall away and the ground becomes flat and dead. Life has withered here, leaving nothing but cracked soil, and corruption sunk into the land, staining all water that touches it green and deadly. And on the Northernmost peak of Amavia, the ruins of a long forgotten city sit crumbling, and soaked in putrefaction Those who stray too far north from the Badlands will find themselves tainted by this same corruption, and will never return to tell the tale.[/fieldbox][/fieldbox]
[fieldbox="Iron Rock, silver"]
Covering almost all of Amavia's range of mountains, the dwarvish country of Iron Rock dug itself into the mountains, building cities out of rock and ice. Spreading all the way from the Southern Jungles to the Northern Badlands, Iron Rock covers almost all of the eastern portion of the world.
Run by a council of some of the most respected Dwarvish Families in the country, families spread out all across the Nation, Iron Rock prides itself on thriving in some of the most rugged conditions known to Amavia. Carving a living from the very mountain itself, Iron Rock boasts of technologies in smithing and engineering otherwise unheard of in the world. Yet the lack of fertile ground binds Iron Rock to Sarok, who trades food for metals and weaponry.
[fieldbox="Silver Falls, royalblue"]
The capital of Iron Rock, Silver Falls rests in the ravine between the two peaks of the tallest mountain in the world. This mighty fortress is the seat of the Council, and was carved from the very mountain itself. Those who live in the high reaches of Silver Falls, where the world falls away below them, are the Lords of their kind, masters in whatever craft they have chosen to pursue. Those who live below complete the city, working on those tasks which the other dwarves do not deign to touch. The path up to Silver Falls, if traversed by foot, is deadly, but a giant gondola transports people and supplies up to the city in safety. But should an antagonistic force somehow work its way up the path without the aid of the gondola, they would find the city surrounded by massive walls, impervious to any attack by man, while the people inside wait for the cold wind to wipe away the force that stands against them.
Every shop, tavern, and home is carved into the mountain itself, and all of these dwellings are connected by a massive system of pipes, which brings up heat from deep within the earth, and pumps it to the surface.[/fieldbox]
[fieldbox="Plague's Folly, royalblue"]
Once known as Snow Fort, this once-grand city overlooked the forests of Elinshire and protected the Midwestern border of Iron Rock. However, long ago, the city fell when a foolish general decided to use it as the front for an attack against the Elvish nation.
Those who survived the Elvish plague understood that the city was lost, and fled underground in a desperate attempt to survive. Now, Plague's Folly is home to the tattered denizens of society who prefer to dwell in darkness, and do not mind the sight of a leering skull peering out from the darkness, where a once-mighty soldier met his downfall.[/fieldbox]
[fieldbox="Wolf Cavern, royalblue"]
The largest mining town in the world, Wolf Cavern spreads miles underground, and the entire city is buried within the mountains itself. Rick with veins of every metal in the world, the miners of Wolf Cavern are constantly digging deeper and further to uncover more of the untold riches waiting within. The city is tight and dark, with so many winding passageways and tunnels that anyone who is not intimately familiar with the place will certainly become lost in its seemingly neverending passageways. There is a close camaraderie among all of the miners of Wolf Cavern, for the work they do is neither easy nor safe, and sometimes a friendly hand is all that will save an incautious Dwarfl from death. Because of that, outsiders are mostly ignored; accepted as a necessary part of the trade that keeps the city alive, but shunned because they cannot understand life within the Caverns.
On the peak above the main entrance to Wolf Cavern, a small, secondary cit has grown, which houses the merchants and nobles who thrive making a living off of the labor of the miners. Unlike the Caverns, houses up there are spacious and finely furnished, and those who live there do not have to breathe in the constant pollution of rock dust. [/fieldbox]
[fieldbox="Storm Port, royalblue"]
The guardian city of the two massive rivers that flow out of Iron Rock, Storm Port is a harbor town, that spreads up the two rivers and out into the Eastern Bay itself. Due to the difficult nature of travel through the mountain itself, all trade in Iron Rock, either incoming or outgoing, must be shipped along the rivers, either to or from one of the many passes that lead to its hidden cities. Storm Port has become one of the wealthiest cities in the world, and merchants from every country flock to make sure the have a place within it.
Duke Olinbough, one of the members of the Council, watches over the city with a greedy eye, always ready to cut a deal for the right price. In many ways, Storm Port is outside of the control of Iron Rock, but just as Iron Rock would flounder without Storm Port, so does Storm Port rely upon the goods of Iron Rock to build fortifications, ships, and feed the abundant lifestyles of those who dwell within the city's walls. In exchange for being mostly left alone, and therefore free to make a profit wherever possible, Duke Olinbough has struck many bargains with some of the wealthiest people in the world, making sure that, should they hear rumors about the state of the city, they would choose to discount the information as just that; rumors. [/fieldbox]
[fieldbox="Marble Cliff, royalblue"]
Guarding one of the only easy passes to cross from Sarok to the Eastern Bay, almost all trade that comes into Iron Rock from the south passes through its gates. The city spreads all the way up over the pass and down onto the other side, where it boasts the second largest port in the world. The goods that were received from Sarok or Elinshire are then placed onto boats, which travel up through the bay to Storm Port. One of the most inter-racial towns in all of Iron Rock, any person who arrives at the city's walls is free to enter from dawn until dusk, and, for a small fee, any merchant can set up a table from which to sell his wares. Due to this almost complete nutrality, Marble Cliff is a city that is often used as the seat of negotiations between the different countries. However, should the cit ever find itself under attack, do not believe it is without defenses, for the city has its own secret weaponry, as well as a merchant army standing by to defend it.
Lord Edinron, another member of the Iron Rock Council, manages the city with a surprisingly fair hand, settling disputes between wronged parties every day. However, when he dies, his son is posed to inherit, and many view this transition with some fear. Lord Edinron's son was raised with every expense and care, and his greedy heart knows no bounds. Yet the just Lord Edinron will hear no words against his only heir, and the citizens of Marble Rock can only hope that his son will gain some sense in the years to come. [/fieldbox][/fieldbox]
[fieldbox="Elinshire, lightgreen"]
Surrounding one tall mountain, the forests of elinshire spread over much of the middle section of Amamvia. Elinshire is the home of the elves, a nation built within the forest and as a part of the forest itself. Isolated and aloof from its neighbors, Elinshire survives from the bounty of the forest. Even though Elinshire does not possess a large standing army, the other nations are wary of ever offending the elves. Not only would the green mages turn the very forest itself against any invaders, Elinshire is known to possess some of the most skilled assassins in the world, trained in secret over the early years of an elf's exceptionally long life. In many ways, the assassins of Elinshire have been promoted to more of a legend than a true fighting force, and the fear of them is often more than enough to cow a potential opponent.
Elinshire is led by the Council of the Wise, a group of elves as ancient as they are knowledgable. The Council makes all decisions for the country, ranging from simple matters of agriculture to complex political and social conflicts. Based in the capital city of Elinshire, the buildings that house the Council of the Wise is the most well-protected place in the country. All assassins within the country are trained at the bequest of the Council, and will spend much of their training in the city of Elinshire. This ensures, when they leave for the real world, the assassins will be bound by loyalty to the Council, and will not be tempted to consider betrayal for coin.
[fieldbox="Elinshire, teal"]
The capital city of Elinshire, named after the forest itself, Elinshire is the hub of all activity in the forest. Soaring up the side of the mountain, clinging to the cliffs like a plant itself, the city of Elinshire is dusted by the mist of the many waterfalls that surround it. At the top of the city rests the home of the Council of the Wise, protected from weather and invasion alike. Just below it the beautiful houses of the city nobels rest in among the trees.
Only the very lowest portions of Elinshire, at the foot of the mountain and constantly overlooked by the rest of the city, can those who are not citizens of the city reside overnight. Protective of their secrets, any visiting diplomats, no matter how noted, will spend their nights at the foot of the mountain, forced to hike up and down to meet with the Council. Secure in their position, the Council does not worry about offending those who might deserve respect. Anyone who is found in the city proper after nightfall and is not allowed to be there will quickly have an example made of them.[/fieldbox]
[fieldbox="Simlirr, teal"]
The Northern Temple, Simlirr is the final place of refuge for any traveler before crossing over into the Northern Badlands. Although many do not wish to use that particular service, Simlirr is still visited by many travelers, for it protects one of the last shrines of the Hawk left in the world. Guarded day and night by a retinue of priests trained in both combat and worship, Simlirr has managed to stay strong against barbarian invasions from the north.
However, the number of travelers has steadily fallen over the years, as anyone who chooses to stay will be drawn into the fight, should a battle break out while they are present. Yet the desire to stand before a shrine of their god tempts many who consider themselves fit enough to survive the attacks. Simlirr survives off of the blessings of the Hawk, and the gold that travelers bring in, which allows the priests to get the food and water even they need to survive.[/fieldbox]
[fieldbox="Kamisel, teal"]
Resting on the slopes of Eagle Mountain, Kamisel is one of the most spread out civilian dwelling places present in Elinshire. Because the population allowed to dwell in each location is limited, due to the impact that all people naturally have on the environment, and the elves desire to perfectly preserve the forest they call home, the houses available within the forests quickly began to become limited.
One genius architect came up with the plan to create the city of Kamisel, which, instead of existing within the forest, would exist above the forest, growing out of the mountain that passed above the forest. At first many rejected the idea, believing that elves belonged in the forest, not above it, but as the available houses grew more and more expensive those who could not afford otherwise began to travel to Kamisel to find a home. They soon found themselves enchanted by its elegant grace, for even though Kamisel resided above the forest it felt like a very extension of the forest itself. With the help of those earliest settlers, the city expanded both in size and beauty, and many elves found their very words stolen from their mouths, as they became enticed by its community, views, and natural grace.
Now most of the elven population can claim to reside within or have a house in Kamisel. The wealthy have summer homes, picturesque manors that overlook the forest they love, and even some of the members of the Council of the Wise have purchased land within the city. It is one of the only elvish cities that welcomes all settlers, and humans, dwarves, and even orcsi can be found living cohabitant with the elves. [/fieldbox]
[fieldbox="Arnefel, teal"]
The Port City of Elinshire, Arnefel sits on the banks of the Southern Lake. Much like Storm Port, Arnefel is the major trade city of Elinshire. However, the forest nation is much more secluded from Sarok and Iron Rock than Iron Rock is from Sarok, due to the fact that almost everything the nation needs to flourish can be found within its own borders. However, some trade still occurs between the nations, and this trade, almost exclusively, passes through Arnefel.
Arnefel, like most cities in Elinshire, dwells in two layers. Those who live off the lake and work among the city live on the forest floor. However, those with the money and influence of the forest city exist high within the branches of the giant trees that grow on the edge of the lake. These tree dwellings are connected by sturdy bridges, with which the branches of the many trees have interwoven, making the whole upper reaches of the city seem a part of the very forest itself.
Arnefel is also the major fishing town in Elinshire, and every day fleets of boats head out into the lakes to net the fish which swim below the surface. Unlike West Bay, which fishes with abandon, the fleets of Elinshire fish in harmony with nature, ensuring that the precious swimmers will be there for all the generations to come. [/fieldbox][/fieldbox]
[fieldbox="Sarok, brown"]
The Dwarven and Human Empire of Sarok dwells in the small forests and rolling plains between the forests of Elinshire and the Southern Jungle. Thriving in some of the most fertile soil in the land, Sarok is an expansionsit empire, eager to grow without bounds. However, bordered on the north by Elinshire and kept in check with the threat of their assassins, bordered to the East by the high mountains of the southern reaches of Iron Rock, trapped to the West by the ocean, and unable to spread south into the untamable jungle, the people of Sarok have had to grow inward, and the populations within cities have grown drastically. However, the fertile climate and the minds of the greatest human scholars have worked together to ensure that there is enough resources for all.
But Sarok is burdened by the harshest financial divide in Amavia, and while the rich thrive in lavish wealth, the poor band together in slums, and search through the refuse cast aside by those more fortunate to make a living. As the population continues to grow and the productivity of Sarok skyrockets from the plans of fertile minds, the divide between the rich and poor grows greater. The slums sprawl outwards, forced to contain ever more people, while the rich rise above the grounds in great manors, and forget the plights of those less fortunate.
Sarok is lead by the great King Sternfire, a human warrior of great renown. Sternfire rose fro peasanthood to claim the throne, and he understands the plights of the poor far better than any of the others in the court. He works to find a way to improve their lives, but is frequently blocked by the most influential nobles, who are happy to thrive above the rest and see their wealth continue to grow. And Sternfire must deal with the need to constantly increase Sarok's ability to produce food, for not only does his own ever growing population rely on the output, but the weapons and metal used to finance his own army comes from trade with Iron Rock. He must also work to try and find ways to open negotiations with Elinshire, which retreats further into the relative security of its own borders, and something must fall between the cracks.
[fieldbox="Dragon's Gate, tan"]
The capital city of Sarok, Dragon's Gate is a city that towers above the plains that surround it. Resting in the junction of the two mighty rivers that flow through the Sarok plains, one coming from the Southern Lake in Elinshire, the other from the mountains of Iron Rock, Dragon's Gate truly is the heart of the plains nation.
Here is the seat of King Sternfire, and his fortress rests at the height of the city, holding not only himself and his council, but the military base of Sarok as well. And from the fortress people span out in all directions, covering so great an area that it is near impossible to cross the whole city in one day. While order to the streets may be sustained in the paths around the fortress, any remains of order is quickly lost the farther away from the hub of the city you travel. And, on the outskirts of town, the slums live in close huddles, and the pathways between them constantly shift as new temporary dwellings rise and fall.
Just as the fortress of Dragon's Gate is one of the greatest buildings known to mankind, so is the slums of Dragon's Gate the worst known. People huddle together in misery, attempting to survive in any way they can, and can only ever dream of the opulence that surrounds the wealthy every moment of their waking lives. [/fieldbox]
[fieldbox="Oak Village, tan"]
A relatively small village compared to the massive homes of humanity that can be found on the plains of Sarok, Oak Village survives off of the lumber that surrounds it, and the patronage of the people who pass through its city. Here it is impossible to travel ten feet without encountering a merchant, either set up in an established shop, or briefly residing in one of the street vendor's stalls, and many taverns gleam invitingly from street corners, inviting the weary traveler to rest his head and partake in some of the fine, or not so fine, ale and wine that can, for the right price, be purchased.
This humble city is where our grand adventure shall begin.[/fieldbox]
[fieldbox="West Bay, tan"]
A magnificent port city, West Bay, as its name would imply, rests on the western coast of Sarok, overlooking one of the great bays. Here the fleets of Sarok wait in silence for when they will be called upon, and countless fishing vessels head far out into the sea, bringing back massive catches of some of the seafood considered the greatest delicacies in the world. Occasionally, a venturer, determined he will be the first to find success, will embark out into the empty ocean, destined to return empty hearted and broke, or to be crushed by the sea waves and to never return at all.
Almost all who live here make their living from the sea in one way or another. The greatest shipwrights in the world are certain to be found within the walls of West Bay, as are all those who make their living bringing seafood to those who do not wish to go and acquire it themselves. Bound to the edges of the ocean, West Bay is long and low, protected from the raging storms that sometimes come in from the water and attempt to blow the whole city away.
West Bay is one of the only cities in the world that can enter into trade negotiations with Elinshire, for the elves, limited to their rivers and the Southern Lake, consider any type of fish a great delicacy. [/fieldbox]
[fieldbox="Rosewall, tan"]
Once upon a time, the village of Rosewall was a grand Elvish town, Claitas. However, as the forest slowly retreated from the plains, the city was left exposed at the edge of the forest. Even as the forest retreated the elves who inhabited the city fled, leaving it abandoned. The citizens of Sarok, always eager to find a new start, and create for themselves a better life, swarmed to the city, taking over the old buildings, and rebuilding them in a fashion traditional to the slums of Sarok. Anything that could be found that was of use was put to use. The grand trees that still stood around the village were put to the axe, and soon the city sat in a clearing among the trees.
Now, Rosewall is a city like almost every other in the nation. Those who dwell there rise early in the morning to tend to their fields or other crafts, returning when the sun sets for a little bit of evening revelry before going to sleep and repeating the process the next day. However, the city of Rosewall is still somewhat contested by the Council of the Wise, and is a point of bitterness between the two nations. But the citizens of Rosewall are uncaring of the problems they create, and do their best not to bother the elvish graves that can still be found around the city.[/fieldbox]
[fieldbox="White Valley Fort, tan"]
One of the largest military establishments in Sarok except for Dragon's Gate itself, White Valley Fort is a military city, a place where soldiers who are not needed on the field come for basic training, and the middle ranking generals, not influential enough to make a home in Dragon's Gate, plan their strategies.
Surrounded by some of the sturdiest walls in the plains, and crafted from many tons of stone quarried deep within Iron Rock mountains, White Valley Fort is an almost unbreachable garrison. Sitting on a rise, its many watchtowers can see for countless miles in all directions, and should the gates that allow entry to the city be locked down, it would take great mechanical behemoths to break through. Add that to the archer's slits that pepper the walls, and the pots of burning pitch which can be readily prepared should the fort come under siege, and the city is well protected from any invaders. Add that to the massive amounts of space within the walls, and the copious supplies of food stored away within it, and White Valley Fort is ready to garrison all of the villages south of the river.
All who dwell within the walls of the Fort during peacetime are, in one way or another, connected to the operations of the Sarok military. Be they cooks, blacksmiths, generals, or soldiers, all serve a useful purpose within the walls, and all are ready at a moments notice to pick up blades and defend their home. [/fieldbox]
[fieldbox="Highdale Bridge, tan"]
One of the stranger cities within the kingdom of Sarok, the city of Highdale Bridge was originally exactly what its name implies; a bridge. However, as more and more people found it necessary to cross the river with massive caravans, taking supplies to be traded in the city of Marble Cliff, the bridge became more and more commonly used.
As is natural in any place where people frequently pass, a city began to grow up around Highdale Bridge, shops, taverns, inns, and other vendors arising both on the Iron Rock and Dragon's Gate side of the bridge. But as the bridge continued to expand to meet the needs of the ever increasing caravans, the city began to spread onto the bridge itself, where all travelers would be forced to listen to the cries of the sellers. Responding to the new clutter on the bridge, the supports were spread out once more, nearly doubling the width of the bridge. But as the space available on the bridge grew, so did the number of shops present on it.
Now it is almost impossible to distinguish where the shore ends and the bridge begins in many places, except for the change of the sound as wagon wheels pass from solid earth to stone with empty space beneath it. The massive bridge, so wide across a traveler would be hard pressed to see from one side to the other even without the shops blocking the view, needs constant maintenance to make sure that the bridge stays aloft when the old supports are gradually worn away by the neverending flow of the river. [/fieldbox][/fieldbox]
[fieldbox="Southern Jungles, darkgreen"]
The mighty southern jungle bursts suddenly from the plains of Sarok, and spreads as an untamable force over the entirely of the southern peninsula of Amavia. Even the ever-growing nature of Sarok cannot plumb its depths. The Southern Jungles is the home of the orcs, who live in many tribes joined together under their current High Chief, Iron Tusk.
The forests pose many dangers to those who would dare wander into the jungle unprepared. Even the Fallen Feathers have chosen to stay away from these lands, for they are wild and untamed. The orcs are a natural reflection of the land they inhabit, for even though the jungle is rich with everything a person would need to survive, that same richness allows everything to grow, and most of it does not wish to share.
[fieldbox="Fang Root Cave, lime"]
The temple of the Raven Worshippers, and the last true stronghold of their religion, the buildings of the Fang Root Cave soar high above the forest floor in jagged steps. But the true marvel of this ancient city lies not above the ground but below it, in the massive, naturally formed caverns, eroded by millennia into caverns that even the dwarves would not dare touch, for fear of destroying its perfect beauty.
But the dwarves, nor any other species other than those who choose to worship the long forgotten Raven, will ever be allowed to see these marvels of natural beauty, for it is a certain death sentence for any who are unwelcome to set foot into these caves. Prisoners will be held for a few days, before being executed in various methods. However, the Fang Root Cave has many exits, many of which are guarded, but just as many of which are not. [/fieldbox]
[fieldbox="Iron Tusk Fortress, lime"]
An ancient fortress, created by an unknown people, Iron Tusk Fortress was settled by High Chief Iron Tusk, and named in his honor.
Now the fortress once more rings with the war chants of the orcs, who use it as a base for all of their many operations. When Iron Tusk is defeated by a younger orc it is almost certain that the new High Chief will take over the temple and name it in his own honor, as was done by Iron Tusk himself.
Once, however, the orcs would not have dared approach this ancient temple. It was believed to be cursed, and deadly to all who drew near. One young orc, determined to prove his worth to the tribes that shunned them, came to the fortress and was said to have defeated the monster that dwelled within. Upon his successful return from the Fortress, he was named the first High Chief, and ruled until he was defeated by a new young orc. And so the cycle continues until the Fortress is finally completely eroded away by the plant life that slowly consumes it. [/fieldbox][/fieldbox]