The World
The area represented is meant to be around 4000 miles across, square. It doesn't look square because it's a mercator projection, so countries at the top look slightly bigger (Jarlheim is really about 2/3 that size). The world's equator is about 1000 miles south of the bottom of the map, and the north pole is around 1000 miles north of the top of the map.
Dark green areas on the map represent dense forest. In Jarlheim and Wanford this is pine forest; in Erindu and neighboring lands it's jungle. Medium-green areas represent light forest or mixed plains and forest -- basically, a normal mix of terrain. Light green areas are primarily plains. The largest part of that big green blob in the middle of Frelund is the Wyrwood. Swamps are not shown because none are large enough to appear on a map of this scale.
The part of the desert shown is a sandy desert with many rocky plateaus and outcroppings. It contains a fair amount of desert vegetation (cacti and succulents). If you go west off the map it turns into 1000 miles of dry barren dunes.
The jungle is a rainforest with really, really big trees. Hunitania and Erindu are mostly flat, while the unsettled jungle is low rolling hills and the occasional plateau. Many strange creatures live here.
The frozen sea is full of ice bergs in the summer and freezes solid in the winter near the Steppelands. (The portion near Corsom is treacherous but solid only in the northernmost penninsulas and islands.)
The Steppelands are rocky rolling plains punctuated by plateaus, rocky outcroppings, and dry river beds. The vegetation is mostly grasses and shrubs. The area doesn't get much rain, but gets sufficient snow during the winter to support more life than the desert.
The eastern part of the Parthanian Mountains in Garland is volcanically active, although there hasn't been an eruption in hundreds of years -- just occasional smoke and steam. There are a few active volcanoes in Jarlheim, and in the mountain range west of Hunitania. The map features three tectonic plates: the southern jungle lands are one plate, which is colliding with a plate made of the northern lands plus the desert. This produces the Great Isle and the Parthanian Mountains, and the western jungle range. The Ocean also resides on its own plate, which is pressing against the jungle lands and the eastern side of the northern countries. All of these plates are moving relatively slowly by tectonic standards.
Ocean currents go from south to north in a clockwise pattern, carrying warmer tropical waters up the cost of Hunitania, past the Great Isle, and into the Misty Sea. There they turn eastward again. This keeps the coastal climate relatively pleasant up through Alluvan, and habitable around Jarlhiem. Winds are generally from the east. Most of the rain water gets dumped on the jungle regions around Erindu and on the Great Isle, or the coastal countries around Chirmont, Alluvan and Jarlheim. This has lead to the formation of the vast desert west of Treothe. The vast windswept plains of Corsom get warmer ocean air during the summer and autumn, but are plagued by cold air masses from the north and from the neighboring Steppelands during the winter.
Major Countries of the Known World
The following are the most significant nations of the known world. Each has its own language and a major influence on international politics.
Renflour
Ruler: Council of Lords
Races: Many humans, but also half-Orcs, half-Elves, gnomes, dwarves, goblins, elves, halflings in roughly equal measure
Exports: Wine, fruit, crafts & worked goods, music, Essence
Language: Renflourian (Elven)
A broad peninsula bordered by the Mountain Duchies to the north and the Renlinean Sea to the south, Renflour is a centrally located nation based on trade and commerce. Unlike most neighboring countries, Renflour is a republic, ruled by a council of representatives of various noble families; although the country has been stable for hundreds of years, the political landscape is rife with intrigue. Renflour was the capital of the ancient Renlinean Empire, and current noble houses fear that if the nation was unified it could become too powerful, which led to the formation of the republic (although each house would love to unify the country under their own banner).
Renflour has a warm, mild climate, with low rolling hills and sparse forest. The country is famous for its orchards, which criss-cross the land and produce fine fruits and fine wines. Renlinean ruins can be found in every major settlement and many parts of the wilderness, and most people live in stone houses with clay roofs. The people of Renflour have a strong musical tradition; Renflourian folk music, with its slow melodies and wide range of notes, is considered elegant and classy (unlike most folk music). Most rural commoners are devout followers of the Church of the Pantheon, but they tolerate the Independant Temples in the cities the way one tolerates a foolish child's stubborn fancy.
With major ports pointed towards every country on the Renlinean sea and deep rivers that run right up to the foot of the Parthanian Mountains, Renflour's real economy is based on trade. Food, textiles, metalwork, and rare spices all flow through Renflour, but the real commodity is Essence. Renflour itself has more Magicants than most nations, thanks to the efforts of the Renlinean giants, and the noble houses have made sure that Renflourian Essence can be converted into power and influence.
The capital city of Renflour is Lienne. As the biggest port and the center of government, Lienne is a bustling modern city built around the graceful stone architecture of ancient Renlinea. Known as the "city of falling water" or the "city of aqueducts," Lienne contains a broad network of still-functioning elevated aqueducts that carry an entire river's worth of water from the nearby hills down into the city, powering fountains and private baths, and in some areas even supporting gondola traffic. These aqueducts join with and twine around the city's majestic stone buildings, and each public fountain is surrounded by a public park at least as large as a city block. Below-ground sewers guide wastewater out of the city into the nearby Li River.
Although a trade city, Lienne's major export is culture. The nobles and wealthy merchants patronize the arts, and Lienne is on the cutting edge of both visual and performing art. Several of the most prestigious colleges are located here, and Liennese scholars are in great demand in many noble courts. People from every nation can be found in Lienne seeking their fortune; there is enough work around that poverty is fairly rare.
[I expect most campaigns to be based in Renflour. It is a very diverse and cosmopolitan setting, and contains a mix of ancient civilizations, traditional rural life, modern urban living and cutting-edge magical research. There are lots of opportunities for both political intrigue and dungeon crawls, and it is fairly centrally located with easy trade-route access to other countries.]
Arbogond
A large community surrounded by small farms and massive, communal orchards, caravans travelling the High Road stop in Arbogond to drop off worked goods and stock up on fruits and wine. Arbogond is a beautiful, picturesque place with many parks built around a series of Joystones that have stood longer than the city itself. These are thought to have healing properties, and many nobles in need of some "country air" will retreat to Arbogond to relax and receive treatment from the local Lacrima Divinae.
Illuny
This hilly region is a checkerboard of lowland orchards and sloping forests (from which local residents harvest berries and mushrooms). It has long been associated with the Moon Sister and once harbored many lycanthropes. Many Renlinean ruins can be found here, nestled in the hills; some of these have large underground complexes beneath them.
Lienne
Near the base of the river Li sits the ancient, giant-built metropolis of Lienne. A beautiful city of immense cultural and political signifigance, Lienne is detailed in its own section, below.
Meel
This large, old port town deals primarily with agricultural trade, exporting grains, fruits and livestock produced in the surrounding farmland. By ancient law, no live animals are allowed inside the city walls except for livestock being shipped, and donkeys. Residents have bred a variety of smart and friendly donkeys, from large draft animals to tiny pet donkeys with fluffy, multi-colored coats.
Parthany
The rolling foothills of the Parthanian Mountains contain steep hillsides and rocky riverbeds, and are primarily populated by small valley farming communities and isloated homesteaders. A Magicant was discovered here about 30 years ago, at the height of the Heartstone Wars, which caused an influx of Noble forces and construction. Most of these have sense left, leaving behind empty fortresses and hopeless prospectors.
South Cape
The city is a fishing community that also serves as a rest stop and resupply center for sailing vessels making their way along the coast. Most of the city is on an island, which comes close to the mainland on both sides, forming a strait that is wide in the middle but with narrow gaps on either side -- a natural harbor with two openings. Many long-range and exploratory expeditions begin in South Cape.
Alluvan
Ruler: House Solane
Races: Primarily humans and half-orcs, with some ogres and halflings
Exports: Livestock, dairy products, liquor
Language: Alluvani (Elven)
North of Chirmont along the coast is Alluvan, a nation of passionate dark-haired people who are considered slightly eccentric. Long a buffer zone between the fierce raiders of Jarlheim, the folk practices of Corsom and the domineering civilization of Chirmont, the the Alluvani people have learned to roll with the punches. Alluvan composed of small regional factions, each with its own traditions and culture. Although they skirmish amongst themselves, they are very trustworth and honorable, and so alliances change with each generation; an old Alluvani phrase is "Former enemies make the best of friends." Alluvan produces a lot of livestock and holds some good farmland. Because of the nation's great diversity, Alluvan is very accepting of strangers, including Independant Temples (although most people are devout followers of the Church). Alluvan's population is primarily humans, half-orcs, gnomes, and ogres, with some wandering halflings.
Galon Woods
Galonica
In east-central Alluvan, at the base of the the Galon Woods, is the hilltop city of Galonica. Known as a lively and festive place, this ancient, yellow-brick fort town is built right on top of the remains of previous cities dating back to the Renlinean Empire. Much of this interior space in the "hollow city" is still utilized via a system of magical lights, although many of the older tunnels and catacombs are sealed off for "saftey reasons."
Chirmont
Ruler: House Deschaigne
Races: Mostly human, many elves, half-elves, orcs, and gnomes
Exports: Grain, fish, baked goods, wine, fine crafts, ships, Essence
Language: Chirmonten (Elven)
East of Garland and a stone's throw from Ponderry is the powerful nation of Chirmont. An elegent nation still heavily influenced by elven culture, Church of the Pantheon is headquartered in Chirmont, and it plays a major part in the politics of the country. (It was here that the Prophet Jordana led the human revolt against the Renlinean Empire.) The people of Chirmont are highly culturally refined, and highly value tradition; there are many holidays and festivals throughout the country, and people enjoy hosting visitors. However, the nobility of Chirmont has a deserved reputation for arrogance and haughtiness. Many seafarers, fishermen, and merchant trade operates out of Chirmont, which has a navy rivaled in power only by Ponderry and Jarlhiem. Chirmont cuisine is legendary, and the nation is a leading producer of grains. The population is primarily human, elven, half-orc, and gnome. The poor of this country -- the serfs -- have a very good life style compared to other countries, but social mobility is limited by the Church and noble power structures.
The Aquargent
Giordane
This pastoral town situated at the southern end of the Aquargent (the Silver Lake) was a fishing village once, long ago. Now a bustling center of politics and higher learning, Giordane is the seat of the Church of the Pantheon and the location the Prophet's Basilica. On the edge of the water is the Chapel of Light Resplendant, where the Prophet was said to have received her first vision; it is a holy site that is still said to grant miracles to some of the many pilgrims who visit it each year.
Marsid
This coastal city in western Chirmont is nestled between two large, rolling hills. An old fishing and farming community, only the nobility are allowed to construct buildings taller than one story -- and they fashion grand towers along the hilltops. Despite its tranquil nature, Marsid has throughout its history served as a staging point for invasions into nearby Garland, and several old abandoned forts line the cliffs outside of town.
Valois
The capital of Chirmont is a massive city east of the Aquargent and marks the eastern edge of the High Road. Like Lienne, Valois is a stone city that still bears much of its original Renlinean architecture, including an elaborate system of underground catacombs that are still in use as burial places. Valois is a major center of culture, learning and international trade and politics, and has been traditionally considered a "friendly rival" to Lienne. Although it is well-known for refinement and hospitality, Valois also has some strong organized crime syndicates, which have been steadily gaining the support of the downtrodden lower classes.
Corsom
Ruler: House Cholai
Races: Mostly human and half-orc, a few halflings
Exports: Wool, horses, grain
Language: Corsomish (Orcish)
A cold, vast land of plains north of the Parthanian Mountains, Corsom was the ancestral home of the orcs, never conquered by the Renlinean elves. (In fact, it during an invasion campaign that Jordana incited the humans of Renlinea to ally with the foreign orcs against their own elf masters.) Today, thanks to the Renlinean's use of the orcscourge, there are no full-blooded orcs left, but the region still contains the most half-orcs of any nation, as well as quite a few humans. Corsom is a land of grain farmers, shepherds and horse breeders, although exports are low as much of the produce is used up during the long winters. The people are proud of their heritage of independance, although they are united under their ruler, the High Prince of Corsom. A Corsom cavalry charge is fearsom indeed; their mounted warriors are exceeded only by ogre elkriders. Because it was heavily colonized by followers of Jordana after the Great Rebellion, the people of Corsom are very devout followers of the Church of the Pantheon, and Heartstone use is not very popular here.
Aracel
This splendid city in southeast Corsom was the capital of that land for hundreds of years, and its ornate and colorful architecture reflects its noble heritage. As the center of trade for goods to and from Corsom, Aracel is known for its hospitality and for abundant gilded statues of mythical creatures, such as coatl and other celestials. For some reason, the surrounding lands have always been plagued by predatory monsters, such as bulettes, rocs, and krenshars.
Borshav
Cryhalia
The Dorthreach
The High Plains
Latugoz
The largest city in Corsom and seat of House Cholai, the "Stone Capital" is a series of massive, high-walled stone buildings set down in the middle of the snow-swept plains. A massive system of heartstone-powered furnaces beneath the town distributes heat to various buildings and residencies, replacing an older system fueled by maneur. Like most of central Corsom, Latugoz and the surrounding area are steeped in legends of spirits, fey creatures, and undead, and the superstitious populace takes these stories very seriously.
Lvistia
The Norweald
Novocryha
The Urdlee
Erindu
Ruler: The King and Queen Incarnate
Races: Mostly haflings, goblins, and elves, a few humans
Exports: Grain
Language: Erindese (Halfling)
A pagan nation to the south across the Greensea, the people of Erindu -- predominantly halflings, goblins and elves -- live primarily along the shores of the great River Velm. Yearly floods fertilize the growing plains and deltas and keep the surrounding jungle at bay. Erindu is the ancestral home of the halfling clans known as Losha who wander the continent to the north. Ancient Erindu fought a series of wars with ancient Renflour, but ultimately lost, resulting in the Renlinean Empire, which used grain from Erindu to feed its vast armies. The Great Revolution never quite made it to Erindu, but it broke free of Ponderry soon afterwards, and the people here still openly practice the old ways. Most think them primitive, as they wear little clothing and enjoy strange body modification like tatoos, peircings, and limb extension, but scholars believe that the Erindese had discovered writing and arithmatic long before the peoples of the north.
Ymbangka
Frelund
Ruler: House Gregor
Races: Mostly human, many gnomes and goblins
Exports: Lumber, beer, crafts, textiles
Language: Frelundish (Giantish)
To the west of Renflour, in the shadow of Zoltar, lies the vast, forested country of Frelund. The major geographical feature of Frelund is the Wyrwood, one of the last great forests yet unconquered, filled with dangerous creatures. The Frelunders are a hearty folk, farming the land and hunting in the forest, many of whom secretly worship the Old Ways. They were never fully conquered by the Renlinean Empire but did not flock to the Church of the Pantheon either. Frelund is known for its beer and its highly trained pikemen. About half the population is human, with the rest gnomes and goblins, although an accurate count of the fey population of the Wyrwood has never been conducted.
Hessledorf
The capital of Frelund, Hassledorf is a bustling, colorful city on the coast known as a hub of merchant activity. Sometimes called the "Gilded City," the people here like fine living, fine dining and fine jewelry. Pirates often unload their better-quality hauls (including magical items) through a series of fences in Hessledorf. Hessledorf was the historical western end of the High Road, although the road was extended to Ishtokul towards the end of the Heartstone Wars.
Vapsburg
An old town of stone buildings nestled among the trees of the eastern part of the Wyrwood, Vapsburg is a major trading stop on the High Road. Vapsburgers are a hearty woodland folk, particularly the gnome population, and most expeditions through the Wyrwood start here. They practice many unusual superstitions thought to ward off the more mischievious fey creatures of the region, and there are rumors of underground cults of the Old Ways operating out of the Vapsburg region.
The Wyrwood
An ancient forest, its floor darkened by the canopies of immense trees and warped by their twisting roots, the Wyrwood is a dense mixed forest dotted with isolated glades and clear streams. A magical place and one of the last refuges of the fey creatures of the world, the Wyrwood is the subject of many superstitions, and most locals will not enter without a trained guide. It has a reputation as a dangerous place for heartstone hunters; many have disappeared, thought to have wandered into the Shadow Realm by accident.
Garland
Ruler: House Melgerton
Races: Mostly human, also dwarves, half-orcs, elves, some halflings and goblins, a few giants
Exports: Mercenaries, metal
Language: Garlish (Giantish and Elven)
Centrally located between Renflour and Chirmont, Garland has been the front line of almost every major war, constantly conquered and re-conquered, each wave setting up a new monarchy. Although superficially strong, the rule of the King depends on the loyalty of the dukes, princes and lords beneath him, who are all struggling for more land and more power. Garland is something of a cultural hodge-podge, borrowing many traditions from neighboring Renflour, Ponderry and Chirmont, although they were one of the first countries to allow Independant Temples. Most residents are humans, although there are quite a few dwarf settlements in the mountains (and a few giants), elf and half-orc nobles, and some wandering bands of halflings. Goblin mercenary units also fare well in Garland, and favor the longbow.
Cenchester
A fort city in eastern Garland and west of Marsid along the High Road, Cenchester is often the first stop for invading armies. All adult males in and around Cenchester are required by law to be proficient in the longbow, and the area's goblins in particular are known for their skill as hunters and archers. The nobility around Cenchester is not very loyal to the crown in Greatbridge, or to each other, and frequently hire brigands to make trouble for their neighbors.
Darrow Forest
Greatbridge
The capital of Garland, situated to the west of the Darrow Forest along the High Road, is pronounced "Graybidge" by the natives. The city spans the Gath River via no fewer than nine broad stone bridges, including the eponymous Great Bridge, a marvel of Renlinean architecture that is now home to many shops and markets. Greatbridge is an old town with modern sensibilities; it has more than its share of academics and Independant Temples, but way more than its fair share of thieves and criminals as well.
Jarlheim
Ruler: House Orvald
Races: Many gnomes and ogres, some humans and half-orcs
Exports: Ships, fish, furs
Language: Jarlian (Giantish)
A frigid northern island of rocky hills and pine forests, Jarlheim is home to small kingdoms of sea raiders. Tough and warlike, these barbaric pirates and pillagers are viewed as little better than savages by many of the southern nations, especially Chirmont. In actual fact, many Jarlmen are quite well-travelled and highly educated, and only plunder ships that intrude upon their territory. Most people of Jarlheim are gnomes and ogres, who work well together on a ship's rigging, but quite a few hardy humans and half-orcs can be found here as well. The traditional religion is Orthodox Pantheism, jokingly called "Unorthodox Pantheism" by many because of its suspicious similarities to the Old Ways.
Everspring
Long the de facto captial of Jarlheim, this sprawling town of colorful wooden A-frame houses is home to most of that country's merchants and master crafters. The region is kept warm year round by hot springs, geysers, and geothermal activity, which the local populace takes full advantage of for health, recreation and agriculture. Everspring is the starting and ending point for expeditions into the more rugged areas of central and northern Jarlheim, and a lot of pirate booty makes its way through this town as well.
Mountain Duchies
Ruler: House Norindal
Races: Primarily dwarves, some humans and gnomes
Exports: Metal, weapons, Heartstones, magic items, gems
Language: Parthanian (Dwarven)
In the heart of the Parthanian Mountains north of Renflour lies the Mountain Duchies, a series of dwarven domains. The dwarves mine the rich metals and gems of the mountains, and use stone to build great halls, and sturdy bridges and roads which turn jagged peaks into tractable passes, and massive aqueducts channelling spring runnoff into usable energy. Nominally allies with ancient Renlinea, the dwarves built many structures for the elves and giants, but did not participate in any military campaigns, prefering to remain neutral. Dwarves are an outgoing and well-travelled people, running merchant caravans and controlling most land-based trade routes. Their skills as builders, craftsfolk, smiths, and wizards is also in high demand, although the Mountain Duchies themselves must import most of their grain from lower countries. Dwarves don't distinguish between nobility and commoners in quite the same manner as other races -- fully half the population of the Mountain Duchies are considered "nobles," and the other half generally leads a pretty good life as well. There is no stigma against nobles marrying commoners, although for a noble to undertake certain activities (such as living in another country) they lose their noble status.
Karokdurn
An ancient dwarven stronghold built in the Leden tradition, Karokdurn is built into the side of a south-facing cliff, spreading on a vertical plane rather than a horizontal one. Overlooking a prosperous farming valley in the Mountain Dutchies, the finest dwarven craftsmen, scholars, merchants, and wizards live here. The higher-class citizens, such as the nobility, live higher up near the keep, while the lowest levels are inhabited by manual laborers and apprentices. Every part of Karokdurn is precicely wrought and ornately sculpted, and the dwarves have strict regulations regarding new construction and tunnelling. An ingenious system of magical elevators in the city's interior provides easy transport up and down for those who are too feeble or lazy to take the ever-present stairs.
Ponderry
Ruler: House Caellethiran
Races: Primarily elves, some goblins, giants, and humans
Exports: Fine crafts, textiles, wine
Language: Ponderran (Elven)
The eastern half of the Great Isle is known to the elves who rule it as the Empire of Renlinea, but known to everyone else as Ponderry. Although their ancestral home was Renflour, the elves and giants who ruled that land gradually retreated to Ponderry during the great rebellion. A hilly wooded realm with poor farmland, they were allowed to keep this kingdom by the terms of the truce negotiated by the Prophet Jordana. Here the elves have lived since, in their majestic spired castles and quaint woodland cottages. Many goblins and giants, also refugees from Renlinea, can be found here, as well as a substantial population of humans farming in the lowlands. Ponderry is something of a mysterious place, seen as a land where everyone keeps a secret and the nobility is skilled at deceiving people by telling them the truth. The country's main exports are finely crafted goods and textiles. The state religion of Ponderry is known as Orthodox Pantheism, which recognizes the teachings of the Prophet Jordana but does not deify her the way the Church of the Pantheon does. They recognize the authority of the Church and in return are allowed to worship in their own odd manner.
Sylfalia
A beautiful wooded city in north-central Ponderry, Sylfalia is a breathtaking place of fine ornamental architecture, flowing waterfalls, and rooftop flower gardens. Living trees and plants are incorporated into the stone and wood buildings, and even the poorer neighboorhoods have landscaped exteriors. Everyone in Sylfalia is remarkably polite and easy-going, although the laws are strictly enforced and often carry harsh penalties. Ponderry is outside the reach of the Church, so many residents of Sylfalia harbor strange ideas and beliefs about magic, religion, and society.
Treothe
Ruler: House Koref
Races: Many humans and goblins, some gnomes and half-orcs
Exports: Textiles, stone, spices
Language: Treothan (Halfling)
This kingom southwest of Frelund was much stronger during the Renlinean Empire, when it was a warlike region dominated by goblins. Most of their best and brightest died on the front lines defending the Empire, so when the humans, gnomes, and half-orcs from the north swept through, they were able to subdue the once-proud nation with ease. Treothe today is a place of many strange traditions. The dry climate has preserved many of the old Renlinean buildings, and the warlike culture of the goblins has led to much infighting and struggling against neighbors Ombroten and Anku. The people of Treothe are known for their fierce loyalty to their allies and love of spicy foods. They are very pious members of the Church of the Pantheon -- Independant Temples are forbidden -- but have a number of odd religious practices. For example, they hold Prayermeet once a day, just after sundown, instead of once per week.
Ishtokul
Situated in the center of the Treothan coastline, this massive city of low sandstone buildings and massive Renlinean architecture has always been of two worlds. To the west is arid farmland followed by desert, while to the east is the sea; the Church is prominant and people are very devout, yet crime and poverty run rampant; and Treothe itself has always been a strong nation, yet isolated from much of civilization. The recent influx of heartstone magic and other new ideas from Frelund has only exacerbated these contrasts.
Zoltar
Ruler: House Mrovos
Races: Mostly human and half-orc, many goblins and halflings
Exports: Crafts
Language: Zoltaran (Giantish)
A cold mountain land of forested hills and perpetual autumn, Zoltar lies along the western reach of the Parthanian Mountains, north of Frelund. It was once a stronghold of giants during the Renlinean era, but no giants live there now. After the Great Rebellion and the death of the Prophet at the hands of the giants, Zoltar was a closed land -- none went in or out. 80 years later, when the giants had outgrown their land and tried to invade the fledgeling human kingdom of Corsom, all kingdoms rallied under the newly-formed Church of the Pantheon and crushed Zoltar, slaughtering the giants or driving them west across the steppelands where they have not been heard from since. This legacy of remoteness and bloodshed has hung over Zoltar ever since. It is a dark land ruled by corrupt nobles; the peasantry is a superstitious lot that cowers in their remote villages, distrustful of outsiders. Although most of the residents are humans and half-orcs, quite a few halflings and goblins live here as well. Zoltar is viewed as sort of a backwards place where the noble families send their unpopular kin to manage what meager holdings they have.
Alba Vania
A gloomy town of tall, oppressive, brown stone buildings hunched over dark, cobblestone alleyways, the capital of Zoltar is built over top of an older, giant-wrought city. Nestled in the forested foothills of the Parthanian mountains, Alba Vania is home to many poor, down-on-their-luck peasants who sought to escape a bad winter or poor crops. Many of these now live in the ruins beneath Alba Vania in what is known as the Undercroft, a dismal place of poverty, lawlessness, and strange disappearances.
Minor Countries of the Known World
Many of the smaller nations indicated on the map don't have their own write-ups yet because they are not as significant as the major countries. Only a few of them have their own language -- Lede, Kresmaya (spoken in Anku) and Hunitania (several languages spoken). Most smaller nations don't have a large impact on international politics, a formidable army, or an influential economy. These countries share a lot of qualities with their neighbors, although each has a few unique traditions as well.
I designed the map with the idea of "satellite cultures." A more powerful culture has a strong influence on those around it, and most of the smaller undetailed countries are similar to their neighbors. A "powerful" culture in this case is not necessarly one with military strength; it's one with unique traditions that reinforce themselves. For example, Garland, dispite being a powerful nation, has a weak culture and can really be viewed as a "satellite" of Frelund and Chirmont. In contrast, the Republic of Renflour has been influenced heavily by other cultures but retains its own strong values and traditions. Most of the minor nations are, to some extent, satellites to the major cultures. This is why I haven't fully detailed many of them.
Some cultures correspond with the major nations but there are a few broader cultures. In particular, Zoltar, Frelund and the Mountain Duchies, and surrounding countries are part of a "western" culture which in my mind is similar to eastern Europe and Germanic lands, while Alluvan, Chirmont, Renflour, and Ponderry share an "eastern" culture which I view as similar to the Mediterranian/Romance nations of Europe (being breakaways from the old Renlinean Empire). Jarlheim, Corsom, and Treothe are their own distinct cultures. Jarlheim resembles Scandinavia (the romanticized sea-raiding vikings, in particular), Corsom is a kind of mix between Russia and Saxon England, and Treothe is vaguely middle eastern (more like ancient Persia than Arabia). Finally, all of the southern jungle lands share an ancestry as part of the great civilization of Erindu, which is now just a mediocre civilization. Erindu is kind of like Egypt and Mesoamerica combined, without the Egyptian focus on death or the Mesoamerican human sacrifices, in a jungle setting.
Here's what I know about each of the minor countries. You can also get a lot of information from re-reading the Noble Houses, paying attention to which houses have holdings in these countries.
Marshalle: A rugged, frontiersy place that serves as a buffer zone between Jarlheim and the rest of the world. Many Jarlish nobles here. Probably speaks Alluvani.
Wanford: I don't know much about this place. Likely a satellite culture of Jarlheim. Probably speaks Jarlish.
Nebling: A hodge-podge of cultures; many western folk (especially Frelundish) live here. Probably speaks Alluvani.
Sengeral: A recent break from Chirmont and a satelite culture of that nation. Speaks Chirmonten.
Belsomme: A satellite culture of Chirmont, ocassionally conquered by that land but currently free. Speaks Chirmonten.
Berriton: I think I misspell this one a lot. A buffer between the strong "western" culture of Frelund and the "eastern" culture of Renflour. Speaks both Renflourian and Frelundish.
Anku: A satellite of Treothe and Kresymaya; speaks Kresmayan. Another one that I know little about.
Kresmaya: A satellite of Corsom and Treothe with a lot of weird traditions. Think old, Asian-influenced Russia. Has its own language.
Ombroten: A satellite of Treothe. Speaks Treothan. That's all I know.
Kelphi: Probably a satellite of Erindu. Probably speaks Erindu. That's all I know.
Minca: A satellite of Erindu, but follows the Church of the Pantheon, making it a weird mix of Erindan culture and Church teachings.
Hunitania A very primitive place; a satellite of Erindu but less civilized (primarily hunter-gatherers). Within the past 50 years the place has been colonized by dwarves from the Mountain Duchies and Lede, who discovered awesome mineral deposites. The fearsome jungle is now dotted with dwarven keeps and criss-crossed with "safe roads" patrolled by dwarven security forces. Many also come here seeking Heartstones. Has its own language, which consists of many regional dialects; each may be purchased as a separate language, or you can make Language skill checks to understand the dialects.
Elrain
For a long time, Elrain was (and to some degree still is) unclaimed country. This is and has been a land where adventurers have journeyed to carve out their own domains, establish strongholds, and battle against legendary beasts come down from the Zoltar mountains. Due to itīs isolated position just west of Zoltar and total lack of Magicants, it has remained relatively unchanged for a long time. Events in the outside world, such as the rise and fall of the Renlinean Empire and the coming of the Church of the Pantheon all had little impact on this nation compared to the other lands of the west. To this day Elrain remains one of the westernmost bastions of the Old Ways. Nowadays, Elrain still retains to some degree itīs wilderness aspect, though a substantial portion of the land is now under the rule of a very enigmatic individual by the name of Lord Soot. Lord Soot rules his lands with an Iron fist, and rumours abound in villages and towns close-by to his domain that he is an evil man and that his forces have committed many evils, though those that travel through here havenīt seen any evidence of such behaviour. Some suspect that Lord Soot has located a Magicant within Elrain and is using it to establish a noble house of his own.
Lede
Lede is considered by most of of the now-living dwarves (those who disagree tend to be historians, though even these admit that their heart and home lies in the Island) as their homeland. Lede was populated by dwarves coming west over and under the sea a very long time ago, and the memories of that time are few indeed. Lede is dominated by a mountainous landscape with small coves and havens, and is surrounded on all sides by sheer rock cliffs (which suited the dwarves perfectly). The Inland of the Island is hot, though not tropic nor dry, thanks to the closeness to sea and the protecting mountainwalls. It is a land filled with deep valleys, with the mountaintops tipped with snow even during summer and the valleys are green all year around. With its rugged mountaintops, natural caves and caverns, rich mineral deposits, self-sufficiency, and unearthly beauty it is not strange that the dwarves have for a long time been in love with the Island. It was here that the dwarven civilization flourished for millennia, relatively isolated from the goings on in the outside world. They fought the beasts that lived on the Island, and still do, though the lack of wars and famine eventually began to cause over-population. This caused a great migration and the dwarves that left would found amongst others the Mountain Duchies and mining-nations down in the southern jungles. These days, the Island has not much of its mineral deposits left (compared to the olden days). Abandoned mines have become home to vile creatures, and the dwarven nation here is in war comparatively often. it is still the seat of the dwarven civilization, and it is not likely that it will ever be abandoned.
Dwarfholm
Highcaster
A rugged, mountainous land of tall crags and wide moors located on the western half of the Great Isle, Highcaster was the homeland of the giants and an important part of the Renlinean Empire. Many giant ruins dot the land, from mountain-peak citadels to underground sanctuaries, some containing ancient arcane secrets better left undisturbed. Recently, a special order of clerics, the Highcasters, has assumed responsibility for making sure these ruins remain protected from the depredations of power-mad wizards. The people of Highcaster are simple folk, usually shepherds and farmers, who have nonetheless been able to defend their lands from Ponderry. Most of the populace is humans, gnomes, and elves (Ponderran nobles who bought their way into the country).
Dungyllen
Lienne
A majestic city of ancient marble architecture rises above you, as streams of crystal-clear water cascade from numerous acqueducts arching overhead. Colorful flags and banners hang from walls and windows, as a busy populace bustles about the city buying and selling all manner of exotic goods. Monuments and statuary adorn picturesque parks nestled between the great centers of commerce, learning, faith, and government, while hilltop noble manors overlook it all.
Overview
The capital city of Renflour is Lienne. As the biggest port and the center of government, Lienne is a bustling modern city built around the graceful stone architecture of ancient Renlinea. Known as the "city of falling water" or the "city of aqueducts," Lienne contains a broad network of still-functioning elevated aqueducts that carry an entire river's worth of water from the nearby hills down into the city, powering fountains and private baths, and in some areas even supporting gondola traffic. These aqueducts join with and twine around the city's majestic stone buildings, and each public fountain is surrounded by a public park at least as large as a city block. Below-ground sewers guide wastewater out of the city into the nearby Li River.
Although a trade city, Lienne's major export is culture. The nobles and wealthy merchants patronize the arts, and Lienne is on the cutting edge of both visual and performing art. Several of the most prestigious colleges are located here, and Liennese scholars are in great demand in many noble courts. People from every nation can be found in Lienne seeking their fortune; there is enough work around that poverty is fairly rare.
The city proper is about three to four miles across, although small villages dot the countryside nearby forming a continuous network of suburbs. It is situated at the intersection of the River Li, which runs from the port town of Vethiar up to the base of the Mountain Duchies, and the High Road, which runs east-west through all the major countries on the northern coast of the Renlinean Sea. Terrain to the north and west of the city is smooth rolling hills covered in orchards and grazing land; to the south and east is flat coastal plains covered in farmland.
The city is divided, both legally and culturally, into 12 districts, not including the suburbs. The total population is around 100,000 and growing. A whopping 20% of the populace is nobility, 10% is clergy, 40% is middle-class, and the remaining 30% are commoners, mostly servants to the nobility and unskilled laborers. Of course, the surrounding countryside is full of peasants, should more unskilled laborers be needed for certain projects.
Districts
Cascade Market
The center of commerce of Lienne and Renflour -- and some say the world -- is the Cascade Market. A broad circular court surrounded by a ring of aquaducts raised on columns, which pour water down at various points. The water flows into canals which converge at the center of the court, at a small pool with underground access to the sewers. (Small bridges cross the canals frequently.) No permanent structures can be erected here, but merchants with carts and tents hawk wares from around the world. The storefront properties that ring the Cascade Market are the most desirable in Lienne. The High Road runs right through the center of the market but most people take an alternate route to the south by the Landing.
Royal Cartographer's Society: A branch of the Royal Cartographer's Society, an organization retained by House Lauthgard, is located on the second floor of a shop overlooking the Cascade Market. Here, they store copies of maps of all countries and many sea routes. However, some of them are out of date, and maps of certain less-travelled mountain passes and island chains are not very accurate, so the Society is always on the lookout for new maps produced by credible cartographers.
Meldoba's Arcane Emporium: A stout, colorful building located aside the Cascade Market, the Arcane Emporium sells Essence on behalf of several Renflourian noble families. They also have a small number of minor magical items on hand, such as potions, scrolls, 1st-level wands and wondrous items, all worth under 1000 gp. Only the proprietor, Meldoba, is allowed to sell or even handle these. He also acts as a broker for those interested in more expensive items; he doesn't keep these in stock but can match up a buyer and seller. He also takes orders for Heartstones. The Emporium itself is an extremely secure stone building lined with lead on the inside and outside, covered in magical traps and defenses of various sorts. Only people carrying a Heartstone can enter the building.
The Parthanian Armory: On the south side of the Cascade Market is a weapon and armor shop run by several dwarven merchants from the Mountain Duchies. Made of the finest steel and manufactured on the premises in a small workshop, all of their goods are masterwork. They have a wide selection including all forms of exotic weapons and elven-made composite bows, and they also buy items of high quality (and sometimes they have a +1 magic weapon or armor for sale, although they never advertise these).
Landing
Just south of the Cascade Market district, the Landing is a strip of land along the River Li which holds the docks and some warehouses.
Monument Lane
The High Road continues west from the Cascade Market. Here, it is lined with statues and monuments to various religious figures, war heroes, and famous nobles, including a few giant-built monuments of ancient Renlinea. The Monument Lane district is the seat of government of Renflour, and contains many court houses and government agencies.
The Curia: This round building situated just north of the center of Monument Lane is where the Council of Lords meets to decide the fate of Renflour. It consists mainly of a single large, round room with benches and desks facing the center of the room, at which the Council members sit. Around the outside of the room are stone seats for visitors. The domed ceiling is adorned with painted relief sculpture of a map of the ancient Renlinean empire. The facility is lit by a plethora of continual flame torches.
Marble Court
An entertainment district named for a great sunken ampitheater which is now only used for large meetings and circus acts, the Marble Court contains several theaters and concert halls, as well as many restaurants and exclusive nightclubs. This is the upscale recreational district, located north of Monument Lane, west of Fountainhall, and south of Platinum Hills. The aquaducts above the Marble Court are navigable -- nobles can ride in gondolas from one event to the next and even back to the base of Platinum Hills.
The Gold & Silver: This elegant dance hall and restaurant is an upscale, formal hangout for wealthy nobles. Membership is 250 gold pieces per year; accompanied guests may enter free but must pay to eat and drink (10 gp per guest). The main part of the building is a large rectangular hall, surrounded by great columns and hanging garnet curtains. The hall is lit by continual flames, and the center is dominated by 15-foot-tall statues of the Golden Princes and the Silver Knight dancing. (These are bronze, plated with gold and silver, and worth a fortune.)
Renflour Symphony Orchestra: A grand concert hall used not only for classical music listening, but also for a new art form called "opera" in which actors put on a play, singing the lines as lyrics, while the orchestra plays. The chamber has been magically modified to clarify and amplify the sounds produced. Playing with the orchestra is considered a high honor for any musician in the area. The orchestra is also available for private engagements.
The River Theater: A large semicircular building with two levels of seating facing a wooden stage, the River Theater's normal troupe puts on plays for the masses all week long, for just 4 copper pieces (private boxes are 1 gold). However, once a fortnight, the special troupe puts on shows for the nobles and wealthy merchants, for 5 gp (10 gp for a box). Although the skill of the actors and quality of playwriting is usually up a notch, the true attraction here are the illusions. Performed by a team of skilled mages who train at the Azure Academy, illusionary sets, costumes, and even special effects dazzle the audience.
The Scarlet Bird: This dance hall is not as elegant and formal as the Gold & Silver, but is a lot more fun. A series of poorly lit chambers decorated with hanging tapestries and minor illusions, there are always several acts playing at the Scarlet Bird, ranging from classical instrumental music of the nobility, to Renflourian folk music, to modern experimental "opera" music. Admission requires 1 gold piece and a presentable look (patrons who look extremely presentable may be let in for free), although the buffet and bar are separate and the musicians usually work for tips. The Scarlet Bird is considered much lower class than the Gold & Silver, but many nobles patronize it anyway, if only to be present when something scandalous occurs.
Fountainhall
A beautiful region known for holding most of Lienne's academies of higher learning, as well as some public museums and a library. The aquaducts here are also navigable, and connect to the Marble Court to the west, Cascade Market to the south and Platinum Hills to the north. This district is named for a long, rectangular park in the middle, surrounded by aqueducts on all sides, which spout water into basins around the edge of the park.
Azure Academy: A large, ornate building, some sort of palace during the reign of Renlinea, the Azure Academy is one of the most visited sights in the city. Located at what many consider the corner intersection of the Fountainhall, Cascade Market, Monument Lane, and Marble Court disticts, the building is covered with ever-shifting illusions that cause it to change appearance -- entire towers and buttresses seem to move about during the day, and elaborate frescoes on the outer walls actually play out as if alive. Although this site is usually shocking to first-time visitors not used to magic, it delights those with an open mind, and many tourists sit in the street nearby and just watch the changes all day, trying to figure out the pattern. Needless to say, the Church considers such a bold display of vulgar magic to be a horrible danger to the souls of common folk, and urges all good followers to stay away from this part of town.
The Azure Academy was once a small college of ancient lore, archaeology, and mythological creatures, associated with Lienne University and located in a much more humble building near Fountainhall. With the discovery of Heartstones, research exploded and funds came pouring in, and the Academy is now the third largest school for wizards (behind the Crystal Hall in the Mountain Duchies and the sprawling Elbrecht Academy in Nibling). Membership is free to any who own a Heartstone, although students are expected to research original spells and submit copies to the Academy. The professors here, all reasonably powerful wizards, also accept work on comission, and play a strong role in warding Lienne against magical attack and intrusion. Although by treaty only nobles are allowed to weild Heartstones, talented commoners who show up with a Heartstone are often taught in secret.
The Bibliotheque: A this three-story domed building, not connected to any aquaducts, is a public library. The collection of books is modest, and a small fee is charged to cover maintenance. Rarer books are kept on the second and third floors -- seeing them requires placing a deposit equal to the value of the book, usually 50-500 gold pieces. The building is lit by continual flames; no fire, water or food is allowed in the building.
Galleria Orbus: A circular building near Marble Court houses the Galleria Orbus, a public art gallery holding painting and sculpture. The gallery is funded by several local noble families as a means to promote new up-and-coming artists, so much of the work is modern and experimental (using such techniques as "perspective") rather than traditional. Entrance is free, and all of the works on display are for sale (except for some masterpieces that are part of personal collections of noble patrons).
Lienne University: A noble's college which teaches history, geography, mathematics, economics, rhetoric, and law, Lienne University also has classes in wizard magic and an arrangement with Azure Academy for students who wish to study the arcane arts. Although the University is theoretically open to all, the tuition (1000 gold pieces per year) is too steep for most commoners. Talented commoners can be accepted on a scholarship, in which they attend class part-time while working for the University, often as servants to other students. The University itself is a series of buildings near Winding Way, mostly situated around one side of Fountainhall and surrounding a smaller park known as University Square. Many of the professors are nobles who teach for the enjoyment of it, not for the meager pay.
Society Publishing House: The headquarters of the Society of Arcane Philosophy is located here, tucked into a small building across the street from the library. Its main function is to produce the Journal, although they also publish works on comission. The Bibliotheque gets a free copy of each issue.
Platinum Hills
The largest district, with the highest elevation, best view of the Imperial Gardens, and access to the main aqueduct before it disperses to the rest of the city, is where the nobles live. Consisting almost entirely of noble manors and a few associated businesses (such as an independant stable), Platinum Hills is a place of tall spires, beautiful gardens, and flowing water. The aqueducts here are not navigable, but do cover the district, providing plumbing to the noble mansions and their garden fountains.
The wealthiest 20% of Lienne's population lives here, taking up about 50% of the city's area. Only about half of the city's 20,000 noble residents are in town at any one time, and of those, about 80% live in Platinum Hills (the rest in Winding Way, Fountainhall and Marble Court). Because of this unusual arrangement, Lienne is sometimes called the "City of Nobles."
The Baths: Located along the river side in the lower portion of the Platinum Hills, the baths are a public bathing and recreation area which includes several quiet gardens. Built by the giants of the Renlinean Empire, the baths are a series of walled courtyards, containing gardens, seating areas (some of which house restaurants), and the baths themselves, shallow pools of water fed by the aqueducts. (These are used more for recreation, like a public swimming pool, than for bathing.) A few of the pools are kept warm by heating incoming water in a great cauldron. Entrance to the baths costs 3 gold pieces, which keeps out most of the lower classes.
Winding Way
A relatively upscale neighborhood on the east side of town, Winding Way is named for a zig-zagging street that stretches from Amberville to the south up into the Platinum Hills to the north. Most of the residents here are wealthy middle-class or modest nobles. The region is flat enough that the aqueducts are navigable, but because of elevation changes between here and Fountainhall and the cost involved, most of the gondolas here are privately owned.
Freethinker's Society: This small cafe, located near Fountainhall, is run by the Freethinkers and is intended as a forum for the exchange of ideas and a pleasant meal. By arrangement with Council of Lords, all people are legally equal on the grounds; nobles and Church clergy get no special priveledges, and people are allowed to freely speak on any topic aside from conspiracy to commit crimes or secrets of national security. A great many professors and students from the University meet here, as do some merchant organizations. The Freethinkers would like to expand their operation and open more cafes, but so far the idea has not really caught on amongst the general populace (partly because Lienne is already a fairly liberal city with lax censorship laws).
Amberville
South of the Cascade Market along the river, but east of the Landing, is an old region known as Amberville. The aqueducts only penetrate the northern part of the district, but a series of canals provides fresh water. This district is home to artisans, craftspeople, and professionals, many of whom work in Cascade Market (although there are plenty of shops in Amberville as well). Well-off artists often live here too.
The Flats
The poorest part of town is on the south and west side, across the river from Amberville and the Landing. It is so named both for the terrain (it's dead flat; parts of it are a floodplain) and for the architectural style, which consists of post-Renlinean brick row houses. Most of the common folk live here, simple artisans, and servants to wealthier nobles and merchants. Although the area is poor by Lienne standards, it is very well-kept up and rivals the nicer parts of some foreign "cities." There are no aqueducts on this side of the river.
Temple of the Prophet Compassionate: This Independant Temple ministers mostly to peasant folk and lower-class commoners. They focus on the selfless nature of the Prophet's message, and are a major source of healing magic for common people. The temple is one of the best-funded branches of its faith. It is a simple rectangular building with wooden benches, decorated primarily with brightly-colored tapestries.
South Market
Across the river from the Landing is the South Market. A simple open area with stone pavement, it's more like what one would expect in a big city market: produce, simple crafts and goods, and livestock. Many common professions like wagonwrights operate here, and most of the warehouses which store goods passing between the river and the High Road are stored here.
Stone Court
The lower-class entertainment district, between the Temple Lane and South Market, runs more towards taverns and festhalls. Most public inns are located here, as well as a modest gladiatorial arena (fights are never to the death, by order of the Church).
Acorn House: A cozy, out-of-the-way inn located a few blocks from the High Road, the Acorn House is contains two stories of rooms around a central courtyard. Run by a local family for the past 150 years, the place has a very comfortable, homey feel, filled with peasant craftworks and covered in twining vines. It's not too expensive, and lodging includes home-cooked meals. The place is usually packed with visitors and tourists.
The Roaring Dragonne: A large tavern/inn located off the High Road, the Roaring Dragonne is primarily patronized by merchants who are passing through town. They have a large selection of ales and wines, ranging from peasant grog to the finest Renflourian stock. Traditional live music plays in the common room almost constantly.
Bywater Casino: A complex gambling hall on the shore of the River Li, Bywater is a series of gaming halls and small taverns. Most of these are operated by independant game operators who lease space from the casino's proprietors. A special branch of the city guard patrols this area, subduing upset patrons and carefully watching for cheates.
Lienne Melee League: This combat training facility also has a small, indoor gladiatorial arena capable of seating around 1600 people. The main purpose of the organization is to train and hire out independant men-at-arms, but they keep up the arena fighting because it is so lucrative. Fights here are usually unarmed; when armed they are typically using padded weapons or are to the first blood, although the League will allow more serious fights if a cleric is on hand to ensure the participants' safety. Most of the arena's patrons are lower-class people, especially travellers, although some nobles from foreign lands also frequent the arena; gladiatorial combat is generally disdained as crude and low-brow by the people of Renflour.
Temple Lane
The High Road crosses the river to the west and continues through Temple Lane. Lienne's big churches and cathdral are here, all built after the fall of Renlinea. All people are welcome here, and the district serves as a buffer between the rowdiness of the Stone Court and the calm of the Imperial Gardens.
Cathedral of the Pantheon: The largest temple is a cathedral devoted to the Church of the Pantheon. Both nobles and commoners attend Prayermeet here, although during different services. The building itself is grandiose, with great spires filled with stained glass and ornate carvings and statuary throughout the building, which is lit by continual flames.
Church of the Sacred Flame: This Church, located in the south part of the district near the Stone Court, is devoted to the Fire Master and Fire Mistress, and also has a small chapel to the Golden Princess. Typically attended by middle-class people such as artisans, artists, and entertainers, it is a vaguely star-shaped building and one of the most beautifully decorated in town (even prettier than the Cathedral).
Church of the Open Flower: This Church is devoted to the Earth Mother. A relatively simple rectangular building covered with sculptures of plants on the inside and actual growing vines on the outside, it ministers primarily to farmers and fruit-growers. It hasn't got a large congregation in the city, but people from surrounding lands sometimes travel here for special occasions. An order of monks adjacent to the Church and associated with it tend to the Imperial Gardens.
Temple of the Prophet Ascendant: This Independant Temple ministers mostly to the nobility. They focus on the divine aspect of the Prophet and her message of self-improvement and enlightenment. It is a rectangular two-story stone building with a relatively simple exterior but a resonably lavish interior; it is known for having pews with cushions.
Temple of Absolution: This Independant Temple is not very popular. An ascetic order which is even stricter than the Church of the Pantheon, the ministers of this stark, plain, white temple preach hellfire and damnation to whoever will listen.
Imperial Gardens
Not really a district, the Imperial Gardens are almost a square mile of botanical gardens along the west side of the river, north of Temple Lane. Built by Renlinea, the Gardens have no aqueducts but do feature a few fountains fed by underground rivers. The Gardens are now maintained by the Church at the city's expense. Although all people are welcome here, there is an unofficial yet strongly enforced dress code, which keeps out much of the lower-class riff-raff.
The Gardens are an oblong rounded shape, flatter than an oval but lacking the straight edges of a rectangle. It is surrounded on all sides by a 12-foot stone wall, set with a round, pointy-topped column every 40 feet or so. The wall on the river side is actually a series of arches between these colums, where are only spaced 20 feet apart on that side. There are large, swinging, double-door iron bar gates in the walls on the south, west, and north sides. Stone walkways follow the wall, about 10 feet back, on both the inside and the outside, and criss-cross the interior of the Gardens. The terrain is mostly flat, with a few low hillocks towards the north end. Most of the stone walkways are tree-lined and marble benches abound. The general layout of the Gardens is a sort of checkerboard, with alternating areas of open, green grass, and cultured flowerbeds or arboretums. Several ponds and fountain displays can be found in the north half of the garden, fed by underground channels from the river to the north. These channels are somewhat difficult to maintain and are sometimes sealed off when something gets caught in them.
Eliadule
Southwest of Lienne is a relatively large farming town filled with silos. Surrounded by orchards, most of the fruit and grain that feeds Lienne comes through Eliadule.
Lorton
Located just northwest of Lienne along the river, the town of Lorton is a common stopping point for river boats heading to or from the Mountain Duchies. Much of the maintenance and provisioning of these boats takes place in Lorton.
Pfifburg
Northeast of Lienne along the High Road is Pfifburg, a farming town that also has a few inns to shelter those who'd rather not stay in the huge city. Pfifburg is near some good sheep grazing territory and has a small but growing textile industry.
Vethiar
The large port of Lienne is located a few miles southeast down the River Li. Inside of a large, deep harbor with only a few narrow openings, Vethiar's docks and warehouses transfer goods between oceangoing ships and river boats. The lantern of the great lighthouse at Vethiar is a permanent magic item.
City Life
Fashion & Ettiquitte
Lienne is a very formal and polite place. However, because Renflour is a republic and Lienne is a trade city, a mish-mash of different cultures with their own rules of ettiquitte have had to form a sort of "least common denominator" of social behavior. This can basically be summed up as, "bow or courtsey; offer polite compliments; be a generous host and an unimposing guest; polite honesty is preferable to subtle hinting." Even such a simple convention as this can clash with mores from far-off lands, but visitors and residents from such places quickly learn to ignore faux pas from people who are honestly trying to be courtious.
For the past few hundred years, Lienne's most unique fashion accessory has been gloves. A well-dressed person always wears some sort of gloves, from long, elaborate dress gloves to simple leather riding gloves. Many of these bear elaborate designs and expensive jewels, and the wealthy own many sets of gloves corresponding to different outfits; the most skilled glovemakers in the world earn their fortunes in Lienne. Of course, nobles everywhere can be seen wearing gloves -- but to wear certain styles of gloves or to wear gloves when it's not really required is to be wearing a Liennese fashion.
Liennese love to read and write. Letters and notes are popular amongst the nobility; it is considered more elegant to send a messenger bearing a note, than to send a messenger who simply recites the message. Important messages are sealed in wax and signed with an arcane mark. Most nobility are capable of simply writing their own mark if they are not able (or willing) to cast the spell, and use this to sign ordinary notes. Books are popular, and a well-stocked library is a sign of status and breeding. "Fiction" is a new art form that has become more widespread within the last 20 to 50 years or so, for those who can afford to copy books for purely entertainment purposes.
Because of the incredibly high number of nobles in Lienne, a vast amount of the city is devoted to the entertainment industry. Very few minstrels play in public begging for change because most are able to find commissioned work. Nobles themselves often put on shows for their peers, particularly those adept at illusion magic. Illusions have also had a profound effect on fashion and cosmetics; many cantrips have been developed to change a person's hair color, create animated images on garments, smooth blemishes, or otherwise spice up a person's appearance.
Because Lienne is a trade town, one would think that elaborate ettiquitte would have developed for buying and selling goods, but this is not so; simple courtesy prevents most problems and a swift, effective civil court system resolves most of the rest. Most merchants are willing to haggle over goods somewhat but it is not required or even expected -- most of the time haggling is just a way for the merchant to give a "hidden discount" to people they like. A trickier situation is courtesy between sellers competing for the same customers. In particular, vying for space on the waterfront or in the Cascade Market can become complicated, so an elaborate system has been developed in which the city's market managers offer about half the spaces to anyone who signs up in advance (although the waiting list can be months long at times), and rent the rest to successful businesses; when a new space opens up, a bidding commences for it. This ensures that smaller or newer enterprises can still get a space in the market from time to time, but that successful merchants can buy their way into a good location. Many merchants operate in side streets off the main market. These are less regulated; spots in the street for stalls are on a first-come, first-serve basis, and the market managers rarely interfere unless a shopkeeper from one of the permanent structures complains. They are still governed by Liennese trade law.
It's generally considered extremely rude for one merchant to disparage another, so most do not engage in such behavior, and it is patently illegal to make any sort of false claims in any business dealing. In addition, merchants are required to accept merchandise returned within 24 hours for a full refund, provided it is still in sellable condition and was not a custom-made item. Anyone can buy and sell anything, although if you are selling something that you bought in the Cascade Market, and the person who sold it is still selling things there, you must offer to sell it back to them first (at the going price). It's illegal to discriminate against individuals -- if the buyer has the cash, the seller must sell, unless they sincerely feel that it would be harmful for the buyer to possess the item. If a buyer feels discriminated against, they simply tell the market manager, who goes and buys the item for them as an intermediary (no charge).
Law & Government
Lienne is ruled by a Precept who is appointed by Renflour's Council of Lords. He oversees the day-to-day business of the city, coordinates various municipal offices, and is in charge of law enforcement, although the laws themselves are made by the Council of Lords. The chief duties of the office of the Precept are law enforcement, city maintenance, and commerce regulation.
The guards of Lienne are known as the Halberdier (singular and plural), and dress in distinctive red-and-purple outfits and carry masterwork halberds. They patrol the city in pairs and are tasked with preventing crimes and catching wrongdoers, although they spend most of their time assisting visiting nobles find their way around or chasing off vagrants. Members of the Halberdier are not simple guards; they spend three months on the job as apprentices (carrying spears instead of halberds) learning about the city and getting a firm grouding in the Renflourian legal system before becoming full Halberdiers. Senior members become Justiciars, who operate more independantly. These have no uniform, but carry a badge of office (a medallion bearing two crossed halberds on a field of red and purple split vertically). They investigate more serious crimes such as smuggling, organized crime, kidnapping, and murder. Many rose through the ranks of the Halberdier but some are low-ranking nobles who choose to serve their house by helping to keep the peace in Lienne.
Commerce is regulated by the market managers, people in fancy clothing who wear the crest of Renflour (a golden dragonne on a field of red and purple) and usually wear distinctive hats bearing large red and purple feathers so that they can be spotted easily. Their basic function is to resolve disputes, although they also help people find their way around the markets of Lienne. They have the power to eject people from the marketplace and even place them under arrest. Their other major duty is the collection of taxes. Although they are sometimes mildly corrupt (susceptible to bribery), the current administration has done a good job of making sure the market managers are reputable, as it is better for commerce. Each market manager has one assistant (typically a manager in training) who helps them keep track of all the goings-on.
City maintenance is handled by small crews of workmen of various sorts. Most of these belong to one of several city maintenance guilds which are contracted by the Precept to take care of specific tasks. They are often supervised by members of the Halberdier. The only noteworth maintenance guild is the Crawlers, comprising of extremely tough but slightly odd individuals who keep up the city's sewage system. Thanks to their efforts and excellent Renlinean engineering, this is not quite as smelly a task as one might think, but it can be hazardous as strange monsters reside beneath the city; if supervising a gardening crew is a good Halberdier's reward, supervising a Crawler run is punishment for a bad one.
By ancient law, there is only one Magicant allowed in the city, a large one located in the Cathedral of the Pantheon. This Magicant is owned by the Republic directly, and all proceeds go to the city's coffers. This situation -- which only persists because no noble house wants to see any other get ahold of even one more Magicant -- makes the taxes in Lienne fairly low, which improves trade. Merchants must pay a "stall fee" to operate in the Cascade Market, and all residences above a certain size and all commercial buildings must pay a property tax, although smaller dwellings are officially exempt, which helps keep the lower classes happy.
Architecture & Aqueducts
Most of the buildings of Old Lienne (the downtown and Platinum Hills areas) are huge marble buildings built by and for the giants of the Renlinean Empire and their elven allies. Most Renlinean architecture consists of two or three elf-sized stories built around a central open area large enough to accomodate the 20-foot-tall giants. Nowadays, these have been adapted by adding wooden floors into the central areas to simply turn these into two- or three-story buildings. There many taller buildings, but most of these were built exclusively for elves, giants being to heavy and not numerous enough to warrant multistory buildings. Many of these have domed roofs or square roofs, although some have steeply ridged peaks and others contain numerous conical towers. Relief sculpture adorns many buildings and freestanding statues line most major streets.
The newer portions of Lienne, which lie on the outskirts and on the western side of the river, are primarily made of bricks or smaller marble or granite blocks. Most have simple slanting tile roofs and townhouses which share walls with their neighbors. Most of the roads in Lienne are gravel overlaid with giant granite slabs. The city proper is surrounded by a low stone wall, about two feet thick and eight feet tall, which is more ornamental than anything else. There are 11 gates into the city, each guarded by four Halberdiers day and night, who mostly keep an eye out for wanted criminals and make sure that impoverished wretches keep out of the city.
Stone aqueducts criss-cross the city, branching out from the Main Flow, a massive aqueduct that flows into Platinum Hills from the hilly regions north of town (spanning several valleys in an impressive display of giantish architecture). The Main Flow is about 30 feet off the ground, and the water flows through the duct about 15 feet wide by 10 feet high; most of the larger navigable ducts carry water about 10 feet wide by 5 feet deep; and smaller ducts are typically around 3-5 feet wide and 1-2 feet deep. Smaller ducts are held aloft by a single row of stone columns, while the larger ones are sometimes supported by parallel columns. Many ducts are also attached to building architecture, running along walls, over the tops of roofs, or even through rooms. The ducts branch into smaller and smaller flows, until most terminate as a trickle in a public fountain, although some also terminate in the houses of nobles (who must pay a special flow tax) or in elaborate water-based architecture (such as the Fountainhall and the Cascade Market).
Aqueduct maintenance makes heavy use of the stone shape spell, administered by the Church; the city insists that there always be at least one Church cleric on hand who can cast stone shape (either prepared or from one of many scrolls). Every hundred feet or so, each aqueduct has a closable gate that can be used to plug the duct in the event of a leak (so that the water pressure does not expand the leak), and the navigable aqueducts are often closed off where they attach to the Main Flow. This allows times for the clerics to arrive and seal the breach. A city maintenance guild makes minor repairs and monitors the aqueducts for potential breaches. The latest rage amongst the nobility are private, lightweight, magically-powered aqueduct gondolas. However, most gondalas are narrow pole-driven craft piloted by members of the Gondoleers Guild. (Because the navigable ducts are so narrow, the gondolas are designed to be driven from either side.) The side walls of a navigable duct are thick enough to serve as small walkways in case of emergency, but because they are 15-20 feet above the ground, there is no regular pedestrian traffic up there.
Life & People
About 1/5 of Lienne's population is nobility and an equal number is servants to the nobility -- Lienne truly is the City of Nobles. Much of the remaining population is merchants and traders, as well as ordinary trade people required to keep a major city running. Lienne's only real export is culture and entertainment. There are just enough craftsfolk to keep the city running and support the merchant network, which drives most of the city's economy. Of course there are plenty of farmers and regular villages nesteled just outside the city, but these are not considered part of Lienne proper. The Halberdier has no official jurisdiction there although local constables certainly cooperate in any way they can, and the laws and taxes of Lienne do not apply in these towns. They supply Lienne with most of its food and livestock needs.
Either despite or due to (depending whom you ask) the presence of so many nobles, the ordinary people of Lienne are have a generally upbeat, optomistic attitude. Life in the proseperous city is good, and the people generally believe that they are active participants in their lives and have the opportunity to better themselves. Indeed, many of the museums and schools in Lienne admit wealthy commoners, and at certain entertainment establishments it is considered rude to treat commoners condescendingly (those well-dressed enough to get in, anyway).
Because so many different noble houses from many nationalities have a presence in Lienne, the city's natives are used to dealing with diverse customs and strange cultures. They are required to be more cosmipolitan and sophisticated than most folks, and tend to be a bit more gregarious. Liennese are not the most devout people in the world and tend to take a pragmatic approach to whatever religion they adopt. Many city dwellers have relatives in the surrounding countryside.
If there is a "dark underbelly" to Liennese culture, it is the treatment of the destitute. Beggars and street-dwellers are not allowed inside the city, an ordinance sternly enforced by the Halberdier. The general consensus is that such people are simply lazy or failures, and their presence tarnishes the beautiful city the people of Lienne have built up. The roads leading into the city are lined with beggars hoping to provoke pity (or pick a pocket), and even the Church's charitable efforts are focussed mainly outside the city borders. Of course there are poor people inside Lienne, but most of them live in cramped conditions and have low-wage jobs -- eviction often means expulsion into the surrounding countryside.
Unusual Locations
The Forge
The Forge is a small village located within Zoltar. Here, within the corrupt and dark nation, hides the few apprentices of Glóin Redbeard and their kin. The entrance to the village is guarded by illusions and magical runes, forged and crafted from Heartstones and under constant incantations, so that only those who knows of itīs location can find it.
The Forge is so named from the great number of forges located within the small underground village. One particular forge has given it itīs name, however. This is the great forge of Glóin himself, guarded under runes and protective incantations, itīs fire is the fire of two imprisoned Salamanders, and the items forged there are forged from Heartstone and Adamantine. A laboratory with many strange fluids and potions has also been set up in the vicinity of the forge, operated by one of Glóinīs more sorcerous apprentices.
The village is hidden from many but the very few nobles and customers that are willing to defy church regulations (and have the money to compensate Glóin and his apprentices). These are often taken to the village with their eyes covered, so that they cannot reveal itīs location to anyone.
Glóin himself only lives and works in the village when he is not out collecting more hidden knowledge and more powerful Heartstone.
The Great Rocks
They stand, fifteen feet tall, in the great forest of Renflour. An ancient place of mystery, surrounded by myths of magic and devilish plots.
The Great Rocks, as they are commonly referred to as, are ten great, standing stones covered in runes, located in the middle of the Renflour forest. The stones stand in a circle, and at two places the rocks have been shaped into archways by adding a lying down rock on top of two others. In the middle of the circle is an altar, surrounded by flat-lying runestones.
The Great Rocks are shroude in mystery. All agree that in ancient times, they were a gathering place for practicioners of the arcane arts. Or was it perhaps druids of the Old Ways? Or maybe a temple, dedicated to some forlorn deity? Well, all agree that it was something amongst these.
Many myths tell of people who fell asleep by the temple and awoke hundreds of years later, or in new worlds entirely. Other myths tell of secretive cults, performing rituals in the darkness of summer at the altar. Other myths still speak of an ancient catacomb filled with riches and sleeping archmages beneath the temple.
Grumbalor's Heart
According to tall-tales of Frelund, Grumbalorīs Heart is large tower, surrounded by a small (now ruined) wall of stone, sitting on the forested slopes of northern Wyrwood, where wood merges with mountain. This tower has long been centre-piece for many strange myths of dark magic; the tale being the favourite of Clerics who want to tell the tale of arcane magics as being evil in nature.
For they say this tower is unique. It is not constructed out of normal stone, but of Heartstone. It was made from the heart of one of the the most ancient Red Dragons, and was crafted by the wizard Therox (sometimes called "The Mad"). How the wizard defeated a dragon so huge as to hold such a gargantuan Heartstone is unknown, though scholars suggest that, in fact, the tower is the product of merging several heartstones, all from vile creatures.
Therox had, according to myth, planned to use the gargantuan artifact tower to fuel his power, and to eventually forge it into an artifact with which he would, some say, rise to Godhood. Clerics and followers of the Old Faith both say that the wizard had sold his sould to the evil lords to gain such power. But whatever the reason, something went wrong. For the inherently evil nature of the creature from which the gargantuan Heartstone was taken, passed on into the great tower-artifact. The tower devoured Therox whole, and he was never seen again.
To this day, the tower has spawned many evil creatures. Itīs entrance is said to be guarded by a many-headed hydra, and some even claim that a stairway leading down to the river of the Dead can be found in the deep cellars of this heartstone tower...
Of course, the idea of a tower composed entirely of Heartstones is preposterous, immediately written off as nonsense by any novice mage. Yet none can deny the strange goings-on and mysterious creatures lately found to the north of the Wyrwood.
Mallorn of Life
The Mallorn of Life is a great tree, underneath some say lies a Magican of gargantuan proportions. It is about sixty metres in hight, itīs great branches covering an area bout fifty meeters in diameter. The tree has over the years been hollowed out via magical means, and itīs inside has been turned into a large hollow tree-tower. The Druids of the Old Ways frequently meet here to practice their religion, and, in truth, the Tree contains a large druidic temple. The tree has over the years consumed so much Essence, that it has begun to shift in colour to reddish, and itīs leaves glow orange after nightfall, illuminating the area which it covers. Elves frequently visit this place, for it is a place of ancient knowledge and buty. Wizards also search for this tree, for the magical power of this ancient Magicant is something they want to make use of. The Clerics of the Pantheon wish to find the tree, and burn it, think it to be the symbol of the Old Way heresy all over the world.
The Destroyed Monastery of Magin
"Better stay away from those ruins, lads and lassies. Ever since -He-, ye know, the Necromagus, came through there the placeīs been haunted. No, Itīs -not- wise to go searching for the treasures in there. Yup, filled with ghosts and traps it is, just as if he planned on returning there. Why? How in the blazes should I know?"
The Monastery of Magin is located in southwestern Corsom, and was a haven of knowledge for many years. It housed an order of Monks and Clerics, who had mostly isolated themselves from the world. The Monastery contained one of the foremost libraries in Corsom, and served as a place of healing and rest for weary travellers.
All that changed when Farngach entered the monastery. He stayed there with his twenty Captains for three days, during which he searched thoroughly the monastery for the entrance to the secret catacombs said to be found beneath it. Heīfound the catacombs, and entered. What he did afterwards is unknown, but rumours speak that he found an ancient Magicant deep inside, and used an ancient ritual to amplify his spells and raise all the dead Clerics and Monks of the monastery to create himself an army. Arming himself with what treasure he could quickly find, he then left the monastery.
The monastery nowadays seem deserted. However, folklore says that strange lights have been seen from within and that townsfolk who venture there never come back. Rumours of treasure abound... and so do rumorus of evil and death.
The Tower of Light
One of the most impressive structures in the world, the Tower of Light is the headquarters of House Eliosine and the personal domain of Duchess Amia Eliosine (Wiz 12), one of the most powerful known wizards. 180 feet tall and 100 feet wide, this square 12-story building made of pure white marble tapers towards the top, each level about 10 feet narrower than the one below it. The exterior of the building is covered in 9 overlapping permanent daylight effects, 4 on each lower corner, 4 on each side about halfway up, and one at the top, inside of a massive glass crystal that sparkles in all directions. Each of the tower's 11 terraces also holds numerous spotlights -- continual flame spells cast inside of a narrow parabolic reflector capped with a lense so that the beam is projected a mere 3 inches wide at a distance of 240 feet. There are two entrances to the tower, one on the uphill side and one on the downhill, although there are rumors that it is possible to enter through the sewers as well.
The tower is situated near the top of one of the two hills of Marsid, a large coastal city in western Chirmont. Most of Marsid is stretched in a valley between too large, rolling hills; the tower is on the north hill, facing the city. By ancient tradition in Marsid, only noble dwellings can be more than one story tall (cathedrals, of course, have very tall single stories), and the building of towers has long been a symbol of status.
The Tower of Light contains guest rooms and meeting-places in the upper levels. The middle levels are devoted to arcane research, and the lower levels are all business; this is where House Eliosine meets with merchant traders diplomats from other houses. The underground is said to contain great vaults of Essence, although the building itself contains no Magicant. (In fact, Church members are rarely invited to the Tower of Light.)
Lady Eliosine is an outstanding member of the community, contributing to many philanthropic causes. She often hires small parties of specialists (adventurers) for important missions, such as harvesting Heartstones, uncovering ancient lore, or hunting down Essence theives. Despite her power and popularity, the tower is a target for many ambitious theives, as rumors persist that treasure and magic lie within its vaults for the taking. In fact, several prominent retired theives in other lands boast of wealth drawn from the stores of the Tower of Light.
The Tower of Lies
When treasure-seekers don't return from the Tower of Light, people assume they have fallen victim to some clever trap designed to thwart robbers. The truth is far more insidious. Those few who have seen the inside of the tower refer to it as the "Tower of Lies," a nightmarish place of terror and death.
Lady Eliosine is a sociopath of the highest degree who lures would-be theives into her tower by deliberately planting rumors of vast riches and secret entranceways. There, she toys with them, sometimes challenging their abilities, sometimes exposing them to increasingly confusing and frightening environments, sometimes just torturing them to death. A favorite tactic of hers is to lure in some hapless commoner hoping to get rich quick, and then lure in the commoner's relatives hoping to rescue them, so that they can futilely try to find their kin before something horrible happens (and she makes sure that they know something horrible is going to happen).
An expert wizard who has stocked the entire Tower of Lies full of magic items and permanent spells -- mostly illusion and transmutation, with a few well-placed conjuration and enchantment effects -- which she can control and configure by command (she particularly enjoys decieving friends into slaying one another). The entire tower can be transformed from a noble manor to a hellish funhouse in a matter of minutes (although Lady Eliosine usually restricts her activities to the lower and middle levels, where guests are not likely to reside).
People have escaped from the Tower of Lies, usually with Eliosine's full knowledge -- she usually sets up a "final challenge" for each "visitor," and if they can overcome it successfully, she allows them to leave. Of course, the challenge itself is horrific, many times a person can only escape by letting someone else die, or by maiming themselves.
The Fortress of Tekayev Marllas
On the top of mount Tekayev, deep in the quiet forests of Zoltar, lies this enormous stone building. The Castle has clearly seen better days - some of the walls are covered with plants, and there are stumps of towers on the tall walls - but even in this bad state no sane commander would try to attack the fortress. Surrounded by tall slopes, the castle's keep is the highest spot in the area, and can be seen from miles away.
Tekayev Marllas was built by giant stonemasons in the times of the Renlinean Empire. The tales about its conquering are quite vague, but it is clear that the battle between the giant defenders and the Prophet's forces was long and bloody, and none of the sides emerged victorious - some outside force ended the battle, and almost all of the warriors from both sides died. Especially dreadful stories surround the battle in the Magicant chamber. With her last breath, the dryad of the large Mallorn that grew in the chamber cursed the castle, people say, and the Mallorn burned for three days before anyone could even approach the place. The Magicant has been completely dark for over a thousand years now, and the Keepers refuse to approach it. They say that it's tainted.
134 years ago, the late head of House Mrovos decided to move his government into the castle, due to a large summer fire that burned most of the old capital city, Nafenth, and the surrounding forests. Although the superstitious commoners hesitated to follow him at first, they didn't have many other options, considering the fact that they were now refugees. The castle has been repaired extensively and settled, and is currently a well populated place - a small village has already begun to grow under the mountain.
The castle is a very weird place to newcomers. The dark corridors (since new floors were built, many parts of the castle no longer have any windows) have strange proportions, especially the huge stones that are part of the original building. New secret passages are discovered every once in a while, and the cold and silence in the parts of the castle that haven't been repaired are unsettling. The castle's dungeons have been sealed, since a couple of people have disappeared in there. The official explanation is that they fell into pits.