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Gillius

Gillius is one of the most diverse lands in Garn, despite the 

efforts and considerable influence of the Golden Order of 

Astron. 

During the Chaos War, a siege of orcs had fallen on Gillius, 

quickly sacking Port Bay and ready to move on Cliffhaven,

itself. But the Chieftan of the orc forces discovered that the 

forces of the Queen of Chaos was already at work at creating a

swath of disease and destruction leading towards Cliffhaven. 

Deciding their was no honor in this battle and, Orcish tales tell,

being commanded and blessed by Gruush, himself, the orc

Chief sided with the people of Gillius and for the first time in

ages (or, perhaps, ever) orcs, dwarves, and humans fought 

together to push back the Queen of Chaos' forces. 

After the Chaos War was decided, Mishka the Wolfspider 

destroyed and the Queen of Chaos pushed back into the Abyss,

the peoples of Gillius (if a little grugingly) accepted the orcs as

neighbors in Gillius and Port Bay was renamed and given to the

orcs as the spoils of war.

Though the Gillius halflings moved a little further South from

the now orc owned port town, it has been mostly peceful over

the centuries despite some feuds here and there. 

Some orcs have even been converted to the Church in Gillius, making powerful and welcome paqladins among the Golden Order of Astron. 

Gillius, depite having a show of the Church both in Cliffhaven and Southport, is a fairly independant land, with the Lady Catelynne Ashmere ruling Cliffhaven and the North Gillius region (except for the orcs of course) and 

Lord Claude Ramont III overseeing Southport and the regions of South Gillius.

Aside from the orcs, the halflings, the dwarves, and humans there is also a small comuity of gnomes as well as the nomadic Painted People in their colorful caravans, the Church being too busy with orcs and pirates to pay them much heed (this isn't Auroria, after all) and other peoples from elsewhere in the world who have come to make their fortune and life in Gillius. 

But Gillius is not only more diverse but also more dangerous with more wild, uptrolled areas such as Mother Greentooth's Swamp or the Dragonspine Mountains (with its very apt name).

Gillius is also the hub of the Western world with connecting ships to the Royal lnd of Auroria, the great green lands of Raenatha, the less hospitable Sarvania, and even Sargoth and beyond to the Mysterious East.

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Cliffhaven

Lady Catelynne Ashmere, the eighth Ashmere to rule Cliffhaven

after the Delaquoix family was found lacking as leaders and, with

the will of the people, ousted from power. 

Lady Catelynne, some say, is a born leader, able to meet and deal

with the Golden Order of Astron (and making the Church feel

accoplished as she does) while balancing the near demands of

what she sees as religious fanatics with the continued freedom 

for the people of both North and South Gillius. 

Lady Ashmere meets often with Lord Claude Ramont III of South

Gillius quite often, the man typically heeding the younger 

woman's aqdvice and wisdom, realizing who the expert is in the

field of politics (plus, it is rumored, the pampered Lord tries to

keep eyes off of him as much as possible due to his less than

favorable practices and dealing with shadier folk). 

Lady Ashmere is attended to by her advisor, the sorceress known

as Agatha the Ancient, not called the Ancient because of her 

wisdo or exceptional power but bTecause of how old and withered

the woman is, serving the Ashmeres for generations it is 

whispered. 

Sir Gerard Hawthorne is not as old as Agatha the Ancient but he

is more than a few decades older than Lady Ashmre, herself and he is very respected in all things military as well as having to do with security. The Church tries to replace the older knight with a pldin of their Order but thus far Lady Ashmere has politely declined. 

Aside from the Manse Ashmere and Agatha's Tower where the aging sorceress takes up residence, there are several other points of interest in the mountainside city. 

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The Official Quarter

The Official Quarter makes up the Old City Hall, one of the oldest buildings in the city that is still used for public meetings (if enough [people are in attendance (for ore one on one or smaller meetings, these are held at the Manse, itself), as well as various tax offices, the Cliff Haven Barracks and Dungeon (the latter has not needed to be used other than a place for those a bit too much in the cups tio take a rest for a number of decades). 

Bounties Office

Though the Bounties Guild was shut down many years ago, Bounties offices can still post bounties for dangerou criminals and monsters.  The local chapter of the Bounties Office is overseen by Torma, a tall and muscular Vorrik. No one in the city trusts the troll blooded woman but all fear her and respect her and the Bounties' abilities in fnding those attempting to escape justice. 

Hirelings Office

This is the place to put in a request for someone with a particular skill one wishes to hire, be it  ranger guide, an unwitting kobold trap-finder, a halfling scout, a dwarf underwalker or so on. Prices and quality may vary. 

Miner's Guild

The Miner's Guild is also located in this Official Quarter with worker stations and homes in the Northern Quarter. Though the central Mine entrance is not used as much tThhese days, other than for officials to inspect the mine or for the Watch to gain access to the Mountain Tower, the mine remains open and occasionally when there are enough workers, both mine entrances will remain in use.​

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The Merchant Quarter

Though more exotic items and better deals can be found at the West Gate Market, the Merchant Quarter boasts better organized shops and easier to find items, if not s cheaply priced. 

The Book Nook​

This books and parchments shop is owned and operated by Nellis Gorthin who sells an assortent of volumes from the Histories of Auroria, the Royal Records to a study in Wizrdry for the New Student as well as selling spell books (with or without accompanying spells) and arcane scrolls. 

Glimmerbloom's Glamours

This magic shop run by the short and hefty Glenda Glimmrbloom sells potions, magic hats and cloaks, bags of holding, and a few other lesser magic items. Her prices are fair but she does not "dicker" as she calls it, hving no time for it, unless someone mentions collecting herbs and other materials for her. 

Ruport's Forge and Armorer

Ruport Grimbar is the local forger of all things metal, making exceptional blades and armor pieces to order nd to fit a warrior perfectly. He even has one or two magical creations in his forge/shop. 

Straight from Buhira Qaiya Pizza

This Eatery near the center of the Merchant Quarter has becoe very popular with its owner Delmar Rahmul claiming to make original recipe pizza with the uthentic recipe that was first invented in the far Eastern lnd of Nazenka. Despite the dish being a relatively new food, only coming into popular baking and eating around five hundred years ago, this is one of the most popular places to dine in Cliffhaven, people sincerely enjoying the bready mix of sauce, meats, and mushrooms. 

The Traveler's Friend

A shop sellng farly standard equipment for the everyday traveler and adventurer. Generally the shop s tended by the halfling Tilly Smalltoes or the gnome Tibbin Kipplethop. Backpacks, bags, rope, rations (salted dried beef mostly), traveler's clothing, nd an assortment of other mundane odds and ends are sold here. 

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The Temple Quarter

The Temple Quarter is dominated by the Gillius Church of Astron, its spires strtching to the sky and only dwrfed by Agatha's Tower and, if the Golen Order of Astron had it their way, it would be the only temple in the Quarter or in Gillius at all. 

Fortunately for th other clergy in Clifhaven, the Church has not had its way and Lady Ashmere reminds the Church of the necessity to revere all of Astron's Children as well as the Father, himself. Though she knows this falls on deaf, fanatical ears and that she may for peace's sake have to concede this fight, it is not one she has as of yet. 

The local Pontiff, Gorian Jilaene, is an aging man mired in tradition but old and wise eough to choose his battles with Lady Ashmere and the people of Cliffhaven. He makes leeway where he can, making every small victory for Astron as an equal victory for the souls of Cliffhaven. 

Smaller temples to all of the good gods related to Astron as well as a few dedicated to dwarf, elf, halfling, gnome, and even orc gods line the streets of this Quarter along with the Holy Cup Tavern run by Jessup Killmire who returns every sneer by an Astron cleric or paladin who passes his tavern. 

The Monestary of the Cherry Blossoms also sits, in its own small cluster of chrryblossom trees, off the Temple Quarter, as f hiding amongst the temples and shops. The monestary is run by Mistress Hana, an Easterner who is relativly new to the Westrn Kingdom. 

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The Elite Quarter

Called the "Where the Dung Don't Stink" by the commonfolk (but never to a wealthy resident of this neighborhood of course), this area of the city is built with fine manors, winding beutiful parks, and the rich nd powerful of Gillius housed within. 

This area is also the most heavily guarded area of the city (even moreso than the Lady's Manse some say) meaning that little crime is committed here, lending itself to be the safest part of the city as well (uless you are a less fortunate then finding may earn you a cane to the back).T

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The Education Quarter

Cliffhaven's local school and trdeschools lie in this area of town, along with a few other places of note. 

The Cliffhaven Magic College

This is the official school for the arcane arts approved of bythe Kingdom. Just as with Auroria, it is expected that graduates will work in an official capacity to serve Gillius, the Crown, or the Church. 

Headmaster Gloriss Nelaweeve is a very grim and serious woman who is, nonetheless fascinated with magic and always interested in studying new magic when she comes across it. 

The House of Knowledge

The North Gillius Chapter of the House of Knowledge claims the best pick of graduates from the Magic College, with the agreement that their members will help the Land, the Crown, and the Church if called on to do so. 

This does not happen often, unless a situation arises where a member of the House of Knowlege is known to be an expert. 

The North Chapter is overseen by Adept Clarion Wyllt (the Wild) who is rumored to be the son of a famous wizard, perhaps even Grenwald though the wizard never discusses his family and refuses to address such rumors. 

Adept Clarion's apprentice and second is the gnome Elsa Mipplemoot who takes her duties and her studies uch more seriously than Clarion, himself. 

The Museum of Peoples

This very historical museum holds relics and items from people from around the world. Aside from its very impressive displys of items and cultural displays, as well as coplete skeletons of beasts and monstrocities long gone from the world, this is also the hedquarters for the local Chapter of the Preservationists. 

The museum and local Preservtionist head is Julianna Frisco who will talk for hours in a lecture hall or go into an ancient temple dodging traps, to obtain a statue from a lost people.

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West Gate Market

One of the city's actuaal comon activities is for families or individuals to enjoy a half day at this open air market with its various pavilions, tents, and stalls, all an imagined (or some a very real) treasure trove.

Merchants from everywhere attend the Market daily, some regular faces such as Rexx the Tabaxi bard who sells musical instruents and practices the strange tell-tale singing from Nazenkaq known as Mughania, the dwarf Grnhulda Gleameye who sells precious (and some magical) stones, Helene Northblood who cooks up fine foods in the Cook's Pavilion, or the Winsharan elf, Goran Truetree who sells herbal remedies and mixtures to name a few. 

Moreover are the daily new faces, shuffling all manner of wares from strange, Gnomish inventions to jewelry nd clothing from the more exotic places in the world. 

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Cliffhaven Mortuary

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The Mortuary for Cliffhaven was once considered to be cursed by

both the undead that seemed to be drawn to it and the revenant

that rose for vengeance from within. 

Eventually, the revenan't target died on his own and the cursed,

undead soul became just another body. 

Since this time, centuries ago, the Undercrypt was sealed and the

mortuary has been used, resembling a typical grave site, if a little

under disrepair. 

But of late, strange figures have been seen in the graveyard and

work has been done on the Undercrypt as if someone is 

attempting to unbury it. 

Folster Helmere, the grouds keeper, claims that there have been

no disturbances in the Mortuary. However, the tavernkeep at

Folster's favorite watering hole aptly named the Watering Hole,

claims he has had more drinking money of late. 

One of the Town Watch says the straange figures are not monsters

but people wearing strange goat headresses, who ran into the 

hills when spotting the Watch. 

Folster claims to have "dozed off" that night. 

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Cliffhaven Mines

The Cliffhaven Mines are not worked as hard as they were in the

younger days of Cliffhaven, paqrtially to avoid completely 

depleting the mine, pqartially the increased Wyrmsign (this being

sounds and signs of dragon activity in the area, such as the 

increase in storms around Cliffhaven recently), and partially 

due to the evil undergroud birdfolk that have recently been 

encountered in the lower mines. Creatures that the more learned

in the city think might be creatures called dire corby. 

Dspite all of this, the mine still sees some activity, yielding some

metal from its veins and some precious gems deeper in the mines

(always wored carefully but left if the presence of the violent dire

corby show themselves).

Another danger, though hardly a new one, is the bluish scaled

kobolds who occasionally raid the mine, taking raw metal and

gemstones that have conveniently been mined already.

The Miner's Guild in Cliffhaven still hires workers often, but the

city's coffers are having to part with more coin due to the dangers

of working the mines. 

The mines also serve another purpose, however. This being as the

upper passages climbing to the Mountain Watchtower that holds

a Cliffhaven Watch detail. 

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Dragonspine Mountains

The Dragonspine Mountains' name is two-fold, one for its 

resemblance to the spine of a dragon but also due to the actual

dragon who lairs somewhere inside the mountains,  great

blue dragon named Kataigídax. Luckily for the peoples of

Cliffhaven who share the mountain with the dragon, Kataigídax

seems uninterested in the city, itself. Unfotunately, the dragon's

favorite targets seem to be any ships at any time off the entire

Northern coast of Gillius. 

The threat to Cliffhaven that seems connected to the dragon are

the bluish scaled kobolds who raid the mines occasionally, even

fighting with the dire corbies from deeper under the mines. 

​Aside from the dragon, itself, not much else akes its home on 

the Drgonspine, aside frm some horned sheep which the dragon

is happy to feed on when it isnt feeding on sailors. 

There is a legend of a weapon somewhere in the mountains 

which wields a storm within it much like the blue dragon whom

some claim guard the montain and the weapon, this being the

dragon's true purpose if the tales can be believed. 

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Cliffhaven Farmlands

The Cliffhavn Farmlands are run by family caretakers but, 

ultimately,are owned by the city of Cliffhaven, itself.

The current stewards of the Cliffhaven Farms are the Torvelle,

Hinterland, and Chaplin families who oversee the three main

farms and are in chrge of hiring farmhands to help with the

work therein. 

Fast, but laborous work can be taken at the farms which has

seen everyone from halflings and goliath to orcs and troll-

blooded working the farmlands, usually thankful folk who are

happy with a little coin and a hot meal, as well as some nights

in the servant quarters with a warm bath after a long, hard day.

The hardest working who stick around even earn a bonus and

may become semi-permanaqnt residents of the farm they

work on. 

Once in a great while, the farm might fall victim to thieves 

attempting to pass theselves off as laborers but these 

wrongders usually get tracked down and brought to justice as

the farmlands are important resources and often patrolled by

the City Watch. 

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The Drakewood

The Drakewood is a dangerous set of woods at the foot of the

Western Dragonspine Mountains. These woods are not only

hoe to forest drakes and deadly giant inscts such as the Gillius

dragonfly, as well as swarms of stirges, but also kobold raiders

from the moutains, themselves. 

Argubly the worse danger in the Drakewoo, however, is the

brood of the Dragon cult that hs erected a magical altar in the

woods dedicated the to the Dragon Mother, Ullget of the 

Shifting Scale. 

As hard as the Church, and even the orcs of nearby Port 

Stormcrag have worked to destroy the altar, it seems to rebuild

itself or is maically rebuilt by the cultists that placed it there to

begin with. 

For this reason, and because of sudden attacks by the blue

dragon Kataigídax (which ceased once the altar was left alone),

the Drakewood is mostly left alone save by foolish heroes and

followers of Eldras who try to prove themselves or their 

devotion by pitting themselves against the cult and its altar

(these would be heroes never fair well, however).

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Port Stormcrag

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Stormcrag, once known as Port Bay, was sacked by the orcs 

from Sargoth durig the Chaos War, before the orcs sided with

the peoples of Gillius to turn back the fores of the Queen of

Chaos. After this war, the orcs were given the port town which

they renamed to Stormcrag. 

Stormcrag is an interesting blend of orc and human 

architecture where buildings needing replaced were done so

with Orcish buildings and the buildings perfetly serviceable

remained to reserve resources. 

Cptives of the orcs were given the chance to leave the town or

live under orc rule in Port Stormcrag. Most became refugees,

moving to Cliffhaven or anothr town, perhaps Turtle Port or

even Southport Some few stayed and have dewcendants who

still live with the orcs.

While orcs are living in Port Stormcrag, they are expected to

follow orc law which generally boils down to those who are

strong enugh to, take, those too weak to take are taken from. 

Outside of Port Stormcrag, however, orcs are expected to 

obey local laws and, to their credit, most do. Some orcs of 

Stormcrag even decide to live in other cities, leaving the ways

of Stormcrag and Gruumsh behind to try on a new life. 

There are a few Orcish weapon and armor shops in Port Stormcrag.

The most popular drinking spot, such as it is, is the Drunken Axe, a place run by a veteran orc with a ptched eye, Grokarg One Eye. He serves swill that a soul has to be desperate to drink but if you find yourself in Port Stormcrag looking for a drink, you are likely in a desperate situation. 

The orcs of Port Stormcrag are surprisingly friendly, even to elves (though elves are warned to steer clear of the taverns as if a drunen orc will attack anyone, its likely to be an elf). The orcs of the city might openly mk fun of someone that strikes them as funny looking or funny acting but its all in good nature and when someone encounters this they will see the laughter reaches the ord's eyes and they will often offer to buy the "attacked" a drink soon after to lighten the blow. Walking away or becoming offended is the worse way to deal with such situations, whereas quickly coming back with an equally stinging insult to the orc will when a quick friends of them. 

The Pit is a savage to the death arena that criminals against the orcs get thrown into this arena or orcs fight in it to settle disputes or to prove their metal.

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The Everspring

The Ruins of Kalishaari, thought to have been the site of an

elven or green gnome temple once, sits atop the Everspring

hills, where in the center of the ruins sits a fountain of clear,

beautiful water that is always flowing and alwys surrounded 

by flowers even in Winter.

It is said that is you drink the waters, they offer different 

benefits for different times of the year and dependant on if it

is day or night. 

Sages in Gillius, especially at the Chapter of the House of 

Knowledge in both Cliffhaven and even Southport have 

recorded the effects the best they can. The best they can 

because it is also said the fout can be unpredictable and some

have become cursed, poisond, or even disappeared 

altogether after drinking it (a local farmer showed up twenty

five years after he supposedly drank the waters, claiming to 

be in a strange, whimsical place for only a few weeks before

finding his way home). 

The best to their knowledge, however, is that the Everspring

does the following. 

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Frigis (Winter)

Day - Resstance to Necrotic

Night - Saved from Death

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Nautus (Spring)

Day - Resistance to Poison

Night - Remove Poison and Petrification

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Calidi (Summer)

Day - Resistance to Fire

Night - Colorful Wings of Flight

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Caligo (Fall)

Day - Resistance to Cold

Night - Misty Stepping

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Wild Magic Area

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On all but the very oldest maps of Gillius, one will find symbols

indicating a Wild Magic Area warning. However, the area is 

indicated in a different spot on every map one looks at. 

This is because there is no set spot for these occurances and no

rhyme or reason in their appearing. 

Since the Chaos War, when the chaotic demons landed on the

lands of Gillius, the touch of the Queen of Chaos infected the

land. This infection never quite disappeared as if the Queen still

reminds all that she has not been fully defeated nor destroyed. 

Though, thankfully, much less common in Gillius than in the

Cursed Land of Sarvania, these occurances cause havok to even

the most holy of spellcasters. 

The Church, of course, claim that evil is afoot nearby each and 

every occurance and their Templars thuroughly search the mile

area that they hppen in. 

There are some signs that generally occur when an area of Wild ​

Magic manifests, though these are also random but som such

signs include a sudden change in temperature (turning very cold

in a warm place or very warm in a cold place), a charge of static

energy suddenly in the air, all the natural animals in an area 

suddenly silent and gone, or an unnatural low fog up to the knees of the traveler as some common, recorded examples. 

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Turtle Port

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Built into the Atathos Crater on the Northeastern shore of Gillius,

Turtle Port is a smallr port town that often gets ovrlooked by the

larger cities and ports in the land. 

Turtle Port is known for the port to "ship anything" with its much

less picky manifest searches and recordings than Southport, and

of course less...well orcs than Port Stormcrag, Turtle Port is the

favored port for those Gillius, be it cargo or passengers. 

The downside is that one does not simply ship in and out of this

port, not if one wants to remain unharrassed by pirates, a soul 

must also pay the local Import/Export Guild (a barely disguised

cover of the local Chapter of the Raven's Eye Thieves Guild who

operate out of Turtle Port in Gillius. 

Still, if one is operating in questionable erchndise, it is only fair to

deal with questionable characters. Thie Thieves Guild, to its 

credit, does have good relations with the Bloodskull Pirates and

do pay the a portion of the fee to legitimately keep marked ships

from being raided and the pirates generally keep to the 

arrangeent unless another "business transaction" presents a 

conflict to this. In the end, after all, it comes down to who pushes

over the most coins. 

The Townhead of Turtle Port is a rotund man named Harnister Frick. The large man concerns himself with wealth and comfort above all else, making him unpopular with the very few honest folk in the small port town.

Aside from Harnister's good sized townhouse, a few other places of interest spot the streets of the small town.

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The Barnacle Bar

This place run by an xiled triton named Kalliste who never talks about her past. Though a bit all-busines and stand-offish, Kalliste serves excellent ale and even a seaweed infused mixture that is both intoxicting and strengthens the drinker, so rumors say. ​

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The Netted Fish Inn

This relatively cheap inn is decorated in fish nets, star fish, and other seafaring motiffs that add a little charm to its otherwise plain and half comfortable rooms. 

Run by the ex-pirate Gerard Half-Leg, a jolly man who seems just happy to be alive. 

Dinner served is a fried crab and smoked clam dish that the locals enjoy at least. 

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Madamme Seapearl's Gemshop and Fortunary

Madamme Seapearl is an aging woman who claims to tell fortunes to those with a gold piece to hear them. She also sells mildly magical gems that can prevent sickness, clear the mind, iprove health, and what not. 

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Littlerock Isle

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This small island off the Northeast coast of Gillius is a small

mountain scattered with bits of forest. 

This small, rocky island is the home of mostly spiderbats and

the strange, lobster folk known as the aldani. 

The mostly peaceful aldani mainly dwell in grottos thatt span 

beneath the island in flooded tunnels. They seem to have 

developed a taste for spiderbat meat and travel in hunting bands

to the island's surface to hunt their favorite food. 

Visitors to the Isle who do not move to fast or make too many 

sudden actions, might find themselves trading with the aldani,

who value sensible and practical things like tools, traps to help

them capture their favoite, venomous food, or wepons they can

use with their large claws. 

For the most part, however, these peaceful crustacean folk

will skitter away rather than risk a confrontation with others. 

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Gor Orodin

This mountain serves as the hom of the Gillius rock gnomes,

tunnels and halls leading to multiple invention workshops, 

kitchens and dining areas, living chambers, and other areas

designed for practicality above all else. 

Gor Ordin holds a guest hall which leads to guest chambers,

the rock gnomes being very friendly and social. However, the

other peoples of Gillius are not as social or friendly and it is

mostly other gnomes, such as their green gnome cousins from

the nearby town of Buzzleshroom, just south of the mountain.​

The Merchant Lord, Grizlom Heddlenogin, leads the rock

gnomes of Gillius, determining the best peoples to form 

connctions with to better the gnome people as a whole. 

Lordess Beitrizz Heddlenogin, wife to the Merchant Lord, 

mostly concerns herself with arrangeing dinner parties and

other celebrations for the gnoes and the occasional important

visitors. 

Visitors to the rock gnome halls might be surprised at how

much detail and design was quickly arranged for underground

shops that are wisely stocked with items catered to the 

visitors. 

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Gnome Town Buzzleshroom

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The gnme town of Buzzleshroom is the living place for the local

green gnomes, located close to their rock gnome kin in Gor

Orodin and the halflings of Spring Valley both. 

Buzzleshroom gets its name from the homes of this town

being built into a giant mushroom forest that already existed

when the gnomes came to the area centuries ago. 

The gnomes here also keep a "crop" of six foot tall mushrooms

that they harvest for food, potions, and more entertaining

purposes as well. 

Friendly visitors to Buzzleshroom are treated to the most

delicious potato and mushroom soup which is genuinely very

tasty as well as being healthy. 

Aside from the mushroom dishes, fish from the nearby 

Starshine Lake. 

The town elder of Buzzleshroom is a very old gnome named

Hazzle Grittlegrum (or just Elder Hazz). He is a wise and fair

leader, concerned with the welfare of his people and the day

to day business of his town. 

Elder Hazz is said to enjoy stories from other parts of the 

world, seems addicted to them in fact and will reward a good

story. 

The gnomes of Buzzleshroom will gladly trade with visitors,

with offers of potions, food, and some magic items. The gnomes prefer bartering for items but will also pay or

accept money outright if they have enough gold on hand.

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Tidwell Farm

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The Tidwells, father Kendell Tidwell, wife Adora Tidwell, 

sons Jarod, Rond, and Thomius Tidwell, and daughters 

Rosa and Juniper Tidwell make up the family that own and

work this farm. 

The Tidwell farm is close enough to the local gnomes that

they have been victim to several pranks from the younger

gnomes over the years. It is so commonplace, that the 

Tidwells have becom use to the pranks, even rewarding the

funniest or cleverest of the pranks. This has become a kind

of right of passge for gnomes who win status among the town

of Buzzleshrom simply be being rewarde by the tall folk at

the farm. 

The Tidwells, themselves, have been rewarded for their good

natured response to their gnome neighbors by attracting a

house brownie who helps around their homestead to the

delight of Mrs. Tidwell and her daughters. 

The farm, itself, mostly raise animals such as chickens, cows,

and pigs as well as corn and wheat. The Tidwells trade with

the local gnomes as well as carting excess goods to other

towns when the opportunity presents itself.

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Starshine Lake

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Starshine Lake is an amazing and magical phenomenon that

sits betweent the gnome town of Buzzleshroo and the 

halfling town of Springshire. 

The lake gets its name for its ability to "capture" starlight in

the lake, not by reflecting the light on the lake's mirror-like

surface but through a magical lichen in the lake that seems

to bsorb the light from the stars, themselves. 

This soft, spongy lichen when carried, will automatically 

activate in dim light or darkness, shining brightly like a

lantern. It keeps for one to four days before it shrivels and

dies and the hlflings sell the stuff as a light source to 

travelers that haven't caught on that they can just fish the

stuff out of Starshine Lake, themselves (though the local

halflings will claim to own the lake and charge a "fine" to 

those they catch collecting the lihen on their own (though, 

of course, the hallings have little way of enforcing such a

fine and have to grumpily go about their business if the

intruder resists too strongly).

The lake is not withut its defenses, however, and there is a

lke moss that is highly dangerous to those touching it, 

whether to clear it out of the way or mistaking it for the 

lichen. 

This lake moss causes a terrible itching rash which results in dehydration and exhaustion once leaving the water. It also makes it very difficult to rest until its poison is cured. 

The halflings are very adept at avoiding the moss and others learn quickly to maybe leave the gathering of th lichen to them.

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Halfling Town Springshire

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Springshire is a typical halfling town, built on hard work and

ending each day with celebration and relaxation. 

Springshire rarely has a need for one leader, instead 

appointing someone to be "in charge" depending on the 

town project or situation. Crime is generally unheard of

among the Bramblehoofs, Glenstouts, Tinderbrooks, and

Wetfoots, the halfling families making up most of the town's

populous. 

In contrast to their Northern gnome cousins, the halflings

of Sprngshire prefer their privacy and to keeping to their

own business as they believe all peoples should. 

There are no inns in Springshire though there is the White

Owlbear tavern owned and run by Stella Glenstout. 

The halflings will trade with other peoples (mostly to get rid

of them faster) but they do not make a lot of goods that the

other people of Gillius at large will find usefull (especially

with most of their goods being made for smaller folk). 

One commodity that Springshire does have that is not 

typical for halflings is their apple grove. They do cart apples

out to other comuities to sell them which is the extent of the

exploration the halflings of Springshire do. 

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Halfling Farms

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These two farms are owned by the Cobblestride and 

Farstroll families respectfully. The two families happily

work the farms content with their farm life.

Sheep, Tomberry weed, and grain are the goods of these

farms.

The two farm families are more used to visitors than the

town of Springshire, appily giving travelers a place to rest

for helping with some less intense chores such as feeding 

the sheep or cutting some firewood for the families. 

The halfling farm families love listening to the tales of 

travelers over a good harty meal and also possess a bit of

local knowledge, themselves, happily sharing this as well. 

Not considered as important to the land of Gillius as the

other farms, the halfling farms come under attack by 

goblins and even the occasional ogre from the Ironblud

Mountains to the East.

In such times, the families will gladly hire travelers to help

deal with the monsters, especially since the Cobblestride

family is still mourning the recent loss of their son, Glemon.

Should a traveler or group of travelers manage to run off or

kill the goblins then the families will come up with a 

modest reward one supposes. 

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Mossmaw Woods

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These oss covered woods are a bit more shaded than most

of the woods in Gillius, its deep canopy keeping the area

shaded in dim light but also warmer than other places

which is a blessing in colder seasons but a curse in the 

warmer months. 

These woods are known for their dangers, travelers to the

Dwarven Kingdom of Ironblud travel the narrow trail to 

the mountains if

they can find it

or they travel for

miles around

the woods to

avoid the

dangers of these

woods icluding

movng mounds of

plants, creatures

known as blights, and something

more sinister that takes the form of a

dragon covered in moss. 

Other tales tell of a druid that went mad in

these woods and of strange fey trying to return the

woods to their natural beauty and splendor. 

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The Indomitable Tower

This mysterious tower has stood in the deep woods of

central Gillius for longer than the peoples settled this

land. But the nature of thr tower, who erected it, who it

belonged to, and perhaps most iportantly whose magic

keeps it locked to even the most powerful spellcasters

of Garn?

And locked it remains. The most powerful mages, viziers,

even shukenja from the Far East have attempted to unlock

the tower and its secrets to no avail. 

It is quite certain that anyone who could crack the tower's

defenses and uncover its hidden secrets would be sought

after by the House of Knowledge and by Grenwald himself,

likely every mage across the world to find out what it is

that was learned. 

One thing is certain, the tower is not only locked but also

trapped for when Grenwald with the help of his apprentice

at the time, Astorian, pitted their cobined magic against 

the tower, almost breaking its defensive magic, the tower

unleashed a greenish mist for an untold distance around

it, Grenwald and Astorian falling to the ground coughing

then falling unconscous only to awken back at Grenwald's

Tower with no knowledge of how they arrived there.

Unwilling to risk further attempts, the mighty wizard and

his pprentice left the tower to itself, thereafter. 

Now it sits, a mystery, awaiting either the return of its mysterious master or someone else to manage entering it. 

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The Crooked Wood

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If the Mossmaw Woods are dangerous, the Crooked Wood

is maddening death. 

Standing just North of Mother Greentooth's Swamp, it is

said that these woods are as the hag's twisted, claw-like

fingers, themselves reaching out to touch any unlucky 

enough to get lost or foolish enough to tresspass in the

wood. 

It is said that the only thing left in this wood are twisted

horrifying fey who serve the hag, Mother Greentooth. 

But other horrors stalk the Crooked Wood doing the hag's

bidding as well including a horrible two headed troll that

believes it is the Mother's child, and perhaps it is. 

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Mother Greentooth's Swamp

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The hag known as Mother Greentooth is a thing of legends

that some in Gillius believes is just a story to keep children

from wandering into swamps and other believe is every bit

as real as the orcs that dwell in Port Stormcrag. 

Whether real or a story to scare the masses, the legendary

darkness and evil of Mother Greentooth's Swamp is well

known enough to cause even the bravest or ost hurried

traveler to avoid this swamp. 

The few patrols of the Golden Order of the Dawn and even

the Eldritch Hunters brave enough to journey into this

swamp claim that the ravens and snakes of the place 

watched them with otherworldly eyes and that an 

unnatural fear gripped them causing them to flee the

godless place. 

Still others fleeing the swap, claim that there are spirits in

the swamp that cry with blood chilling cries who serve the

hag. One such group, claims that these cries took down

their bravest warrior as soon as he heard them.

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Ironblud Mountains

These moutains standing in central Gillius, are the home to

the Truehammer Kingdom of dwarves. 

These mountains are deep and the Dwarven kingdom hard 

to reach without traveling the mountain road and bridges

built by the dwarves, themselves. The road to the Gate Ailin

Torune or Gold Hold. 

Other than being hard to travel outside of the Dwrven road,

the mountains also hold several dangers such as wyverns, 

giant stags, and less dangerous (unless provoked) the earth

fey known as oreads. 

In the colder parts of the mountains,

rhemoraz have also been

reported (though these reports

are thankfully rare).

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Dwarven Kingdom of Truehammer

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The Dwarven Kingdom of Truehammer is located deep in

the Ironblud Mountains. The first thing a person visiting 

the dwarves (hopefully by invitation) comes to is the 

Dwarven town of Morndinkrahl where it is possible to buy

from Dwrven shops and drink Dwarven Stout at one of the

several taverns (such as the Bitter Axe). Public forges and

armor and weapon shops can all be found in Morndinkrahl

(though non-dwarves can be expected to pay a heftier price

for the purchases). 

Only nobles or direct invitees are welcome in the 

Truehammer Halls deeper under the Ironblud Mountains

where King Drughar Tuehammer holds court and conducts

the Kingdom's business. The Dwarven mines also lay deep

inside the mountain. 

But, so it is recently told, the dwrves, themselves are not

occupying their deeper halls. It is rumored that they have

both a duergar and troglodyte problem. 

Of course, the dwarves, themselves, will deny this claim, 

insisting that there are just renovations going on in the

lower halls of the Kingdom.

It is whispered, however, that King Truehammer is wanting

to hire some brave (or foolish) souls to help clean up the

problem. 

The dwarves trade with the local peoples, especially Cliffhaven and Southpart, trading in gems and metal work as dwarves are want to do. 

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The Nameless Temple

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This ruined remins of an ncient temple to an unknown god

sits on a small island off the central West coast of Gillius. 

The temple is mostly deserted save for a solitary, slumped

creature that has fish-like characteristics. The local halflings

call this creature the fish hermit and the few urious who have

gone to investigate the temple and the creature, they 

generally return confused how they made it back to shore,

having a strange phase stuck in their head that is always in

an ancient language and the only thing they remember is

meeting with the fish hermit. 

In one instance, a wizard of the Houe of Knowledge cast the

Comprehend Languages spell to unravel what an explorer 

was saying and it still came out as ominous gibberish about

the heart of the dark waters rising from the sleep of ages.

Another local legend says an explorer investigating the small

island witnessed previous visitors gathered in the

mysterious temple aroud a small eel-like idol, chanting the

phrase in that ancient language. 

The explorer was so chilled by the sight that he fled the small

island and never set foot there again. 

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Pearwood

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This small tract of woods is composed entirely of peartrees

kept magically growing and producing golden pears due to

the "Pearkeepers" of Woodutter Ridge. 

The Perwood produce a unique fruit cared for and 

harvested by the people of the small town, giving them a

uique good to sell to the rest of Gillius (and beyond). 

One dngerous side effect of the Pearwood is the strange

fey creatures called fruit drakes that seem attracted to the

pear nectar of the Pearwood trees, causing the locals to

hire sellswords and other such adventurers to "take care

of the problem" resulting in a

bounty for fruit drake wings

making the Bounties Guild,

in particular, happy to

collect the coin. 

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Woodcutter Ridge

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This unique little town is both devoted to providing wood 

and woodworked items to the land but also raising fruit, 

especially the unique Golen Gillius Pears which are raised in

a more natural grove just north of the town. 

The Townhead, Joseph Fergi works closely with twin 

Quinabrekk elves the locals call Twig and Leaf to ensure 

that the woodcutting the town does is not abusive to the 

surrounding forests (some say that the elf twins also helped

provide the magic to grow the golden pears). 

Why the wild elf siblings live in a town of mostly humans 

and help the town (and visitors by providing their woodland

guide services) is a mystery. 

Woodcutter Ridge is also a layover for viitors traveling the

Southern Road, providing lodging and a few other shops 

and services, all of the town having a wood cabin motiff.

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The Majestic Unicorn Lodge

This inn is quite comfortable with down feathered beds and

pillows, a complimentary serving of golden pear pie before

turning in each night, as well as a purchseabl dinner of

venison and greens. 

The inn is owned and operated by the retired ranger, Quaz

Silvermane, a gruff man who becomes friendlier the longer a soul gets to know him.

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The Herbal Remedy

This shop run by druid Mella Tori, deals in natural remedies, healing herbs, herbal ingredients, and other natural items a shopper may want or need. 

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Forthrym's Felcher and Leatherworker

This shop run by Norri Shelvesti, the half-elf, offers everything bow or crossbow, lethers and hides. 

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The Painted People

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The Painted People originated in Nazenka in the Far East, 

from a lost tribal group who became nomdic traveling folk,

known or their colorful wagons, tents, and people,

themselves. 

The Painted People are not as respected in the West the way

they are in the East and, at best, are seen as an entertaining

bunch, telling fortunes, running cnival-style games, and

generally not taken too seriously, but at worse they are 

ostracized as peopl who dare to live on the road and in the

wilderess like common brbarians, so the Church would

have you believe, after all who would claim to tell the future

without the divinity of the Father and his children?

In Gillius, the Painted People are welcome enough, 

especially when their carnival games are set up. 

Almost every map of Gillius shows a symbol for the 

Painted People though never in the same place on any map

comparison as the People are a nomadic lot. 

Of course, the People are best known for their fortune 

telling ability, reading cards, dice, bones or tea leaves to

divine what is in store for an individual. 

The next most common thing the Painted People are 

known for is celebration, always seeming to be looking for

a reason to dance, to eat and drink, and happily inviting others to drnk and dance with them. 

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The Wildwood

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The Wildwood is the prie hunting grounds of the Southern

Gillius peoples a woodland rich with deer and elk, rabbits

and various fowl. The more wealthy who find hunting a

sport and a means for a meal fresh from nature rent the

lodge South of the Wildwood for their excursions into the

woods for hopful game. 

Local rangers also roam the Wildwood, both to hunt their

game, not as a hunting vacation but by means of living off

the land, as well as to protect the Wildwood's greatest 

treasure. 

Though few have seen her, most know the story of the

Wildwood's protector, a force of nature making sure that

those who hunt her woods do not become too greedy or

take too much from the wilds. 

This is the unicorn, Amalthea, Guardian of the Wildwood.

The very few elves in Gillius and druids, as well as Clerics

dedicated to Geb or other nature representations make

pilgrimages to the Wildwood for a chance to see this

magnificent creature (careful not to wildshape in the wood

lest a misunderstanding with a huntr occur). 

Whether a hunter has glipsed Amalthea or not, the legend

of her presence keeps most to not taking more than their

fill from the Wildwood. 

The Gormglas River splits the Wildwood, the Northeastern wood being a darker, more dangrous place that people generally avoid venturing into, those wndering in by accident usually never heard from again. 

The darkness and dangers of the Northeastern Wildwood (often called the Deepwood by locals) is acredited to the Wildwood bordering the Southern regions of Mother Greentooth's Swamp, the swamp somehow infecting or cursing the woods. Those who propose this might be the case hope that the infliction does not spread further into the Wildwood. 

Dark fey and monstrous cretures like measels roam the Deepwood portions of Wildwood, it is said. 

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The Hunter's Lodge

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The Hunter's Lodge was built and is managed by the 

Codworth family, holding an office in Southport. 

The lodge is rented out to hunters and is often booked for

months at a time. 

The lodge is a two story cabin with more rooms available on

the ground floor than upstairs. 

Hunters often find temselves sharing space with other 

hunters or, a group or family might rent out the lodge, 

sharing space with people they are more familiar with. 

The less resourceful (or less able to bring themselves to

kill an animal) family might vacation at the lodge just to get

in touch with nature (a situation that hunters take great

offense to, causing a petition to the Codworth's to only

rent the lodge to hunters, a prtition without fruition to

date). 

Other than how booked and full the lodge can be, however,

there are no other real coplaints about the Hunter's Lodge,

and it has proven a very profitable property for the 

Codworth family.

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The Ruins of Grayrock Bay

Off the Southeastern coast of Gillius was once a small fishing

town known as Grayrock Bay. But one fateful day, almost

five centuries ago, the entire population of the town 

disappeared mysteriously and the town was declared as

cursed with some kind of dark magic. 

Over the centuries, the place has fallen into a coastal ruin,

unoccupied by anything but what some claim are the 

torented spirits of those who once lived in the town. 

Few visit the ruins anymore, save a sage or other traveler

wanting to be alone with their thoughts and the sound of

the ocen off the coast, or the occasional shaman wanting

to unravel the mysteries of the ruins and the spirits still

in torment here. 

A dark demeanor hangs over the ruins, gray clouds as if a

storm is always ready to brew and bird cries that sound 

more like a dirge than the noral begging caws of seabirds.

The ruins have a certain sense of dreariness as if the 

horrible and mysterious tragedy that took the people of

ancient Grayrock Bay still hangs in the air to invite those

who trudge here to join the torment of those ages old

townsfolk. 

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Cutlass Cove

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The hideout of the Bloodskull pirates, Cutlass Cove is a

series of flooded caverns, rocky cliffs, and a few thin-treed

woods. 

It is the home of Captain Barthus the Black, an 

exceptionally strong but cunning half-orc who has guided

his impressvely sized crew to great plunder and wealth. 

It is said that the Captain could retire with all he has 

robbed on the high seas but that he keeps pirating becuse

he known no other life, and because he likes being 

infamous. 

Captain Barthus' second (and lover it is rumored) is Lady

Red, a tiefling whose blade is almost as sharp as her 

tongue. 

Other noteworthy members of the Bloodskulls include 

Shiv the Swashbuckler, Brightfeather the Dirge, of the

Eastern Risha (parrotfolk) bard, Runt the Halfling cook,

and Mr. Blue, an ogre mage of considerable size. 

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Mount Stormbreak

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Mount Stormbreak sits on the very Southeast shore of Gillius,

a smallish mountain range thatuffeted with storms and

lightning, attributed to the clergy devoted to Fulmina, the

Mother of Storms, who have built a shrine to her atop the

mountain. 

This has put the local Templars and leaders of the Golden

Order of Astron in a shaky position. On one hand, they do

not abide this "storm cult" which could be seen as an afront

to Astron, the Father and, still, on the other hand Fulmina

is a daughter of Astron whom the Churh does not wish to

upset (upsetting Astron, himself, by association). 

Some say that this is simply the local clergy of Astron 

showing their true bellies being yellow, as they simply do

not want to anger Fulmina or her followers in fear of what

terrible storms might do to Southport with the blame 

falling on the Church. 

Regardless of the reasoning, the tempest priests of Fulmina

have been left to their worship and their shrine left 

undistrurbed. 

​In truth, the people of Southport are happy enough with 

the Church's innaction as none of them want a 

confrontation with a storm goddess or her followers. 

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Southport

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Both the largest port and lrgst city in Gillius, Southport

boasts an eorous populous of fisher folk, sailors, clergy of

Astron, merchants, tavern keeps, wealthy and powerful, 

and several others from every walk of life. 

The city is ruled by Lord Claude Ramont III, a proud man

of Nazenkan descent who is thought of as a fair enough if a

bit pomptous of a leader. 

Lord Ramont is fully supportive of the Church in 

Southport and, at least by professing, is devout to the 

Father Astron, himself. 

Though the Church has a strong presence in Southhport,

it has not had the same luck as it has in the Kingdom of

Auroria, the people of Southport being people with the

sea in their blood and any talk of outlawing gambling and

tavern drinking is squashed very quickly by the people at

city meetings. 

And despite Lord Ramont's support (some would say 

kissing up but never to his face) of the Church, Southport

remains, and one of its best fetures is, a city for the people.

The Lord's Manor sits on Silver Hills surrounded by the

homes of the wealthiest and most influential people in

Southport. 

Outside of the rich housing area of Silver Hills, there are several other places of interest in Southport. 

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Salty Sailor's Row

This set of streets along the docks is the cntral meeting place for those wishing to hire (or buy) a ship, arrange cargo shipments, or just have a nice drink or night's sleep along the water. 

The Lucky Dice

This gambling hall deals with card and dice games presented by Dotty Milgrum, an always smiling woman with an infectiously good nature (even when a soul is losing thir shirt). 

Oceaneer's Meet

This is the local guild meet for the Sailor's Guild and right next door to the local chapter of Explorer's Fotune, the Explorer's Guild. 

Here, a soul can hire passage or cargo on a ship, find a hireling to fill a niche in exploration, or just have a drink with a guildmember friend. 

Corwynne Meadowbright, a retired sea captain, runs the guild and often serves the drinks. Despite plenty of attempted courting from any number of sea dogs, Corwynne still remains a proud, independant woman and shrewd business owner. 

Molly Quickfoot the halfling head of Explorer's Fortune is based in the guildhouse here next to the Sailor's Guild.

The Roaring Dragonturtle Tavern

This tavern is a popular city hangout for the dock workers, sailors, fishermen, and other workers on the water who come here to get a little (or a lot in some cases) into the cups. 

The Seaspray Inn and Tavern

The Seaspray is an old ship that has been repurposed as an inn, tavern, and eatery for those who want that ocean theme and feel without going to sea. 

The Seaspray is operated by ex-pirate Hormon Dreadeye who just goes by Hormon these days, an older jolly man who doesn't let anyone leave the Seqspray hungry, thirsty, or frowning. 

The Tipsy Mermaid Tavern and Brothelth

Tucked into Swaggering Gull Alley is a lavish looking building that is home to the Tipsy Mermaid, its chep wine and ale, and not so cheap men and women for those looking for another kind of seaside adventure. 

The place is run by Madamme Eleanor Greenmoon, who keeps a discreet business. 

It is said that the Church does not harrass the Tipsy Mermaid because its Templars secretly get free drinks and services at the brothel, while others say the Church simply knows a losing battle when it sees one. 

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Merchant's Square

Merchant's Square is the popular place to go to find equipment, street food, weapons and armor, and most other things that a soul would expect to find in a big city market.

Habisheer's Homebrwed Tonics

Hbisheer the aspiring alchemist offers some uique potions and salves that he has created himself! Better than the real thing you can take his word for it!

He also has a stock of some of the boring, everyday stuff as well. 

Southport Pets

Run by Kell and Nina Redthorn, this couple sells domesticated animals of vrious types including parrots (very popular), tressym (very posh), cooshee (also known as cu sith by the educated or elven), and the pseudodragon (who might be smarter than you!). Every animal comes with a receipt of sale and a training parchent catered to the type of pet bought. 

The True Steel Weaponry and Armor

This weapon and armor shop is run by Jarod Killmire, a muscular forge-working man who sells all sorts of metal weaponry and fit to order armor. 

Wagon Grub Food Circle

A circle of wagon-style stalls with grills and minerature ovens (invented by the rock gnomes no less) set up in a circle to present all sorts of cuisine served right to the wooden outdoor tables so a soul can eat in the fresh sea breeze if so desired. 

Willow's Wands and Other Sticks

Willow Keeblehop the gnome, owns and operates this shop dedicated to wands, rods, and staves. mostly focuses with a few expensive, more useful items as well. 

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Warrior's Way

This section of the city, almost in the city's center, is taken up largely by the Waterbound Arena, surrounded by streets of weapon forgers and weapon shops. 

Waterbound Arena

The largest Arena in Gillius, perhaps in the world (though hardly the most savage, the Orcish city of Port Stormcrag brags that honor) takes up te city's center, a sprawling battleground with floodgates that are opened at random times (usually when the crowd yells FLOOD loud enough or the fight seems to be getting slow).

Run by coowners Thadius Helmsworth and Leonard Halbreicht, the two business owners turning an amazing profit since purchsing the struggling arena a decade ago and turning it aroud. 

The Warrior's Match takes up the most time in the arena (and is the most popular with the people) followed by the Athletic Games, and lastly by the Mage Match.

As with othr arena's criminals often compete for a chance of less time in the dungeons and public participants compete for coin and prizes. 

The current Champion of the Arena for Southport is Waynonna Bloodwave the Wereshark whom it is said by naysayers has an unfair advantage in the flooded arena. 

Arbanthatcher's Arms

Gorn Arbnthatcher, a short but brawn man, sells all manner of weapons, shields, and armor and is the most popular dealer of arms in Southport. 

The Woodland Supplier

Specializing in leather and hide armor, light weapons, and bows, this shop is popular with huntrs and rangers. 

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The Tome Corner

This section of town holds the books, spells, and general magic supplies sold by the few shops in this rea of the city. 

Brunswick Bookery

Rand Brunswick owns and operates this bookstore mostly selling books of history and poetry, with some few spellbooks and magic theorum thesis tomes. 

House of Knowledge

The Southport chapter of the House of Knowledge is led by Sage Salneene Al'Tazara who hils originally from Nazenka. 

Salneene's second and the Head of Research and Materials is Ton Morrowglen, a wizard of some learning. 

The Mystic's Magics

This shop deals in magic items of all sorts including rings, robes, hats, brcers, cloaks, and belts. 

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Gull Rock Lighthous

This lighthouse off the Southrn coast of Gillius, just south of

Southport is the guiding light in the area's many storms and

cloudy knights. 

The lighthouse is run by a couple, Shayna and Merwenn 

Cloudhome, Merwenn being a water genasi from Nazenka. The

couple also live in the lighthouse as well. 

Some close friends of the couple have been heard talking about

Southport, speaking of the lighthouse becoming haunted by a

dark and vile wraith of some kind, who brings horrible black

lightning with it. 

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Windchurn Peak

Windchurn Peak is a coastal mountain on the Southwestern

shores of Gillius. 

This mountain is home to seals on its lower rocks but also the

fierce bunyips that feed on the seals, causing some locals to call

the lower rocky area Bunyip Rock.

In the upper mountain a traveler is relatively safe, perhaps 

encountering the fey known as kataigída who are attracted to

storms. These cuious

fey are harmful only by

accident (because of their

story nature) when excited

or threatened but they are'

copletely abscent on the rare,

clear days on the Southern Gillius

coast.

On the rare days in summer

when the temperature on the

Peak is relatively warm, several

camping locals from Southport

and amateur mountaineers can

be seen camping the mountain. 

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