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AURORIA

The land of Auroria is the largest continent in the

Western World and the heart of the Western 

Kingdom. Once known as Queensland, when 

the last Queen of the Kingdom passed and the 

first king in generations rose, King Roland

Jarreth I ushered in a new age for the West. 

As the War of Chaos had just been decided in the favor

of law nd good, the people at large became more and 

more devout to Astron, the Father of Law and Light. Though 

many also turned their eyes to the newly appointed goddess, Saint

Trevesard, this goddess was still young in her godhood and her followers were still few, yet often there are dedications to the heroine given divinity even in the temples of Astron, the followers of both often being allied in their upholding the ways of peace and good.

Though the followers of Saint Trevesard tend towards defending the weak honoring friendship, and offering redempton to those who can accept redemption, the followers of Astron have become more and

more militant and stringent in their tenets and laws, often rejecting those who worship other gods, spirits, or anything bove Astron as heretics, their laws becoming less tolerant where they have strong influence. 

And in Aurora, the Golden Order of Astron has strong influence, indeed. 

Whereas the land was to be named after King Jarreth I, the head of the Temple of Astron at the time convinced him to name the land after the fabled city in Etheria, the land of the gods, Auroria, as a way to show the king's solidarity with the temple and the Father.

In the centuries since, the full name of the land is the Golden Kingdom of Auroria, though most common folk simply call it Auroria. 

Auroria is populated mostly by humans and the peoples on fairly good terms with the humans such as the dwrves, elves, gnomes, and halflings. Though the other peoples are more than welcome and tolerated in the Golden Kingdom, all are expected to follow the law of the land and the King's will, though in the confines of their own realms, the dwarves and elves are free to rule and live as they will. 

The Barbarians of the North along with the frost and stone goliaths in the same region do not ackowledge the King's law or the Holy Laws as set forth by the Golden Order of Astron and, as such, are on very shaky terms with the Kingdom and its people. Raids on Northgate and people venturing into the Frozen North are not unheard of but trade with the peoples of the North is also commonplace. 

The Golden Order of Astron is known to be as powerful or more powerful than the royalty of Auroria and, as such, other religions are not overly tolerated in the lands of Auroria where the Order holds the strongest power of any place on Garn. 

Circles of Druids meet in secret glades and clerics following other gods, pray silently to the smller shrines within the Churches of Astron. The Way of the Flying Leaf Monestary, the only monk dojo in Auroria presents itself as a school focused on martial arts and physical wellness rathe than the spiritual center it is meant to be. 

Most devotees to Astron are true bastions of faith, but some few groups do sour th bunch as a whole, abusing their power and status as Templars to the Father. The Faith, as a whole does its best to "correct" such behavior but in less populated environs those with power will abuse their power, the most dangerous of which are those who see no wrong in their actions and consider it their god given right to be "above" the common folk. 

Though Duchies were commonplace in ages past, after the Duke's Uprising several centuries past, the number of those holding such power has been reigned in, so that there are but two, Duchess Marium Estevall of the Southern Duchy and Lord Glenarvon Ruthven of the Western Duchy.

The military, town guards, and other authorities of Auroria are largely comprised of paladins or fighters devoted to Astron, giving the Church even more power over the land but also contributing much to the safety on the roads from those foolish eough to practice being highwaymen in the land. 

Thieves' guilds do exist in Auroria but those practicing the "Night Trade" are far more careful in Auroria than any other land with its very harsh laws and intolerance of lawbreakers. This also means that thieves and other Nigt Trdesmen in Auroria tend to be the most adept at what they do. 

Rangers and those adept at walking the wilds without getting mauled by owlbrears or worse, sell their services as guides to those who need to take a "shortcut" to get somewhere fast (or those wanting to avoid the ptrols of the Order on the open roads). 

Most sorcerers and wizards attend the Royal College of Magic in the Royal City of Kalemthar, itself, though the famed wizard Grenwald has, on rare occasion, taken a direct interest in those he finds truly adept in spellcasting. Warlocks, of course, are outlawed and unwelcome in Auroria so tend to keep the nature of their magic secret or, better still, hide the fact that they are spellcsters at all. 

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The Law of Auroria​

In the Golden Kingdom of Auroria, the laws are decided on by the King with close advisors from the Golden Order of Astron. There is little leeway for criminal activity in Auroria and ignorance of its laws is far from garnering forgiveness or understanding. 

It is strongly recommended for visitors and, especially those hoping to coe to live in Auroria, to become aware of the Kingdom's laws before ever stepping foot on the Kingdom's lands. 

The following are the common laws and puishments for commoners and visitors in Auroria. 

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The Royal City of Kalemthar

The Royal City is the seat of power in Auroria. Location of Castle Darkbane, the home of ruling King Charlemain Jarreth VI, this city is the most defended stronghold in all the land, also housing the Royal Barracks and the Military Church, the Sword of Astron. 

The Royal City is also home to the Royal College of Magic where the most learned and respected magic users practice and perfect their craft, most being expected to become Church Mages or Royal Mages. Those practicing magic on their own or seeking other ways to learn spellcasting are considered enemies of the state, called witches by the Church and actively hunted as such. Most of these unlawful spellcsters eagerly change their ways when captured, joining or rejoinging the College. 

An exception to this rules is on the very rare occasion that Grenwald takes on a pupil, flying them off to his tower near the Elven lands of the Living Forest. Grenwald is so powerful and respected that even the Church will not go against his wishes and, in most cases. such an adept pupil tends to go to work for the Church or the Crown in the end, anyway, leading to the same result. 

Kalemthar, itself, is the epitome of the most wealthy and powerful, a beutiful city full of beautiful people who were either born into their fortune from a noble bloodline or made their fortune on their own, newer to high society than those born to it. 

Ony the highest quality goods are found in the Royal City, from silks diretly shipped in from the Far East to Elven wines made with grapes wildly grown in Raenatha to the greatest art and craftmanship from the best artisans the world has to offer. 

Outside of the very wealthy, shopkeeps and tavern or inn owners make up the populace of Kalemthar, usually not able to afford the very pricy housing of the City and, instead living in apartments over their businesses. These apartments are still quite roomy, well kept, and grand accomodations compared to those in other cities. 

It has been several centuries since the Royal City has seen major action such as that of a siege but the Royal Military and the Sword of Astron are always ready. One can never be too prepared after all. 

The Districts of the Royal City of Kalemthar are:

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The Royal District. This district, unsurprisingly, is where Castle Darkbane is located. Surroudig the Castle are the homes of the wealthiest and most respected nobles outside of the Royal family, itself. The Royal Gardens and Royal Theater can also be found here. 

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The Arena District. This entire district is dedicated to the Royal Arena and the few taverns and inns surrounding it. This is where criminals and those hoping to find a fighting fortune compete in what some, including the High Bishop of Astron, call savage fights that are considered archaic and outdated. But the distaste of the Church and others aside, there is no denying that the Games feed the Royal coffers and take in much more gold than it awards a would-be champion, bringing wealth from around the world. 

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The College District. This is the location of the Royal College of Magic overseen by Headmaster Califf Morgrimm. The District is also home to several book and magic shops, equipment stores, and a hndful of taverns and inns.

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The Church District. This district holds temples and churches dedicated to Astron as well as shops offering various paraphernalia for clerics and holy practitioners. The Royal Church is also located here, mostly concerned with meeting with political officials and plnning actions that concern the Kingdom as a whole. Though the Bishop, himself, lives and operates in the city of Celestial Point, the Royal Pontiff Emmastelle Whitehall heads the Royal Curch and its day to day operations. 

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The Hospital District. This district is where the Royal Hospital, a place that is part physicker care and part spa, as well as the Royal House of Mental Wellness built not too far from the now abandoned Asylum which the welthy cry to be torn down as an eye sore but the place seems to "resist" being torn down and is rumored to be haunted. 

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The Shopping District. This district is full of grand shops and craftsmen workshops. It is a very crowded district where the rich show off their newewst purchases at high end restaurants and taverns, flaunting their material wealth like in few other places in the City. 

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The Sword District. This district is hoe to both the Royal Military Barracks and also the Military Church and the Sword of Astron. Several high end weaponsmiths also operate in this district but most of their customers are weapon and armor orders for the Royal Military or for the Church, directly. The Royal Prison which has very few inmates usurprisingly, is also located in this district as well as the Royal Arena, a fvored spot of many a local wealthy nd powerful members of society. 

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The Visitor District. This district is mostly dedicated to apartments and inns for those visiting the Royal City but not important enoug to warrant a room in the castle or one of the higher end inns found in other districts. The inns, taverns, and equipment shops in this district are considered "low end" and no self respecting Kalemtharian local would be found dead in the dstrict though the prices are still higher than those of any other city. 

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Celestial Point

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Celestial Point is noted for the warm blue beam of light that rises

from the center of the city, in the Holy Square. This mysterious

light rises into the sky. The light is said to have been called down 

by a Chosen of Astron named Shalister Graymane when he faced

a demon in the street of the city soon after it was built. The light

remained and those devoted to Astron say that it is a reminder by

the Father that evil cannot stand against the Faithful. 

The greatest temple to Astron was erected soon after with 

Shalister as the head of Church. The light and the temple remain

to this day and no other evil has been able to enter the city.

​The head of Celestial Point is Townhead Morrigan Thelspar but

everyone knows that the real power in all but name is the Church,

and by contrast, High Bishop Harriford Grace IV. The High Bishop

is, from all accounts, a very pious and devoted man who may be

mor than a little bit of a zealot and very militeristic in his approach

to faith but none can deny his faith and focus on making the world 

a better place even if he is very unswavoring and insistant on what "a better world" looks like and on wht is "good" and "evil". The High Bishop is very intolerant of anything he considers sinful against the Father and he demands the same not only from his and the Father's followers but all under his watchful eye. 

Most of Celestial Point is dedicated to the Church with smaller churches found throughout the city alongside the Grand Church of Astron in the city's center. 

Aside from the churches and the Estate of the High Bishop, there is also shops selling everythig the religious could ask for, clothing and equipment stores, and inns to house pilgrims and other visitors to the city. 

There are no taverns in Celestial Point whih surprises some but the followers of Astron will point out that drunkeness is tantamount to making bad decisions and is, therefor, a road to evil that should be avoided.

The Grden of Saints is a beautiful display of nature and faith both with statues and plaques devoted to the various most renowned saints and heroes of Astron, surrounded by full trees, flowers, and other beauty. 

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Port Royal

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The central portion of the Royal Navy is stationed at this port city

along with more than a few cargo and passenger vessels, enjoying

the protection the Navy offers (though Port Royal also has a 

reputation for taking the longest to leave port and get underway due

in large part to how thurough the Dock Masters are at checking

manifests, not content with just spot checking cargo as most ports 

do but looking over entire shipments crate by crate). 

This creates a double-edged sword for ship crew and captains to 

losing time which can equate to losing gold but customers can be

assured that a ship leaving Port Royal is in the safest waters and

carrying completely legal merchandise. For this reason, very few

smugglers or other seafaring criminals are foolish (or savvy) enough

to operate out of Port Royal, rather using easier ports to coplete 

questionable activities. 

Aside from the port merchants, exporters, dock workers, sailors,

and the like - Port Royal also has its share of taverns, inns, and shops.

Where Celestial Point has outlawed alcohol and The Royal City of Kalemthar will only pour a glass of the most expensive and finest drink available, Port Royal makes up for this with a good mix of higher end taverns and pubs closer to the city center, while closer to and on the docks one will find the cheapest swill a sailor can guzzle.​​

The city center and docks both have their share of shops from standard equipment and trinket shops to the Found at Sea, a shop on the docks that buy unclaimed cargo on the cheap and resell it for a few coin profit. Great deals can be found at this second hand shop for the saqvvy soul looking hard enough and, sometimes, a shopper can find something worth more thaqn it looks. 

The Jade Fish is a tavern and restaurant owned and operated by Ryori Suru, a chef from the Far East who has introduced her cuisine to Western Customers with some success. 

The Dock Market is an open air market where many items from around the world can be found 

Crown's Peak

The stretch of mountains from the Northreach all the way down

into the Kingdom and to Celestial Point, itself. 

This reach of moutains are genrally climbed only by expert 

rangers and Griffon Masters, cavalry members of the Golden 

Ordr of Astron who excel at griffon riding and training, usually

trainng and raising their mounts at the Aerie, establshed at

Crown's Peak by the Church for this explicit purpose. 

But Crown's Peak is not the safest of environs even for expert 

flyers and clibers as it is also home to dire cougars, roaming 

bands of yeti, and even a family of perytons it has been reported.

Occasionally thieves and poachers try to steal the griffons that 

the Church has "tamed" but usually this ends with the thieves 

learning the error of their ways, if they live to, and just how loyal

of companions the griffons become to their paladin riders. 

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Northgate

Northgate is the last bstion of what some might consider civilized

lands before Northreach otherwise known as the Frozen North.

Being on the edge of the lands of barbarians, giants, goliath, yeti,

and other cold dangers, the people of Northgate have learned to

be hardy for the sake of survival and for the sake of their money

pouches as they might charge just a little more than other towns

for room and board, healing, food, and other services, especially

for those coming from the North. This makes Northgate both a

popular and unpopular place all at once. 

Northgate is a prime spot for guides, rangers, and the like always

ready to sell their expertise in the wilds to those who insist on 

going there. Most of these wilderness adepts, however, will turn

away those who have the look of the curious, people living 

otherwise unexciting lives who just want a peek at the wild 

reaches of the Frozen North. The kind of folk who get themselves

and others killed. 

Nor do these folk tend to do what they call "rescue missions" where a local or nearby family had a ember taken by barbarians, goliath or others as the rangers and others savvy enough to survive the wilds are also savvy enough to avoid cusing trouble with entire tribes or clans of people and creatures who call the Northreach home. 

More to these folks liking are customers who know where they are traveling to and why, looking for a particular area where an artifact is said to be burrie, or seeking somethig from wild game that onlyprowls the Frozen North and so on, taking on customers who will follow directions and not stare wide eyed when told to run or duck for cover. 

Northgate is also a good trade community, though not so much in rarity as furs, trained wolves, anti cold remedies, and the like.

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Victoria

Victoria is a pleqasant enough town, if a little puzzling. 

Victoria's Townhead, the retire paladin Sir Leonard Torramon, is 

said to be almost as obessive about the law and about Astron as the

High Bishop, himself. 

The townsfolk of Victoria equally come acros as very devout and

pious, insisting on visitors attending at least one service at the 

local Church while visiting. 

However, despite this activity and attitude being very close to thqt

of Celestial Point, and the Church in general, those who have 

passed through the smaller town are rumored to have had an

uexplicable disturbing feeling. Some have said (when well away from

the town of Victoria, of course) that the devotion and pleasntness

that permeates Victoria's people feels somehow off, maybe even 

fake, as if it hides something deeper that is not a devotion to the

Father at all but something else. 

The Church chalks this up to rumors and parqanoia as they have

investigate the town thuroughly and have evern sent the legendary Witch Hunters to take a closwer look at the town's people without uncovring anything out of place. All towns have their share personality and quirky behaviors, some will say but that doesn't mean they are dealing with demons behind closed doors.

One can find shops and inns for most basic services and goods the average traveler could look for and the prices tend to be better than Northgate just a few miles away. 

Being on the edge of Lake Windmire, Victoria taverns and inns serve plenty of fish dishes, as well as trading in fish with the close Northgate and occasionally with Celestial Point, itself though a little further away.

The town also rents out cabins for hunting and fishing on the Lake. 

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Lake Windmire

Lake Widmire is a peaceful, generally stilll and calm lake.

Not the lrgest of lakes in Auroria, this lake is still a favored

hunting and fishing spot for the nearby town of  Victoria, as

well as repotedly being the home of a family of water lloving

nereids, water fey and gaurdians of the world's waterways.

Some visitors to the lake, renting a fishing or hunting cabin

also panickly speak of smallish fish people who have scared

the visitors with girgling demands to "give it back" whatever

it may be. 

Victoria has hired adventurers to get to the bottom of the

fish folk scares but whatever the fish people might be, they

are evidently shy when it counts and reclusive. The

would be hunters report the feeling of being 

watched by the lake, itself, but never catching 

sight of these rumored creatures. 

As no one has been injured or assaulted by these

reported fish folk little has been pursued to come up with a more permanent solution.

Fishing and hunting continu to be a favored activity on the Lake with most coming home satisfied (and with a trove of fish or venison in tow). 

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The Royal Plains

The open plains south of the Royal City of Kalemthar and

stretching for several miles. 

The Royal family and friends thereof often use the plains

for hunting small game such as rabbits or foxes but there is

another, more dangerous creature roaming and hunting the

plains, a tribe of them in fact. 

This is a tribe of centaurs who have lived on the plains for a

few generations now. Several centuries ago, one of the Royal

family wanted to hunt and do away with the centaurs only to

discover that his daugter had secretly befriended the tribe.

This touched the King's heart and since then, the Royal 

family has been on peaceful terms with the centaurs who

they will sometimes see running, keeping pace with their

horses as they hunt. 

Aside from the centaurs and the hunting copetitions that

take place there, little is remarkable about this area. Few 

dare to travel the plains, owned without question by the royal

family, even to serve as a shortcut for traveling. 

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The Northern Teeth

The Norther Teeth are the longest and highest mountains

in Auroria. This stretch of moutains is home to many 

dangers ranging from yeti to icy elemental terrors to 

cunnig ice wolves and frost salamanders. 

The most infamous of the mountains dangers though is, 

if the barbarians and goliath can be believed, a white 

dragon known as Grimfrost. 

To date, the white dragon has been content hunting yeti,

mountain sheep, and barbarians that venture too close to

its lair. How long that cntentment will last is anyone's guess.

The Northern clans have learned to shy away from the 

Northern Teeth in general while still routing animals and

yeti to the mountains, lest the dragon run low on nearby 

prey and start broadenig its hunting area. 

The barbarian clans, themselves, along with the goliath​

present their own dangers. Though the clans won't typically

kill travelers to the North, they are not above asking for a

tithe for "savng" them from the dangers in the area or just because the travelers look "ovrburdened with treasure".

Not many everyday folk in Auroria travel past Northgate much less as far as the Northern Teeth or deep into the Frozen North and those foolish enough to don't geerally return.

Despite the dangers there are dventurers who hear tell of a secret cave entrance somewhere in the Northern Teeth which leads to an underground trove of magical treasures. Most agree that these tales are wild fantasy and the most one can find in that mountain is the short end of a yeti's claws or, worse, a passage into the Underdark.

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Winterkill Peak

This highest peak of the Northern Teeth is presumed to be where the white dragon Grimfrost is thought to make its lair/ 

Several brbarian and goliath clans have suffered high numbers of losses raiding the mountain and going against Grifrost but none have yet been able to fell the dragon. 

Because of this, the clans of the North have starte to call Grifrost the White Reaper. 

Yet some few warriors who have returned from Winterkill Peak just long enough to tell of something worse than the dragon on that peak.  A devil of ice is said to dwell within that mountain but whether it works with the dragon, against it, or if there is a devil of ice at all is very unknown. 

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Grunsputnar: Jarl of the Frost Giants

In the mountain known as Icingwrought, a fortress made of

pure ice known as Svelt Harmmar in Giant or Ice Hammer in

Common. 

On a throne in this fortress sits Grunsputnar the Woehammer,

Jarl of the Frost Giants and the most powerfu of his kin on 

Garn. 

Grunsputnar is unknown except by rumor and whisper to

most of the peoples of Auroria, but to the clans of the North,

among the barbarians and goliath, he and his kin are most

hated and not just because the frost giants take what they want

when they want but also because the giants leave little in their

wake other than chill death. There are not many among the

North clans that have not met the sting of tragedy at the handsw

of the frost giants. 

The clans of the North are united in their hatred of the giants

and oftenjoin forces when the time comes to fight and kill

them. 

However, no ammount of the clans coming together to fight

has breached the walls of Ice Hammer or garnered so much as

the mere notice of the frost giant jarl. It isn;t that 

Grunsputnar fears the clans or any other force that might be

mustered against him it is simply that he is disinterested for none are challenge enough for him. 

In the meantime, the jarl emerges only ocsionally to hunt or pillage and sate his boredom for a short time. 

On occasion a younger frost giant thinks he is able to bet the jarl and usurp his rulership through a duel known as holmgnga. Some would be rulers do not fight with complet honor and the jarl has been poisoned and wekened with magic. 

His challengers are all dead, leaving Grunsputnar hugry for a challenger worthy of him. 

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Caern of Jarl Dreki Hreggtor

Deep beneath the mountain, Icingwrought, in the bowels of 

the frigid earth only accessible by secret means if not through

th frost giant fortress of Svelt Harmmar, is the caern and 

grave of the revered first jarl of the Northreach, Jarl Dreki

Hreggtor. 

Yet, as revered as this great hero and leader of the frost giants​

is, none visit this graveside, not even the giants, themselves. 

Some say it is because the cqern is cursed and  dark spirit has

come to call the resting place of the great jarl its hoe for some

unknown reason, oters sqy that the spirit of the jarl, himself,

wlks those ancient halls for some unresolved purpose. 

Whatever lurks in the caern, it has given pause to the frost

giants, perhaps even instilling a feeling that none of thm are

used to or would admit to feeling. Fear.

Rumors tell of other things in the caern as well, treasures that

were buried with the jarl out of respect to him, some even

being magical. But no one is foolish enough to attempt to

find their way past the powerful giants and into the caern, itself.

It is said, the sign of nearing the caern in the twisting, icy tunnels, is the bones of a gigantic beast that Jarl Dreki Hreggtor fell as his first kill as a younger giant.

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Frost Lake

This frozen lake in the Northreach is known for its persitant

cold year round, needig to be cut away bits at a time and 

then melted down with a cooking or campfire if used for

drink. 

It is said that beneath the ice dwell cold fey kown as 

pogakori, icy fey spirits who promote endless cold and 

winter. 

Other creatures og icy cold are said to call the Frost Lake

hoe as well, making it very dangerous and not a place to

tally for long. 

Neither the clans of the North, the yeti, or the frost giants

attempt to hold the immediate land surrounding the land

which is said to be even colder than the rest of the 

Northreach and is considered either a holy or cursed site, or

perhaps both. 

One clan of barbarians do make it a habit of ice fishing at the

Frost Lake, the Nanuq or Ice Bear Clan whom other clans

call both brave and wrong in the head for doing, a trafition or

no. 

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The Frostfang

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Off the shore of the Frozen North, a mountainous island of 

pure ice rises from the water. This is the Frostfang which 

appears, at a distance, to be impenatrable ice. If one is to land

on this "island" however, it is discovered that there are caverns

and tunnels running throughout the icy interior of the 

Frostfang. 

Rumors of treasures and fallen heroes within the Frostfng 

abound though, of course, no one has any physical evidence of

this as those exploring these tunnels end up running away or 

dead, those running reporting icy oozes moving

nearly invisibly throughout the tunnels of the

Frostfang. Its also been said that the lower

tunnelsw of this floatng ice cavern is

underwater. 

submerged in the icy depths of the Cold Sea. 

What the true nture of the Frostfang is or what has created its

considerable tunels is a mystery. 

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Royal Farmlands

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The Royal Farmlands are owned by the royal family but are 

operated by the Farm Manager, Leomond Jorgunson who

lives on the farm with his family and the seasonal farm hands

who work and live on the farm in a rotation some of them

being regular workers and some only showin up for quick

work to not be seen again. 

More Royal soldiers or Order paladins can be seen visiting 

the farms than one might think. This is for the simple reason

that the farmlands is an important sset to the Kingdom as 

the farms yield the food supply for the entire Eastern side of

the kingdom and the western farms are much less in size and

yield, though they might be able to help with feeding the 

entirity of Auroria  in a pinch. 

Aside from fields of wheat, rows of vegetables such as corn,

tomatoes, beans, and radishes, are also cows and chickens, 

sheep and horses. 

The well protected and well worked farms are a proficiency-​

oriented place. Room for visitors is not really a thing on the farms.

If one wants a roof or food then it is not a short visit but they are expected to stay (and work) for at least a week, a season being the preference. 

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Jewels of Prosperity

This group of islands off the East coast of Auroria are small,

tropical paradises for the wealthy and powerful of the 

Kingdom. 

The Jewels hold an aesthetic similar to that of the Eastern land

of Nazenka. Despite the War of the Genies fought centuries ago

when the Western Kingdom had been betryed and siezed by 

the Saltan of Nazenka, the goals of the genies nothing short of

enslaving all of the Western Kingdom, the Eastern influence

such as the cuisine and entertainers has remained popular in

its influence since the Kingdom repelled the invaders so long

ago. 

Soe of the Nazenkan families who worked for the Kingdom 

even managed to secure protection and avoid a wartime 

prison by denouncing the genies and swearing fielty to the

Kingdom. Descendants of these families still live on and 

operate the luxurious cabins and taverns on the Jewels to this

day, including some few genasi, risha, and tabaxi in the mix. 

The Jewels of Properity are made up of three islands, each offering

their own enjoyments and themes for those who can afford to visit them.

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Jewel of Royalty

This island is reserved fo the Royal family where a large estate sits aong servant cabins and a lush, island plain. 

The Jewel of Royalty is very well guarded by stealthy rangers and soldiers able to remain invisible and unobtrusive, the Royal familt at least wanting the illusion of not always being surrounded by the King's Guard.

Here, luxurious food, exotic animals, and the greatest beach life is had when the family can make it to the island. 

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Jewel of Sands

To the Southeast of the Royal Jewel is the mostly deserted Jewel of Sands. Aside from a gurd outpost and some cbabins for the Royal huntsmen who are appointed to the island, not much else exist here except a rogue, elusive sand dragon that was brought to the island as a wyrmling for entertainment and then escpaped, terrorizing the Jewel of Sands ever since. 

Where it makes its true lair is unknown as it has tricked its hunters again and again with false lairs resulting in hunters falling to traps and other hazards such as sand devils that the dragon has, somehow, recruited into its service. 

Until the dragon is taken care of, this island is off limits even for the Royal family.

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Jewel of the Jungle

This island is composed of deeper jungles and old, ruined temples, the secrets of which awit discovery, or so visitors think. Though the island locals have gone through great lengths to make the island feel "adventurous", the truth is that the old, twisted temple and the jungle it sits in were made safe centuries ago, illusion mqagic and mechanical "traps" used to feed the gimmick of the Jewel of the Jungle and keep it a favorite spot for fun among the wealthy, giving them a sense of danger and adventure that the pmpered people might never, otherwise, experience.

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Jewel of Pleasure

Made up of resorts, taverns, and even Eastern-style massage parlors and dance theaters, this island is dedicated to providing the utmost pleasure to its visitors. No matter the craving, it can be fed on the Jewel of Pleasure, far from the prying and judgmental eyes of the Golden Order of Astron who have no influence here (though it is rumored that some of the higher ups outside of the High Bishop, do visit this island). 

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Jewelside

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The smallish port and fishing town of Jewelside is almost

exclusively purposed for taking the wealthy visitors to the 

Jewels of Prosperity to the said isles, the rest of its boats used

eclusively for fishing (not that any of the fishermen or sailors

would be opposed to selling passage along the water but long 

distant cargo or passenger services are just not found here 

That is the purpose of larger ports such as Port Royal to the

North or Port Rainford further South. 

Aside from passage to and from the Jewels of Prosperity, this

town has several taverns and a few shops selling equipment and

services that can't be had on the tropical islands. 

The Singing Seahorse is an especially rowdy tavern where plenty

of drunken singing is always heard and even encouraqged, 

bards often visiting and singing well-known songs that the 

audience can sing along with. 

The Pickled Fish is another popular tavern though likely for its

quieter atmosphere and rather cheap drinks, catering more to

the fisheren and sailors than the wealthy visitors to Jewelside and th Jewels of Prosperity.

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Road Gate

These large, stone towers and gates are found throughout the

Kingdom, manned by Royal guards and often a cleric or paladin of

the Goldn Order of Astron. 

These checkpoints are also a way to collect the mandated "travel

tax" which, mostly, goes into the royal coffers. 

​The guards of these gates keep an eye out for suspicious activity

and the criminal element such as would be highwaymen, hijackers,

or even darker elements such as cultists. 

Mostly, though, the guards posted at these gates are bored, not 

necessarily very attentive souls going through the motions and

shaking travelers up for taxes. 

However, there is a time when the guards are on high alert and

this time occurs a few hours each day. This is when a commander

makes the rounds to check on the conditions of the gates and the

guards manning them. 

Commanders make these rounds atop their griffons, giving the 

watch a small bit of time to make sure the gate is at its best. 

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Woodside

Woodside sits on the edge of the Living Forest, th domain of the

elves. For those traveling into the domain of the elves, it is a last

stop to equip and prepare before heding into the wilderness. 

​Woodside is not a large town and boasts a cofortable inn and 

tavern, the Cozy Canopy, as well as a hndful of equipment shops.

The Tree's Tincture is a herbalist shop run by the halfling druid 

Gilly Greenfoot which boasts the best herbalist supplies and 

natural mixtures outside of the elven domain, itself. 

Woodside's townhead is the half-elf Jonner Goodthorn, an 

especially good natured fellow who delights in rumors and 

knowing the business of everyone in his town. He doesn;'s keep

abreast of everyone's business out of any shifty agenda or motive,

truth be told Jonner doesn't have a bone of ill will in his entire 

body, but rather, he does so out of loneliness and boredom, not

having a family of his own and few true friends that are not 

friends of political convenience. 

No one in Woodside has a bad thing to say about their townhead,

but the friendly man is just that to most of the town. A friend. 

Woodside was founded with the elven lands in mind, thinking to be the center of trade with the elven people and expected to grow into a thriving town, perhaps even a city. But the expectations were higher than the reality. The reality being that there is little that the outside world has to offer the elves, other than some spices or ale out of curiosity more than out of need. 

For this reason, the town has remained small, making its business from travelers journeying into the elven wilds or those stopping by on the road for need to rest and recoup. 

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Port Rainford

Off the rainy, Sourthern shore of Auroria sits the port town of the

aptly names Port Rainford.

Port Rainford is the primary port of trade and passngers for 

Auroria, opening into a very convenient and easy to access shipping

lane as well as having less thurough search of goods and passengers

than Port Royal. 

The downside to buying passage or cargo shipment through Port

Rainford is that there are occasion run ins with the Bloodskull 

Pirates which no Royal ship would ever run afoul of. 

Aside from buying passge or sending cargo via a ship, this town

has housing for the locals, inns such as the Luna Sea Inn and the

Fanged Duck. 

Port Rainford has plenty of seqside equipment shops dealing in

everyday goods as well as a few shops such as Sea Magics run by

Rummold Grimsilver, a wizard of some renown (though hardly as

well known as Grenwald, himself). Magic of the Sea can be 

bought here.

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The Gnome Village of Glitterleaf

Built close to the edge of the Living Forest, Glitterleaf is a village

that straddles the wooland realm of the elves and the Kingdom 

of Auroria both. 

The gnomes of Glitterleaf led by the smiling elder, Jola Bobblekip,

are a very friendly if overly curious bunch. Though their shops

have been built with the bigger folk in mind, dwafing their much 

smaller homes and making for a kind of architectural shock for 

those taking too close a look, they retain a style unique to the

gnomish builders. 

Glitterleaf is populated mostly by green gnomes but rock gnomes

also live in the town such as Makki Steelboots, owner of the 

Golden Gear where he subjects unsuspecting shoppers to his

inventions, some of which even work as intended. 

Telsi's Teashop is one of the most renowned shops in the village,

selling mystical teas that do everything from curing headaces to

removing poisons. 

The Green Cup is the local drinking and sleepng spot, very popular with visitors and at a more than fair cost. 

The people of Glitterleaf are very excepting of all manner of folks but, so it is said, they will readilly report game hunters, poachers, and other defilers of nature to the elves before such even take their first steps into the Living Forest. 

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The Seaside Church of Astron

 The Golden Order of Astron maintains a seaside church for travelers

to stop at, to worship at, and be reminded that the grace and wonder

of the Father, a rminder that the god of light is still by their side. 

Along with the central church, itself, three shrines dedicated to 

Astron also stand, for those who wish a quieter more one on one

prayer site with their god. 

A small dock also exists, able to moor smaller vessels but the Church

does not supply seafaring vessels and the docks are only meant for

those seafaring travelers looking for some peace and worship in

their travels. 

The priest who maintains the church is Father Rebula Tonnerson. 

Aside from offering daily church sermons and quiet areas to pray,

Father Tonnrson also offers healing and blessings to those who

truly need it and can make an offering to the Church. 

Smaller shrines to other gods are also scattered bout the church 

grounds, not for worship but as reverence to the "lesser" gods that

the Father rules over. 

Though not places intended for worship, Father Tonnerson and the

other members of the Church simply don't notice the small prayers

being uttered to these other gods by some visitors, choose your battles as the saying goes.

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White Mantle

The largest city in Auroria, White Mantle is a sprawling city of

various peoples and cultures. 

From the wondrous shopsand stalls of the Market Square to the

beautifully built homes of Manor Hill, White Mantle is an amazing

and immense city. 

Delemvar Katheris, the Lord of White Mantle, is a large, muscular

man and a shrewd but fair ruler to the grand city.

The city obeys nnd upholds the lws of the Kingdom but is not so

stringent and religiously militeristic as Celestian Point, Lord

Katheris believing that the freedom and enjoyment of his people

to be more iportant than upholding every single tenet and 

supposed wish of Astron. This pits the good Lord of White Mantle

agaist some of the most fervent and influential of the Church. 

He remains steadfast and the Church stays its hand in not simply

convincing the King to remove him, avoiding revolution in the

sizeable city. 

White Mantle has countless interesting places to see and visit and the following is just a mention of some of the more noteable locations in the city and is not an exhausted list. 

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The Market Square

Having some of th ost interesting shops and open air market stalls, this large area in the Eastern city is awe inspiring with soething to see (and buy) in every direction. 

The Great Bazaar

This area of Market Square is a sprawling cacophany of tents, stalls, and pavilions of all different colors and designs. It is said most things can be found in the Bazaar if a soul looks hard enough and has enough money to spend but, truly, the most wondrous items are not the ones sold in private sales but at the three times weekly held auctions in the Auctioneer Pavilion in the center of the Bazaar.

Beshelba's Baubles

The older gnome, Beshelba, owns a magic shop that deals in minor magic items, materials, and books on magic philosophies. 

Baskerville's Books

This shop of tomes owned by the pleasant and elderly Goramin, holds books on history, religion, the arcane, and other topics. Research and learning can be achieved here. 

Dotty the Diviner

Fortune tellers are lookd down on in Auroria, which is why Dotty has "rebranded" herself a diviner, claiming to be passing on information and insight that the Father wants to impart on others. Some rumors say that Dotty used to be, or may still be, one of the Painted People hiding her fortune telling abilities in "divinity" as to avoid suspicion because, if the Order could prove these rumors, Dotty would be arrested for heresy. 

Whatever the truth behind her abilities, her abilities can be very accurate and she is certainly no charlatan.

Hammer and Anvil

A armor and weapon shop owned and operated by Quinn Ralathorp. This shop deals in well made weapons and specialty weapons made of cold iron or silver. Quinn can even arrange for adamantine weapons though these take money and tme to gather the materials. 

The Holy Hand Clerical Supplies

A shop dedicated to supplying clerics with what they need, mostly the clerics that align with Astron but a few other supplies can be found on occasion. 

The Potted Plant

A shop run by the retired druid, Graum Greenmane. His shop deals in mostly decorative plants, specialty herbs, and a one of a kind category of plant familiars. 

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Feasting Way​

This stretch of several streets contain various eateries, taverns, and inns. People travel from all over Auroria to sample the foods in White Mantle and its famous Feasting Way. But not only the food, but the famous entertainment offered by renowned bards and telltales. 

Caleshem's Cuisines

The famous chef Caleshem, once working for the Royal family, itself, presents recipes from aroud the world, but with his own touch. everyone who has paid the pricey money to taste Caleshem's cooking has come away happy.

Eat and Sleep Inn

One of the most cofortable inns in the land, the Eat and Sleep Inn is run by the Rumcreek family of halflings, owned by Navis and Selly Rumcreek. The inn boasts goose down pillows and mattresses as well as a delicious family recipe for salted pork. 

West Street Bakery

Located on West Street, of course, this shop hosts amazing bked goods from classic muffins and sandwiches to unique items such as Skyberry pie. 

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Officials' Quarter

The Officials' Quarter is where all the city's official business is conducted, be it obtaining a merchqant's seal, officializing an adoption or marriage, standing trial for a crime, or any other manner of business that needs doing in White Mantle. 

Courthouse

Judge Dillon Evercrest oversees the courthouse, offializing marriages, trying criminals, settling disputes, and other court business is conducted by the older man who is known to be stern but fair enough. 

Center Park

In the middle of the official buildings and busy people, is a beautiful park of fountains, vibrant trees, and various flowers. The park marks the city's center.

Stormsteel Prison

The city's prison, Stormsteel is one of the last places a criminal or even someone accuswed of a crime wants to find themselves. The wardens of the prison are known to be some of the hardest and least copromising or copassionate people in the land. 

Criminals are worked hard and barely fed, isbehavior withi the prison is rare and not long tolerated, and it is an over all unplesant place where you spend your time dressed in chains and used breeches. 

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Copper Way

Most cities have their...less than pleasant areas and Copper Wy is White Mantle's. The disheveled and poor live as best they can in the slums of White Mantle, called Copper Way because most of its residents are luck to have a few coppers on their person. 

The Churc has done enormous efforts to try to help the poor of White Mantle, but have found many have encountered one tragedy or another turnig them to alcohol or worse, the relatively new drug known as Potion.

For this reason, most of the poor of Copper Way wallow at the bottom of the pit that has become thir lives. 

The Kitchens

This kitchen, operated by the Golden Order of Astron, is maintained as best it can be, being the most popular place in Copper Way as even those afflicted with Potion need to eat. 

Some minor crimes and debts can be worked off by doing time in th Kitchens, serving and cooking for the poor.

Rosethorn Graveyard

The truly desperate have come to dwell and even sleep in the old Rosethorn Graveyard locted in the bqack area of Copper Way. Word and rumor says some of the poor souls in the graveyard have died here, rising as a family of ghouls that haunt the place. 

Stinktown and the Scarecrows

The sewers of the city have been converted, it is told, by a group of rogues and thugs known as the Scarecrows due to the burlap sack masks they wear to commit their crimes. 

The authorities of White Mantle have had no luck ending this criminal group as they seem to disappear in the city's sewers. 

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Grenwald's Tower

The wizard Grenwald, one of if not the most famous wizards in the

world, dwells in a secluded tower on the edge of the Living Forest

and Northreach. 

Often sought after by the Royal family and the Church alike for his

wisdom, the wizaqrd nonetheless spends most of his time 

sequestered in his tower and, should he decide to stop responding

to those seeking his guidance and magic, it is unlikely any could

successfully besiege the tower and its magic. 

Grenwald often has an apprentice who is part student and part

servant though, at the moment the word is that he has not found an

apprentice worth taking under his wing and is inbetween students.

Grenwald has a history for sending for would be heroes and 

adventurers or appearng before them with a task or quest if you 

will. 

These undertakings rarly seem world shaking, go and fetch this

item or go and deal with this monster, usually being well enough 

rewarded for the party's time. But no matter how small the task seems, no one to date has refused the wizard.

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The wizard, himslelf, is a man shrouded in mystery, if he is even a

man. His age is unknown and there seems to always have been

stories of Grenwld, throughout the histories of this land and even

the histories of the Western World.

Some stories tell of a demigod, the son of the Mother of Mysteries,

Magga also known as the Goddess of the Arcane, who was adept and

impossibly wise in the ways of both magic and the nature of the 

world at large. 

Magga, this story tells, tasked her son with bringig wisdo to those

who would seek it to make the world a better place and, of course,

to spread the understnding of magic to all who would learn it. 

In this manner and belief, Grenwald is known as Grenwald 

Drakkenson.

Yet another tale, tells of a man born of a night hag and a tiefling,

an unholy union to be sure (some versions of this story make him

the son of a succubus and tiefling, instead). Grenwald rejected his

findish origins, however, and eventually his magics allowed him to erase any traces of his fiendish birth, resulting in the form he appears as now. 

But, this tale cautions, it is unhealthy to rely on the wizard too often and for too much, for the curse of his fiendish lineage eventually touches those who do so. 

Whatever Grenwald's true story, he is ancient, powerful, and well respected in all of Auroria and even the world.

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Royal Elven City of Hath Shaelor

Located in the Living Wood, the Royal city of the elves, Hath 

Shaelor is the head of the Elven kingdom in Auroria. 

The Lady of the Living Forest, Arienanna, is the ruler of Hath 

Shaelor as well as representing all the elven people in Auroria,

independant of the Elven King Osharn in Raenatha. 

Though the Lady has had several suitors among her people, 

Arienanna has remained unwed since the passing of her husbnd, 

Variondor, turning her attention instead to her kingdom and her

people, burying her heart in her rulership and her twin children,

Glendraya and Halamon.

The Royal city of the elves is rarely seen by outsiders, save for the 

King, himself. In fact, the Royal guard who travel with the King are

blinded using magic while in Hath Shaelor, creating a least favorite

guard detail task when told they will be traveling to the Living 

Forest. It is highly unlikely that this small group of guards would

ever be of much use, should the elves decide to kill the King but blinded, they feel even more useless. Not that any of the guard would mention this to the King or the elves. 

Luckily for all involved, the elves are not a cruel people even if a little arrogant. Elven patrols in the Living Forest will even guide those lost in their woods out of the woods and back to the nearest road. 

Those attempting to ifiltrate the Elven kingdom, however, are not treated with any amout of kindness or forgiveness. What happens to such skulkers is unknown, though, as none are seen again. Even among the elves who are not in the council of the Royal court, itself, this remains a mystery left up to the imagination. 

There are no shops or inns in th great elven city as the city is reserve for the elves, themselves, who have no need for money among their own commuities. Trading is alwys done in the towns and cities of others, envoys of shrewd elves making the journies for trade. Elves prefer materials an goods directly, over money as money means more time and travel to buy the items the elves actually need, but the elves understand how the world outside their kingdoms work and will grudgingly accept money if none are directly trading the materiqls they seek. 

The elves typically hold elven vinyards with Elven wine being very sought after, especially by taverns in such wealthy places as the Royal City of Kalemthar or the higher end establishents in White Mantle. 

Elves also trade in woodworking, theirs being among the best in the world, especially bows and arrows, even magically enchnted arrows and bolts as well as elven cloaks and other lightweight but sturdy garments.

The elves of Auroria keep on good terms with the Kingdom mostly out of their understnding that their people form a symbiotic relatonship with the other peoples of Auroria but also because the elves know that their numbers are smaller and trying to force others uder their banner, which is not the elven way to begin with, would be a losing proposition. 

Though the elves do not work against the other peoples surrouding their lands, nor do they help in everyday events and struggles. It takes something that effects the elves, theselves, or a rare world shaking crisis for the elves to get involved. 

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Elven Town of Draori

Draori is a smaller commuity of Winshara overseen by the Faeorynn

Canopy (family). 

Draori is seldom visited by the more royal and traditional Erandar

elves but often the Quinabrekk will visit the comunity, especially if

a party or celebration is going on. 

This small comunity consists of the elven homes, mostly built into 

the trees, themselves, as is common with the elves as a whole, as well

as the Mooting, a hall dedicated to meetings that concern all of the

Wisharan elves of the Living Forest or intended for the rare meetings

with those outside the commuity. 

Elves traveling throug the Livin Forest, native to Auroria or not, are

always welcome in Draori as tradition demands and the local elves

will always scrifice their own beds, sleeping in the family gathering

chambers or other available area in order to make guests 

cofortable. For this reason, elven homes in Draori may have a guest

chamber built just in case. 

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Elven Watch

The ever wary elves have excellent senses, making them naturals for

seeing a threat or out of place wanderers in the Living Forest. Aside

from elven patrols that roam the woodland realm, there are also a

few towers to give an elevated view of the elven lands and nearby

land outside of the Woodland kingdom. 

Those wandering into the lands of the elves, be it intentional or 

accidental can expect an encounter with an elven watch quite quickly.

Though not as common as the patrols on the ground and in the trees

of the Living Forest, there are some few hippogriff riders as well, 

usually only called on for aerial threats or when a sky-eyed view is

called for. 

Over all, the elves of the Living Forest are well protected from threats

in or above their wildrness kingdom and offers caution to those who

would dare even a single step into their wilderness domain. 

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Ruins of Targ Althuuk

One of the black marks on Elven history is the cult that existed in the

town whose name has been lost and buried in history but is now called

Targ Althuuk which means "Dark Blight" to the elves. 

Around two millenia ago, the prosperous elven community of this

town held a dark and bloody secret to their small comunity. As irony 

would have it, it would be a curious group of Quinabrekk elves that

would ucovr that something was amiss with the town and that its

Winsharan inhabitants were hiding something. But the Erandar high

elves of the kingdom did not believe the Quinabrekk and through 

their lofty, hedonistic ways had gotten the better of them or that they

were jealous of the town's comfort and prosperity. 

It would not be until a youg high elven woman, who stopped into the

town for a rest and meal, would disappear before the rest of the 

kingdom would take what the wild elves had claied seriously. 

By then it was too late for the young elven warrior and others that had gone missing over the years, presumed to

have been lost due to vicious wilderness plants or beasts but actually sacrificed to the vile demon lordess Ixthazol, in exchange for prosperity and glory for their town, these elves once found out became the first elven blooded tieflings on Garn, cursed to be bound to the blood of the demon they worshipped over Corellon Larethian and the other elven deities. 

The town, itself was burned and motly destoryed, its remains turning to stone, its peoples exiled from all elven lands ever since. 

The evil of the cursed cult and the town thyey had inhabited had come to a close but legnds tell of a hidden evil beneath the ruins that still persists to this day, darkenng the woods immediately surrouding it and cursing any who dare to venture into the ruins, themselves.

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Seldrine Shrine

AURORIA

The land of Auroria is the largest continent in the

Western World and the heart of the Western 

Kingdom. Once known as Queensland, when 

the last Queen of the Kingdom passed and the 

first king in generations rose, King Roland

Jarreth I ushered in a new age for the West. 

As the War of Chaos had just been decided in the favor

of law nd good, the people at large became more and 

more devout to Astron, the Father of Law and Light. Though 

many also turned their eyes to the newly appointed goddess, Saint

Trevesard, this goddess was still young in her godhood and her followers were still few, yet often there are dedications to the heroine given divinity even in the temples of Astron, the followers of both often being allied in their upholding the ways of peace and good.

Though the followers of Saint Trevesard tend towards defending the weak honoring friendship, and offering redempton to those who can accept redemption, the followers of Astron have become more and

more militant and stringent in their tenets and laws, often rejecting those who worship other gods, spirits, or anything bove Astron as heretics, their laws becoming less tolerant where they have strong influence. 

And in Aurora, the Golden Order of Astron has strong influence, indeed. 

Whereas the land was to be named after King Jarreth I, the head of the Temple of Astron at the time convinced him to name the land after the fabled city in Etheria, the land of the gods, Auroria, as a way to show the king's solidarity with the temple and the Father.

In the centuries since, the full name of the land is the Golden Kingdom of Auroria, though most common folk simply call it Auroria. 

Auroria is populated mostly by humans and the peoples on fairly good terms with the humans such as the dwrves, elves, gnomes, and halflings. Though the other peoples are more than welcome and tolerated in the Golden Kingdom, all are expected to follow the law of the land and the King's will, though in the confines of their own realms, the dwarves and elves are free to rule and live as they will. 

The Barbarians of the North along with the frost and stone goliaths in the same region do not ackowledge the King's law or the Holy Laws as set forth by the Golden Order of Astron and, as such, are on very shaky terms with the Kingdom and its people. Raids on Northgate and people venturing into the Frozen North are not unheard of but trade with the peoples of the North is also commonplace. 

The Golden Order of Astron is known to be as powerful or more powerful than the royalty of Auroria and, as such, other religions are not overly tolerated in the lands of Auroria where the Order holds the strongest power of any place on Garn. 

Circles of Druids meet in secret glades and clerics following other gods, pray silently to the smller shrines within the Churches of Astron. The Way of the Flying Leaf Monestary, the only monk dojo in Auroria presents itself as a school focused on martial arts and physical wellness rathe than the spiritual center it is meant to be. 

Most devotees to Astron are true bastions of faith, but some few groups do sour th bunch as a whole, abusing their power and status as Templars to the Father. The Faith, as a whole does its best to "correct" such behavior but in less populated environs those with power will abuse their power, the most dangerous of which are those who see no wrong in their actions and consider it their god given right to be "above" the common folk. 

Though Duchies were commonplace in ages past, after the Duke's Uprising several centuries past, the number of those holding such power has been reigned in, so that there are but two, Duchess Marium Estevall of the Southern Duchy and Lord Glenarvon Ruthven of the Western Duchy.

The military, town guards, and other authorities of Auroria are largely comprised of paladins or fighters devoted to Astron, giving the Church even more power over the land but also contributing much to the safety on the roads from those foolish eough to practice being highwaymen in the land. 

Thieves' guilds do exist in Auroria but those practicing the "Night Trade" are far more careful in Auroria than any other land with its very harsh laws and intolerance of lawbreakers. This also means that thieves and other Nigt Trdesmen in Auroria tend to be the most adept at what they do. 

Rangers and those adept at walking the wilds without getting mauled by owlbrears or worse, sell their services as guides to those who need to take a "shortcut" to get somewhere fast (or those wanting to avoid the ptrols of the Order on the open roads). 

Most sorcerers and wizards attend the Royal College of Magic in the Royal City of Kalemthar, itself, though the famed wizard Grenwald has, on rare occasion, taken a direct interest in those he finds truly adept in spellcasting. Warlocks, of course, are outlawed and unwelcome in Auroria so tend to keep the nature of their magic secret or, better still, hide the fact that they are spellcsters at all. 

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The Law of Auroria​

In the Golden Kingdom of Auroria, the laws are decided on by the King with close advisors from the Golden Order of Astron. There is little leeway for criminal activity in Auroria and ignorance of its laws is far from garnering forgiveness or understanding. 

It is strongly recommended for visitors and, especially those hoping to coe to live in Auroria, to become aware of the Kingdom's laws before ever stepping foot on the Kingdom's lands. 

The following are the common laws and puishments for commoners and visitors in Auroria. 

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The Royal City of Kalemthar

The Royal City is the seat of power in Auroria. Location of Castle Darkbane, the home of ruling King Charlemain Jarreth VI, this city is the most defended stronghold in all the land, also housing the Royal Barracks and the Military Church, the Sword of Astron. 

The Royal City is also home to the Royal College of Magic where the most learned and respected magic users practice and perfect their craft, most being expected to become Church Mages or Royal Mages. Those practicing magic on their own or seeking other ways to learn spellcasting are considered enemies of the state, called witches by the Church and actively hunted as such. Most of these unlawful spellcsters eagerly change their ways when captured, joining or rejoinging the College. 

An exception to this rules is on the very rare occasion that Grenwald takes on a pupil, flying them off to his tower near the Elven lands of the Living Forest. Grenwald is so powerful and respected that even the Church will not go against his wishes and, in most cases. such an adept pupil tends to go to work for the Church or the Crown in the end, anyway, leading to the same result. 

Kalemthar, itself, is the epitome of the most wealthy and powerful, a beutiful city full of beautiful people who were either born into their fortune from a noble bloodline or made their fortune on their own, newer to high society than those born to it. 

Ony the highest quality goods are found in the Royal City, from silks diretly shipped in from the Far East to Elven wines made with grapes wildly grown in Raenatha to the greatest art and craftmanship from the best artisans the world has to offer. 

Outside of the very wealthy, shopkeeps and tavern or inn owners make up the populace of Kalemthar, usually not able to afford the very pricy housing of the City and, instead living in apartments over their businesses. These apartments are still quite roomy, well kept, and grand accomodations compared to those in other cities. 

It has been several centuries since the Royal City has seen major action such as that of a siege but the Royal Military and the Sword of Astron are always ready. One can never be too prepared after all. 

The Districts of the Royal City of Kalemthar are:

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The Royal District. This district, unsurprisingly, is where Castle Darkbane is located. Surroudig the Castle are the homes of the wealthiest and most respected nobles outside of the Royal family, itself. The Royal Gardens and Royal Theater can also be found here. 

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The Arena District. This entire district is dedicated to the Royal Arena and the few taverns and inns surrounding it. This is where criminals and those hoping to find a fighting fortune compete in what some, including the High Bishop of Astron, call savage fights that are considered archaic and outdated. But the distaste of the Church and others aside, there is no denying that the Games feed the Royal coffers and take in much more gold than it awards a would-be champion, bringing wealth from around the world. 

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The College District. This is the location of the Royal College of Magic overseen by Headmaster Califf Morgrimm. The District is also home to several book and magic shops, equipment stores, and a hndful of taverns and inns.

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The Church District. This district holds temples and churches dedicated to Astron as well as shops offering various paraphernalia for clerics and holy practitioners. The Royal Church is also located here, mostly concerned with meeting with political officials and plnning actions that concern the Kingdom as a whole. Though the Bishop, himself, lives and operates in the city of Celestial Point, the Royal Pontiff Emmastelle Whitehall heads the Royal Curch and its day to day operations. 

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The Hospital District. This district is where the Royal Hospital, a place that is part physicker care and part spa, as well as the Royal House of Mental Wellness built not too far from the now abandoned Asylum which the welthy cry to be torn down as an eye sore but the place seems to "resist" being torn down and is rumored to be haunted. 

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The Shopping District. This district is full of grand shops and craftsmen workshops. It is a very crowded district where the rich show off their newewst purchases at high end restaurants and taverns, flaunting their material wealth like in few other places in the City. 

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The Sword District. This district is hoe to both the Royal Military Barracks and also the Military Church and Cp of the Sword of Astron. Several high end weaponsmiths also operate in this district but most of their customers are weapon and armor orders for the Royal Military or for the Church, directly. The Royal Prison which has very few inmates usurprisingly, is also located in this district. 

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The Visitor District. This district is mostly dedicated to apartments and inns for those visiting the Royal City but not important enoug to warrant a room in the castle or one of the higher end inns found in other districts. The inns, taverns, and equipment shops in this district are considered "low end" and no self respecting Kalemtharian local would be found dead in the dstrict though the prices are still higher than those of any other city. 

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Anchor 1

Celestial Point

Anchor 2

Celestial Point is noted for the warm blue beam of light that rises

from the center of the city, in the Holy Square. This mysterious

light rises into the sky. The light is said to have been called down 

by a Chosen of Astron named Shalister Graymane when he faced

a demon in the street of the city soon after it was built. The light

remained and those devoted to Astron say that it is a reminder by

the Father that evil cannot stand against the Faithful. 

The greatest temple to Astron was erected soon after with 

Shalister as the head of Church. The light and the temple remain

to this day and no other evil has been able to enter the city.

​The head of Celestial Point is Townhead Morrigan Thelspar but

everyone knows that the real power in all but name is the Church,

and by contrast, High Bishop Harriford Grace IV. The High Bishop

is, from all accounts, a very pious and devoted man who may be

mor than a little bit of a zealot and very militeristic in his approach

to faith but none can deny his faith and focus on making the world 

a better place even if he is very unswavoring and insistant on what "a better world" looks like and on wht is "good" and "evil". The High Bishop is very intolerant of anything he considers sinful against the Father and he demands the same not only from his and the Father's followers but all under his watchful eye. 

Most of Celestial Point is dedicated to the Church with smaller churches found throughout the city alongside the Grand Church of Astron in the city's center. 

Aside from the churches and the Estate of the High Bishop, there is also shops selling everythig the religious could ask for, clothing and equipment stores, and inns to house pilgrims and other visitors to the city. 

There are no taverns in Celestial Point whih surprises some but the followers of Astron will point out that drunkeness is tantamount to making bad decisions and is, therefor, a road to evil that should be avoided.

The Grden of Saints is a beautiful display of nature and faith both with statues and plaques devoted to the various most renowned saints and heroes of Astron, surrounded by full trees, flowers, and other beauty. 

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Port Royal

Anchor 3

The central portion of the Royal Navy is stationed at this port city

along with more than a few cargo and passenger vessels, enjoying

the protection the Navy offers (though Port Royal also has a 

reputation for taking the longest to leave port and get underway due

in large part to how thurough the Dock Masters are at checking

manifests, not content with just spot checking cargo as most ports 

do but looking over entire shipments crate by crate). 

This creates a double-edged sword for ship crew and captains to 

losing time which can equate to losing gold but customers can be

assured that a ship leaving Port Royal is in the safest waters and

carrying completely legal merchandise. For this reason, very few

smugglers or other seafaring criminals are foolish (or savvy) enough

to operate out of Port Royal, rather using easier ports to coplete 

questionable activities. 

Aside from the port merchants, exporters, dock workers, sailors,

and the like - Port Royal also has its share of taverns, inns, and shops.

Where Celestial Point has outlawed alcohol and The Royal City of Kalemthar will only pour a glass of the most expensive and finest drink available, Port Royal makes up for this with a good mix of higher end taverns and pubs closer to the city center, while closer to and on the docks one will find the cheapest swill a sailor can guzzle.​​

The city center and docks both have their share of shops from standard equipment and trinket shops to the Found at Sea, a shop on the docks that buy unclaimed cargo on the cheap and resell it for a few coin profit. Great deals can be found at this second hand shop for the saqvvy soul looking hard enough and, sometimes, a shopper can find something worth more thaqn it looks. 

The Jade Fish is a tavern and restaurant owned and operated by Ryori Suru, a chef from the Far East who has introduced her cuisine to Western Customers with some success. 

The Dock Market is an open air market where many items from around the world can be found 

Crown's Peak

The stretch of mountains from the Northreach all the way down

into the Kingdom and to Celestial Point, itself. 

This reach of moutains are genrally climbed only by expert 

rangers and Griffon Masters, cavalry members of the Golden 

Ordr of Astron who excel at griffon riding and training, usually

trainng and raising their mounts at the Aerie, establshed at

Crown's Peak by the Church for this explicit purpose. 

But Crown's Peak is not the safest of environs even for expert 

flyers and clibers as it is also home to dire cougars, roaming 

bands of yeti, and even a family of perytons it has been reported.

Occasionally thieves and poachers try to steal the griffons that 

the Church has "tamed" but usually this ends with the thieves 

learning the error of their ways, if they live to, and just how loyal

of companions the griffons become to their paladin riders. 

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Anchor 4

Northgate

Northgate is the last bstion of what some might consider civilized

lands before Northreach otherwise known as the Frozen North.

Being on the edge of the lands of barbarians, giants, goliath, yeti,

and other cold dangers, the people of Northgate have learned to

be hardy for the sake of survival and for the sake of their money

pouches as they might charge just a little more than other towns

for room and board, healing, food, and other services, especially

for those coming from the North. This makes Northgate both a

popular and unpopular place all at once. 

Northgate is a prime spot for guides, rangers, and the like always

ready to sell their expertise in the wilds to those who insist on 

going there. Most of these wilderness adepts, however, will turn

away those who have the look of the curious, people living 

otherwise unexciting lives who just want a peek at the wild 

reaches of the Frozen North. The kind of folk who get themselves

and others killed. 

Nor do these folk tend to do what they call "rescue missions" where a local or nearby family had a ember taken by barbarians, goliath or others as the rangers and others savvy enough to survive the wilds are also savvy enough to avoid cusing trouble with entire tribes or clans of people and creatures who call the Northreach home. 

More to these folks liking are customers who know where they are traveling to and why, looking for a particular area where an artifact is said to be burrie, or seeking somethig from wild game that onlyprowls the Frozen North and so on, taking on customers who will follow directions and not stare wide eyed when told to run or duck for cover. 

Northgate is also a good trade community, though not so much in rarity as furs, trained wolves, anti cold remedies, and the like.

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Anchor 5

Victoria

Victoria is a pleqasant enough town, if a little puzzling. 

Victoria's Townhead, the retire paladin Sir Leonard Torramon, is 

said to be almost as obessive about the law and about Astron as the

High Bishop, himself. 

The townsfolk of Victoria equally come acros as very devout and

pious, insisting on visitors attending at least one service at the 

local Church while visiting. 

However, despite this activity and attitude being very close to thqt

of Celestial Point, and the Church in general, those who have 

passed through the smaller town are rumored to have had an

uexplicable disturbing feeling. Some have said (when well away from

the town of Victoria, of course) that the devotion and pleasntness

that permeates Victoria's people feels somehow off, maybe even 

fake, as if it hides something deeper that is not a devotion to the

Father at all but something else. 

The Church chalks this up to rumors and parqanoia as they have

investigate the town thuroughly and have evern sent the legendary Witch Hunters to take a closwer look at the town's people without uncovring anything out of place. All towns have their share personality and quirky behaviors, some will say but that doesn't mean they are dealing with demons behind closed doors.

One can find shops and inns for most basic services and goods the average traveler could look for and the prices tend to be better than Northgate just a few miles away. 

Being on the edge of Lake Windmire, Victoria taverns and inns serve plenty of fish dishes, as well as trading in fish with the close Northgate and occasionally with Celestial Point, itself though a little further away.

The town also rents out cabins for hunting and fishing on the Lake. 

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Anchor 6

Lake Windmire

Lake Widmire is a peaceful, generally stilll and calm lake.

Not the lrgest of lakes in Auroria, this lake is still a favored

hunting and fishing spot for the nearby town of  Victoria, as

well as repotedly being the home of a family of water lloving

nereids, water fey and gaurdians of the world's waterways.

Some visitors to the lake, renting a fishing or hunting cabin

also panickly speak of smallish fish people who have scared

the visitors with girgling demands to "give it back" whatever

it may be. 

Victoria has hired adventurers to get to the bottom of the

fish folk scares but whatever the fish people might be, they

are evidently shy when it counts and reclusive. The

would be hunters report the feeling of being 

watched by the lake, itself, but never catching 

sight of these rumored creatures. 

As no one has been injured or assaulted by these

reported fish folk little has been pursued to come up with a more permanent solution.

Fishing and hunting continu to be a favored activity on the Lake with most coming home satisfied (and with a trove of fish or venison in tow). 

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Anchor 7

The Royal Plains

The open plains south of the Royal City of Kalemthar and

stretching for several miles. 

The Royal family and friends thereof often use the plains

for hunting small game such as rabbits or foxes but there is

another, more dangerous creature roaming and hunting the

plains, a tribe of them in fact. 

This is a tribe of centaurs who have lived on the plains for a

few generations now. Several centuries ago, one of the Royal

family wanted to hunt and do away with the centaurs only to

discover that his daugter had secretly befriended the tribe.

This touched the King's heart and since then, the Royal 

family has been on peaceful terms with the centaurs who

they will sometimes see running, keeping pace with their

horses as they hunt. 

Aside from the centaurs and the hunting copetitions that

take place there, little is remarkable about this area. Few 

dare to travel the plains, owned without question by the royal

family, even to serve as a shortcut for traveling. 

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Anchor 8

The Northern Teeth

The Norther Teeth are the longest and highest mountains

in Auroria. This stretch of moutains is home to many 

dangers ranging from yeti to icy elemental terrors to 

cunnig ice wolves and frost salamanders. 

The most infamous of the mountains dangers though is, 

if the barbarians and goliath can be believed, a white 

dragon known as Grimfrost. 

To date, the white dragon has been content hunting yeti,

mountain sheep, and barbarians that venture too close to

its lair. How long that cntentment will last is anyone's guess.

The Northern clans have learned to shy away from the 

Northern Teeth in general while still routing animals and

yeti to the mountains, lest the dragon run low on nearby 

prey and start broadenig its hunting area. 

The barbarian clans, themselves, along with the goliath​

present their own dangers. Though the clans won't typically

kill travelers to the North, they are not above asking for a

tithe for "savng" them from the dangers in the area or just because the travelers look "ovrburdened with treasure".

Not many everyday folk in Auroria travel past Northgate much less as far as the Northern Teeth or deep into the Frozen North and those foolish enough to don't geerally return.

Despite the dangers there are dventurers who hear tell of a secret cave entrance somewhere in the Northern Teeth which leads to an underground trove of magical treasures. Most agree that these tales are wild fantasy and the most one can find in that mountain is the short end of a yeti's claws or, worse, a passage into the Underdark.

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Anchor 9

Winterkill Peak

This highest peak of the Northern Teeth is presumed to be where the white dragon Grimfrost is thought to make its lair/ 

Several brbarian and goliath clans have suffered high numbers of losses raiding the mountain and going against Grifrost but none have yet been able to fell the dragon. 

Because of this, the clans of the North have starte to call Grifrost the White Reaper. 

Yet some few warriors who have returned from Winterkill Peak just long enough to tell of something worse than the dragon on that peak.  A devil of ice is said to dwell within that mountain but whether it works with the dragon, against it, or if there is a devil of ice at all is very unknown. 

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Anchor 10

Grunsputnar: Jarl of the Frost Giants

In the mountain known as Icingwrought, a fortress made of

pure ice known as Svelt Harmmar in Giant or Ice Hammer in

Common. 

On a throne in this fortress sits Grunsputnar the Woehammer,

Jarl of the Frost Giants and the most powerfu of his kin on 

Garn. 

Grunsputnar is unknown except by rumor and whisper to

most of the peoples of Auroria, but to the clans of the North,

among the barbarians and goliath, he and his kin are most

hated and not just because the frost giants take what they want

when they want but also because the giants leave little in their

wake other than chill death. There are not many among the

North clans that have not met the sting of tragedy at the handsw

of the frost giants. 

The clans of the North are united in their hatred of the giants

and oftenjoin forces when the time comes to fight and kill

them. 

However, no ammount of the clans coming together to fight

has breached the walls of Ice Hammer or garnered so much as

the mere notice of the frost giant jarl. It isn;t that 

Grunsputnar fears the clans or any other force that might be

mustered against him it is simply that he is disinterested for none are challenge enough for him. 

In the meantime, the jarl emerges only ocsionally to hunt or pillage and sate his boredom for a short time. 

On occasion a younger frost giant thinks he is able to bet the jarl and usurp his rulership through a duel known as holmgnga. Some would be rulers do not fight with complet honor and the jarl has been poisoned and wekened with magic. 

His challengers are all dead, leaving Grunsputnar hugry for a challenger worthy of him. 

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Anchor 11
Anchor 12

Caern of Jarl Dreki Hreggtor

Deep beneath the mountain, Icingwrought, in the bowels of 

the frigid earth only accessible by secret means if not through

th frost giant fortress of Svelt Harmmar, is the caern and 

grave of the revered first jarl of the Northreach, Jarl Dreki

Hreggtor. 

Yet, as revered as this great hero and leader of the frost giants​

is, none visit this graveside, not even the giants, themselves. 

Some say it is because the cqern is cursed and  dark spirit has

come to call the resting place of the great jarl its hoe for some

unknown reason, oters sqy that the spirit of the jarl, himself,

wlks those ancient halls for some unresolved purpose. 

Whatever lurks in the caern, it has given pause to the frost

giants, perhaps even instilling a feeling that none of thm are

used to or would admit to feeling. Fear.

Rumors tell of other things in the caern as well, treasures that

were buried with the jarl out of respect to him, some even

being magical. But no one is foolish enough to attempt to

find their way past the powerful giants and into the caern, itself.

It is said, the sign of nearing the caern in the twisting, icy tunnels, is the bones of a gigantic beast that Jarl Dreki Hreggtor fell as his first kill as a younger giant.

​

Frost Lake

This frozen lake in the Northreach is known for its persitant

cold year round, needig to be cut away bits at a time and 

then melted down with a cooking or campfire if used for

drink. 

It is said that beneath the ice dwell cold fey kown as 

pogakori, icy fey spirits who promote endless cold and 

winter. 

Other creatures og icy cold are said to call the Frost Lake

hoe as well, making it very dangerous and not a place to

tally for long. 

Neither the clans of the North, the yeti, or the frost giants

attempt to hold the immediate land surrounding the land

which is said to be even colder than the rest of the 

Northreach and is considered either a holy or cursed site, or

perhaps both. 

One clan of barbarians do make it a habit of ice fishing at the

Frost Lake, the Nanuq or Ice Bear Clan whom other clans

call both brave and wrong in the head for doing, a trafition or

no. 

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Anchor 13

The Frostfang

Anchor 14

Off the shore of the Frozen North, a mountainous island of 

pure ice rises from the water. This is the Frostfang which 

appears, at a distance, to be impenatrable ice. If one is to land

on this "island" however, it is discovered that there are caverns

and tunnels running throughout the icy interior of the 

Frostfang. 

Rumors of treasures and fallen heroes within the Frostfng 

abound though, of course, no one has any physical evidence of

this as those exploring these tunnels end up running away or 

dead, those running reporting icy oozes moving nearly invisibly

throughout the tunnels of the Frostfang. Its also been said that

the lower tunnelsw of this floatng ice cavern is underwater. 

submerged in the icy depths of the Cold Sea. 

What the true nture of the Frostfang is or what has created its

considerable tunels is a mystery. 

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Royal Farmlands

Anchor 15

The Royal Farmlands are owned by the royal family but are 

operated by the Farm Manager, Leomond Jorgunson who

lives on the farm with his family and the seasonal farm hands

who work and live on the farm in a rotation some of them

being regular workers and some only showin up for quick

work to not be seen again. 

More Royal soldiers or Order paladins can be seen visiting 

the farms than one might think. This is for the simple reason

that the farmlands is an important sset to the Kingdom as 

the farms yield the food supply for the entire Eastern side of

the kingdom and the western farms are much less in size and

yield, though they might be able to help with feeding the 

entirity of Auroria  in a pinch. 

Aside from fields of wheat, rows of vegetables such as corn,

tomatoes, beans, and radishes, are also cows and chickens, 

sheep and horses. 

The well protected and well worked farms are a proficiency-​

oriented place. Room for visitors is not really a thing on the farms.

If one wants a roof or food then it is not a short visit but they are expected to stay (and work) for at least a week, a season being the preference. 

​

Jewels of Prosperity

This group of islands off the East coast of Auroria are small,

tropical paradises for the wealthy and powerful of the 

Kingdom. 

The Jewels hold an aesthetic similar to that of the Eastern land

of Nazenka. Despite the War of the Genies fought centuries ago

when the Western Kingdom had been betryed and siezed by 

the Saltan of Nazenka, the goals of the genies nothing short of

enslaving all of the Western Kingdom, the Eastern influence

such as the cuisine and entertainers has remained popular in

its influence since the Kingdom repelled the invaders so long

ago. 

Soe of the Nazenkan families who worked for the Kingdom 

even managed to secure protection and avoid a wartime 

prison by denouncing the genies and swearing fielty to the

Kingdom. Descendants of these families still live on and 

operate the luxurious cabins and taverns on the Jewels to this

day, including some few genasi, risha, and tabaxi in the mix. 

The Jewels of Properity are made up of three islands, each offering

their own enjoyments and themes for those who can afford to visit them.

​

Jewel of Royalty

This island is reserved fo the Royal family where a large estate sits aong servant cabins and a lush, island plain. 

The Jewel of Royalty is very well guarded by stealthy rangers and soldiers able to remain invisible and unobtrusive, the Royal familt at least wanting the illusion of not always being surrounded by the King's Guard.

Here, luxurious food, exotic animals, and the greatest beach life is had when the family can make it to the island. 

​

Jewel of Sands

To the Southeast of the Royal Jewel is the mostly deserted Jewel of Sands. Aside from a gurd outpost and some cbabins for the Royal huntsmen who are appointed to the island, not much else exist here except a rogue, elusive sand dragon that was brought to the island as a wyrmling for entertainment and then escpaped, terrorizing the Jewel of Sands ever since. 

Where it makes its true lair is unknown as it has tricked its hunters again and again with false lairs resulting in hunters falling to traps and other hazards such as sand devils that the dragon has, somehow, recruited into its service. 

Until the dragon is taken care of, this island is off limits even for the Royal family.

​

Jewel of the Jungle

This island is composed of deeper jungles and old, ruined temples, the secrets of which awit discovery, or so visitors think. Though the island locals have gone through great lengths to make the island feel "adventurous", the truth is that the old, twisted temple and the jungle it sits in were made safe centuries ago, illusion mqagic and mechanical "traps" used to feed the gimmick of the Jewel of the Jungle and keep it a favorite spot for fun among the wealthy, giving them a sense of danger and adventure that the pmpered people might never, otherwise, experience.

​

Jewel of Pleasure

Made up of resorts, taverns, and even Eastern-style massage parlors and dance theaters, this island is dedicated to providing the utmost pleasure to its visitors. No matter the craving, it can be fed on the Jewel of Pleasure, far from the prying and judgmental eyes of the Golden Order of Astron who have no influence here (though it is rumored that some of the higher ups outside of the High Bishop, do visit this island). 

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Anchor 16

Jewelside

Anchor 17

The smallish port and fishing town of Jewelside is almost

exclusively purposed for taking the wealthy visitors to the 

Jewels of Prosperity to the said isles, the rest of its boats used

eclusively for fishing (not that any of the fishermen or sailors

would be opposed to selling passage along the water but long 

distant cargo or passenger services are just not found here 

That is the purpose of larger ports such as Port Royal to the

North or Port Rainford further South. 

Aside from passage to and from the Jewels of Prosperity, this

town has several taverns and a few shops selling equipment and

services that can't be had on the tropical islands. 

The Singing Seahorse is an especially rowdy tavern where plenty

of drunken singing is always heard and even encouraqged, 

bards often visiting and singing well-known songs that the 

audience can sing along with. 

The Pickled Fish is another popular tavern though likely for its

quieter atmosphere and rather cheap drinks, catering more to

the fisheren and sailors than the wealthy visitors to Jewelside and th Jewels of Prosperity.

​​​

Road Gate

These large, stone towers and gates are found throughout the

Kingdom, manned by Royal guards and often a cleric or paladin of

the Goldn Order of Astron. 

These checkpoints are also a way to collect the mandated "travel

tax" which, mostly, goes into the royal coffers. 

​The guards of these gates keep an eye out for suspicious activity

and the criminal element such as would be highwaymen, hijackers,

or even darker elements such as cultists. 

Mostly, though, the guards posted at these gates are bored, not 

necessarily very attentive souls going through the motions and

shaking travelers up for taxes. 

However, there is a time when the guards are on high alert and

this time occurs a few hours each day. This is when a commander

makes the rounds to check on the conditions of the gates and the

guards manning them. 

Commanders make these rounds atop their griffons, giving the 

watch a small bit of time to make sure the gate is at its best. 

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Anchor 18

Woodside

Woodside sits on the edge of the Living Forest, th domain of the

elves. For those traveling into the domain of the elves, it is a last

stop to equip and prepare before heding into the wilderness. 

​Woodside is not a large town and boasts a cofortable inn and 

tavern, the Cozy Canopy, as well as a hndful of equipment shops.

The Tree's Tincture is a herbalist shop run by the halfling druid 

Gilly Greenfoot which boasts the best herbalist supplies and 

natural mixtures outside of the elven domain, itself. 

Woodside's townhead is the half-elf Jonner Goodthorn, an 

especially good natured fellow who delights in rumors and 

knowing the business of everyone in his town. He doesn;'s keep

abreast of everyone's business out of any shifty agenda or motive,

truth be told Jonner doesn't have a bone of ill will in his entire 

body, but rather, he does so out of loneliness and boredom, not

having a family of his own and few true friends that are not 

friends of political convenience. 

No one in Woodside has a bad thing to say about their townhead,

but the friendly man is just that to most of the town. A friend. 

Woodside was founded with the elven lands in mind, thinking to be the center of trade with the elven people and expected to grow into a thriving town, perhaps even a city. But the expectations were higher than the reality. The reality being that there is little that the outside world has to offer the elves, other than some spices or ale out of curiosity more than out of need. 

For this reason, the town has remained small, making its business from travelers journeying into the elven wilds or those stopping by on the road for need to rest and recoup. 

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Anchor 19

Port Rainford

Off the rainy, Sourthern shore of Auroria sits the port town of the

aptly names Port Rainford.

Port Rainford is the primary port of trade and passngers for 

Auroria, opening into a very convenient and easy to access shipping

lane as well as having less thurough search of goods and passengers

than Port Royal. 

The downside to buying passage or cargo shipment through Port

Rainford is that there are occasion run ins with the Bloodskull 

Pirates which no Royal ship would ever run afoul of. 

Aside from buying passge or sending cargo via a ship, this town

has housing for the locals, inns such as the Luna Sea Inn and the

Fanged Duck. 

Port Rainford has plenty of seqside equipment shops dealing in

everyday goods as well as a few shops such as Sea Magics run by

Rummold Grimsilver, a wizard of some renown (though hardly as

well known as Grenwald, himself). Magic of the Sea can be 

bought here.

​​

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The Gnome Village of Glitterleaf

Built close to the edge of the Living Forest, Glitterleaf is a village

that straddles the wooland realm of the elves and the Kingdom 

of Auroria both. 

The gnomes of Glitterleaf led by the smiling elder, Jola Bobblekip,

are a very friendly if overly curious bunch. Though their shops

have been built with the bigger folk in mind, dwafing their much 

smaller homes and making for a kind of architectural shock for 

those taking too close a look, they retain a style unique to the

gnomish builders. 

Glitterleaf is populated mostly by green gnomes but rock gnomes

also live in the town such as Makki Steelboots, owner of the 

Golden Gear where he subjects unsuspecting shoppers to his

inventions, some of which even work as intended. 

Telsi's Teashop is one of the most renowned shops in the village,

selling mystical teas that do everything from curing headaces to

removing poisons. 

The Green Cup is the local drinking and sleepng spot, very popular with visitors and at a more than fair cost. 

The people of Glitterleaf are very excepting of all manner of folks but, so it is said, they will readilly report game hunters, poachers, and other defilers of nature to the elves before such even take their first steps into the Living Forest. 

​​

The Seaside Church of Astron

 The Golden Order of Astron maintains a seaside church for travelers

to stop at, to worship at, and be reminded that the grace and wonder

of the Father, a rminder that the god of light is still by their side. 

Along with the central church, itself, three shrines dedicated to 

Astron also stand, for those who wish a quieter more one on one

prayer site with their god. 

A small dock also exists, able to moor smaller vessels but the Church

does not supply seafaring vessels and the docks are only meant for

those seafaring travelers looking for some peace and worship in

their travels. 

The priest who maintains the church is Father Rebula Tonnerson. 

Aside from offering daily church sermons and quiet areas to pray,

Father Tonnrson also offers healing and blessings to those who

truly need it and can make an offering to the Church. 

Smaller shrines to other gods are also scattered bout the church 

grounds, not for worship but as reverence to the "lesser" gods that

the Father rules over. 

Though not places intended for worship, Father Tonnerson and the

other members of the Church simply don't notice the small prayers

being uttered to these other gods by some visitors, choose your battles as the saying goes.

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White Mantle

The largest city in Auroria, White Mantle is a sprawling city of

various peoples and cultures. 

From the wondrous shopsand stalls of the Market Square to the

beautifully built homes of Manor Hill, White Mantle is an amazing

and immense city. 

Delemvar Katheris, the Lord of White Mantle, is a large, muscular

man and a shrewd but fair ruler to the grand city.

The city obeys nnd upholds the lws of the Kingdom but is not so

stringent and religiously militeristic as Celestian Point, Lord

Katheris believing that the freedom and enjoyment of his people

to be more iportant than upholding every single tenet and 

supposed wish of Astron. This pits the good Lord of White Mantle

agaist some of the most fervent and influential of the Church. 

He remains steadfast and the Church stays its hand in not simply

convincing the King to remove him, avoiding revolution in the

sizeable city. 

White Mantle has countless interesting places to see and visit and the following is just a mention of some of the more noteable locations in the city and is not an exhausted list. 

​

The Market Square

Having some of th ost interesting shops and open air market stalls, this large area in the Eastern city is awe inspiring with soething to see (and buy) in every direction. 

The Great Bazaar

This area of Market Square is a sprawling cacophany of tents, stalls, and pavilions of all different colors and designs. It is said most things can be found in the Bazaar if a soul looks hard enough and has enough money to spend but, truly, the most wondrous items are not the ones sold in private sales but at the three times weekly held auctions in the Auctioneer Pavilion in the center of the Bazaar.

Beshelba's Baubles

The older gnome, Beshelba, owns a magic shop that deals in minor magic items, materials, and books on magic philosophies. 

Baskerville's Books

This shop of tomes owned by the pleasant and elderly Goramin, holds books on history, religion, the arcane, and other topics. Research and learning can be achieved here. 

Dotty the Diviner

Fortune tellers are lookd down on in Auroria, which is why Dotty has "rebranded" herself a diviner, claiming to be passing on information and insight that the Father wants to impart on others. Some rumors say that Dotty used to be, or may still be, one of the Painted People hiding her fortune telling abilities in "divinity" as to avoid suspicion because, if the Order could prove these rumors, Dotty would be arrested for heresy. 

Whatever the truth behind her abilities, her abilities can be very accurate and she is certainly no charlatan.

Hammer and Anvil

A armor and weapon shop owned and operated by Quinn Ralathorp. This shop deals in well made weapons and specialty weapons made of cold iron or silver. Quinn can even arrange for adamantine weapons though these take money and tme to gather the materials. 

The Holy Hand Clerical Supplies

A shop dedicated to supplying clerics with what they need, mostly the clerics that align with Astron but a few other supplies can be found on occasion. 

The Potted Plant

A shop run by the retired druid, Graum Greenmane. His shop deals in mostly decorative plants, specialty herbs, and a one of a kind category of plant familiars. 

​

Feasting Way​

This stretch of several streets contain various eateries, taverns, and inns. People travel from all over Auroria to sample the foods in White Mantle and its famous Feasting Way. But not only the food, but the famous entertainment offered by renowned bards and telltales. 

Caleshem's Cuisines

The famous chef Caleshem, once working for the Royal family, itself, presents recipes from aroud the world, but with his own touch. everyone who has paid the pricey money to taste Caleshem's cooking has come away happy.

Eat and Sleep Inn

One of the most cofortable inns in the land, the Eat and Sleep Inn is run by the Rumcreek family of halflings, owned by Navis and Selly Rumcreek. The inn boasts goose down pillows and mattresses as well as a delicious family recipe for salted pork. 

West Street Bakery

Located on West Street, of course, this shop hosts amazing bked goods from classic muffins and sandwiches to unique items such as Skyberry pie. 

​

Officials' Quarter

The Officials' Quarter is where all the city's official business is conducted, be it obtaining a merchqant's seal, officializing an adoption or marriage, standing trial for a crime, or any other manner of business that needs doing in White Mantle. 

Courthouse

Judge Dillon Evercrest oversees the courthouse, offializing marriages, trying criminals, settling disputes, and other court business is conducted by the older man who is known to be stern but fair enough. 

Center Park

In the middle of the official buildings and busy people, is a beautiful park of fountains, vibrant trees, and various flowers. The park marks the city's center.

Stormsteel Prison

The city's prison, Stormsteel is one of the last places a criminal or even someone accuswed of a crime wants to find themselves. The wardens of the prison are known to be some of the hardest and least copromising or copassionate people in the land. 

Criminals are worked hard and barely fed, isbehavior withi the prison is rare and not long tolerated, and it is an over all unplesant place where you spend your time dressed in chains and used breeches. 

​

Copper Way

Most cities have their...less than pleasant areas and Copper Wy is White Mantle's. The disheveled and poor live as best they can in the slums of White Mantle, called Copper Way because most of its residents are luck to have a few coppers on their person. 

The Churc has done enormous efforts to try to help the poor of White Mantle, but have found many have encountered one tragedy or another turnig them to alcohol or worse, the relatively new drug known as Potion.

For this reason, most of the poor of Copper Way wallow at the bottom of the pit that has become thir lives. 

The Kitchens

This kitchen, operated by the Golden Order of Astron, is maintained as best it can be, being the most popular place in Copper Way as even those afflicted with Potion need to eat. 

Some minor crimes and debts can be worked off by doing time in th Kitchens, serving and cooking for the poor.

Rosethorn Graveyard

The truly desperate have come to dwell and even sleep in the old Rosethorn Graveyard locted in the bqack area of Copper Way. Word and rumor says some of the poor souls in the graveyard have died here, rising as a family of ghouls that haunt the place. 

Stinktown and the Scarecrows

The sewers of the city have been converted, it is told, by a group of rogues and thugs known as the Scarecrows due to the burlap sack masks they wear to commit their crimes. 

The authorities of White Mantle have had no luck ending this criminal group as they seem to disappear in the city's sewers. 

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Grenwald's Tower

The wizard Grenwald, one of if not the most famous wizards in the

world, dwells in a secluded tower on the edge of the Living Forest

and Northreach. 

Often sought after by the Royal family and the Church alike for his

wisdom, the wizaqrd nonetheless spends most of his time 

sequestered in his tower and, should he decide to stop responding

to those seeking his guidance and magic, it is unlikely any could

successfully besiege the tower and its magic. 

Grenwald often has an apprentice who is part student and part

servant though, at the moment the word is that he has not found an

apprentice worth taking under his wing and is inbetween students.

Grenwald has a history for sending for would be heroes and 

adventurers or appearng before them with a task or quest if you 

will. 

These undertakings rarly seem world shaking, go and fetch this

item or go and deal with this monster, usually being well enough 

rewarded for the party's time. But no matter how small the task seems, no one to date has refused the wizard.

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The wizard, himslelf, is a man shrouded in mystery, if he is even a

man. His age is unknown and there seems to always have been

stories of Grenwld, throughout the histories of this land and even

the histories of the Western World.

Some stories tell of a demigod, the son of the Mother of Mysteries,

Magga also known as the Goddess of the Arcane, who was adept and

impossibly wise in the ways of both magic and the nature of the 

world at large. 

Magga, this story tells, tasked her son with bringig wisdo to those

who would seek it to make the world a better place and, of course,

to spread the understnding of magic to all who would learn it. 

In this manner and belief, Grenwald is known as Grenwald 

Drakkenson.

Yet another tale, tells of a man born of a night hag and a tiefling,

an unholy union to be sure (some versions of this story make him

the son of a succubus and tiefling, instead). Grenwald rejected his

findish origins, however, and eventually his magics allowed him to erase any traces of his fiendish birth, resulting in the form he appears as now. 

But, this tale cautions, it is unhealthy to rely on the wizard too often and for too much, for the curse of his fiendish lineage eventually touches those who do so. 

Whatever Grenwald's true story, he is ancient, powerful, and well respected in all of Auroria and even the world.

​

Royal Elven City of Hath Shaelor

Located in the Living Wood, the Royal city of the elves, Hath 

Shaelor is the head of the Elven kingdom in Auroria. 

The Lady of the Living Forest, Arienanna, is the ruler of Hath 

Shaelor as well as representing all the elven people in Auroria,

independant of the Elven King Osharn in Raenatha. 

Though the Lady has had several suitors among her people, 

Arienanna has remained unwed since the passing of her husbnd, 

Variondor, turning her attention instead to her kingdom and her

people, burying her heart in her rulership and her twin children,

Glendraya and Halamon.

The Royal city of the elves is rarely seen by outsiders, save for the 

King, himself. In fact, the Royal guard who travel with the King are

blinded using magic while in Hath Shaelor, creating a least favorite

guard detail task when told they will be traveling to the Living 

Forest. It is highly unlikely that this small group of guards would

ever be of much use, should the elves decide to kill the King but blinded, they feel even more useless. Not that any of the guard would mention this to the King or the elves. 

Luckily for all involved, the elves are not a cruel people even if a little arrogant. Elven patrols in the Living Forest will even guide those lost in their woods out of the woods and back to the nearest road. 

Those attempting to ifiltrate the Elven kingdom, however, are not treated with any amout of kindness or forgiveness. What happens to such skulkers is unknown, though, as none are seen again. Even among the elves who are not in the council of the Royal court, itself, this remains a mystery left up to the imagination. 

There are no shops or inns in th great elven city as the city is reserve for the elves, themselves, who have no need for money among their own commuities. Trading is alwys done in the towns and cities of others, envoys of shrewd elves making the journies for trade. Elves prefer materials an goods directly, over money as money means more time and travel to buy the items the elves actually need, but the elves understand how the world outside their kingdoms work and will grudgingly accept money if none are directly trading the materiqls they seek. 

The elves typically hold elven vinyards with Elven wine being very sought after, especially by taverns in such wealthy places as the Royal City of Kalemthar or the higher end establishents in White Mantle. 

Elves also trade in woodworking, theirs being among the best in the world, especially bows and arrows, even magically enchnted arrows and bolts as well as elven cloaks and other lightweight but sturdy garments.

The elves of Auroria keep on good terms with the Kingdom mostly out of their understnding that their people form a symbiotic relatonship with the other peoples of Auroria but also because the elves know that their numbers are smaller and trying to force others uder their banner, which is not the elven way to begin with, would be a losing proposition. 

Though the elves do not work against the other peoples surrouding their lands, nor do they help in everyday events and struggles. It takes something that effects the elves, theselves, or a rare world shaking crisis for the elves to get involved. 

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Elven Town of Draori

Draori is a smaller commuity of Winshara overseen by the Faeorynn

Canopy (family). 

Draori is seldom visited by the more royal and traditional Erandar

elves but often the Quinabrekk will visit the comunity, especially if

a party or celebration is going on. 

This small comunity consists of the elven homes, mostly built into 

the trees, themselves, as is common with the elves as a whole, as well

as the Mooting, a hall dedicated to meetings that concern all of the

Wisharan elves of the Living Forest or intended for the rare meetings

with those outside the commuity. 

Elves traveling throug the Livin Forest, native to Auroria or not, are

always welcome in Draori as tradition demands and the local elves

will always scrifice their own beds, sleeping in the family gathering

chambers or other available area in order to make guests 

cofortable. For this reason, elven homes in Draori may have a guest

chamber built just in case. 

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Elven Watch

The ever wary elves have excellent senses, making them naturals for

seeing a threat or out of place wanderers in the Living Forest. Aside

from elven patrols that roam the woodland realm, there are also a

few towers to give an elevated view of the elven lands and nearby

land outside of the Woodland kingdom. 

Those wandering into the lands of the elves, be it intentional or 

accidental can expect an encounter with an elven watch quite quickly.

Though not as common as the patrols on the ground and in the trees

of the Living Forest, there are some few hippogriff riders as well, 

usually only called on for aerial threats or when a sky-eyed view is

called for. 

Over all, the elves of the Living Forest are well protected from threats

in or above their wildrness kingdom and offers caution to those who

would dare even a single step into their wilderness domain. 

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Ruins of Targ Althuuk

One of the black marks on Elven history is the cult that existed in the

town whose name has been lost and buried in history but is now called

Targ Althuuk which means "Dark Blight" to the elves. 

Around two millenia ago, the prosperous elven community of this

town held a dark and bloody secret to their small comunity. As irony 

would have it, it would be a curious group of Quinabrekk elves that

would ucovr that something was amiss with the town and that its

Winsharan inhabitants were hiding something. But the Erandar high

elves of the kingdom did not believe the Quinabrekk and through 

their lofty, hedonistic ways had gotten the better of them or that they

were jealous of the town's comfort and prosperity. 

It would not be until a youg high elven woman, who stopped into the

town for a rest and meal, would disappear before the rest of the 

kingdom would take what the wild elves had claied seriously. 

By then it was too late for the young elven warrior and others that had gone missing over the years, presumed to

have been lost due to vicious wilderness plants or beasts but actually sacrificed to the vile demon lordess Ixthazol, in exchange for prosperity and glory for their town, these elves once found out became the first elven blooded tieflings on Garn, cursed to be bound to the blood of the demon they worshipped over Corellon Larethian and the other elven deities. 

The town, itself was burned and motly destoryed, its remains turning to stone, its peoples exiled from all elven lands ever since. 

The evil of the cursed cult and the town thyey had inhabited had come to a close but legnds tell of a hidden evil beneath the ruins that still persists to this day, darkenng the woods immediately surrouding it and cursing any who dare to venture into the ruins, themselves.

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Seldrine Shrine

This woodland shrine dedicated to the Seldarine who are the family

of elven gods including Corellon Larethian, the leader of the elven

gods, Erevan Ilesere the Trickster, Hanali Celanil the Lover, 

Sehanine Moonbow the Moon Maiden, Solonor Thelandira the 

Hunter, Mielikki of the Beasts, as well as the god Geb the nature

deity not part of the Seldrine but rvered by many elves as a nature

deity. 

The druid mother Namanielle watches over and sees to the care of

the shrine. She will gladly rcount the stories and lore of the gods of

the shrine to anywho will listen, even non-elven visitors invited to

tour the area or guided past the shrine. 

The shrine is also said to glow with a kind of green flame when there

is a danger to the forest, an occurance that has not been seen since

the Toll Rais over three centuries ago. It is sai that the flame does 

not only serve as warning but also to empower the magics of the

elves as well.

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The Living Forest

The Living Forest is the largest epanse of wilderness in Auroria. It is also the kingdom of the Aurorian elves who dwell and rule this expnse of woodlands surrounding their royal city of Hath Shaelor. This forest is rich with all manner of beasts one would find in the woods but with much higher a number. For this reason alone, several less scupulous hunters and pochers try to sneak through the woods to claim plentiful game before being caught. Unfortunately for these would be intruders, elves are not only very observant of their domain, but the Living Forest doesn't just get its name from the beutiful scenery but also for the very real threats of monstrous beasts such as owlbears and dire wolves and monstrous plants such as shambling mounds and treants. 

The nature of the forest itself, is enchnted in a way that confuses non-elves and makes it likely that outsiders in the woods will be lost within a few leagues of travel. 

The Living Forest is also said to be a thin veil between the world and the land of the fey known as the Feywild.

Most Aurorians know that this stretch of forest belongs to the wild and to the elves, avoiding it at all cost and quick to warn visitors to Auroria as well. Rangers and wilderness guides will scoff or laugh outright at those who try to hire the to enter the Living Forest. 

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The Well Earned Rest

Anchor 31

This lodge on the Southern Road of Auroria is renowned for its fresh,

hot meals, its natural forest springs for bathing, and its magically

blessed sleep accomodations which leaves every traveller even more

refreshed than an ordinary night's sleep. 

The Well Earned Rest is owned by the couple, Waynard a tall, red-

headed man and the half-elf Hildrynne Skycloak. The Skycloaks also

have a staff of very well natured halflings who seem to be very 

content in their work.

The nature of the magic called upon to provide the arcane rest of the

inn is a well-kept family secret thoug they will assure any concerned

traveler (or a concerned inquisitor of the Church especially) that the

magic is not witchcraft and is harmless in its nature. 

The Well Earned Rest remains an important stop on the road for the

average traveler. 

​

Harrowthorn Woods

South of the Living Forest exists a darker patch of wilderness known

as Harrowthorn Woods. These woodlands seem to be in perpetual 

night from its thick, gnarled canopy and where the skies peek through

they always seem to be overcast and on the verge of a storm. 

The woods are said to be cursed, haunted, or both with strange 

whispers that seem to choose who hears them and twisted, evil trees

that drink the blood of those unfortunate enough to get near their 

branches. 

Even the woodland denizens that stalk these woods are said to be

unnatural with an evil, cruel bent. 

​

Witchlight

Among this vile forest is said to be enchnting lights that appear as

guiding lanterns. But these lights that appear helpful at first always

seem to enchant travelers, leading them to their doom. 

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The Black Marsh

The Black Marsh located next to Harrowthorn Woods is an even more

dangerous place, known for its swamp trolls but, worse, is whatever

the monsters refer to as "Mother". 

Aside from the dangers of the trolls, there are other dangers and

denizens in these dark swamps including killer plants,giant frogs

and gators, and the site of a haunted battlefield. 

So dangerous are these marshes that the South Road goes for

miles around it and Harrowthorn Woods to avoid the

dangers therein. 

A purge of the swamp has been suggested many a time,

the idea only to be quashed by the High Bishop of the

Golden Order of Astron for mysterious and completely unknown

reasons. Regardless, the Eldritch Hunters have made their own

excursions into the vile swamp only for very few to survive the journey

and the trolls. Those returning suffered nightmares for months thereafter, causing the evil hunting organization to withdraw its efforts to clean out the marsh for now.

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The Shimmering Coast

Anchor 34

The Southern coast of Auroria, known as the Shimmring Coast, is an

expanse of rocky and sandy beach known for both its beauty and its

dangers. 

Travelers enjoying making camp on the sands of the beaches in the 

warm ocean breeze but many soon learn not to post the camp too

close to the ocean, itself as it is home to families of giant crabs, 

cray fish, as well as fish folk who, otherwise, keep to the deep

waters of the Shimering Sea, the coast is named after. 

​There is rumor talk of seaside caverns and shllow coral

reef grottos containing hidden tresures. But others 

warn that these rumors are being spread to as a trap to

ensnare those who go looking for these hidden treasures,

non of whom are ever seen again. 

Some say a group of oceanic druids calling themselves the Circle of

the Sea who use the ocean and its storms to hide from the watchful and 

fanatical eyes of the Church. 

​

Twin Rivers

Aptly named for its location between the Twin Rivers which the 

town is named for, this ostly cozy place is as nice a place to settle

down as it is for travelers to visit. 

Fshing and hunting both make for very sport and full bellies for the

townsfolk and the recipes of the dwarf cook Mjarrie Steelvein at the

Grand Elk Inn, named for the gigantic elk head over the inn/bar

counter. 

Other than the Grand Elk, there is little to the small town other than

plenty of housing and a few hunting lodges. 

Fishing in the Twin Rivers is licensed for the protection of the local

food sources, though fishing upriver where the two join is free 

fishing. 

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Shadow Rock

These rocky foothills and outcroppings are perpetually in shadow

giving the cold place its name. Minor peaks reach up, cssting more

shaqdows on the place as well. 

A group of passages here is known to lead into the deep earth 

known as the Undrdark. 

Occasional scouting parties and raiders of dark elves or duergar

sometimes rise from Shadow Rock to attack traverlers or to fall on

the town of Twin Rivers. 

But thes evils and dangers are mild compared to the true terror 

that regiments of the Golden Order of Astron have reported 

dwelling deep under the Shadow Rock, this being a dragon that is

said to wield shadow, itself against those who foolishly disturb its

lair. 

The King has issued a huting order and a great reward for any who

can kill the horrifying dragon but, to date, none who have taken the

endeavor have accomplshed the task or even returned from the depths below Shadow Rock.

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The Drinking Dragon Tavern

The Drinking Dragon is the most popular halfling tavern in Auroria

which is saying quite a lot, if you ask a halfling. 

Though most spaces for halflings are made to the size of the 

smaller folk, the Drinking Dragon is made slightly larger for the

comfort of visitors to the tavern which are mostly travelers along

the Western Road. 

The tavern serves as an inn as well with some moderately 

comfortable (if cramped) rooms upstairs. 

The Drinking Dragon has indoor and outdoor seating and serves

lemon roasted fish dinner as well as barley ale or locally grown

pipe-weed. 

Prices are more than fair at the Drinking Dragon, they are even a

bit on the low end for the food and roos offered. 

Gwendelynne (Gwendy) Tendertoe inhereted the tavern from her

late husband and her and her grown up kids keep the place very

clean and tidy out of loving memory of her husband.

All of the wenches and cleaning maid staff are3 halflings save for one bullywog cook, Croakbottom,  who had a change of faith and life when he first tried the Tendertoe recipe rabbit stew, deciding to be the best cook in the land therefter (and does not do a half bad job at that),

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The Halfling Town of Lakeshire

The pleasant town of Lakeshire is one of the two halfling towns

built on the town's namesake of Sleepy Lake, known for its 

stillness and calm, as well as its great fishing spots. 

The halfling town has no walls or real defenses nor does it need

any as none are too interested in raiding or really paying much

heed to the small living spaces of the halfling folk save the most

depraved or desparate of monster folk and those types haven't

been seen in this part of Auroria in several an age. 

The halflings of Lakeshire would, perhaps fear the dark elves or

duergar dwarves from Shdow Rock if they were to make it 

further North than Twin Rivers which they have not to date.

The halflings are also beneath the notice of the Church for the

most part and, though some among their people have converted

to Astron, most halflings still worship the matron goddess

Yondalla and her children. 

The town of Lakeshire does have a few shops meant to barter

for other goods and services among the halfling commuity (though they also trade for money as some halflings travel to work or run businesses outside of town). 

The shops in Lakeshire are for practical needs dealing in food, fishing and huting equipment, and medicines. 

Hlflings are not opposed to selling to outsider shoppers who can handle the cramped quarters of the shops and the fact that non-halflings simply get chrged a wee bit more. 

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Sleepy Lake

As its name implies, Sleepy Lake is a very calm, glassy lake on all

but the most stormy days or nights which, thankfully, does not

strike the area very often. 

The lake feeds a river supplying water to the Elven kingdom in

the Living Forest and supplies the elves and halflings both with

fish, either by the halflings trading with the elves or some elves

fishing for thmselves. 

Elves who enjoy fishing often make fast friends or at least fishing

copanions with halfling fishermen, often smoking pipe-weed

together or sharing some elven win while sharing stories or songs

from their repsective cultures. 

But few places are without their secrets and Sleepy Lake is no

exception/ It is whispered among the halflings, especially the 

halfling elders that there is a creature that sleeps within the lake.

A creature mafe of sea coral and the bones of a giant fish which

used to be the guardian of the lake and, in fact, the halfling 

people as well. But none alive today know the secret for keeping the creature bound to the halflings and if any were to disturb it or the jewel embedded within it, it is unertain what it would do. This story is only known to the halflings who never speak of it to others from fear that some outsider might try to steal the gem and unleash the monster on the lake and the two halfling towns around it. 

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The Halfling Town of Lake's Crossing

The second halfling town in Auroria, Lake's Crossing is located

just across Sleepy Lake from Lakeshire. 

The halfling folk of Lake's Crossing are just as peaceful and

pleasant as the folks of Lakeshire though the two have some

healthy and friendly competitive natures with one another, 

especially during the Annual Fall pie baking competition of 

which both towns hold about equal bosting rights to winning 

over the decades since it has started. 

Aside from this, the two towns hold other competitions such

as the Spring Fish off to see who can catch the most fish, or the

Wnter Snowball War (mostly a game among the halfling

children.

Just as much as the copetitions, however, the towns come 

together for shared celebrations, the Nature's Plenty, a

holliday dedicated to Yollonda, the Spring Love Festival where 

prospective young folk from each town ask one from the other

town to dance, starting a courtship if successful and building a

union between the two towns and among the halfling comunity as a whole. 

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Anchor 40

The Frostwood

The Frostwood borders the lands of the Kingdom of Auroria

and the Northreach. This dangerous, iee covered woodland

boasts dangers beyond the packs of wolves and ice leopards,

also harboring more dangerous monsters such as yeti hunting

bands from the mountains and even the occasional frost 

giant venturing South to prove its bravery.

Barbarians occasionally hunt the woods as well, though much

rarer seen than other dangers. 

One of the most notorious dangers in the woods is an icy 

spirit of some sort, appearing as a semi-transparent warrior

of ice, haunting a snow covered mortuary and

challenging any who tresspass on his grave (one presumes it

is this spirit's grave at least). 

None hav bested this restless ice ghost and most have run for

their lives, the spirit allowing those who wish to flee to leave

without pursuit, simply concerned with guarding its grave. 

The other monsters in the area seem to have no use of 

what the spirit guards and seem to stay clear of the area out of instinct.

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Rathnor Jorganson: King of the Northern Clans

King Rathnor Jorganson is the udisputed ruler of the Northern

clans of barbarians. 

He is an aging and graying man and it is unsure which of his

sons will replace him, the headstrong but strong hearted 

Lihoff or the more level headed but weaker of will Strohmor. 

Both have their ideas of how to handle the growing tensions

with the more nomadic goliaths who have already made noise

of not following the lead of whichever son follows their father

as king. 

Between this, keeping the yeti dens in check, and staying one

step ahead of the frost giants, Rathnor's sons have their work

cut out for them, along with proven themselves to their own 

people, especially the Clan Stormwolf who have always 

coveted and wanted to usurp rulership from Rathnor's 

Frostbear Clan. 

King Rathnor truly cares about the Clans as a whole, as well as

preserving the traditions and way of life they have held to for

centuries. 

Rathnor Jorganson had to prove himself early in life when his father was killyed by the Frost Giant Grimfist the Banehammer. He took his Clan titles in quick succession, Rathnor Icefoe upon taking down an alpha yeti on his own, Rathnor Wolfmaster when he raised the pair of Winter Wolves, Fror and Geisa who remain his closest guards, then Rathnor Poison Drinker when his brother Heigar failed to give him enough poison to kill hm, and finally Rathnor Giantsbane when he killed the giant that had killed his father and then brought down its entire steading. 

Rathnor insists he still has a number of years left in his aging bones but his age, as well as the wouds he earned fighting the frost giants, are catching up to him. 

Rathnor's Castle was the castle of an ancient winter lich whom with the clans unitd, Rathnor brought down then brought his blessed axe down on the undead monster's spirit jar. 

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Anchor 42

Mount Chillingdeath

This mountain contains the dens of a majority of the yeti in

Auroria, making this mountain one of the most dangerous 

places in the Northreach. 

The yeti packs have been hunted to the point of them having to

hunt together where once they competed for the best and 

tastiest kills. 

It is told by the barbarian and goliath clans that some foul spirit

or god has given rise to a yeti alpha stronger than any that have

been seen before. This abomidable yeti leads the remaining

tundra yeti in hunts, powerfully knocking aside those who

attack the like ragdolls. 

Some have claimed that this new, gigantic monster even has a

chilling breath weapon it levies against multiple foes ar once. 

The Northern clans have started calling this monster Deathfrost.

Some of the Clans have begun to look for the root of this 

trrible and impossibly powerful monster, believing that the 

only way to destroy this brute of a monster is to destroy that

which created it. 

Anchor 43

Lord Ruthven's Manor

Lord Janis Ruthven is the Lord of the Western Duchy, forgoing

the usual title of Duke to keep the traditional title from his

homeland of Sarvania. 

When he was young, Janis' faily ventured into the dangrous

land of Sarvania where thy carved out their own swath of land

and built, at first, a home and then a comuity who celebrated

Janis' father Harron Ruthven as a hero for the community he

and his family had created, naming him the first Lord of 

the Domain of Coremyr in Mid Eastethrn Sarvania. 

By the time other explorers ventured further North, they 

were quite surprised to find the land of Coremyr and the 

Ruthven family, though Janis and his sister were grieving the

loss of their parents in an attack from demon-worshipping

gnolls. 

Janis was the newly appointed Lord of Coremyr but he had no

stomach left for Sarvania and its evils so, leving his sister in

charge, he came to Auroria, accepting the King's offer to be Lord of the West Duchy. 

Janis had his manor erected practically in the Northreach to show that he had no fear of anything in Auroria, and how could he after living through the dangers of Sarvania for so many years?

Lord Ruthven's only realeney is the Duchess of the South, Duchess Clarris Estavalle who doesn't trust Janis and hs vocally presented her misgivings of giving someone who has hardly lived in Auroria the title of Lord.

To Janis' credit, the Duchess seems very alone in her mistrust of him as the people of the Western Duchy all seem more than happy with their local leader. 

Lord Ruthven's Manor is a large mansion of a home where Janis and his servants live in solitude though word has it that there have been plenty of callers to the Lord's home at all hours of the evening. 

Lord Ruthven's servants aqre as loyal as his supporters and with the support he has, it is certain that he has a long history to come as Lord of the Western Duchy. 

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Anchor 44

Woodside Market

This open air market sits just off the West Road and has 

merchants from around the world. In Auroria it is often said

that if you are looking for something, it is likely you can find

it at the Woodside Market. It is even said that there are items

from the Feywild and Shadowfell both in the Market though

merchants are careful to not sell anything that can be seen as

too evil due to the Church, of course.

Aside from the wares that end up here from around the world

Woodside Market also has exotic peoples from around the

world such as a strange insectile merchant calling himself

Kithix'Ithix of the thri-kreen, a panda-like woman called 

Taki the hengeyokai, and a barely dressed, tattooed dwarf

nmed Hokkar from Nazenka. 

Many of the merchants of Woodside Market operate and 

camp at the Market because they are simply too out of the

ordinry to hold shops in the bigger towns and cities in the 

rest of Auroria. 

In a way, the people of Woodside Market have formed a kind of

comunity of their own, looking out for one another and recommending one another's merchndise (as long as it doesn't directly conflict with their own sales of course).

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Anchor 45

Silverton Lumber Camp

Providing a majority of the lumber for the West and South

Duchies, the Silverton Luber Camp is under constant watch

by a combined patrol comprised of the soldiers the King can

spare this far west but, most of all, paladins and clerics of the

Golden Order of Astron, the Church, with its strong presence

at the First Dawn Temple and Fort. 

Frandon and Largo Silverton own and operate the camp along

with their sons Greggo, Marcum, and Stephon. 

Both permanent, seasonal, and temporary workers work the

lumber mill and the tree sites decreed by the Kingdom and

the elves of the Living Forest. 

Senior Mill Master, half-elf Eva Torrington and Cutter Master

Ramian Arthurson have been on hand the longest, become the

most trusted workers, and truly run the day to day work of the

camp. 

Grella Lightfoot, halfling cook, runs the camp's kitchen and

living cabins, happily throwing herself into her work but very stern with those working for her when need be.

The lumbr camp is a good place for a soul to find some quick or longer lasting work, if exhausting work. 

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Anchor 46

Ruins of Norym Garr

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Along the Foothills of Grim Tarn, remain the ruins of an

ancient village or town known as Norym Garr. Thouh this is

in an older common tongue, this site has no history or writing

in the history of the dwarves, elves, gnomes, hlflings, or 

humans of the land. 

The myterous ruins are said to be haunted but by an ancient

and wise spirit who will answer questions to almost any

mystery that plagues a soul as long as that person will 

complete a task for the spirit beforehand. Some say the tasks

are but a test of whom the spirit might find worthy and some

say the tasks are things the spirit never was able to accomplish

while yet living. 

In either case, as long as the person seeking the spirit's wisdom

completes the task put before them, their question is

answered.

The Church condemns this spirit of course, claiming that a 

spirit that will not pass on must be destined for Torment not Paradise. When any member of the Church would show in the ruins or a member of the Eldritch Hunters, the spirit does not appear to them and the King is hesitant to raise the ancient and mysterous site even on the wishes of the Golden Order of Astron. 

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Duchess Estavall's City Estate

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Built in the Thunder Barrow Gorge of Mount Suncrest, the city estate

of Duchess Gwendalynne Estavall is a smallish city but the

estate itself is an impressive grounds with a skyward tower

alost ovrcoming the heights of the mountain, itself. 

The highest poit in the highest tower of this estate is the living

chbers of the Duchess, herself, her noble blood (and more than

a little arrogance) demanding her placement high above her

loyal commoners. 

And loyal her people are though, it is whispered, it is as much

out of fear of her and her connections as it is out of respect or

true love of their local ruler. 

And connctions she has as it is said that Duchess Estavall 

courts Rolamond Jarreth the King's nephew, himself. This and

the more than generous amout she has "donated" to the Golden

Order of Astron has made her fast friends with the Church as

well. 

And Duchess Estavall has the coffers to spqare the coin, being

one of the most wealthy individuals in all the Western World (next to the King and the Royal family itself of course) in large part due to her high taxation of the Southern Duchy. Not enough to cause revolt or to lay too heavy a burden on most of her people, but more than the Royal Domain or the Western Duchy under Lord Ruthven (whom the Duchess mistrusts and loaths).

The city, not as grand as either the Royal city, itself, or White Mantle to the East, nonetheless has some few noteble spots. 

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The Duchess' Games

A guilty pleasure of the Duchess, this arena is a spectacle that some say rivals the Royal games of Kalemthar, itself. During these games, Duchess Estavall's look becomes bloodthirsty, resembling that of the ost fierce and violent shield maiden of the Fozen North. Some whisper, never to her face of course that this is a truer face than any see on the Duchess in any other environment. 

As with the other arenas in Auroria, criminals can fight for  second chance at life, free prticipants can risk their life for rewards and riches, and any can try to prove their worth before the people of the Southern Duchy. 

Unlike other arenas, the Ducess' arena boasts a particularly dangerous and vile collection of monsters. One won't find a common owlbear, spiderbat, or even dire wolf here. No. Instead, the foolish or brave here pit themselves against a paraelemental of storms who seems accompanied by fluttering bat-like air fundamentals, a pair of twin driders said to come from the Underdark, itelf, and the Champion of the Duchss' Games, the nalfeshnee demon Goracraggixx which gets resumoned if killed, something that happns very rarely.

 

The Grand Shops

This section of the city seems to exist simply for the rich and poweful to outshow one another in buying the ost unusual and most expensive "trinkets" from across the world. The more exotic the item, the more impressive it is among the Duchess and her circle of aquaintnces. 

Aside from the pomp and ovrly showy nature of the shops, a soul can find some truly fascinating and useful items, especially at Orville's Oddities or the Booming Blade. 

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The Eateries

This section of the city, found jut outside its center, has exquisite dining establishents, taverns, and a handful of inns for visitors and travelers or merchants. Some of the moe famous places in this part of the city include the Barking Beaver, the Western Winery, Halderman's Fine Dinng, and the Green Lion Inn. 

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Artists' Row

This area of the city has several shops and art showigs dedicated to painntings, statues, and other visual pieces, a few tome shops mostly concerned with poetry or epic tellings, as well as a few taverns and tea shops with poets, bards, and other entertainers. 

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The Duchess' Estate

This estate is nothing short of a fortified castle with variou tall towers dedicated to various functions such as the Library and Wizard's tower given to Ralorthym the Wizard who works for and advises the Duchess when necessary (and when he can get her to heed his advice). 

Another tower is dedicted to the Duchess' Guard (and som say her personal assassins though none would make these accusations publically).

The tallest of the towers is the Duchess' living chambers, itself, richly decorated and adorned with anything the Duchess fancies, though rarely seen outwide of the Duchess and her closest allies and servants as the Duchess is nothing if not paranoid for her own safety. 

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Thistlethorn Farmlands

Anchor 49

This ipressive farmland is owned by Rupurt and Edna 

Thitlethorn, a friendly enough and quite hardy couple who

pay their farmhands, ranchers, and other workers very fairly,

which is impressive considering the Duchess' taxation.

It helps, that the Thistethorns have the best recipe for the

Duchess' favorite strawberry silk cake. 

Aside from apples, ample groves of strawberries, grapes, 

wheat, and an assortment of vegetables- the Thistlethorn 

farm also has an assortment of animals such as chickesn,

turkeys, pigs, cows, and horses. 

Patrols by the Royal soldiers and the Golden Order of Astron​

patrol close to the farmlands, recognizing the farm as an 

important resource for both the West Duchy and the Kingdom

as a whole as the Thistlethorns offer foodstuffs that aren't 

found in the Eastern part of the Kingdom. 

Justice and Barrinelle (Berry for short), Rupurt's cousins 

often travel to other towns and cities to sell goods from the farm.

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The Silverbone Mountains

This ipressive farmland is owned by Rupurt and Edna 

Thitlethorn, a friendly enough and quite hardy couple who

pay their farmhands, ranchers, and other workers very fairly,

which is impressive considering the Duchess' taxation.

It helps, that the Thistethorns have the best recipe for the

Duchess' favorite strawberry silk cake. 

Aside from apples, ample groves of strawberries, grapes, 

wheat, and an assortment of vegetables- the Thistlethorn 

farm also has an assortment of animals such as chickesn,

turkeys, pigs, cows, and horses. 

Patrols by the Royal soldiers and the Golden Order of Astron​

patrol close to the farmlands, recognizing the farm as an 

important resource for both the West Duchy and the Kingdom

as a whole as the Thistlethorns offer foodstuffs that aren't 

found in the Eastern part of the Kingdom. 

Justice and Barrinelle (Berry for short), Rupurt's cousins 

often travel to other towns and cities to sell goods from the farm.

​

AURORIA

The land of Auroria is the largest continent in the

Western World and the heart of the Western 

Kingdom. Once known as Queensland, when 

the last Queen of the Kingdom passed and the 

first king in generations rose, King Roland

Jarreth I ushered in a new age for the West. 

As the War of Chaos had just been decided in the favor

of law nd good, the people at large became more and 

more devout to Astron, the Father of Law and Light. Though 

many also turned their eyes to the newly appointed goddess, Saint

Trevesard, this goddess was still young in her godhood and her followers were still few, yet often there are dedications to the heroine given divinity even in the temples of Astron, the followers of both often being allied in their upholding the ways of peace and good.

Though the followers of Saint Trevesard tend towards defending the weak honoring friendship, and offering redempton to those who can accept redemption, the followers of Astron have become more and

more militant and stringent in their tenets and laws, often rejecting those who worship other gods, spirits, or anything bove Astron as heretics, their laws becoming less tolerant where they have strong influence. 

And in Aurora, the Golden Order of Astron has strong influence, indeed. 

Whereas the land was to be named after King Jarreth I, the head of the Temple of Astron at the time convinced him to name the land after the fabled city in Etheria, the land of the gods, Auroria, as a way to show the king's solidarity with the temple and the Father.

In the centuries since, the full name of the land is the Golden Kingdom of Auroria, though most common folk simply call it Auroria. 

Auroria is populated mostly by humans and the peoples on fairly good terms with the humans such as the dwrves, elves, gnomes, and halflings. Though the other peoples are more than welcome and tolerated in the Golden Kingdom, all are expected to follow the law of the land and the King's will, though in the confines of their own realms, the dwarves and elves are free to rule and live as they will. 

The Barbarians of the North along with the frost and stone goliaths in the same region do not ackowledge the King's law or the Holy Laws as set forth by the Golden Order of Astron and, as such, are on very shaky terms with the Kingdom and its people. Raids on Northgate and people venturing into the Frozen North are not unheard of but trade with the peoples of the North is also commonplace. 

The Golden Order of Astron is known to be as powerful or more powerful than the royalty of Auroria and, as such, other religions are not overly tolerated in the lands of Auroria where the Order holds the strongest power of any place on Garn. 

Circles of Druids meet in secret glades and clerics following other gods, pray silently to the smller shrines within the Churches of Astron. The Way of the Flying Leaf Monestary, the only monk dojo in Auroria presents itself as a school focused on martial arts and physical wellness rathe than the spiritual center it is meant to be. 

Most devotees to Astron are true bastions of faith, but some few groups do sour th bunch as a whole, abusing their power and status as Templars to the Father. The Faith, as a whole does its best to "correct" such behavior but in less populated environs those with power will abuse their power, the most dangerous of which are those who see no wrong in their actions and consider it their god given right to be "above" the common folk. 

Though Duchies were commonplace in ages past, after the Duke's Uprising several centuries past, the number of those holding such power has been reigned in, so that there are but two, Duchess Marium Estevall of the Southern Duchy and Lord Glenarvon Ruthven of the Western Duchy.

The military, town guards, and other authorities of Auroria are largely comprised of paladins or fighters devoted to Astron, giving the Church even more power over the land but also contributing much to the safety on the roads from those foolish eough to practice being highwaymen in the land. 

Thieves' guilds do exist in Auroria but those practicing the "Night Trade" are far more careful in Auroria than any other land with its very harsh laws and intolerance of lawbreakers. This also means that thieves and other Nigt Trdesmen in Auroria tend to be the most adept at what they do. 

Rangers and those adept at walking the wilds without getting mauled by owlbrears or worse, sell their services as guides to those who need to take a "shortcut" to get somewhere fast (or those wanting to avoid the ptrols of the Order on the open roads). 

Most sorcerers and wizards attend the Royal College of Magic in the Royal City of Kalemthar, itself, though the famed wizard Grenwald has, on rare occasion, taken a direct interest in those he finds truly adept in spellcasting. Warlocks, of course, are outlawed and unwelcome in Auroria so tend to keep the nature of their magic secret or, better still, hide the fact that they are spellcsters at all. 

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The Law of Auroria​

In the Golden Kingdom of Auroria, the laws are decided on by the King with close advisors from the Golden Order of Astron. There is little leeway for criminal activity in Auroria and ignorance of its laws is far from garnering forgiveness or understanding. 

It is strongly recommended for visitors and, especially those hoping to coe to live in Auroria, to become aware of the Kingdom's laws before ever stepping foot on the Kingdom's lands. 

The following are the common laws and puishments for commoners and visitors in Auroria. 

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The Royal City of Kalemthar

The Royal City is the seat of power in Auroria. Location of Castle Darkbane, the home of ruling King Charlemain Jarreth VI, this city is the most defended stronghold in all the land, also housing the Royal Barracks and the Military Church, the Sword of Astron. 

The Royal City is also home to the Royal College of Magic where the most learned and respected magic users practice and perfect their craft, most being expected to become Church Mages or Royal Mages. Those practicing magic on their own or seeking other ways to learn spellcasting are considered enemies of the state, called witches by the Church and actively hunted as such. Most of these unlawful spellcsters eagerly change their ways when captured, joining or rejoinging the College. 

An exception to this rules is on the very rare occasion that Grenwald takes on a pupil, flying them off to his tower near the Elven lands of the Living Forest. Grenwald is so powerful and respected that even the Church will not go against his wishes and, in most cases. such an adept pupil tends to go to work for the Church or the Crown in the end, anyway, leading to the same result. 

Kalemthar, itself, is the epitome of the most wealthy and powerful, a beutiful city full of beautiful people who were either born into their fortune from a noble bloodline or made their fortune on their own, newer to high society than those born to it. 

Ony the highest quality goods are found in the Royal City, from silks diretly shipped in from the Far East to Elven wines made with grapes wildly grown in Raenatha to the greatest art and craftmanship from the best artisans the world has to offer. 

Outside of the very wealthy, shopkeeps and tavern or inn owners make up the populace of Kalemthar, usually not able to afford the very pricy housing of the City and, instead living in apartments over their businesses. These apartments are still quite roomy, well kept, and grand accomodations compared to those in other cities. 

It has been several centuries since the Royal City has seen major action such as that of a siege but the Royal Military and the Sword of Astron are always ready. One can never be too prepared after all. 

The Districts of the Royal City of Kalemthar are:

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The Royal District. This district, unsurprisingly, is where Castle Darkbane is located. Surroudig the Castle are the homes of the wealthiest and most respected nobles outside of the Royal family, itself. The Royal Gardens and Royal Theater can also be found here. 

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The Arena District. This entire district is dedicated to the Royal Arena and the few taverns and inns surrounding it. This is where criminals and those hoping to find a fighting fortune compete in what some, including the High Bishop of Astron, call savage fights that are considered archaic and outdated. But the distaste of the Church and others aside, there is no denying that the Games feed the Royal coffers and take in much more gold than it awards a would-be champion, bringing wealth from around the world. 

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The College District. This is the location of the Royal College of Magic overseen by Headmaster Califf Morgrimm. The District is also home to several book and magic shops, equipment stores, and a hndful of taverns and inns.

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The Church District. This district holds temples and churches dedicated to Astron as well as shops offering various paraphernalia for clerics and holy practitioners. The Royal Church is also located here, mostly concerned with meeting with political officials and plnning actions that concern the Kingdom as a whole. Though the Bishop, himself, lives and operates in the city of Celestial Point, the Royal Pontiff Emmastelle Whitehall heads the Royal Curch and its day to day operations. 

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The Hospital District. This district is where the Royal Hospital, a place that is part physicker care and part spa, as well as the Royal House of Mental Wellness built not too far from the now abandoned Asylum which the welthy cry to be torn down as an eye sore but the place seems to "resist" being torn down and is rumored to be haunted. 

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The Shopping District. This district is full of grand shops and craftsmen workshops. It is a very crowded district where the rich show off their newewst purchases at high end restaurants and taverns, flaunting their material wealth like in few other places in the City. 

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The Sword District. This district is hoe to both the Royal Military Barracks and also the Military Church and Cp of the Sword of Astron. Several high end weaponsmiths also operate in this district but most of their customers are weapon and armor orders for the Royal Military or for the Church, directly. The Royal Prison which has very few inmates usurprisingly, is also located in this district. 

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The Visitor District. This district is mostly dedicated to apartments and inns for those visiting the Royal City but not important enoug to warrant a room in the castle or one of the higher end inns found in other districts. The inns, taverns, and equipment shops in this district are considered "low end" and no self respecting Kalemtharian local would be found dead in the dstrict though the prices are still higher than those of any other city. 

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Anchor 1

Celestial Point

Anchor 2

Celestial Point is noted for the warm blue beam of light that rises

from the center of the city, in the Holy Square. This mysterious

light rises into the sky. The light is said to have been called down 

by a Chosen of Astron named Shalister Graymane when he faced

a demon in the street of the city soon after it was built. The light

remained and those devoted to Astron say that it is a reminder by

the Father that evil cannot stand against the Faithful. 

The greatest temple to Astron was erected soon after with 

Shalister as the head of Church. The light and the temple remain

to this day and no other evil has been able to enter the city.

​The head of Celestial Point is Townhead Morrigan Thelspar but

everyone knows that the real power in all but name is the Church,

and by contrast, High Bishop Harriford Grace IV. The High Bishop

is, from all accounts, a very pious and devoted man who may be

mor than a little bit of a zealot and very militeristic in his approach

to faith but none can deny his faith and focus on making the world 

a better place even if he is very unswavoring and insistant on what "a better world" looks like and on wht is "good" and "evil". The High Bishop is very intolerant of anything he considers sinful against the Father and he demands the same not only from his and the Father's followers but all under his watchful eye. 

Most of Celestial Point is dedicated to the Church with smaller churches found throughout the city alongside the Grand Church of Astron in the city's center. 

Aside from the churches and the Estate of the High Bishop, there is also shops selling everythig the religious could ask for, clothing and equipment stores, and inns to house pilgrims and other visitors to the city. 

There are no taverns in Celestial Point whih surprises some but the followers of Astron will point out that drunkeness is tantamount to making bad decisions and is, therefor, a road to evil that should be avoided.

The Grden of Saints is a beautiful display of nature and faith both with statues and plaques devoted to the various most renowned saints and heroes of Astron, surrounded by full trees, flowers, and other beauty. 

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Port Royal

Anchor 3

The central portion of the Royal Navy is stationed at this port city

along with more than a few cargo and passenger vessels, enjoying

the protection the Navy offers (though Port Royal also has a 

reputation for taking the longest to leave port and get underway due

in large part to how thurough the Dock Masters are at checking

manifests, not content with just spot checking cargo as most ports 

do but looking over entire shipments crate by crate). 

This creates a double-edged sword for ship crew and captains to 

losing time which can equate to losing gold but customers can be

assured that a ship leaving Port Royal is in the safest waters and

carrying completely legal merchandise. For this reason, very few

smugglers or other seafaring criminals are foolish (or savvy) enough

to operate out of Port Royal, rather using easier ports to coplete 

questionable activities. 

Aside from the port merchants, exporters, dock workers, sailors,

and the like - Port Royal also has its share of taverns, inns, and shops.

Where Celestial Point has outlawed alcohol and The Royal City of Kalemthar will only pour a glass of the most expensive and finest drink available, Port Royal makes up for this with a good mix of higher end taverns and pubs closer to the city center, while closer to and on the docks one will find the cheapest swill a sailor can guzzle.​​

The city center and docks both have their share of shops from standard equipment and trinket shops to the Found at Sea, a shop on the docks that buy unclaimed cargo on the cheap and resell it for a few coin profit. Great deals can be found at this second hand shop for the saqvvy soul looking hard enough and, sometimes, a shopper can find something worth more thaqn it looks. 

The Jade Fish is a tavern and restaurant owned and operated by Ryori Suru, a chef from the Far East who has introduced her cuisine to Western Customers with some success. 

The Dock Market is an open air market where many items from around the world can be found 

Crown's Peak

The stretch of mountains from the Northreach all the way down

into the Kingdom and to Celestial Point, itself. 

This reach of moutains are genrally climbed only by expert 

rangers and Griffon Masters, cavalry members of the Golden 

Ordr of Astron who excel at griffon riding and training, usually

trainng and raising their mounts at the Aerie, establshed at

Crown's Peak by the Church for this explicit purpose. 

But Crown's Peak is not the safest of environs even for expert 

flyers and clibers as it is also home to dire cougars, roaming 

bands of yeti, and even a family of perytons it has been reported.

Occasionally thieves and poachers try to steal the griffons that 

the Church has "tamed" but usually this ends with the thieves 

learning the error of their ways, if they live to, and just how loyal

of companions the griffons become to their paladin riders. 

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Northgate

Northgate is the last bstion of what some might consider civilized

lands before Northreach otherwise known as the Frozen North.

Being on the edge of the lands of barbarians, giants, goliath, yeti,

and other cold dangers, the people of Northgate have learned to

be hardy for the sake of survival and for the sake of their money

pouches as they might charge just a little more than other towns

for room and board, healing, food, and other services, especially

for those coming from the North. This makes Northgate both a

popular and unpopular place all at once. 

Northgate is a prime spot for guides, rangers, and the like always

ready to sell their expertise in the wilds to those who insist on 

going there. Most of these wilderness adepts, however, will turn

away those who have the look of the curious, people living 

otherwise unexciting lives who just want a peek at the wild 

reaches of the Frozen North. The kind of folk who get themselves

and others killed. 

Nor do these folk tend to do what they call "rescue missions" where a local or nearby family had a ember taken by barbarians, goliath or others as the rangers and others savvy enough to survive the wilds are also savvy enough to avoid cusing trouble with entire tribes or clans of people and creatures who call the Northreach home. 

More to these folks liking are customers who know where they are traveling to and why, looking for a particular area where an artifact is said to be burrie, or seeking somethig from wild game that onlyprowls the Frozen North and so on, taking on customers who will follow directions and not stare wide eyed when told to run or duck for cover. 

Northgate is also a good trade community, though not so much in rarity as furs, trained wolves, anti cold remedies, and the like.

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Anchor 5

Victoria

Victoria is a pleqasant enough town, if a little puzzling. 

Victoria's Townhead, the retire paladin Sir Leonard Torramon, is 

said to be almost as obessive about the law and about Astron as the

High Bishop, himself. 

The townsfolk of Victoria equally come acros as very devout and

pious, insisting on visitors attending at least one service at the 

local Church while visiting. 

However, despite this activity and attitude being very close to thqt

of Celestial Point, and the Church in general, those who have 

passed through the smaller town are rumored to have had an

uexplicable disturbing feeling. Some have said (when well away from

the town of Victoria, of course) that the devotion and pleasntness

that permeates Victoria's people feels somehow off, maybe even 

fake, as if it hides something deeper that is not a devotion to the

Father at all but something else. 

The Church chalks this up to rumors and parqanoia as they have

investigate the town thuroughly and have evern sent the legendary Witch Hunters to take a closwer look at the town's people without uncovring anything out of place. All towns have their share personality and quirky behaviors, some will say but that doesn't mean they are dealing with demons behind closed doors.

One can find shops and inns for most basic services and goods the average traveler could look for and the prices tend to be better than Northgate just a few miles away. 

Being on the edge of Lake Windmire, Victoria taverns and inns serve plenty of fish dishes, as well as trading in fish with the close Northgate and occasionally with Celestial Point, itself though a little further away.

The town also rents out cabins for hunting and fishing on the Lake. 

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Anchor 6

Lake Windmire

Lake Widmire is a peaceful, generally stilll and calm lake.

Not the lrgest of lakes in Auroria, this lake is still a favored

hunting and fishing spot for the nearby town of  Victoria, as

well as repotedly being the home of a family of water lloving

nereids, water fey and gaurdians of the world's waterways.

Some visitors to the lake, renting a fishing or hunting cabin

also panickly speak of smallish fish people who have scared

the visitors with girgling demands to "give it back" whatever

it may be. 

Victoria has hired adventurers to get to the bottom of the

fish folk scares but whatever the fish people might be, they

are evidently shy when it counts and reclusive. The

would be hunters report the feeling of being 

watched by the lake, itself, but never catching 

sight of these rumored creatures. 

As no one has been injured or assaulted by these

reported fish folk little has been pursued to come up with a more permanent solution.

Fishing and hunting continu to be a favored activity on the Lake with most coming home satisfied (and with a trove of fish or venison in tow). 

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Anchor 7

The Royal Plains

The open plains south of the Royal City of Kalemthar and

stretching for several miles. 

The Royal family and friends thereof often use the plains

for hunting small game such as rabbits or foxes but there is

another, more dangerous creature roaming and hunting the

plains, a tribe of them in fact. 

This is a tribe of centaurs who have lived on the plains for a

few generations now. Several centuries ago, one of the Royal

family wanted to hunt and do away with the centaurs only to

discover that his daugter had secretly befriended the tribe.

This touched the King's heart and since then, the Royal 

family has been on peaceful terms with the centaurs who

they will sometimes see running, keeping pace with their

horses as they hunt. 

Aside from the centaurs and the hunting copetitions that

take place there, little is remarkable about this area. Few 

dare to travel the plains, owned without question by the royal

family, even to serve as a shortcut for traveling. 

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Anchor 8

The Northern Teeth

The Norther Teeth are the longest and highest mountains

in Auroria. This stretch of moutains is home to many 

dangers ranging from yeti to icy elemental terrors to 

cunnig ice wolves and frost salamanders. 

The most infamous of the mountains dangers though is, 

if the barbarians and goliath can be believed, a white 

dragon known as Grimfrost. 

To date, the white dragon has been content hunting yeti,

mountain sheep, and barbarians that venture too close to

its lair. How long that cntentment will last is anyone's guess.

The Northern clans have learned to shy away from the 

Northern Teeth in general while still routing animals and

yeti to the mountains, lest the dragon run low on nearby 

prey and start broadenig its hunting area. 

The barbarian clans, themselves, along with the goliath​

present their own dangers. Though the clans won't typically

kill travelers to the North, they are not above asking for a

tithe for "savng" them from the dangers in the area or just because the travelers look "ovrburdened with treasure".

Not many everyday folk in Auroria travel past Northgate much less as far as the Northern Teeth or deep into the Frozen North and those foolish enough to don't geerally return.

Despite the dangers there are dventurers who hear tell of a secret cave entrance somewhere in the Northern Teeth which leads to an underground trove of magical treasures. Most agree that these tales are wild fantasy and the most one can find in that mountain is the short end of a yeti's claws or, worse, a passage into the Underdark.

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Anchor 9

Winterkill Peak

This highest peak of the Northern Teeth is presumed to be where the white dragon Grimfrost is thought to make its lair/ 

Several brbarian and goliath clans have suffered high numbers of losses raiding the mountain and going against Grifrost but none have yet been able to fell the dragon. 

Because of this, the clans of the North have starte to call Grifrost the White Reaper. 

Yet some few warriors who have returned from Winterkill Peak just long enough to tell of something worse than the dragon on that peak.  A devil of ice is said to dwell within that mountain but whether it works with the dragon, against it, or if there is a devil of ice at all is very unknown. 

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Anchor 10

Grunsputnar: Jarl of the Frost Giants

In the mountain known as Icingwrought, a fortress made of

pure ice known as Svelt Harmmar in Giant or Ice Hammer in

Common. 

On a throne in this fortress sits Grunsputnar the Woehammer,

Jarl of the Frost Giants and the most powerfu of his kin on 

Garn. 

Grunsputnar is unknown except by rumor and whisper to

most of the peoples of Auroria, but to the clans of the North,

among the barbarians and goliath, he and his kin are most

hated and not just because the frost giants take what they want

when they want but also because the giants leave little in their

wake other than chill death. There are not many among the

North clans that have not met the sting of tragedy at the handsw

of the frost giants. 

The clans of the North are united in their hatred of the giants

and oftenjoin forces when the time comes to fight and kill

them. 

However, no ammount of the clans coming together to fight

has breached the walls of Ice Hammer or garnered so much as

the mere notice of the frost giant jarl. It isn;t that 

Grunsputnar fears the clans or any other force that might be

mustered against him it is simply that he is disinterested for none are challenge enough for him. 

In the meantime, the jarl emerges only ocsionally to hunt or pillage and sate his boredom for a short time. 

On occasion a younger frost giant thinks he is able to bet the jarl and usurp his rulership through a duel known as holmgnga. Some would be rulers do not fight with complet honor and the jarl has been poisoned and wekened with magic. 

His challengers are all dead, leaving Grunsputnar hugry for a challenger worthy of him. 

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Anchor 11
Anchor 12

Caern of Jarl Dreki Hreggtor

Deep beneath the mountain, Icingwrought, in the bowels of 

the frigid earth only accessible by secret means if not through

th frost giant fortress of Svelt Harmmar, is the caern and 

grave of the revered first jarl of the Northreach, Jarl Dreki

Hreggtor. 

Yet, as revered as this great hero and leader of the frost giants​

is, none visit this graveside, not even the giants, themselves. 

Some say it is because the cqern is cursed and  dark spirit has

come to call the resting place of the great jarl its hoe for some

unknown reason, oters sqy that the spirit of the jarl, himself,

wlks those ancient halls for some unresolved purpose. 

Whatever lurks in the caern, it has given pause to the frost

giants, perhaps even instilling a feeling that none of thm are

used to or would admit to feeling. Fear.

Rumors tell of other things in the caern as well, treasures that

were buried with the jarl out of respect to him, some even

being magical. But no one is foolish enough to attempt to

find their way past the powerful giants and into the caern, itself.

It is said, the sign of nearing the caern in the twisting, icy tunnels, is the bones of a gigantic beast that Jarl Dreki Hreggtor fell as his first kill as a younger giant.

​

Frost Lake

This frozen lake in the Northreach is known for its persitant

cold year round, needig to be cut away bits at a time and 

then melted down with a cooking or campfire if used for

drink. 

It is said that beneath the ice dwell cold fey kown as 

pogakori, icy fey spirits who promote endless cold and 

winter. 

Other creatures og icy cold are said to call the Frost Lake

hoe as well, making it very dangerous and not a place to

tally for long. 

Neither the clans of the North, the yeti, or the frost giants

attempt to hold the immediate land surrounding the land

which is said to be even colder than the rest of the 

Northreach and is considered either a holy or cursed site, or

perhaps both. 

One clan of barbarians do make it a habit of ice fishing at the

Frost Lake, the Nanuq or Ice Bear Clan whom other clans

call both brave and wrong in the head for doing, a trafition or

no. 

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Anchor 13

The Frostfang

Anchor 14

Off the shore of the Frozen North, a mountainous island of 

pure ice rises from the water. This is the Frostfang which 

appears, at a distance, to be impenatrable ice. If one is to land

on this "island" however, it is discovered that there are caverns

and tunnels running throughout the icy interior of the 

Frostfang. 

Rumors of treasures and fallen heroes within the Frostfng 

abound though, of course, no one has any physical evidence of

this as those exploring these tunnels end up running away or 

dead, those running reporting icy oozes moving nearly invisibly

throughout the tunnels of the Frostfang. Its also been said that

the lower tunnelsw of this floatng ice cavern is underwater. 

submerged in the icy depths of the Cold Sea. 

What the true nture of the Frostfang is or what has created its

considerable tunels is a mystery. 

​

​

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Royal Farmlands

Anchor 15

The Royal Farmlands are owned by the royal family but are 

operated by the Farm Manager, Leomond Jorgunson who

lives on the farm with his family and the seasonal farm hands

who work and live on the farm in a rotation some of them

being regular workers and some only showin up for quick

work to not be seen again. 

More Royal soldiers or Order paladins can be seen visiting 

the farms than one might think. This is for the simple reason

that the farmlands is an important sset to the Kingdom as 

the farms yield the food supply for the entire Eastern side of

the kingdom and the western farms are much less in size and

yield, though they might be able to help with feeding the 

entirity of Auroria  in a pinch. 

Aside from fields of wheat, rows of vegetables such as corn,

tomatoes, beans, and radishes, are also cows and chickens, 

sheep and horses. 

The well protected and well worked farms are a proficiency-​

oriented place. Room for visitors is not really a thing on the farms.

If one wants a roof or food then it is not a short visit but they are expected to stay (and work) for at least a week, a season being the preference. 

​

Jewels of Prosperity

This group of islands off the East coast of Auroria are small,

tropical paradises for the wealthy and powerful of the 

Kingdom. 

The Jewels hold an aesthetic similar to that of the Eastern land

of Nazenka. Despite the War of the Genies fought centuries ago

when the Western Kingdom had been betryed and siezed by 

the Saltan of Nazenka, the goals of the genies nothing short of

enslaving all of the Western Kingdom, the Eastern influence

such as the cuisine and entertainers has remained popular in

its influence since the Kingdom repelled the invaders so long

ago. 

Soe of the Nazenkan families who worked for the Kingdom 

even managed to secure protection and avoid a wartime 

prison by denouncing the genies and swearing fielty to the

Kingdom. Descendants of these families still live on and 

operate the luxurious cabins and taverns on the Jewels to this

day, including some few genasi, risha, and tabaxi in the mix. 

The Jewels of Properity are made up of three islands, each offering

their own enjoyments and themes for those who can afford to visit them.

​

Jewel of Royalty

This island is reserved fo the Royal family where a large estate sits aong servant cabins and a lush, island plain. 

The Jewel of Royalty is very well guarded by stealthy rangers and soldiers able to remain invisible and unobtrusive, the Royal familt at least wanting the illusion of not always being surrounded by the King's Guard.

Here, luxurious food, exotic animals, and the greatest beach life is had when the family can make it to the island. 

​

Jewel of Sands

To the Southeast of the Royal Jewel is the mostly deserted Jewel of Sands. Aside from a gurd outpost and some cbabins for the Royal huntsmen who are appointed to the island, not much else exist here except a rogue, elusive sand dragon that was brought to the island as a wyrmling for entertainment and then escpaped, terrorizing the Jewel of Sands ever since. 

Where it makes its true lair is unknown as it has tricked its hunters again and again with false lairs resulting in hunters falling to traps and other hazards such as sand devils that the dragon has, somehow, recruited into its service. 

Until the dragon is taken care of, this island is off limits even for the Royal family.

​

Jewel of the Jungle

This island is composed of deeper jungles and old, ruined temples, the secrets of which awit discovery, or so visitors think. Though the island locals have gone through great lengths to make the island feel "adventurous", the truth is that the old, twisted temple and the jungle it sits in were made safe centuries ago, illusion mqagic and mechanical "traps" used to feed the gimmick of the Jewel of the Jungle and keep it a favorite spot for fun among the wealthy, giving them a sense of danger and adventure that the pmpered people might never, otherwise, experience.

​

Jewel of Pleasure

Made up of resorts, taverns, and even Eastern-style massage parlors and dance theaters, this island is dedicated to providing the utmost pleasure to its visitors. No matter the craving, it can be fed on the Jewel of Pleasure, far from the prying and judgmental eyes of the Golden Order of Astron who have no influence here (though it is rumored that some of the higher ups outside of the High Bishop, do visit this island). 

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Anchor 16

Jewelside

Anchor 17

The smallish port and fishing town of Jewelside is almost

exclusively purposed for taking the wealthy visitors to the 

Jewels of Prosperity to the said isles, the rest of its boats used

eclusively for fishing (not that any of the fishermen or sailors

would be opposed to selling passage along the water but long 

distant cargo or passenger services are just not found here 

That is the purpose of larger ports such as Port Royal to the

North or Port Rainford further South. 

Aside from passage to and from the Jewels of Prosperity, this

town has several taverns and a few shops selling equipment and

services that can't be had on the tropical islands. 

The Singing Seahorse is an especially rowdy tavern where plenty

of drunken singing is always heard and even encouraqged, 

bards often visiting and singing well-known songs that the 

audience can sing along with. 

The Pickled Fish is another popular tavern though likely for its

quieter atmosphere and rather cheap drinks, catering more to

the fisheren and sailors than the wealthy visitors to Jewelside and th Jewels of Prosperity.

​​​

Road Gate

These large, stone towers and gates are found throughout the

Kingdom, manned by Royal guards and often a cleric or paladin of

the Goldn Order of Astron. 

These checkpoints are also a way to collect the mandated "travel

tax" which, mostly, goes into the royal coffers. 

​The guards of these gates keep an eye out for suspicious activity

and the criminal element such as would be highwaymen, hijackers,

or even darker elements such as cultists. 

Mostly, though, the guards posted at these gates are bored, not 

necessarily very attentive souls going through the motions and

shaking travelers up for taxes. 

However, there is a time when the guards are on high alert and

this time occurs a few hours each day. This is when a commander

makes the rounds to check on the conditions of the gates and the

guards manning them. 

Commanders make these rounds atop their griffons, giving the 

watch a small bit of time to make sure the gate is at its best. 

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Anchor 18

Woodside

Woodside sits on the edge of the Living Forest, th domain of the

elves. For those traveling into the domain of the elves, it is a last

stop to equip and prepare before heding into the wilderness. 

​Woodside is not a large town and boasts a cofortable inn and 

tavern, the Cozy Canopy, as well as a hndful of equipment shops.

The Tree's Tincture is a herbalist shop run by the halfling druid 

Gilly Greenfoot which boasts the best herbalist supplies and 

natural mixtures outside of the elven domain, itself. 

Woodside's townhead is the half-elf Jonner Goodthorn, an 

especially good natured fellow who delights in rumors and 

knowing the business of everyone in his town. He doesn;'s keep

abreast of everyone's business out of any shifty agenda or motive,

truth be told Jonner doesn't have a bone of ill will in his entire 

body, but rather, he does so out of loneliness and boredom, not

having a family of his own and few true friends that are not 

friends of political convenience. 

No one in Woodside has a bad thing to say about their townhead,

but the friendly man is just that to most of the town. A friend. 

Woodside was founded with the elven lands in mind, thinking to be the center of trade with the elven people and expected to grow into a thriving town, perhaps even a city. But the expectations were higher than the reality. The reality being that there is little that the outside world has to offer the elves, other than some spices or ale out of curiosity more than out of need. 

For this reason, the town has remained small, making its business from travelers journeying into the elven wilds or those stopping by on the road for need to rest and recoup. 

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Anchor 19

Port Rainford

Off the rainy, Sourthern shore of Auroria sits the port town of the

aptly names Port Rainford.

Port Rainford is the primary port of trade and passngers for 

Auroria, opening into a very convenient and easy to access shipping

lane as well as having less thurough search of goods and passengers

than Port Royal. 

The downside to buying passage or cargo shipment through Port

Rainford is that there are occasion run ins with the Bloodskull 

Pirates which no Royal ship would ever run afoul of. 

Aside from buying passge or sending cargo via a ship, this town

has housing for the locals, inns such as the Luna Sea Inn and the

Fanged Duck. 

Port Rainford has plenty of seqside equipment shops dealing in

everyday goods as well as a few shops such as Sea Magics run by

Rummold Grimsilver, a wizard of some renown (though hardly as

well known as Grenwald, himself). Magic of the Sea can be 

bought here.

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Anchor 20
Anchor 21

The Gnome Village of Glitterleaf

Built close to the edge of the Living Forest, Glitterleaf is a village

that straddles the wooland realm of the elves and the Kingdom 

of Auroria both. 

The gnomes of Glitterleaf led by the smiling elder, Jola Bobblekip,

are a very friendly if overly curious bunch. Though their shops

have been built with the bigger folk in mind, dwafing their much 

smaller homes and making for a kind of architectural shock for 

those taking too close a look, they retain a style unique to the

gnomish builders. 

Glitterleaf is populated mostly by green gnomes but rock gnomes

also live in the town such as Makki Steelboots, owner of the 

Golden Gear where he subjects unsuspecting shoppers to his

inventions, some of which even work as intended. 

Telsi's Teashop is one of the most renowned shops in the village,

selling mystical teas that do everything from curing headaces to

removing poisons. 

The Green Cup is the local drinking and sleepng spot, very popular with visitors and at a more than fair cost. 

The people of Glitterleaf are very excepting of all manner of folks but, so it is said, they will readilly report game hunters, poachers, and other defilers of nature to the elves before such even take their first steps into the Living Forest. 

​​

The Seaside Church of Astron

 The Golden Order of Astron maintains a seaside church for travelers

to stop at, to worship at, and be reminded that the grace and wonder

of the Father, a rminder that the god of light is still by their side. 

Along with the central church, itself, three shrines dedicated to 

Astron also stand, for those who wish a quieter more one on one

prayer site with their god. 

A small dock also exists, able to moor smaller vessels but the Church

does not supply seafaring vessels and the docks are only meant for

those seafaring travelers looking for some peace and worship in

their travels. 

The priest who maintains the church is Father Rebula Tonnerson. 

Aside from offering daily church sermons and quiet areas to pray,

Father Tonnrson also offers healing and blessings to those who

truly need it and can make an offering to the Church. 

Smaller shrines to other gods are also scattered bout the church 

grounds, not for worship but as reverence to the "lesser" gods that

the Father rules over. 

Though not places intended for worship, Father Tonnerson and the

other members of the Church simply don't notice the small prayers

being uttered to these other gods by some visitors, choose your battles as the saying goes.

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Anchor 22

White Mantle

The largest city in Auroria, White Mantle is a sprawling city of

various peoples and cultures. 

From the wondrous shopsand stalls of the Market Square to the

beautifully built homes of Manor Hill, White Mantle is an amazing

and immense city. 

Delemvar Katheris, the Lord of White Mantle, is a large, muscular

man and a shrewd but fair ruler to the grand city.

The city obeys nnd upholds the lws of the Kingdom but is not so

stringent and religiously militeristic as Celestian Point, Lord

Katheris believing that the freedom and enjoyment of his people

to be more iportant than upholding every single tenet and 

supposed wish of Astron. This pits the good Lord of White Mantle

agaist some of the most fervent and influential of the Church. 

He remains steadfast and the Church stays its hand in not simply

convincing the King to remove him, avoiding revolution in the

sizeable city. 

White Mantle has countless interesting places to see and visit and the following is just a mention of some of the more noteable locations in the city and is not an exhausted list. 

​

The Market Square

Having some of th ost interesting shops and open air market stalls, this large area in the Eastern city is awe inspiring with soething to see (and buy) in every direction. 

The Great Bazaar

This area of Market Square is a sprawling cacophany of tents, stalls, and pavilions of all different colors and designs. It is said most things can be found in the Bazaar if a soul looks hard enough and has enough money to spend but, truly, the most wondrous items are not the ones sold in private sales but at the three times weekly held auctions in the Auctioneer Pavilion in the center of the Bazaar.

Beshelba's Baubles

The older gnome, Beshelba, owns a magic shop that deals in minor magic items, materials, and books on magic philosophies. 

Baskerville's Books

This shop of tomes owned by the pleasant and elderly Goramin, holds books on history, religion, the arcane, and other topics. Research and learning can be achieved here. 

Dotty the Diviner

Fortune tellers are lookd down on in Auroria, which is why Dotty has "rebranded" herself a diviner, claiming to be passing on information and insight that the Father wants to impart on others. Some rumors say that Dotty used to be, or may still be, one of the Painted People hiding her fortune telling abilities in "divinity" as to avoid suspicion because, if the Order could prove these rumors, Dotty would be arrested for heresy. 

Whatever the truth behind her abilities, her abilities can be very accurate and she is certainly no charlatan.

Hammer and Anvil

A armor and weapon shop owned and operated by Quinn Ralathorp. This shop deals in well made weapons and specialty weapons made of cold iron or silver. Quinn can even arrange for adamantine weapons though these take money and tme to gather the materials. 

The Holy Hand Clerical Supplies

A shop dedicated to supplying clerics with what they need, mostly the clerics that align with Astron but a few other supplies can be found on occasion. 

The Potted Plant

A shop run by the retired druid, Graum Greenmane. His shop deals in mostly decorative plants, specialty herbs, and a one of a kind category of plant familiars. 

​

Feasting Way​

This stretch of several streets contain various eateries, taverns, and inns. People travel from all over Auroria to sample the foods in White Mantle and its famous Feasting Way. But not only the food, but the famous entertainment offered by renowned bards and telltales. 

Caleshem's Cuisines

The famous chef Caleshem, once working for the Royal family, itself, presents recipes from aroud the world, but with his own touch. everyone who has paid the pricey money to taste Caleshem's cooking has come away happy.

Eat and Sleep Inn

One of the most cofortable inns in the land, the Eat and Sleep Inn is run by the Rumcreek family of halflings, owned by Navis and Selly Rumcreek. The inn boasts goose down pillows and mattresses as well as a delicious family recipe for salted pork. 

West Street Bakery

Located on West Street, of course, this shop hosts amazing bked goods from classic muffins and sandwiches to unique items such as Skyberry pie. 

​

Officials' Quarter

The Officials' Quarter is where all the city's official business is conducted, be it obtaining a merchqant's seal, officializing an adoption or marriage, standing trial for a crime, or any other manner of business that needs doing in White Mantle. 

Courthouse

Judge Dillon Evercrest oversees the courthouse, offializing marriages, trying criminals, settling disputes, and other court business is conducted by the older man who is known to be stern but fair enough. 

Center Park

In the middle of the official buildings and busy people, is a beautiful park of fountains, vibrant trees, and various flowers. The park marks the city's center.

Stormsteel Prison

The city's prison, Stormsteel is one of the last places a criminal or even someone accuswed of a crime wants to find themselves. The wardens of the prison are known to be some of the hardest and least copromising or copassionate people in the land. 

Criminals are worked hard and barely fed, isbehavior withi the prison is rare and not long tolerated, and it is an over all unplesant place where you spend your time dressed in chains and used breeches. 

​

Copper Way

Most cities have their...less than pleasant areas and Copper Wy is White Mantle's. The disheveled and poor live as best they can in the slums of White Mantle, called Copper Way because most of its residents are luck to have a few coppers on their person. 

The Churc has done enormous efforts to try to help the poor of White Mantle, but have found many have encountered one tragedy or another turnig them to alcohol or worse, the relatively new drug known as Potion.

For this reason, most of the poor of Copper Way wallow at the bottom of the pit that has become thir lives. 

The Kitchens

This kitchen, operated by the Golden Order of Astron, is maintained as best it can be, being the most popular place in Copper Way as even those afflicted with Potion need to eat. 

Some minor crimes and debts can be worked off by doing time in th Kitchens, serving and cooking for the poor.

Rosethorn Graveyard

The truly desperate have come to dwell and even sleep in the old Rosethorn Graveyard locted in the bqack area of Copper Way. Word and rumor says some of the poor souls in the graveyard have died here, rising as a family of ghouls that haunt the place. 

Stinktown and the Scarecrows

The sewers of the city have been converted, it is told, by a group of rogues and thugs known as the Scarecrows due to the burlap sack masks they wear to commit their crimes. 

The authorities of White Mantle have had no luck ending this criminal group as they seem to disappear in the city's sewers. 

​

Anchor 23

Grenwald's Tower

The wizard Grenwald, one of if not the most famous wizards in the

world, dwells in a secluded tower on the edge of the Living Forest

and Northreach. 

Often sought after by the Royal family and the Church alike for his

wisdom, the wizaqrd nonetheless spends most of his time 

sequestered in his tower and, should he decide to stop responding

to those seeking his guidance and magic, it is unlikely any could

successfully besiege the tower and its magic. 

Grenwald often has an apprentice who is part student and part

servant though, at the moment the word is that he has not found an

apprentice worth taking under his wing and is inbetween students.

Grenwald has a history for sending for would be heroes and 

adventurers or appearng before them with a task or quest if you 

will. 

These undertakings rarly seem world shaking, go and fetch this

item or go and deal with this monster, usually being well enough 

rewarded for the party's time. But no matter how small the task seems, no one to date has refused the wizard.

Anchor 24

The wizard, himslelf, is a man shrouded in mystery, if he is even a

man. His age is unknown and there seems to always have been

stories of Grenwld, throughout the histories of this land and even

the histories of the Western World.

Some stories tell of a demigod, the son of the Mother of Mysteries,

Magga also known as the Goddess of the Arcane, who was adept and

impossibly wise in the ways of both magic and the nature of the 

world at large. 

Magga, this story tells, tasked her son with bringig wisdo to those

who would seek it to make the world a better place and, of course,

to spread the understnding of magic to all who would learn it. 

In this manner and belief, Grenwald is known as Grenwald 

Drakkenson.

Yet another tale, tells of a man born of a night hag and a tiefling,

an unholy union to be sure (some versions of this story make him

the son of a succubus and tiefling, instead). Grenwald rejected his

findish origins, however, and eventually his magics allowed him to erase any traces of his fiendish birth, resulting in the form he appears as now. 

But, this tale cautions, it is unhealthy to rely on the wizard too often and for too much, for the curse of his fiendish lineage eventually touches those who do so. 

Whatever Grenwald's true story, he is ancient, powerful, and well respected in all of Auroria and even the world.

​

Royal Elven City of Hath Shaelor

Located in the Living Wood, the Royal city of the elves, Hath 

Shaelor is the head of the Elven kingdom in Auroria. 

The Lady of the Living Forest, Arienanna, is the ruler of Hath 

Shaelor as well as representing all the elven people in Auroria,

independant of the Elven King Osharn in Raenatha. 

Though the Lady has had several suitors among her people, 

Arienanna has remained unwed since the passing of her husbnd, 

Variondor, turning her attention instead to her kingdom and her

people, burying her heart in her rulership and her twin children,

Glendraya and Halamon.

The Royal city of the elves is rarely seen by outsiders, save for the 

King, himself. In fact, the Royal guard who travel with the King are

blinded using magic while in Hath Shaelor, creating a least favorite

guard detail task when told they will be traveling to the Living 

Forest. It is highly unlikely that this small group of guards would

ever be of much use, should the elves decide to kill the King but blinded, they feel even more useless. Not that any of the guard would mention this to the King or the elves. 

Luckily for all involved, the elves are not a cruel people even if a little arrogant. Elven patrols in the Living Forest will even guide those lost in their woods out of the woods and back to the nearest road. 

Those attempting to ifiltrate the Elven kingdom, however, are not treated with any amout of kindness or forgiveness. What happens to such skulkers is unknown, though, as none are seen again. Even among the elves who are not in the council of the Royal court, itself, this remains a mystery left up to the imagination. 

There are no shops or inns in th great elven city as the city is reserve for the elves, themselves, who have no need for money among their own commuities. Trading is alwys done in the towns and cities of others, envoys of shrewd elves making the journies for trade. Elves prefer materials an goods directly, over money as money means more time and travel to buy the items the elves actually need, but the elves understand how the world outside their kingdoms work and will grudgingly accept money if none are directly trading the materiqls they seek. 

The elves typically hold elven vinyards with Elven wine being very sought after, especially by taverns in such wealthy places as the Royal City of Kalemthar or the higher end establishents in White Mantle. 

Elves also trade in woodworking, theirs being among the best in the world, especially bows and arrows, even magically enchnted arrows and bolts as well as elven cloaks and other lightweight but sturdy garments.

The elves of Auroria keep on good terms with the Kingdom mostly out of their understnding that their people form a symbiotic relatonship with the other peoples of Auroria but also because the elves know that their numbers are smaller and trying to force others uder their banner, which is not the elven way to begin with, would be a losing proposition. 

Though the elves do not work against the other peoples surrouding their lands, nor do they help in everyday events and struggles. It takes something that effects the elves, theselves, or a rare world shaking crisis for the elves to get involved. 

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Anchor 25

Elven Town of Draori

Draori is a smaller commuity of Winshara overseen by the Faeorynn

Canopy (family). 

Draori is seldom visited by the more royal and traditional Erandar

elves but often the Quinabrekk will visit the comunity, especially if

a party or celebration is going on. 

This small comunity consists of the elven homes, mostly built into 

the trees, themselves, as is common with the elves as a whole, as well

as the Mooting, a hall dedicated to meetings that concern all of the

Wisharan elves of the Living Forest or intended for the rare meetings

with those outside the commuity. 

Elves traveling throug the Livin Forest, native to Auroria or not, are

always welcome in Draori as tradition demands and the local elves

will always scrifice their own beds, sleeping in the family gathering

chambers or other available area in order to make guests 

cofortable. For this reason, elven homes in Draori may have a guest

chamber built just in case. 

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Anchor 26

Elven Watch

The ever wary elves have excellent senses, making them naturals for

seeing a threat or out of place wanderers in the Living Forest. Aside

from elven patrols that roam the woodland realm, there are also a

few towers to give an elevated view of the elven lands and nearby

land outside of the Woodland kingdom. 

Those wandering into the lands of the elves, be it intentional or 

accidental can expect an encounter with an elven watch quite quickly.

Though not as common as the patrols on the ground and in the trees

of the Living Forest, there are some few hippogriff riders as well, 

usually only called on for aerial threats or when a sky-eyed view is

called for. 

Over all, the elves of the Living Forest are well protected from threats

in or above their wildrness kingdom and offers caution to those who

would dare even a single step into their wilderness domain. 

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Anchor 27

Ruins of Targ Althuuk

One of the black marks on Elven history is the cult that existed in the

town whose name has been lost and buried in history but is now called

Targ Althuuk which means "Dark Blight" to the elves. 

Around two millenia ago, the prosperous elven community of this

town held a dark and bloody secret to their small comunity. As irony 

would have it, it would be a curious group of Quinabrekk elves that

would ucovr that something was amiss with the town and that its

Winsharan inhabitants were hiding something. But the Erandar high

elves of the kingdom did not believe the Quinabrekk and through 

their lofty, hedonistic ways had gotten the better of them or that they

were jealous of the town's comfort and prosperity. 

It would not be until a youg high elven woman, who stopped into the

town for a rest and meal, would disappear before the rest of the 

kingdom would take what the wild elves had claied seriously. 

By then it was too late for the young elven warrior and others that had gone missing over the years, presumed to

have been lost due to vicious wilderness plants or beasts but actually sacrificed to the vile demon lordess Ixthazol, in exchange for prosperity and glory for their town, these elves once found out became the first elven blooded tieflings on Garn, cursed to be bound to the blood of the demon they worshipped over Corellon Larethian and the other elven deities. 

The town, itself was burned and motly destoryed, its remains turning to stone, its peoples exiled from all elven lands ever since. 

The evil of the cursed cult and the town thyey had inhabited had come to a close but legnds tell of a hidden evil beneath the ruins that still persists to this day, darkenng the woods immediately surrouding it and cursing any who dare to venture into the ruins, themselves.

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Anchor 28

Seldrine Shrine

This woodland shrine dedicated to the Seldarine who are the family

of elven gods including Corellon Larethian, the leader of the elven

gods, Erevan Ilesere the Trickster, Hanali Celanil the Lover, 

Sehanine Moonbow the Moon Maiden, Solonor Thelandira the 

Hunter, Mielikki of the Beasts, as well as the god Geb the nature

deity not part of the Seldrine but rvered by many elves as a nature

deity. 

The druid mother Namanielle watches over and sees to the care of

the shrine. She will gladly rcount the stories and lore of the gods of

the shrine to anywho will listen, even non-elven visitors invited to

tour the area or guided past the shrine. 

The shrine is also said to glow with a kind of green flame when there

is a danger to the forest, an occurance that has not been seen since

the Toll Rais over three centuries ago. It is sai that the flame does 

not only serve as warning but also to empower the magics of the

elves as well.

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Anchor 29

The Living Forest

The Living Forest is the largest epanse of wilderness in Auroria. It is also the kingdom of the Aurorian elves who dwell and rule this expnse of woodlands surrounding their royal city of Hath Shaelor. This forest is rich with all manner of beasts one would find in the woods but with much higher a number. For this reason alone, several less scupulous hunters and pochers try to sneak through the woods to claim plentiful game before being caught. Unfortunately for these would be intruders, elves are not only very observant of their domain, but the Living Forest doesn't just get its name from the beutiful scenery but also for the very real threats of monstrous beasts such as owlbears and dire wolves and monstrous plants such as shambling mounds and treants. 

The nature of the forest itself, is enchnted in a way that confuses non-elves and makes it likely that outsiders in the woods will be lost within a few leagues of travel. 

The Living Forest is also said to be a thin veil between the world and the land of the fey known as the Feywild.

Most Aurorians know that this stretch of forest belongs to the wild and to the elves, avoiding it at all cost and quick to warn visitors to Auroria as well. Rangers and wilderness guides will scoff or laugh outright at those who try to hire the to enter the Living Forest. 

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Anchor 30

The Well Earned Rest

Anchor 31

This lodge on the Southern Road of Auroria is renowned for its fresh,

hot meals, its natural forest springs for bathing, and its magically

blessed sleep accomodations which leaves every traveller even more

refreshed than an ordinary night's sleep. 

The Well Earned Rest is owned by the couple, Waynard a tall, red-

headed man and the half-elf Hildrynne Skycloak. The Skycloaks also

have a staff of very well natured halflings who seem to be very 

content in their work.

The nature of the magic called upon to provide the arcane rest of the

inn is a well-kept family secret thoug they will assure any concerned

traveler (or a concerned inquisitor of the Church especially) that the

magic is not witchcraft and is harmless in its nature. 

The Well Earned Rest remains an important stop on the road for the

average traveler. 

​

Harrowthorn Woods

South of the Living Forest exists a darker patch of wilderness known

as Harrowthorn Woods. These woodlands seem to be in perpetual 

night from its thick, gnarled canopy and where the skies peek through

they always seem to be overcast and on the verge of a storm. 

The woods are said to be cursed, haunted, or both with strange 

whispers that seem to choose who hears them and twisted, evil trees

that drink the blood of those unfortunate enough to get near their 

branches. 

Even the woodland denizens that stalk these woods are said to be

unnatural with an evil, cruel bent. 

​

Witchlight

Among this vile forest is said to be enchnting lights that appear as

guiding lanterns. But these lights that appear helpful at first always

seem to enchant travelers, leading them to their doom. 

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Anchor 32

The Black Marsh

The Black Marsh located next to Harrowthorn Woods is an even more

dangerous place, known for its swamp trolls but, worse, is whatever

the monsters refer to as "Mother". 

Aside from the dangers of the trolls, there are other dangers and

denizens in these dark swamps including killer plants,giant frogs

and gators, and the site of a haunted battlefield. 

So dangerous are these marshes that the South Road goes for

miles around it and Harrowthorn Woods to avoid the

dangers therein. 

A purge of the swamp has been suggested many a time,

the idea only to be quashed by the High Bishop of the

Golden Order of Astron for mysterious and completely unknown

reasons. Regardless, the Eldritch Hunters have made their own

excursions into the vile swamp only for very few to survive the journey

and the trolls. Those returning suffered nightmares for months thereafter, causing the evil hunting organization to withdraw its efforts to clean out the marsh for now.

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Anchor 33

The Shimmering Coast

Anchor 34

The Southern coast of Auroria, known as the Shimmring Coast, is an

expanse of rocky and sandy beach known for both its beauty and its

dangers. 

Travelers enjoying making camp on the sands of the beaches in the 

warm ocean breeze but many soon learn not to post the camp too

close to the ocean, itself as it is home to families of giant crabs, 

cray fish, as well as fish folk who, otherwise, keep to the deep

waters of the Shimering Sea, the coast is named after. 

​There is rumor talk of seaside caverns and shllow coral

reef grottos containing hidden tresures. But others 

warn that these rumors are being spread to as a trap to

ensnare those who go looking for these hidden treasures,

non of whom are ever seen again. 

Some say a group of oceanic druids calling themselves the Circle of

the Sea who use the ocean and its storms to hide from the watchful and 

fanatical eyes of the Church. 

​

Twin Rivers

Aptly named for its location between the Twin Rivers which the 

town is named for, this ostly cozy place is as nice a place to settle

down as it is for travelers to visit. 

Fshing and hunting both make for very sport and full bellies for the

townsfolk and the recipes of the dwarf cook Mjarrie Steelvein at the

Grand Elk Inn, named for the gigantic elk head over the inn/bar

counter. 

Other than the Grand Elk, there is little to the small town other than

plenty of housing and a few hunting lodges. 

Fishing in the Twin Rivers is licensed for the protection of the local

food sources, though fishing upriver where the two join is free 

fishing. 

​

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Anchor 35

Shadow Rock

These rocky foothills and outcroppings are perpetually in shadow

giving the cold place its name. Minor peaks reach up, cssting more

shaqdows on the place as well. 

A group of passages here is known to lead into the deep earth 

known as the Undrdark. 

Occasional scouting parties and raiders of dark elves or duergar

sometimes rise from Shadow Rock to attack traverlers or to fall on

the town of Twin Rivers. 

But thes evils and dangers are mild compared to the true terror 

that regiments of the Golden Order of Astron have reported 

dwelling deep under the Shadow Rock, this being a dragon that is

said to wield shadow, itself against those who foolishly disturb its

lair. 

The King has issued a huting order and a great reward for any who

can kill the horrifying dragon but, to date, none who have taken the

endeavor have accomplshed the task or even returned from the depths below Shadow Rock.

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Anchor 36

The Drinking Dragon Tavern

The Drinking Dragon is the most popular halfling tavern in Auroria

which is saying quite a lot, if you ask a halfling. 

Though most spaces for halflings are made to the size of the 

smaller folk, the Drinking Dragon is made slightly larger for the

comfort of visitors to the tavern which are mostly travelers along

the Western Road. 

The tavern serves as an inn as well with some moderately 

comfortable (if cramped) rooms upstairs. 

The Drinking Dragon has indoor and outdoor seating and serves

lemon roasted fish dinner as well as barley ale or locally grown

pipe-weed. 

Prices are more than fair at the Drinking Dragon, they are even a

bit on the low end for the food and roos offered. 

Gwendelynne (Gwendy) Tendertoe inhereted the tavern from her

late husband and her and her grown up kids keep the place very

clean and tidy out of loving memory of her husband.

All of the wenches and cleaning maid staff are3 halflings save for one bullywog cook, Croakbottom,  who had a change of faith and life when he first tried the Tendertoe recipe rabbit stew, deciding to be the best cook in the land therefter (and does not do a half bad job at that),

Anchor 37

The Halfling Town of Lakeshire

The pleasant town of Lakeshire is one of the two halfling towns

built on the town's namesake of Sleepy Lake, known for its 

stillness and calm, as well as its great fishing spots. 

The halfling town has no walls or real defenses nor does it need

any as none are too interested in raiding or really paying much

heed to the small living spaces of the halfling folk save the most

depraved or desparate of monster folk and those types haven't

been seen in this part of Auroria in several an age. 

The halflings of Lakeshire would, perhaps fear the dark elves or

duergar dwarves from Shdow Rock if they were to make it 

further North than Twin Rivers which they have not to date.

The halflings are also beneath the notice of the Church for the

most part and, though some among their people have converted

to Astron, most halflings still worship the matron goddess

Yondalla and her children. 

The town of Lakeshire does have a few shops meant to barter

for other goods and services among the halfling commuity (though they also trade for money as some halflings travel to work or run businesses outside of town). 

The shops in Lakeshire are for practical needs dealing in food, fishing and huting equipment, and medicines. 

Hlflings are not opposed to selling to outsider shoppers who can handle the cramped quarters of the shops and the fact that non-halflings simply get chrged a wee bit more. 

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Anchor 38

Sleepy Lake

As its name implies, Sleepy Lake is a very calm, glassy lake on all

but the most stormy days or nights which, thankfully, does not

strike the area very often. 

The lake feeds a river supplying water to the Elven kingdom in

the Living Forest and supplies the elves and halflings both with

fish, either by the halflings trading with the elves or some elves

fishing for thmselves. 

Elves who enjoy fishing often make fast friends or at least fishing

copanions with halfling fishermen, often smoking pipe-weed

together or sharing some elven win while sharing stories or songs

from their repsective cultures. 

But few places are without their secrets and Sleepy Lake is no

exception/ It is whispered among the halflings, especially the 

halfling elders that there is a creature that sleeps within the lake.

A creature mafe of sea coral and the bones of a giant fish which

used to be the guardian of the lake and, in fact, the halfling 

people as well. But none alive today know the secret for keeping the creature bound to the halflings and if any were to disturb it or the jewel embedded within it, it is unertain what it would do. This story is only known to the halflings who never speak of it to others from fear that some outsider might try to steal the gem and unleash the monster on the lake and the two halfling towns around it. 

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Anchor 39

The Halfling Town of Lake's Crossing

The second halfling town in Auroria, Lake's Crossing is located

just across Sleepy Lake from Lakeshire. 

The halfling folk of Lake's Crossing are just as peaceful and

pleasant as the folks of Lakeshire though the two have some

healthy and friendly competitive natures with one another, 

especially during the Annual Fall pie baking competition of 

which both towns hold about equal bosting rights to winning 

over the decades since it has started. 

Aside from this, the two towns hold other competitions such

as the Spring Fish off to see who can catch the most fish, or the

Wnter Snowball War (mostly a game among the halfling

children.

Just as much as the copetitions, however, the towns come 

together for shared celebrations, the Nature's Plenty, a

holliday dedicated to Yollonda, the Spring Love Festival where 

prospective young folk from each town ask one from the other

town to dance, starting a courtship if successful and building a

union between the two towns and among the halfling comunity as a whole. 

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Anchor 40

The Frostwood

The Frostwood borders the lands of the Kingdom of Auroria

and the Northreach. This dangerous, iee covered woodland

boasts dangers beyond the packs of wolves and ice leopards,

also harboring more dangerous monsters such as yeti hunting

bands from the mountains and even the occasional frost 

giant venturing South to prove its bravery.

Barbarians occasionally hunt the woods as well, though much

rarer seen than other dangers. 

One of the most notorious dangers in the woods is an icy 

spirit of some sort, appearing as a semi-transparent warrior

of ice, haunting a snow covered mortuary and

challenging any who tresspass on his grave (one presumes it

is this spirit's grave at least). 

None hav bested this restless ice ghost and most have run for

their lives, the spirit allowing those who wish to flee to leave

without pursuit, simply concerned with guarding its grave. 

The other monsters in the area seem to have no use of 

what the spirit guards and seem to stay clear of the area out of instinct.

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Anchor 41

Rathnor Jorganson: King of the Northern Clans

King Rathnor Jorganson is the udisputed ruler of the Northern

clans of barbarians. 

He is an aging and graying man and it is unsure which of his

sons will replace him, the headstrong but strong hearted 

Lihoff or the more level headed but weaker of will Strohmor. 

Both have their ideas of how to handle the growing tensions

with the more nomadic goliaths who have already made noise

of not following the lead of whichever son follows their father

as king. 

Between this, keeping the yeti dens in check, and staying one

step ahead of the frost giants, Rathnor's sons have their work

cut out for them, along with proven themselves to their own 

people, especially the Clan Stormwolf who have always 

coveted and wanted to usurp rulership from Rathnor's 

Frostbear Clan. 

King Rathnor truly cares about the Clans as a whole, as well as

preserving the traditions and way of life they have held to for

centuries. 

Rathnor Jorganson had to prove himself early in life when his father was killyed by the Frost Giant Grimfist the Banehammer. He took his Clan titles in quick succession, Rathnor Icefoe upon taking down an alpha yeti on his own, Rathnor Wolfmaster when he raised the pair of Winter Wolves, Fror and Geisa who remain his closest guards, then Rathnor Poison Drinker when his brother Heigar failed to give him enough poison to kill hm, and finally Rathnor Giantsbane when he killed the giant that had killed his father and then brought down its entire steading. 

Rathnor insists he still has a number of years left in his aging bones but his age, as well as the wouds he earned fighting the frost giants, are catching up to him. 

Rathnor's Castle was the castle of an ancient winter lich whom with the clans unitd, Rathnor brought down then brought his blessed axe down on the undead monster's spirit jar. 

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Anchor 42

Mount Chillingdeath

This mountain contains the dens of a majority of the yeti in

Auroria, making this mountain one of the most dangerous 

places in the Northreach. 

The yeti packs have been hunted to the point of them having to

hunt together where once they competed for the best and 

tastiest kills. 

It is told by the barbarian and goliath clans that some foul spirit

or god has given rise to a yeti alpha stronger than any that have

been seen before. This abomidable yeti leads the remaining

tundra yeti in hunts, powerfully knocking aside those who

attack the like ragdolls. 

Some have claimed that this new, gigantic monster even has a

chilling breath weapon it levies against multiple foes ar once. 

The Northern clans have started calling this monster Deathfrost.

Some of the Clans have begun to look for the root of this 

trrible and impossibly powerful monster, believing that the 

only way to destroy this brute of a monster is to destroy that

which created it. 

Anchor 43

Lord Ruthven's Manor

Lord Janis Ruthven is the Lord of the Western Duchy, forgoing

the usual title of Duke to keep the traditional title from his

homeland of Sarvania. 

When he was young, Janis' faily ventured into the dangrous

land of Sarvania where thy carved out their own swath of land

and built, at first, a home and then a comuity who celebrated

Janis' father Harron Ruthven as a hero for the community he

and his family had created, naming him the first Lord of 

the Domain of Coremyr in Mid Eastethrn Sarvania. 

By the time other explorers ventured further North, they 

were quite surprised to find the land of Coremyr and the 

Ruthven family, though Janis and his sister were grieving the

loss of their parents in an attack from demon-worshipping

gnolls. 

Janis was the newly appointed Lord of Coremyr but he had no

stomach left for Sarvania and its evils so, leving his sister in

charge, he came to Auroria, accepting the King's offer to be Lord of the West Duchy. 

Janis had his manor erected practically in the Northreach to show that he had no fear of anything in Auroria, and how could he after living through the dangers of Sarvania for so many years?

Lord Ruthven's only realeney is the Duchess of the South, Duchess Clarris Estavalle who doesn't trust Janis and hs vocally presented her misgivings of giving someone who has hardly lived in Auroria the title of Lord.

To Janis' credit, the Duchess seems very alone in her mistrust of him as the people of the Western Duchy all seem more than happy with their local leader. 

Lord Ruthven's Manor is a large mansion of a home where Janis and his servants live in solitude though word has it that there have been plenty of callers to the Lord's home at all hours of the evening. 

Lord Ruthven's servants aqre as loyal as his supporters and with the support he has, it is certain that he has a long history to come as Lord of the Western Duchy. 

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Anchor 44

Woodside Market

This open air market sits just off the West Road and has 

merchants from around the world. In Auroria it is often said

that if you are looking for something, it is likely you can find

it at the Woodside Market. It is even said that there are items

from the Feywild and Shadowfell both in the Market though

merchants are careful to not sell anything that can be seen as

too evil due to the Church, of course.

Aside from the wares that end up here from around the world

Woodside Market also has exotic peoples from around the

world such as a strange insectile merchant calling himself

Kithix'Ithix of the thri-kreen, a panda-like woman called 

Taki the hengeyokai, and a barely dressed, tattooed dwarf

nmed Hokkar from Nazenka. 

Many of the merchants of Woodside Market operate and 

camp at the Market because they are simply too out of the

ordinry to hold shops in the bigger towns and cities in the 

rest of Auroria. 

In a way, the people of Woodside Market have formed a kind of

comunity of their own, looking out for one another and recommending one another's merchndise (as long as it doesn't directly conflict with their own sales of course).

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Anchor 45

Silverton Lumber Camp

Providing a majority of the lumber for the West and South

Duchies, the Silverton Luber Camp is under constant watch

by a combined patrol comprised of the soldiers the King can

spare this far west but, most of all, paladins and clerics of the

Golden Order of Astron, the Church, with its strong presence

at the First Dawn Temple and Fort. 

Frandon and Largo Silverton own and operate the camp along

with their sons Greggo, Marcum, and Stephon. 

Both permanent, seasonal, and temporary workers work the

lumber mill and the tree sites decreed by the Kingdom and

the elves of the Living Forest. 

Senior Mill Master, half-elf Eva Torrington and Cutter Master

Ramian Arthurson have been on hand the longest, become the

most trusted workers, and truly run the day to day work of the

camp. 

Grella Lightfoot, halfling cook, runs the camp's kitchen and

living cabins, happily throwing herself into her work but very stern with those working for her when need be.

The lumbr camp is a good place for a soul to find some quick or longer lasting work, if exhausting work. 

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Anchor 46

Ruins of Norym Garr

Anchor 47

Along the Foothills of Grim Tarn, remain the ruins of an

ancient village or town known as Norym Garr. Thouh this is

in an older common tongue, this site has no history or writing

in the history of the dwarves, elves, gnomes, hlflings, or 

humans of the land. 

The myterous ruins are said to be haunted but by an ancient

and wise spirit who will answer questions to almost any

mystery that plagues a soul as long as that person will 

complete a task for the spirit beforehand. Some say the tasks

are but a test of whom the spirit might find worthy and some

say the tasks are things the spirit never was able to accomplish

while yet living. 

In either case, as long as the person seeking the spirit's wisdom

completes the task put before them, their question is

answered.

The Church condemns this spirit of course, claiming that a 

spirit that will not pass on must be destined for Torment not Paradise. When any member of the Church would show in the ruins or a member of the Eldritch Hunters, the spirit does not appear to them and the King is hesitant to raise the ancient and mysterous site even on the wishes of the Golden Order of Astron. 

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Duchess Estavall's City Estate

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Built in the Thunder Barrow Gorge of Mount Suncrest, the city estate

of Duchess Gwendalynne Estavall is a smallish city but the

estate itself is an impressive grounds with a skyward tower

alost ovrcoming the heights of the mountain, itself. 

The highest poit in the highest tower of this estate is the living

chbers of the Duchess, herself, her noble blood (and more than

a little arrogance) demanding her placement high above her

loyal commoners. 

And loyal her people are though, it is whispered, it is as much

out of fear of her and her connections as it is out of respect or

true love of their local ruler. 

And connctions she has as it is said that Duchess Estavall 

courts Rolamond Jarreth the King's nephew, himself. This and

the more than generous amout she has "donated" to the Golden

Order of Astron has made her fast friends with the Church as

well. 

And Duchess Estavall has the coffers to spqare the coin, being

one of the most wealthy individuals in all the Western World (next to the King and the Royal family itself of course) in large part due to her high taxation of the Southern Duchy. Not enough to cause revolt or to lay too heavy a burden on most of her people, but more than the Royal Domain or the Western Duchy under Lord Ruthven (whom the Duchess mistrusts and loaths).

The city, not as grand as either the Royal city, itself, or White Mantle to the East, nonetheless has some few noteble spots. 

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The Duchess' Games

A guilty pleasure of the Duchess, this arena is a spectacle that some say rivals the Royal games of Kalemthar, itself. During these games, Duchess Estavall's look becomes bloodthirsty, resembling that of the ost fierce and violent shield maiden of the Fozen North. Some whisper, never to her face of course that this is a truer face than any see on the Duchess in any other environment. 

As with the other arenas in Auroria, criminals can fight for  second chance at life, free prticipants can risk their life for rewards and riches, and any can try to prove their worth before the people of the Southern Duchy. 

Unlike other arenas, the Ducess' arena boasts a particularly dangerous and vile collection of monsters. One won't find a common owlbear, spiderbat, or even dire wolf here. No. Instead, the foolish or brave here pit themselves against a paraelemental of storms who seems accompanied by fluttering bat-like air fundamentals, a pair of twin driders said to come from the Underdark, itelf, and the Champion of the Duchss' Games, the nalfeshnee demon Goracraggixx which gets resumoned if killed, something that happns very rarely.

 

The Grand Shops

This section of the city seems to exist simply for the rich and poweful to outshow one another in buying the ost unusual and most expensive "trinkets" from across the world. The more exotic the item, the more impressive it is among the Duchess and her circle of aquaintnces. 

Aside from the pomp and ovrly showy nature of the shops, a soul can find some truly fascinating and useful items, especially at Orville's Oddities or the Booming Blade. 

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The Eateries

This section of the city, found jut outside its center, has exquisite dining establishents, taverns, and a handful of inns for visitors and travelers or merchants. Some of the moe famous places in this part of the city include the Barking Beaver, the Western Winery, Halderman's Fine Dinng, and the Green Lion Inn. 

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Artists' Row

This area of the city has several shops and art showigs dedicated to painntings, statues, and other visual pieces, a few tome shops mostly concerned with poetry or epic tellings, as well as a few taverns and tea shops with poets, bards, and other entertainers. 

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The Duchess' Estate

This estate is nothing short of a fortified castle with variou tall towers dedicated to various functions such as the Library and Wizard's tower given to Ralorthym the Wizard who works for and advises the Duchess when necessary (and when he can get her to heed his advice). 

Another tower is dedicted to the Duchess' Guard (and som say her personal assassins though none would make these accusations publically).

The tallest of the towers is the Duchess' living chambers, itself, richly decorated and adorned with anything the Duchess fancies, though rarely seen outwide of the Duchess and her closest allies and servants as the Duchess is nothing if not paranoid for her own safety. 

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Thistlethorn Farmlands

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This ipressive farmland is owned by Rupurt and Edna 

Thitlethorn, a friendly enough and quite hardy couple who

pay their farmhands, ranchers, and other workers very fairly,

which is impressive considering the Duchess' taxation.

It helps, that the Thistethorns have the best recipe for the

Duchess' favorite strawberry silk cake. 

Aside from apples, ample groves of strawberries, grapes, 

wheat, and an assortment of vegetables- the Thistlethorn 

farm also has an assortment of animals such as chickesn,

turkeys, pigs, cows, and horses. 

Patrols by the Royal soldiers and the Golden Order of Astron​

patrol close to the farmlands, recognizing the farm as an 

important resource for both the West Duchy and the Kingdom

as a whole as the Thistlethorns offer foodstuffs that aren't 

found in the Eastern part of the Kingdom. 

Justice and Barrinelle (Berry for short), Rupurt's cousins 

often travel to other towns and cities to sell goods from the farm.

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The Silverbone Mountains

This ipressive farmland is owned by Rupurt and Edna 

Thitlethorn, a friendly enough and quite hardy couple who

pay their farmhands, ranchers, and other workers very fairly,

which is impressive considering the Duchess' taxation.

It helps, that the Thistethorns have the best recipe for the

Duchess' favorite strawberry silk cake. 

Aside from apples, ample groves of strawberries, grapes, 

wheat, and an assortment of vegetables- the Thistlethorn 

farm also has an assortment of animals such as chickesn,

turkeys, pigs, cows, and horses. 

Patrols by the Royal soldiers and the Golden Order of Astron​

patrol close to the farmlands, recognizing the farm as an 

important resource for both the West Duchy and the Kingdom

as a whole as the Thistlethorns offer foodstuffs that aren't 

found in the Eastern part of the Kingdom. 

Justice and Barrinelle (Berry for short), Rupurt's cousins 

often travel to other towns and cities to sell goods from the farm.

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AURORIA

The land of Auroria is the largest continent in the

Western World and the heart of the Western 

Kingdom. Once known as Queensland, when 

the last Queen of the Kingdom passed and the 

first king in generations rose, King Roland

Jarreth I ushered in a new age for the West. 

As the War of Chaos had just been decided in the favor

of law nd good, the people at large became more and 

more devout to Astron, the Father of Law and Light. Though 

many also turned their eyes to the newly appointed goddess, Saint

Trevesard, this goddess was still young in her godhood and her followers were still few, yet often there are dedications to the heroine given divinity even in the temples of Astron, the followers of both often being allied in their upholding the ways of peace and good.

Though the followers of Saint Trevesard tend towards defending the weak honoring friendship, and offering redempton to those who can accept redemption, the followers of Astron have become more and

more militant and stringent in their tenets and laws, often rejecting those who worship other gods, spirits, or anything bove Astron as heretics, their laws becoming less tolerant where they have strong influence. 

And in Aurora, the Golden Order of Astron has strong influence, indeed. 

Whereas the land was to be named after King Jarreth I, the head of the Temple of Astron at the time convinced him to name the land after the fabled city in Etheria, the land of the gods, Auroria, as a way to show the king's solidarity with the temple and the Father.

In the centuries since, the full name of the land is the Golden Kingdom of Auroria, though most common folk simply call it Auroria. 

Auroria is populated mostly by humans and the peoples on fairly good terms with the humans such as the dwrves, elves, gnomes, and halflings. Though the other peoples are more than welcome and tolerated in the Golden Kingdom, all are expected to follow the law of the land and the King's will, though in the confines of their own realms, the dwarves and elves are free to rule and live as they will. 

The Barbarians of the North along with the frost and stone goliaths in the same region do not ackowledge the King's law or the Holy Laws as set forth by the Golden Order of Astron and, as such, are on very shaky terms with the Kingdom and its people. Raids on Northgate and people venturing into the Frozen North are not unheard of but trade with the peoples of the North is also commonplace. 

The Golden Order of Astron is known to be as powerful or more powerful than the royalty of Auroria and, as such, other religions are not overly tolerated in the lands of Auroria where the Order holds the strongest power of any place on Garn. 

Circles of Druids meet in secret glades and clerics following other gods, pray silently to the smller shrines within the Churches of Astron. The Way of the Flying Leaf Monestary, the only monk dojo in Auroria presents itself as a school focused on martial arts and physical wellness rathe than the spiritual center it is meant to be. 

Most devotees to Astron are true bastions of faith, but some few groups do sour th bunch as a whole, abusing their power and status as Templars to the Father. The Faith, as a whole does its best to "correct" such behavior but in less populated environs those with power will abuse their power, the most dangerous of which are those who see no wrong in their actions and consider it their god given right to be "above" the common folk. 

Though Duchies were commonplace in ages past, after the Duke's Uprising several centuries past, the number of those holding such power has been reigned in, so that there are but two, Duchess Marium Estevall of the Southern Duchy and Lord Glenarvon Ruthven of the Western Duchy.

The military, town guards, and other authorities of Auroria are largely comprised of paladins or fighters devoted to Astron, giving the Church even more power over the land but also contributing much to the safety on the roads from those foolish eough to practice being highwaymen in the land. 

Thieves' guilds do exist in Auroria but those practicing the "Night Trade" are far more careful in Auroria than any other land with its very harsh laws and intolerance of lawbreakers. This also means that thieves and other Nigt Trdesmen in Auroria tend to be the most adept at what they do. 

Rangers and those adept at walking the wilds without getting mauled by owlbrears or worse, sell their services as guides to those who need to take a "shortcut" to get somewhere fast (or those wanting to avoid the ptrols of the Order on the open roads). 

Most sorcerers and wizards attend the Royal College of Magic in the Royal City of Kalemthar, itself, though the famed wizard Grenwald has, on rare occasion, taken a direct interest in those he finds truly adept in spellcasting. Warlocks, of course, are outlawed and unwelcome in Auroria so tend to keep the nature of their magic secret or, better still, hide the fact that they are spellcsters at all. 

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The Law of Auroria​

In the Golden Kingdom of Auroria, the laws are decided on by the King with close advisors from the Golden Order of Astron. There is little leeway for criminal activity in Auroria and ignorance of its laws is far from garnering forgiveness or understanding. 

It is strongly recommended for visitors and, especially those hoping to coe to live in Auroria, to become aware of the Kingdom's laws before ever stepping foot on the Kingdom's lands. 

The following are the common laws and puishments for commoners and visitors in Auroria. 

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The Royal City of Kalemthar

The Royal City is the seat of power in Auroria. Location of Castle Darkbane, the home of ruling King Charlemain Jarreth VI, this city is the most defended stronghold in all the land, also housing the Royal Barracks and the Military Church, the Sword of Astron. 

The Royal City is also home to the Royal College of Magic where the most learned and respected magic users practice and perfect their craft, most being expected to become Church Mages or Royal Mages. Those practicing magic on their own or seeking other ways to learn spellcasting are considered enemies of the state, called witches by the Church and actively hunted as such. Most of these unlawful spellcsters eagerly change their ways when captured, joining or rejoinging the College. 

An exception to this rules is on the very rare occasion that Grenwald takes on a pupil, flying them off to his tower near the Elven lands of the Living Forest. Grenwald is so powerful and respected that even the Church will not go against his wishes and, in most cases. such an adept pupil tends to go to work for the Church or the Crown in the end, anyway, leading to the same result. 

Kalemthar, itself, is the epitome of the most wealthy and powerful, a beutiful city full of beautiful people who were either born into their fortune from a noble bloodline or made their fortune on their own, newer to high society than those born to it. 

Ony the highest quality goods are found in the Royal City, from silks diretly shipped in from the Far East to Elven wines made with grapes wildly grown in Raenatha to the greatest art and craftmanship from the best artisans the world has to offer. 

Outside of the very wealthy, shopkeeps and tavern or inn owners make up the populace of Kalemthar, usually not able to afford the very pricy housing of the City and, instead living in apartments over their businesses. These apartments are still quite roomy, well kept, and grand accomodations compared to those in other cities. 

It has been several centuries since the Royal City has seen major action such as that of a siege but the Royal Military and the Sword of Astron are always ready. One can never be too prepared after all. 

The Districts of the Royal City of Kalemthar are:

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The Royal District. This district, unsurprisingly, is where Castle Darkbane is located. Surroudig the Castle are the homes of the wealthiest and most respected nobles outside of the Royal family, itself. The Royal Gardens and Royal Theater can also be found here. 

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The Arena District. This entire district is dedicated to the Royal Arena and the few taverns and inns surrounding it. This is where criminals and those hoping to find a fighting fortune compete in what some, including the High Bishop of Astron, call savage fights that are considered archaic and outdated. But the distaste of the Church and others aside, there is no denying that the Games feed the Royal coffers and take in much more gold than it awards a would-be champion, bringing wealth from around the world. 

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The College District. This is the location of the Royal College of Magic overseen by Headmaster Califf Morgrimm. The District is also home to several book and magic shops, equipment stores, and a hndful of taverns and inns.

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The Church District. This district holds temples and churches dedicated to Astron as well as shops offering various paraphernalia for clerics and holy practitioners. The Royal Church is also located here, mostly concerned with meeting with political officials and plnning actions that concern the Kingdom as a whole. Though the Bishop, himself, lives and operates in the city of Celestial Point, the Royal Pontiff Emmastelle Whitehall heads the Royal Curch and its day to day operations. 

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The Hospital District. This district is where the Royal Hospital, a place that is part physicker care and part spa, as well as the Royal House of Mental Wellness built not too far from the now abandoned Asylum which the welthy cry to be torn down as an eye sore but the place seems to "resist" being torn down and is rumored to be haunted. 

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The Shopping District. This district is full of grand shops and craftsmen workshops. It is a very crowded district where the rich show off their newewst purchases at high end restaurants and taverns, flaunting their material wealth like in few other places in the City. 

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The Sword District. This district is hoe to both the Royal Military Barracks and also the Military Church and Cp of the Sword of Astron. Several high end weaponsmiths also operate in this district but most of their customers are weapon and armor orders for the Royal Military or for the Church, directly. The Royal Prison which has very few inmates usurprisingly, is also located in this district. 

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The Visitor District. This district is mostly dedicated to apartments and inns for those visiting the Royal City but not important enoug to warrant a room in the castle or one of the higher end inns found in other districts. The inns, taverns, and equipment shops in this district are considered "low end" and no self respecting Kalemtharian local would be found dead in the dstrict though the prices are still higher than those of any other city. 

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Anchor 1

Celestial Point

Anchor 2

Celestial Point is noted for the warm blue beam of light that rises

from the center of the city, in the Holy Square. This mysterious

light rises into the sky. The light is said to have been called down 

by a Chosen of Astron named Shalister Graymane when he faced

a demon in the street of the city soon after it was built. The light

remained and those devoted to Astron say that it is a reminder by

the Father that evil cannot stand against the Faithful. 

The greatest temple to Astron was erected soon after with 

Shalister as the head of Church. The light and the temple remain

to this day and no other evil has been able to enter the city.

​The head of Celestial Point is Townhead Morrigan Thelspar but

everyone knows that the real power in all but name is the Church,

and by contrast, High Bishop Harriford Grace IV. The High Bishop

is, from all accounts, a very pious and devoted man who may be

mor than a little bit of a zealot and very militeristic in his approach

to faith but none can deny his faith and focus on making the world 

a better place even if he is very unswavoring and insistant on what "a better world" looks like and on wht is "good" and "evil". The High Bishop is very intolerant of anything he considers sinful against the Father and he demands the same not only from his and the Father's followers but all under his watchful eye. 

Most of Celestial Point is dedicated to the Church with smaller churches found throughout the city alongside the Grand Church of Astron in the city's center. 

Aside from the churches and the Estate of the High Bishop, there is also shops selling everythig the religious could ask for, clothing and equipment stores, and inns to house pilgrims and other visitors to the city. 

There are no taverns in Celestial Point whih surprises some but the followers of Astron will point out that drunkeness is tantamount to making bad decisions and is, therefor, a road to evil that should be avoided.

The Grden of Saints is a beautiful display of nature and faith both with statues and plaques devoted to the various most renowned saints and heroes of Astron, surrounded by full trees, flowers, and other beauty. 

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Port Royal

Anchor 3

The central portion of the Royal Navy is stationed at this port city

along with more than a few cargo and passenger vessels, enjoying

the protection the Navy offers (though Port Royal also has a 

reputation for taking the longest to leave port and get underway due

in large part to how thurough the Dock Masters are at checking

manifests, not content with just spot checking cargo as most ports 

do but looking over entire shipments crate by crate). 

This creates a double-edged sword for ship crew and captains to 

losing time which can equate to losing gold but customers can be

assured that a ship leaving Port Royal is in the safest waters and

carrying completely legal merchandise. For this reason, very few

smugglers or other seafaring criminals are foolish (or savvy) enough

to operate out of Port Royal, rather using easier ports to coplete 

questionable activities. 

Aside from the port merchants, exporters, dock workers, sailors,

and the like - Port Royal also has its share of taverns, inns, and shops.

Where Celestial Point has outlawed alcohol and The Royal City of Kalemthar will only pour a glass of the most expensive and finest drink available, Port Royal makes up for this with a good mix of higher end taverns and pubs closer to the city center, while closer to and on the docks one will find the cheapest swill a sailor can guzzle.​​

The city center and docks both have their share of shops from standard equipment and trinket shops to the Found at Sea, a shop on the docks that buy unclaimed cargo on the cheap and resell it for a few coin profit. Great deals can be found at this second hand shop for the saqvvy soul looking hard enough and, sometimes, a shopper can find something worth more thaqn it looks. 

The Jade Fish is a tavern and restaurant owned and operated by Ryori Suru, a chef from the Far East who has introduced her cuisine to Western Customers with some success. 

The Dock Market is an open air market where many items from around the world can be found 

Crown's Peak

The stretch of mountains from the Northreach all the way down

into the Kingdom and to Celestial Point, itself. 

This reach of moutains are genrally climbed only by expert 

rangers and Griffon Masters, cavalry members of the Golden 

Ordr of Astron who excel at griffon riding and training, usually

trainng and raising their mounts at the Aerie, establshed at

Crown's Peak by the Church for this explicit purpose. 

But Crown's Peak is not the safest of environs even for expert 

flyers and clibers as it is also home to dire cougars, roaming 

bands of yeti, and even a family of perytons it has been reported.

Occasionally thieves and poachers try to steal the griffons that 

the Church has "tamed" but usually this ends with the thieves 

learning the error of their ways, if they live to, and just how loyal

of companions the griffons become to their paladin riders. 

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Northgate

Northgate is the last bstion of what some might consider civilized

lands before Northreach otherwise known as the Frozen North.

Being on the edge of the lands of barbarians, giants, goliath, yeti,

and other cold dangers, the people of Northgate have learned to

be hardy for the sake of survival and for the sake of their money

pouches as they might charge just a little more than other towns

for room and board, healing, food, and other services, especially

for those coming from the North. This makes Northgate both a

popular and unpopular place all at once. 

Northgate is a prime spot for guides, rangers, and the like always

ready to sell their expertise in the wilds to those who insist on 

going there. Most of these wilderness adepts, however, will turn

away those who have the look of the curious, people living 

otherwise unexciting lives who just want a peek at the wild 

reaches of the Frozen North. The kind of folk who get themselves

and others killed. 

Nor do these folk tend to do what they call "rescue missions" where a local or nearby family had a ember taken by barbarians, goliath or others as the rangers and others savvy enough to survive the wilds are also savvy enough to avoid cusing trouble with entire tribes or clans of people and creatures who call the Northreach home. 

More to these folks liking are customers who know where they are traveling to and why, looking for a particular area where an artifact is said to be burrie, or seeking somethig from wild game that onlyprowls the Frozen North and so on, taking on customers who will follow directions and not stare wide eyed when told to run or duck for cover. 

Northgate is also a good trade community, though not so much in rarity as furs, trained wolves, anti cold remedies, and the like.

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Victoria

Victoria is a pleqasant enough town, if a little puzzling. 

Victoria's Townhead, the retire paladin Sir Leonard Torramon, is 

said to be almost as obessive about the law and about Astron as the

High Bishop, himself. 

The townsfolk of Victoria equally come acros as very devout and

pious, insisting on visitors attending at least one service at the 

local Church while visiting. 

However, despite this activity and attitude being very close to thqt

of Celestial Point, and the Church in general, those who have 

passed through the smaller town are rumored to have had an

uexplicable disturbing feeling. Some have said (when well away from

the town of Victoria, of course) that the devotion and pleasntness

that permeates Victoria's people feels somehow off, maybe even 

fake, as if it hides something deeper that is not a devotion to the

Father at all but something else. 

The Church chalks this up to rumors and parqanoia as they have

investigate the town thuroughly and have evern sent the legendary Witch Hunters to take a closwer look at the town's people without uncovring anything out of place. All towns have their share personality and quirky behaviors, some will say but that doesn't mean they are dealing with demons behind closed doors.

One can find shops and inns for most basic services and goods the average traveler could look for and the prices tend to be better than Northgate just a few miles away. 

Being on the edge of Lake Windmire, Victoria taverns and inns serve plenty of fish dishes, as well as trading in fish with the close Northgate and occasionally with Celestial Point, itself though a little further away.

The town also rents out cabins for hunting and fishing on the Lake. 

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Lake Windmire

Lake Widmire is a peaceful, generally stilll and calm lake.

Not the lrgest of lakes in Auroria, this lake is still a favored

hunting and fishing spot for the nearby town of  Victoria, as

well as repotedly being the home of a family of water lloving

nereids, water fey and gaurdians of the world's waterways.

Some visitors to the lake, renting a fishing or hunting cabin

also panickly speak of smallish fish people who have scared

the visitors with girgling demands to "give it back" whatever

it may be. 

Victoria has hired adventurers to get to the bottom of the

fish folk scares but whatever the fish people might be, they

are evidently shy when it counts and reclusive. The

would be hunters report the feeling of being 

watched by the lake, itself, but never catching 

sight of these rumored creatures. 

As no one has been injured or assaulted by these

reported fish folk little has been pursued to come up with a more permanent solution.

Fishing and hunting continu to be a favored activity on the Lake with most coming home satisfied (and with a trove of fish or venison in tow). 

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The Royal Plains

The open plains south of the Royal City of Kalemthar and

stretching for several miles. 

The Royal family and friends thereof often use the plains

for hunting small game such as rabbits or foxes but there is

another, more dangerous creature roaming and hunting the

plains, a tribe of them in fact. 

This is a tribe of centaurs who have lived on the plains for a

few generations now. Several centuries ago, one of the Royal

family wanted to hunt and do away with the centaurs only to

discover that his daugter had secretly befriended the tribe.

This touched the King's heart and since then, the Royal 

family has been on peaceful terms with the centaurs who

they will sometimes see running, keeping pace with their

horses as they hunt. 

Aside from the centaurs and the hunting copetitions that

take place there, little is remarkable about this area. Few 

dare to travel the plains, owned without question by the royal

family, even to serve as a shortcut for traveling. 

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The Northern Teeth

The Norther Teeth are the longest and highest mountains

in Auroria. This stretch of moutains is home to many 

dangers ranging from yeti to icy elemental terrors to 

cunnig ice wolves and frost salamanders. 

The most infamous of the mountains dangers though is, 

if the barbarians and goliath can be believed, a white 

dragon known as Grimfrost. 

To date, the white dragon has been content hunting yeti,

mountain sheep, and barbarians that venture too close to

its lair. How long that cntentment will last is anyone's guess.

The Northern clans have learned to shy away from the 

Northern Teeth in general while still routing animals and

yeti to the mountains, lest the dragon run low on nearby 

prey and start broadenig its hunting area. 

The barbarian clans, themselves, along with the goliath​

present their own dangers. Though the clans won't typically

kill travelers to the North, they are not above asking for a

tithe for "savng" them from the dangers in the area or just because the travelers look "ovrburdened with treasure".

Not many everyday folk in Auroria travel past Northgate much less as far as the Northern Teeth or deep into the Frozen North and those foolish enough to don't geerally return.

Despite the dangers there are dventurers who hear tell of a secret cave entrance somewhere in the Northern Teeth which leads to an underground trove of magical treasures. Most agree that these tales are wild fantasy and the most one can find in that mountain is the short end of a yeti's claws or, worse, a passage into the Underdark.

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Winterkill Peak

This highest peak of the Northern Teeth is presumed to be where the white dragon Grimfrost is thought to make its lair/ 

Several brbarian and goliath clans have suffered high numbers of losses raiding the mountain and going against Grifrost but none have yet been able to fell the dragon. 

Because of this, the clans of the North have starte to call Grifrost the White Reaper. 

Yet some few warriors who have returned from Winterkill Peak just long enough to tell of something worse than the dragon on that peak.  A devil of ice is said to dwell within that mountain but whether it works with the dragon, against it, or if there is a devil of ice at all is very unknown. 

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Grunsputnar: Jarl of the Frost Giants

In the mountain known as Icingwrought, a fortress made of

pure ice known as Svelt Harmmar in Giant or Ice Hammer in

Common. 

On a throne in this fortress sits Grunsputnar the Woehammer,

Jarl of the Frost Giants and the most powerfu of his kin on 

Garn. 

Grunsputnar is unknown except by rumor and whisper to

most of the peoples of Auroria, but to the clans of the North,

among the barbarians and goliath, he and his kin are most

hated and not just because the frost giants take what they want

when they want but also because the giants leave little in their

wake other than chill death. There are not many among the

North clans that have not met the sting of tragedy at the handsw

of the frost giants. 

The clans of the North are united in their hatred of the giants

and oftenjoin forces when the time comes to fight and kill

them. 

However, no ammount of the clans coming together to fight

has breached the walls of Ice Hammer or garnered so much as

the mere notice of the frost giant jarl. It isn;t that 

Grunsputnar fears the clans or any other force that might be

mustered against him it is simply that he is disinterested for none are challenge enough for him. 

In the meantime, the jarl emerges only ocsionally to hunt or pillage and sate his boredom for a short time. 

On occasion a younger frost giant thinks he is able to bet the jarl and usurp his rulership through a duel known as holmgnga. Some would be rulers do not fight with complet honor and the jarl has been poisoned and wekened with magic. 

His challengers are all dead, leaving Grunsputnar hugry for a challenger worthy of him. 

​

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Caern of Jarl Dreki Hreggtor

Deep beneath the mountain, Icingwrought, in the bowels of 

the frigid earth only accessible by secret means if not through

th frost giant fortress of Svelt Harmmar, is the caern and 

grave of the revered first jarl of the Northreach, Jarl Dreki

Hreggtor. 

Yet, as revered as this great hero and leader of the frost giants​

is, none visit this graveside, not even the giants, themselves. 

Some say it is because the cqern is cursed and  dark spirit has

come to call the resting place of the great jarl its hoe for some

unknown reason, oters sqy that the spirit of the jarl, himself,

wlks those ancient halls for some unresolved purpose. 

Whatever lurks in the caern, it has given pause to the frost

giants, perhaps even instilling a feeling that none of thm are

used to or would admit to feeling. Fear.

Rumors tell of other things in the caern as well, treasures that

were buried with the jarl out of respect to him, some even

being magical. But no one is foolish enough to attempt to

find their way past the powerful giants and into the caern, itself.

It is said, the sign of nearing the caern in the twisting, icy tunnels, is the bones of a gigantic beast that Jarl Dreki Hreggtor fell as his first kill as a younger giant.

​

Frost Lake

This frozen lake in the Northreach is known for its persitant

cold year round, needig to be cut away bits at a time and 

then melted down with a cooking or campfire if used for

drink. 

It is said that beneath the ice dwell cold fey kown as 

pogakori, icy fey spirits who promote endless cold and 

winter. 

Other creatures og icy cold are said to call the Frost Lake

hoe as well, making it very dangerous and not a place to

tally for long. 

Neither the clans of the North, the yeti, or the frost giants

attempt to hold the immediate land surrounding the land

which is said to be even colder than the rest of the 

Northreach and is considered either a holy or cursed site, or

perhaps both. 

One clan of barbarians do make it a habit of ice fishing at the

Frost Lake, the Nanuq or Ice Bear Clan whom other clans

call both brave and wrong in the head for doing, a trafition or

no. 

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The Frostfang

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Off the shore of the Frozen North, a mountainous island of 

pure ice rises from the water. This is the Frostfang which 

appears, at a distance, to be impenatrable ice. If one is to land

on this "island" however, it is discovered that there are caverns

and tunnels running throughout the icy interior of the 

Frostfang. 

Rumors of treasures and fallen heroes within the Frostfng 

abound though, of course, no one has any physical evidence of

this as those exploring these tunnels end up running away or 

dead, those running reporting icy oozes moving nearly invisibly

throughout the tunnels of the Frostfang. Its also been said that

the lower tunnelsw of this floatng ice cavern is underwater. 

submerged in the icy depths of the Cold Sea. 

What the true nture of the Frostfang is or what has created its

considerable tunels is a mystery. 

​

​

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Royal Farmlands

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The Royal Farmlands are owned by the royal family but are 

operated by the Farm Manager, Leomond Jorgunson who

lives on the farm with his family and the seasonal farm hands

who work and live on the farm in a rotation some of them

being regular workers and some only showin up for quick

work to not be seen again. 

More Royal soldiers or Order paladins can be seen visiting 

the farms than one might think. This is for the simple reason

that the farmlands is an important sset to the Kingdom as 

the farms yield the food supply for the entire Eastern side of

the kingdom and the western farms are much less in size and

yield, though they might be able to help with feeding the 

entirity of Auroria  in a pinch. 

Aside from fields of wheat, rows of vegetables such as corn,

tomatoes, beans, and radishes, are also cows and chickens, 

sheep and horses. 

The well protected and well worked farms are a proficiency-​

oriented place. Room for visitors is not really a thing on the farms.

If one wants a roof or food then it is not a short visit but they are expected to stay (and work) for at least a week, a season being the preference. 

​

Jewels of Prosperity

This group of islands off the East coast of Auroria are small,

tropical paradises for the wealthy and powerful of the 

Kingdom. 

The Jewels hold an aesthetic similar to that of the Eastern land

of Nazenka. Despite the War of the Genies fought centuries ago

when the Western Kingdom had been betryed and siezed by 

the Saltan of Nazenka, the goals of the genies nothing short of

enslaving all of the Western Kingdom, the Eastern influence

such as the cuisine and entertainers has remained popular in

its influence since the Kingdom repelled the invaders so long

ago. 

Soe of the Nazenkan families who worked for the Kingdom 

even managed to secure protection and avoid a wartime 

prison by denouncing the genies and swearing fielty to the

Kingdom. Descendants of these families still live on and 

operate the luxurious cabins and taverns on the Jewels to this

day, including some few genasi, risha, and tabaxi in the mix. 

The Jewels of Properity are made up of three islands, each offering

their own enjoyments and themes for those who can afford to visit them.

​

Jewel of Royalty

This island is reserved fo the Royal family where a large estate sits aong servant cabins and a lush, island plain. 

The Jewel of Royalty is very well guarded by stealthy rangers and soldiers able to remain invisible and unobtrusive, the Royal familt at least wanting the illusion of not always being surrounded by the King's Guard.

Here, luxurious food, exotic animals, and the greatest beach life is had when the family can make it to the island. 

​

Jewel of Sands

To the Southeast of the Royal Jewel is the mostly deserted Jewel of Sands. Aside from a gurd outpost and some cbabins for the Royal huntsmen who are appointed to the island, not much else exist here except a rogue, elusive sand dragon that was brought to the island as a wyrmling for entertainment and then escpaped, terrorizing the Jewel of Sands ever since. 

Where it makes its true lair is unknown as it has tricked its hunters again and again with false lairs resulting in hunters falling to traps and other hazards such as sand devils that the dragon has, somehow, recruited into its service. 

Until the dragon is taken care of, this island is off limits even for the Royal family.

​

Jewel of the Jungle

This island is composed of deeper jungles and old, ruined temples, the secrets of which awit discovery, or so visitors think. Though the island locals have gone through great lengths to make the island feel "adventurous", the truth is that the old, twisted temple and the jungle it sits in were made safe centuries ago, illusion mqagic and mechanical "traps" used to feed the gimmick of the Jewel of the Jungle and keep it a favorite spot for fun among the wealthy, giving them a sense of danger and adventure that the pmpered people might never, otherwise, experience.

​

Jewel of Pleasure

Made up of resorts, taverns, and even Eastern-style massage parlors and dance theaters, this island is dedicated to providing the utmost pleasure to its visitors. No matter the craving, it can be fed on the Jewel of Pleasure, far from the prying and judgmental eyes of the Golden Order of Astron who have no influence here (though it is rumored that some of the higher ups outside of the High Bishop, do visit this island). 

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Jewelside

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The smallish port and fishing town of Jewelside is almost

exclusively purposed for taking the wealthy visitors to the 

Jewels of Prosperity to the said isles, the rest of its boats used

eclusively for fishing (not that any of the fishermen or sailors

would be opposed to selling passage along the water but long 

distant cargo or passenger services are just not found here 

That is the purpose of larger ports such as Port Royal to the

North or Port Rainford further South. 

Aside from passage to and from the Jewels of Prosperity, this

town has several taverns and a few shops selling equipment and

services that can't be had on the tropical islands. 

The Singing Seahorse is an especially rowdy tavern where plenty

of drunken singing is always heard and even encouraqged, 

bards often visiting and singing well-known songs that the 

audience can sing along with. 

The Pickled Fish is another popular tavern though likely for its

quieter atmosphere and rather cheap drinks, catering more to

the fisheren and sailors than the wealthy visitors to Jewelside and th Jewels of Prosperity.

​​​

Road Gate

These large, stone towers and gates are found throughout the

Kingdom, manned by Royal guards and often a cleric or paladin of

the Goldn Order of Astron. 

These checkpoints are also a way to collect the mandated "travel

tax" which, mostly, goes into the royal coffers. 

​The guards of these gates keep an eye out for suspicious activity

and the criminal element such as would be highwaymen, hijackers,

or even darker elements such as cultists. 

Mostly, though, the guards posted at these gates are bored, not 

necessarily very attentive souls going through the motions and

shaking travelers up for taxes. 

However, there is a time when the guards are on high alert and

this time occurs a few hours each day. This is when a commander

makes the rounds to check on the conditions of the gates and the

guards manning them. 

Commanders make these rounds atop their griffons, giving the 

watch a small bit of time to make sure the gate is at its best. 

​

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Woodside

Woodside sits on the edge of the Living Forest, th domain of the

elves. For those traveling into the domain of the elves, it is a last

stop to equip and prepare before heding into the wilderness. 

​Woodside is not a large town and boasts a cofortable inn and 

tavern, the Cozy Canopy, as well as a hndful of equipment shops.

The Tree's Tincture is a herbalist shop run by the halfling druid 

Gilly Greenfoot which boasts the best herbalist supplies and 

natural mixtures outside of the elven domain, itself. 

Woodside's townhead is the half-elf Jonner Goodthorn, an 

especially good natured fellow who delights in rumors and 

knowing the business of everyone in his town. He doesn;'s keep

abreast of everyone's business out of any shifty agenda or motive,

truth be told Jonner doesn't have a bone of ill will in his entire 

body, but rather, he does so out of loneliness and boredom, not

having a family of his own and few true friends that are not 

friends of political convenience. 

No one in Woodside has a bad thing to say about their townhead,

but the friendly man is just that to most of the town. A friend. 

Woodside was founded with the elven lands in mind, thinking to be the center of trade with the elven people and expected to grow into a thriving town, perhaps even a city. But the expectations were higher than the reality. The reality being that there is little that the outside world has to offer the elves, other than some spices or ale out of curiosity more than out of need. 

For this reason, the town has remained small, making its business from travelers journeying into the elven wilds or those stopping by on the road for need to rest and recoup. 

​

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Port Rainford

Off the rainy, Sourthern shore of Auroria sits the port town of the

aptly names Port Rainford.

Port Rainford is the primary port of trade and passngers for 

Auroria, opening into a very convenient and easy to access shipping

lane as well as having less thurough search of goods and passengers

than Port Royal. 

The downside to buying passage or cargo shipment through Port

Rainford is that there are occasion run ins with the Bloodskull 

Pirates which no Royal ship would ever run afoul of. 

Aside from buying passge or sending cargo via a ship, this town

has housing for the locals, inns such as the Luna Sea Inn and the

Fanged Duck. 

Port Rainford has plenty of seqside equipment shops dealing in

everyday goods as well as a few shops such as Sea Magics run by

Rummold Grimsilver, a wizard of some renown (though hardly as

well known as Grenwald, himself). Magic of the Sea can be 

bought here.

​​

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The Gnome Village of Glitterleaf

Built close to the edge of the Living Forest, Glitterleaf is a village

that straddles the wooland realm of the elves and the Kingdom 

of Auroria both. 

The gnomes of Glitterleaf led by the smiling elder, Jola Bobblekip,

are a very friendly if overly curious bunch. Though their shops

have been built with the bigger folk in mind, dwafing their much 

smaller homes and making for a kind of architectural shock for 

those taking too close a look, they retain a style unique to the

gnomish builders. 

Glitterleaf is populated mostly by green gnomes but rock gnomes

also live in the town such as Makki Steelboots, owner of the 

Golden Gear where he subjects unsuspecting shoppers to his

inventions, some of which even work as intended. 

Telsi's Teashop is one of the most renowned shops in the village,

selling mystical teas that do everything from curing headaces to

removing poisons. 

The Green Cup is the local drinking and sleepng spot, very popular with visitors and at a more than fair cost. 

The people of Glitterleaf are very excepting of all manner of folks but, so it is said, they will readilly report game hunters, poachers, and other defilers of nature to the elves before such even take their first steps into the Living Forest. 

​​

The Seaside Church of Astron

 The Golden Order of Astron maintains a seaside church for travelers

to stop at, to worship at, and be reminded that the grace and wonder

of the Father, a rminder that the god of light is still by their side. 

Along with the central church, itself, three shrines dedicated to 

Astron also stand, for those who wish a quieter more one on one

prayer site with their god. 

A small dock also exists, able to moor smaller vessels but the Church

does not supply seafaring vessels and the docks are only meant for

those seafaring travelers looking for some peace and worship in

their travels. 

The priest who maintains the church is Father Rebula Tonnerson. 

Aside from offering daily church sermons and quiet areas to pray,

Father Tonnrson also offers healing and blessings to those who

truly need it and can make an offering to the Church. 

Smaller shrines to other gods are also scattered bout the church 

grounds, not for worship but as reverence to the "lesser" gods that

the Father rules over. 

Though not places intended for worship, Father Tonnerson and the

other members of the Church simply don't notice the small prayers

being uttered to these other gods by some visitors, choose your battles as the saying goes.

​

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White Mantle

The largest city in Auroria, White Mantle is a sprawling city of

various peoples and cultures. 

From the wondrous shopsand stalls of the Market Square to the

beautifully built homes of Manor Hill, White Mantle is an amazing

and immense city. 

Delemvar Katheris, the Lord of White Mantle, is a large, muscular

man and a shrewd but fair ruler to the grand city.

The city obeys nnd upholds the lws of the Kingdom but is not so

stringent and religiously militeristic as Celestian Point, Lord

Katheris believing that the freedom and enjoyment of his people

to be more iportant than upholding every single tenet and 

supposed wish of Astron. This pits the good Lord of White Mantle

agaist some of the most fervent and influential of the Church. 

He remains steadfast and the Church stays its hand in not simply

convincing the King to remove him, avoiding revolution in the

sizeable city. 

White Mantle has countless interesting places to see and visit and the following is just a mention of some of the more noteable locations in the city and is not an exhausted list. 

​

The Market Square

Having some of th ost interesting shops and open air market stalls, this large area in the Eastern city is awe inspiring with soething to see (and buy) in every direction. 

The Great Bazaar

This area of Market Square is a sprawling cacophany of tents, stalls, and pavilions of all different colors and designs. It is said most things can be found in the Bazaar if a soul looks hard enough and has enough money to spend but, truly, the most wondrous items are not the ones sold in private sales but at the three times weekly held auctions in the Auctioneer Pavilion in the center of the Bazaar.

Beshelba's Baubles

The older gnome, Beshelba, owns a magic shop that deals in minor magic items, materials, and books on magic philosophies. 

Baskerville's Books

This shop of tomes owned by the pleasant and elderly Goramin, holds books on history, religion, the arcane, and other topics. Research and learning can be achieved here. 

Dotty the Diviner

Fortune tellers are lookd down on in Auroria, which is why Dotty has "rebranded" herself a diviner, claiming to be passing on information and insight that the Father wants to impart on others. Some rumors say that Dotty used to be, or may still be, one of the Painted People hiding her fortune telling abilities in "divinity" as to avoid suspicion because, if the Order could prove these rumors, Dotty would be arrested for heresy. 

Whatever the truth behind her abilities, her abilities can be very accurate and she is certainly no charlatan.

Hammer and Anvil

A armor and weapon shop owned and operated by Quinn Ralathorp. This shop deals in well made weapons and specialty weapons made of cold iron or silver. Quinn can even arrange for adamantine weapons though these take money and tme to gather the materials. 

The Holy Hand Clerical Supplies

A shop dedicated to supplying clerics with what they need, mostly the clerics that align with Astron but a few other supplies can be found on occasion. 

The Potted Plant

A shop run by the retired druid, Graum Greenmane. His shop deals in mostly decorative plants, specialty herbs, and a one of a kind category of plant familiars. 

​

Feasting Way​

This stretch of several streets contain various eateries, taverns, and inns. People travel from all over Auroria to sample the foods in White Mantle and its famous Feasting Way. But not only the food, but the famous entertainment offered by renowned bards and telltales. 

Caleshem's Cuisines

The famous chef Caleshem, once working for the Royal family, itself, presents recipes from aroud the world, but with his own touch. everyone who has paid the pricey money to taste Caleshem's cooking has come away happy.

Eat and Sleep Inn

One of the most cofortable inns in the land, the Eat and Sleep Inn is run by the Rumcreek family of halflings, owned by Navis and Selly Rumcreek. The inn boasts goose down pillows and mattresses as well as a delicious family recipe for salted pork. 

West Street Bakery

Located on West Street, of course, this shop hosts amazing bked goods from classic muffins and sandwiches to unique items such as Skyberry pie. 

​

Officials' Quarter

The Officials' Quarter is where all the city's official business is conducted, be it obtaining a merchqant's seal, officializing an adoption or marriage, standing trial for a crime, or any other manner of business that needs doing in White Mantle. 

Courthouse

Judge Dillon Evercrest oversees the courthouse, offializing marriages, trying criminals, settling disputes, and other court business is conducted by the older man who is known to be stern but fair enough. 

Center Park

In the middle of the official buildings and busy people, is a beautiful park of fountains, vibrant trees, and various flowers. The park marks the city's center.

Stormsteel Prison

The city's prison, Stormsteel is one of the last places a criminal or even someone accuswed of a crime wants to find themselves. The wardens of the prison are known to be some of the hardest and least copromising or copassionate people in the land. 

Criminals are worked hard and barely fed, isbehavior withi the prison is rare and not long tolerated, and it is an over all unplesant place where you spend your time dressed in chains and used breeches. 

​

Copper Way

Most cities have their...less than pleasant areas and Copper Wy is White Mantle's. The disheveled and poor live as best they can in the slums of White Mantle, called Copper Way because most of its residents are luck to have a few coppers on their person. 

The Churc has done enormous efforts to try to help the poor of White Mantle, but have found many have encountered one tragedy or another turnig them to alcohol or worse, the relatively new drug known as Potion.

For this reason, most of the poor of Copper Way wallow at the bottom of the pit that has become thir lives. 

The Kitchens

This kitchen, operated by the Golden Order of Astron, is maintained as best it can be, being the most popular place in Copper Way as even those afflicted with Potion need to eat. 

Some minor crimes and debts can be worked off by doing time in th Kitchens, serving and cooking for the poor.

Rosethorn Graveyard

The truly desperate have come to dwell and even sleep in the old Rosethorn Graveyard locted in the bqack area of Copper Way. Word and rumor says some of the poor souls in the graveyard have died here, rising as a family of ghouls that haunt the place. 

Stinktown and the Scarecrows

The sewers of the city have been converted, it is told, by a group of rogues and thugs known as the Scarecrows due to the burlap sack masks they wear to commit their crimes. 

The authorities of White Mantle have had no luck ending this criminal group as they seem to disappear in the city's sewers. 

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Grenwald's Tower

The wizard Grenwald, one of if not the most famous wizards in the

world, dwells in a secluded tower on the edge of the Living Forest

and Northreach. 

Often sought after by the Royal family and the Church alike for his

wisdom, the wizaqrd nonetheless spends most of his time 

sequestered in his tower and, should he decide to stop responding

to those seeking his guidance and magic, it is unlikely any could

successfully besiege the tower and its magic. 

Grenwald often has an apprentice who is part student and part

servant though, at the moment the word is that he has not found an

apprentice worth taking under his wing and is inbetween students.

Grenwald has a history for sending for would be heroes and 

adventurers or appearng before them with a task or quest if you 

will. 

These undertakings rarly seem world shaking, go and fetch this

item or go and deal with this monster, usually being well enough 

rewarded for the party's time. But no matter how small the task seems, no one to date has refused the wizard.

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The wizard, himslelf, is a man shrouded in mystery, if he is even a

man. His age is unknown and there seems to always have been

stories of Grenwld, throughout the histories of this land and even

the histories of the Western World.

Some stories tell of a demigod, the son of the Mother of Mysteries,

Magga also known as the Goddess of the Arcane, who was adept and

impossibly wise in the ways of both magic and the nature of the 

world at large. 

Magga, this story tells, tasked her son with bringig wisdo to those

who would seek it to make the world a better place and, of course,

to spread the understnding of magic to all who would learn it. 

In this manner and belief, Grenwald is known as Grenwald 

Drakkenson.

Yet another tale, tells of a man born of a night hag and a tiefling,

an unholy union to be sure (some versions of this story make him

the son of a succubus and tiefling, instead). Grenwald rejected his

findish origins, however, and eventually his magics allowed him to erase any traces of his fiendish birth, resulting in the form he appears as now. 

But, this tale cautions, it is unhealthy to rely on the wizard too often and for too much, for the curse of his fiendish lineage eventually touches those who do so. 

Whatever Grenwald's true story, he is ancient, powerful, and well respected in all of Auroria and even the world.

​

Royal Elven City of Hath Shaelor

Located in the Living Wood, the Royal city of the elves, Hath 

Shaelor is the head of the Elven kingdom in Auroria. 

The Lady of the Living Forest, Arienanna, is the ruler of Hath 

Shaelor as well as representing all the elven people in Auroria,

independant of the Elven King Osharn in Raenatha. 

Though the Lady has had several suitors among her people, 

Arienanna has remained unwed since the passing of her husbnd, 

Variondor, turning her attention instead to her kingdom and her

people, burying her heart in her rulership and her twin children,

Glendraya and Halamon.

The Royal city of the elves is rarely seen by outsiders, save for the 

King, himself. In fact, the Royal guard who travel with the King are

blinded using magic while in Hath Shaelor, creating a least favorite

guard detail task when told they will be traveling to the Living 

Forest. It is highly unlikely that this small group of guards would

ever be of much use, should the elves decide to kill the King but blinded, they feel even more useless. Not that any of the guard would mention this to the King or the elves. 

Luckily for all involved, the elves are not a cruel people even if a little arrogant. Elven patrols in the Living Forest will even guide those lost in their woods out of the woods and back to the nearest road. 

Those attempting to ifiltrate the Elven kingdom, however, are not treated with any amout of kindness or forgiveness. What happens to such skulkers is unknown, though, as none are seen again. Even among the elves who are not in the council of the Royal court, itself, this remains a mystery left up to the imagination. 

There are no shops or inns in th great elven city as the city is reserve for the elves, themselves, who have no need for money among their own commuities. Trading is alwys done in the towns and cities of others, envoys of shrewd elves making the journies for trade. Elves prefer materials an goods directly, over money as money means more time and travel to buy the items the elves actually need, but the elves understand how the world outside their kingdoms work and will grudgingly accept money if none are directly trading the materiqls they seek. 

The elves typically hold elven vinyards with Elven wine being very sought after, especially by taverns in such wealthy places as the Royal City of Kalemthar or the higher end establishents in White Mantle. 

Elves also trade in woodworking, theirs being among the best in the world, especially bows and arrows, even magically enchnted arrows and bolts as well as elven cloaks and other lightweight but sturdy garments.

The elves of Auroria keep on good terms with the Kingdom mostly out of their understnding that their people form a symbiotic relatonship with the other peoples of Auroria but also because the elves know that their numbers are smaller and trying to force others uder their banner, which is not the elven way to begin with, would be a losing proposition. 

Though the elves do not work against the other peoples surrouding their lands, nor do they help in everyday events and struggles. It takes something that effects the elves, theselves, or a rare world shaking crisis for the elves to get involved. 

​​

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Elven Town of Draori

Draori is a smaller commuity of Winshara overseen by the Faeorynn

Canopy (family). 

Draori is seldom visited by the more royal and traditional Erandar

elves but often the Quinabrekk will visit the comunity, especially if

a party or celebration is going on. 

This small comunity consists of the elven homes, mostly built into 

the trees, themselves, as is common with the elves as a whole, as well

as the Mooting, a hall dedicated to meetings that concern all of the

Wisharan elves of the Living Forest or intended for the rare meetings

with those outside the commuity. 

Elves traveling throug the Livin Forest, native to Auroria or not, are

always welcome in Draori as tradition demands and the local elves

will always scrifice their own beds, sleeping in the family gathering

chambers or other available area in order to make guests 

cofortable. For this reason, elven homes in Draori may have a guest

chamber built just in case. 

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Elven Watch

The ever wary elves have excellent senses, making them naturals for

seeing a threat or out of place wanderers in the Living Forest. Aside

from elven patrols that roam the woodland realm, there are also a

few towers to give an elevated view of the elven lands and nearby

land outside of the Woodland kingdom. 

Those wandering into the lands of the elves, be it intentional or 

accidental can expect an encounter with an elven watch quite quickly.

Though not as common as the patrols on the ground and in the trees

of the Living Forest, there are some few hippogriff riders as well, 

usually only called on for aerial threats or when a sky-eyed view is

called for. 

Over all, the elves of the Living Forest are well protected from threats

in or above their wildrness kingdom and offers caution to those who

would dare even a single step into their wilderness domain. 

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Ruins of Targ Althuuk

One of the black marks on Elven history is the cult that existed in the

town whose name has been lost and buried in history but is now called

Targ Althuuk which means "Dark Blight" to the elves. 

Around two millenia ago, the prosperous elven community of this

town held a dark and bloody secret to their small comunity. As irony 

would have it, it would be a curious group of Quinabrekk elves that

would ucovr that something was amiss with the town and that its

Winsharan inhabitants were hiding something. But the Erandar high

elves of the kingdom did not believe the Quinabrekk and through 

their lofty, hedonistic ways had gotten the better of them or that they

were jealous of the town's comfort and prosperity. 

It would not be until a youg high elven woman, who stopped into the

town for a rest and meal, would disappear before the rest of the 

kingdom would take what the wild elves had claied seriously. 

By then it was too late for the young elven warrior and others that had gone missing over the years, presumed to

have been lost due to vicious wilderness plants or beasts but actually sacrificed to the vile demon lordess Ixthazol, in exchange for prosperity and glory for their town, these elves once found out became the first elven blooded tieflings on Garn, cursed to be bound to the blood of the demon they worshipped over Corellon Larethian and the other elven deities. 

The town, itself was burned and motly destoryed, its remains turning to stone, its peoples exiled from all elven lands ever since. 

The evil of the cursed cult and the town thyey had inhabited had come to a close but legnds tell of a hidden evil beneath the ruins that still persists to this day, darkenng the woods immediately surrouding it and cursing any who dare to venture into the ruins, themselves.

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Anchor 28

Seldrine Shrine

This woodland shrine dedicated to the Seldarine who are the family

of elven gods including Corellon Larethian, the leader of the elven

gods, Erevan Ilesere the Trickster, Hanali Celanil the Lover, 

Sehanine Moonbow the Moon Maiden, Solonor Thelandira the 

Hunter, Mielikki of the Beasts, as well as the god Geb the nature

deity not part of the Seldrine but rvered by many elves as a nature

deity. 

The druid mother Namanielle watches over and sees to the care of

the shrine. She will gladly rcount the stories and lore of the gods of

the shrine to anywho will listen, even non-elven visitors invited to

tour the area or guided past the shrine. 

The shrine is also said to glow with a kind of green flame when there

is a danger to the forest, an occurance that has not been seen since

the Toll Rais over three centuries ago. It is sai that the flame does 

not only serve as warning but also to empower the magics of the

elves as well.

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Anchor 29

The Living Forest

The Living Forest is the largest epanse of wilderness in Auroria. It is also the kingdom of the Aurorian elves who dwell and rule this expnse of woodlands surrounding their royal city of Hath Shaelor. This forest is rich with all manner of beasts one would find in the woods but with much higher a number. For this reason alone, several less scupulous hunters and pochers try to sneak through the woods to claim plentiful game before being caught. Unfortunately for these would be intruders, elves are not only very observant of their domain, but the Living Forest doesn't just get its name from the beutiful scenery but also for the very real threats of monstrous beasts such as owlbears and dire wolves and monstrous plants such as shambling mounds and treants. 

The nature of the forest itself, is enchnted in a way that confuses non-elves and makes it likely that outsiders in the woods will be lost within a few leagues of travel. 

The Living Forest is also said to be a thin veil between the world and the land of the fey known as the Feywild.

Most Aurorians know that this stretch of forest belongs to the wild and to the elves, avoiding it at all cost and quick to warn visitors to Auroria as well. Rangers and wilderness guides will scoff or laugh outright at those who try to hire the to enter the Living Forest. 

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Anchor 30

The Well Earned Rest

Anchor 31

This lodge on the Southern Road of Auroria is renowned for its fresh,

hot meals, its natural forest springs for bathing, and its magically

blessed sleep accomodations which leaves every traveller even more

refreshed than an ordinary night's sleep. 

The Well Earned Rest is owned by the couple, Waynard a tall, red-

headed man and the half-elf Hildrynne Skycloak. The Skycloaks also

have a staff of very well natured halflings who seem to be very 

content in their work.

The nature of the magic called upon to provide the arcane rest of the

inn is a well-kept family secret thoug they will assure any concerned

traveler (or a concerned inquisitor of the Church especially) that the

magic is not witchcraft and is harmless in its nature. 

The Well Earned Rest remains an important stop on the road for the

average traveler. 

​

Harrowthorn Woods

South of the Living Forest exists a darker patch of wilderness known

as Harrowthorn Woods. These woodlands seem to be in perpetual 

night from its thick, gnarled canopy and where the skies peek through

they always seem to be overcast and on the verge of a storm. 

The woods are said to be cursed, haunted, or both with strange 

whispers that seem to choose who hears them and twisted, evil trees

that drink the blood of those unfortunate enough to get near their 

branches. 

Even the woodland denizens that stalk these woods are said to be

unnatural with an evil, cruel bent. 

​

Witchlight

Among this vile forest is said to be enchnting lights that appear as

guiding lanterns. But these lights that appear helpful at first always

seem to enchant travelers, leading them to their doom. 

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Anchor 32

The Black Marsh

The Black Marsh located next to Harrowthorn Woods is an even more

dangerous place, known for its swamp trolls but, worse, is whatever

the monsters refer to as "Mother". 

Aside from the dangers of the trolls, there are other dangers and

denizens in these dark swamps including killer plants,giant frogs

and gators, and the site of a haunted battlefield. 

So dangerous are these marshes that the South Road goes for

miles around it and Harrowthorn Woods to avoid the

dangers therein. 

A purge of the swamp has been suggested many a time,

the idea only to be quashed by the High Bishop of the

Golden Order of Astron for mysterious and completely unknown

reasons. Regardless, the Eldritch Hunters have made their own

excursions into the vile swamp only for very few to survive the journey

and the trolls. Those returning suffered nightmares for months thereafter, causing the evil hunting organization to withdraw its efforts to clean out the marsh for now.

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Anchor 33

The Shimmering Coast

Anchor 34

The Southern coast of Auroria, known as the Shimmring Coast, is an

expanse of rocky and sandy beach known for both its beauty and its

dangers. 

Travelers enjoying making camp on the sands of the beaches in the 

warm ocean breeze but many soon learn not to post the camp too

close to the ocean, itself as it is home to families of giant crabs, 

cray fish, as well as fish folk who, otherwise, keep to the deep

waters of the Shimering Sea, the coast is named after. 

​There is rumor talk of seaside caverns and shllow coral

reef grottos containing hidden tresures. But others 

warn that these rumors are being spread to as a trap to

ensnare those who go looking for these hidden treasures,

non of whom are ever seen again. 

Some say a group of oceanic druids calling themselves the Circle of

the Sea who use the ocean and its storms to hide from the watchful and 

fanatical eyes of the Church. 

​

Twin Rivers

Aptly named for its location between the Twin Rivers which the 

town is named for, this ostly cozy place is as nice a place to settle

down as it is for travelers to visit. 

Fshing and hunting both make for very sport and full bellies for the

townsfolk and the recipes of the dwarf cook Mjarrie Steelvein at the

Grand Elk Inn, named for the gigantic elk head over the inn/bar

counter. 

Other than the Grand Elk, there is little to the small town other than

plenty of housing and a few hunting lodges. 

Fishing in the Twin Rivers is licensed for the protection of the local

food sources, though fishing upriver where the two join is free 

fishing. 

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Anchor 35

Shadow Rock

These rocky foothills and outcroppings are perpetually in shadow

giving the cold place its name. Minor peaks reach up, cssting more

shaqdows on the place as well. 

A group of passages here is known to lead into the deep earth 

known as the Undrdark. 

Occasional scouting parties and raiders of dark elves or duergar

sometimes rise from Shadow Rock to attack traverlers or to fall on

the town of Twin Rivers. 

But thes evils and dangers are mild compared to the true terror 

that regiments of the Golden Order of Astron have reported 

dwelling deep under the Shadow Rock, this being a dragon that is

said to wield shadow, itself against those who foolishly disturb its

lair. 

The King has issued a huting order and a great reward for any who

can kill the horrifying dragon but, to date, none who have taken the

endeavor have accomplshed the task or even returned from the depths below Shadow Rock.

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Anchor 36

The Drinking Dragon Tavern

The Drinking Dragon is the most popular halfling tavern in Auroria

which is saying quite a lot, if you ask a halfling. 

Though most spaces for halflings are made to the size of the 

smaller folk, the Drinking Dragon is made slightly larger for the

comfort of visitors to the tavern which are mostly travelers along

the Western Road. 

The tavern serves as an inn as well with some moderately 

comfortable (if cramped) rooms upstairs. 

The Drinking Dragon has indoor and outdoor seating and serves

lemon roasted fish dinner as well as barley ale or locally grown

pipe-weed. 

Prices are more than fair at the Drinking Dragon, they are even a

bit on the low end for the food and roos offered. 

Gwendelynne (Gwendy) Tendertoe inhereted the tavern from her

late husband and her and her grown up kids keep the place very

clean and tidy out of loving memory of her husband.

All of the wenches and cleaning maid staff are3 halflings save for one bullywog cook, Croakbottom,  who had a change of faith and life when he first tried the Tendertoe recipe rabbit stew, deciding to be the best cook in the land therefter (and does not do a half bad job at that),

Anchor 37

The Halfling Town of Lakeshire

The pleasant town of Lakeshire is one of the two halfling towns

built on the town's namesake of Sleepy Lake, known for its 

stillness and calm, as well as its great fishing spots. 

The halfling town has no walls or real defenses nor does it need

any as none are too interested in raiding or really paying much

heed to the small living spaces of the halfling folk save the most

depraved or desparate of monster folk and those types haven't

been seen in this part of Auroria in several an age. 

The halflings of Lakeshire would, perhaps fear the dark elves or

duergar dwarves from Shdow Rock if they were to make it 

further North than Twin Rivers which they have not to date.

The halflings are also beneath the notice of the Church for the

most part and, though some among their people have converted

to Astron, most halflings still worship the matron goddess

Yondalla and her children. 

The town of Lakeshire does have a few shops meant to barter

for other goods and services among the halfling commuity (though they also trade for money as some halflings travel to work or run businesses outside of town). 

The shops in Lakeshire are for practical needs dealing in food, fishing and huting equipment, and medicines. 

Hlflings are not opposed to selling to outsider shoppers who can handle the cramped quarters of the shops and the fact that non-halflings simply get chrged a wee bit more. 

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Anchor 38

Sleepy Lake

As its name implies, Sleepy Lake is a very calm, glassy lake on all

but the most stormy days or nights which, thankfully, does not

strike the area very often. 

The lake feeds a river supplying water to the Elven kingdom in

the Living Forest and supplies the elves and halflings both with

fish, either by the halflings trading with the elves or some elves

fishing for thmselves. 

Elves who enjoy fishing often make fast friends or at least fishing

copanions with halfling fishermen, often smoking pipe-weed

together or sharing some elven win while sharing stories or songs

from their repsective cultures. 

But few places are without their secrets and Sleepy Lake is no

exception/ It is whispered among the halflings, especially the 

halfling elders that there is a creature that sleeps within the lake.

A creature mafe of sea coral and the bones of a giant fish which

used to be the guardian of the lake and, in fact, the halfling 

people as well. But none alive today know the secret for keeping the creature bound to the halflings and if any were to disturb it or the jewel embedded within it, it is unertain what it would do. This story is only known to the halflings who never speak of it to others from fear that some outsider might try to steal the gem and unleash the monster on the lake and the two halfling towns around it. 

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Anchor 39

The Halfling Town of Lake's Crossing

The second halfling town in Auroria, Lake's Crossing is located

just across Sleepy Lake from Lakeshire. 

The halfling folk of Lake's Crossing are just as peaceful and

pleasant as the folks of Lakeshire though the two have some

healthy and friendly competitive natures with one another, 

especially during the Annual Fall pie baking competition of 

which both towns hold about equal bosting rights to winning 

over the decades since it has started. 

Aside from this, the two towns hold other competitions such

as the Spring Fish off to see who can catch the most fish, or the

Wnter Snowball War (mostly a game among the halfling

children.

Just as much as the copetitions, however, the towns come 

together for shared celebrations, the Nature's Plenty, a

holliday dedicated to Yollonda, the Spring Love Festival where 

prospective young folk from each town ask one from the other

town to dance, starting a courtship if successful and building a

union between the two towns and among the halfling comunity as a whole. 

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Anchor 40

The Frostwood

The Frostwood borders the lands of the Kingdom of Auroria

and the Northreach. This dangerous, iee covered woodland

boasts dangers beyond the packs of wolves and ice leopards,

also harboring more dangerous monsters such as yeti hunting

bands from the mountains and even the occasional frost 

giant venturing South to prove its bravery.

Barbarians occasionally hunt the woods as well, though much

rarer seen than other dangers. 

One of the most notorious dangers in the woods is an icy 

spirit of some sort, appearing as a semi-transparent warrior

of ice, haunting a snow covered mortuary and

challenging any who tresspass on his grave (one presumes it

is this spirit's grave at least). 

None hav bested this restless ice ghost and most have run for

their lives, the spirit allowing those who wish to flee to leave

without pursuit, simply concerned with guarding its grave. 

The other monsters in the area seem to have no use of 

what the spirit guards and seem to stay clear of the area out of instinct.

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Anchor 41

Rathnor Jorganson: King of the Northern Clans

King Rathnor Jorganson is the udisputed ruler of the Northern

clans of barbarians. 

He is an aging and graying man and it is unsure which of his

sons will replace him, the headstrong but strong hearted 

Lihoff or the more level headed but weaker of will Strohmor. 

Both have their ideas of how to handle the growing tensions

with the more nomadic goliaths who have already made noise

of not following the lead of whichever son follows their father

as king. 

Between this, keeping the yeti dens in check, and staying one

step ahead of the frost giants, Rathnor's sons have their work

cut out for them, along with proven themselves to their own 

people, especially the Clan Stormwolf who have always 

coveted and wanted to usurp rulership from Rathnor's 

Frostbear Clan. 

King Rathnor truly cares about the Clans as a whole, as well as

preserving the traditions and way of life they have held to for

centuries. 

Rathnor Jorganson had to prove himself early in life when his father was killyed by the Frost Giant Grimfist the Banehammer. He took his Clan titles in quick succession, Rathnor Icefoe upon taking down an alpha yeti on his own, Rathnor Wolfmaster when he raised the pair of Winter Wolves, Fror and Geisa who remain his closest guards, then Rathnor Poison Drinker when his brother Heigar failed to give him enough poison to kill hm, and finally Rathnor Giantsbane when he killed the giant that had killed his father and then brought down its entire steading. 

Rathnor insists he still has a number of years left in his aging bones but his age, as well as the wouds he earned fighting the frost giants, are catching up to him. 

Rathnor's Castle was the castle of an ancient winter lich whom with the clans unitd, Rathnor brought down then brought his blessed axe down on the undead monster's spirit jar. 

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Anchor 42

Mount Chillingdeath

This mountain contains the dens of a majority of the yeti in

Auroria, making this mountain one of the most dangerous 

places in the Northreach. 

The yeti packs have been hunted to the point of them having to

hunt together where once they competed for the best and 

tastiest kills. 

It is told by the barbarian and goliath clans that some foul spirit

or god has given rise to a yeti alpha stronger than any that have

been seen before. This abomidable yeti leads the remaining

tundra yeti in hunts, powerfully knocking aside those who

attack the like ragdolls. 

Some have claimed that this new, gigantic monster even has a

chilling breath weapon it levies against multiple foes ar once. 

The Northern clans have started calling this monster Deathfrost.

Some of the Clans have begun to look for the root of this 

trrible and impossibly powerful monster, believing that the 

only way to destroy this brute of a monster is to destroy that

which created it. 

Anchor 43

Lord Ruthven's Manor

Lord Janis Ruthven is the Lord of the Western Duchy, forgoing

the usual title of Duke to keep the traditional title from his

homeland of Sarvania. 

When he was young, Janis' faily ventured into the dangrous

land of Sarvania where thy carved out their own swath of land

and built, at first, a home and then a comuity who celebrated

Janis' father Harron Ruthven as a hero for the community he

and his family had created, naming him the first Lord of 

the Domain of Coremyr in Mid Eastethrn Sarvania. 

By the time other explorers ventured further North, they 

were quite surprised to find the land of Coremyr and the 

Ruthven family, though Janis and his sister were grieving the

loss of their parents in an attack from demon-worshipping

gnolls. 

Janis was the newly appointed Lord of Coremyr but he had no

stomach left for Sarvania and its evils so, leving his sister in

charge, he came to Auroria, accepting the King's offer to be Lord of the West Duchy. 

Janis had his manor erected practically in the Northreach to show that he had no fear of anything in Auroria, and how could he after living through the dangers of Sarvania for so many years?

Lord Ruthven's only realeney is the Duchess of the South, Duchess Clarris Estavalle who doesn't trust Janis and hs vocally presented her misgivings of giving someone who has hardly lived in Auroria the title of Lord.

To Janis' credit, the Duchess seems very alone in her mistrust of him as the people of the Western Duchy all seem more than happy with their local leader. 

Lord Ruthven's Manor is a large mansion of a home where Janis and his servants live in solitude though word has it that there have been plenty of callers to the Lord's home at all hours of the evening. 

Lord Ruthven's servants aqre as loyal as his supporters and with the support he has, it is certain that he has a long history to come as Lord of the Western Duchy. 

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Anchor 44

Woodside Market

This open air market sits just off the West Road and has 

merchants from around the world. In Auroria it is often said

that if you are looking for something, it is likely you can find

it at the Woodside Market. It is even said that there are items

from the Feywild and Shadowfell both in the Market though

merchants are careful to not sell anything that can be seen as

too evil due to the Church, of course.

Aside from the wares that end up here from around the world

Woodside Market also has exotic peoples from around the

world such as a strange insectile merchant calling himself

Kithix'Ithix of the thri-kreen, a panda-like woman called 

Taki the hengeyokai, and a barely dressed, tattooed dwarf

nmed Hokkar from Nazenka. 

Many of the merchants of Woodside Market operate and 

camp at the Market because they are simply too out of the

ordinry to hold shops in the bigger towns and cities in the 

rest of Auroria. 

In a way, the people of Woodside Market have formed a kind of

comunity of their own, looking out for one another and recommending one another's merchndise (as long as it doesn't directly conflict with their own sales of course).

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Anchor 45

Silverton Lumber Camp

Providing a majority of the lumber for the West and South

Duchies, the Silverton Luber Camp is under constant watch

by a combined patrol comprised of the soldiers the King can

spare this far west but, most of all, paladins and clerics of the

Golden Order of Astron, the Church, with its strong presence

at the First Dawn Temple and Fort. 

Frandon and Largo Silverton own and operate the camp along

with their sons Greggo, Marcum, and Stephon. 

Both permanent, seasonal, and temporary workers work the

lumber mill and the tree sites decreed by the Kingdom and

the elves of the Living Forest. 

Senior Mill Master, half-elf Eva Torrington and Cutter Master

Ramian Arthurson have been on hand the longest, become the

most trusted workers, and truly run the day to day work of the

camp. 

Grella Lightfoot, halfling cook, runs the camp's kitchen and

living cabins, happily throwing herself into her work but very stern with those working for her when need be.

The lumbr camp is a good place for a soul to find some quick or longer lasting work, if exhausting work. 

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Anchor 46

Ruins of Norym Garr

Anchor 47

Along the Foothills of Grim Tarn, remain the ruins of an

ancient village or town known as Norym Garr. Thouh this is

in an older common tongue, this site has no history or writing

in the history of the dwarves, elves, gnomes, hlflings, or 

humans of the land. 

The myterous ruins are said to be haunted but by an ancient

and wise spirit who will answer questions to almost any

mystery that plagues a soul as long as that person will 

complete a task for the spirit beforehand. Some say the tasks

are but a test of whom the spirit might find worthy and some

say the tasks are things the spirit never was able to accomplish

while yet living. 

In either case, as long as the person seeking the spirit's wisdom

completes the task put before them, their question is

answered.

The Church condemns this spirit of course, claiming that a 

spirit that will not pass on must be destined for Torment not Paradise. When any member of the Church would show in the ruins or a member of the Eldritch Hunters, the spirit does not appear to them and the King is hesitant to raise the ancient and mysterous site even on the wishes of the Golden Order of Astron. 

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Duchess Estavall's City Estate

Anchor 48

Built in the Thunder Barrow Gorge of Mount Suncrest, the city estate

of Duchess Gwendalynne Estavall is a smallish city but the

estate itself is an impressive grounds with a skyward tower

alost ovrcoming the heights of the mountain, itself. 

The highest poit in the highest tower of this estate is the living

chbers of the Duchess, herself, her noble blood (and more than

a little arrogance) demanding her placement high above her

loyal commoners. 

And loyal her people are though, it is whispered, it is as much

out of fear of her and her connections as it is out of respect or

true love of their local ruler. 

And connctions she has as it is said that Duchess Estavall 

courts Rolamond Jarreth the King's nephew, himself. This and

the more than generous amout she has "donated" to the Golden

Order of Astron has made her fast friends with the Church as

well. 

And Duchess Estavall has the coffers to spqare the coin, being

one of the most wealthy individuals in all the Western World (next to the King and the Royal family itself of course) in large part due to her high taxation of the Southern Duchy. Not enough to cause revolt or to lay too heavy a burden on most of her people, but more than the Royal Domain or the Western Duchy under Lord Ruthven (whom the Duchess mistrusts and loaths).

The city, not as grand as either the Royal city, itself, or White Mantle to the East, nonetheless has some few noteble spots. 

​

The Duchess' Games

A guilty pleasure of the Duchess, this arena is a spectacle that some say rivals the Royal games of Kalemthar, itself. During these games, Duchess Estavall's look becomes bloodthirsty, resembling that of the ost fierce and violent shield maiden of the Fozen North. Some whisper, never to her face of course that this is a truer face than any see on the Duchess in any other environment. 

As with the other arenas in Auroria, criminals can fight for  second chance at life, free prticipants can risk their life for rewards and riches, and any can try to prove their worth before the people of the Southern Duchy. 

Unlike other arenas, the Ducess' arena boasts a particularly dangerous and vile collection of monsters. One won't find a common owlbear, spiderbat, or even dire wolf here. No. Instead, the foolish or brave here pit themselves against a paraelemental of storms who seems accompanied by fluttering bat-like air fundamentals, a pair of twin driders said to come from the Underdark, itelf, and the Champion of the Duchss' Games, the nalfeshnee demon Goracraggixx which gets resumoned if killed, something that happns very rarely.

 

The Grand Shops

This section of the city seems to exist simply for the rich and poweful to outshow one another in buying the ost unusual and most expensive "trinkets" from across the world. The more exotic the item, the more impressive it is among the Duchess and her circle of aquaintnces. 

Aside from the pomp and ovrly showy nature of the shops, a soul can find some truly fascinating and useful items, especially at Orville's Oddities or the Booming Blade. 

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The Eateries

This section of the city, found jut outside its center, has exquisite dining establishents, taverns, and a handful of inns for visitors and travelers or merchants. Some of the moe famous places in this part of the city include the Barking Beaver, the Western Winery, Halderman's Fine Dinng, and the Green Lion Inn. 

​

Artists' Row

This area of the city has several shops and art showigs dedicated to painntings, statues, and other visual pieces, a few tome shops mostly concerned with poetry or epic tellings, as well as a few taverns and tea shops with poets, bards, and other entertainers. 

​

The Duchess' Estate

This estate is nothing short of a fortified castle with variou tall towers dedicated to various functions such as the Library and Wizard's tower given to Ralorthym the Wizard who works for and advises the Duchess when necessary (and when he can get her to heed his advice). 

Another tower is dedicted to the Duchess' Guard (and som say her personal assassins though none would make these accusations publically).

The tallest of the towers is the Duchess' living chambers, itself, richly decorated and adorned with anything the Duchess fancies, though rarely seen outwide of the Duchess and her closest allies and servants as the Duchess is nothing if not paranoid for her own safety. 

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Thistlethorn Farmlands

Anchor 49

This ipressive farmland is owned by Rupurt and Edna 

Thitlethorn, a friendly enough and quite hardy couple who

pay their farmhands, ranchers, and other workers very fairly,

which is impressive considering the Duchess' taxation.

It helps, that the Thistethorns have the best recipe for the

Duchess' favorite strawberry silk cake. 

Aside from apples, ample groves of strawberries, grapes, 

wheat, and an assortment of vegetables- the Thistlethorn 

farm also has an assortment of animals such as chickesn,

turkeys, pigs, cows, and horses. 

Patrols by the Royal soldiers and the Golden Order of Astron​

patrol close to the farmlands, recognizing the farm as an 

important resource for both the West Duchy and the Kingdom

as a whole as the Thistlethorns offer foodstuffs that aren't 

found in the Eastern part of the Kingdom. 

Justice and Barrinelle (Berry for short), Rupurt's cousins 

often travel to other towns and cities to sell goods from the farm.

​

The Silverbone Mountains

The domain of the Aurorian dwarves, the Silverbones get their

nam from the rich silver and mythril deposits that run through

the deep mountain domains where the dwrves mine tirelessly

as well as expanding into gemstone clusters and other precious

metals and stones beneath the earth. 

The land of Auroria's hill dwarves also make their homes and

communities near the Silverbones, keeping close to their kin.

The Dwarven kingdom of Ironfell is built into the mountain, its​

great halls carved from the mountain's stone, itself with the

Great Entry Hall extnding from the Silverbnes, acting as both a

fortified entry to the deeper kingdom and as a meeting place 

with those more used to and cofortable with sitting down for a

discussion above ground. 

The Ironfell dwarves have rid the Silverboes of all but the most

mundane of dangers, such as mountain goats and lions as well

as a few families of oreads (earth spirits or fey) who are mostly

harmless if left to their own devices. 

A few noadic clans of stone giant kin goliath llso live in the area surrounding the Silverbones and the dwarves are on very friendly terms with the giant blooded folk, even trading with them from time to time.

Mountaineers and travelers, as infrequent as they are, tend to go unharrassed by the dwarves if not trudging about on their actual territories and may be wtched by goliath out of curiosity but aren't generally bothered by them as long as they don't bother the goliath. 

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Anchor 50

Dwarven Kingdom of Ironfell

King Sren Ironfell, son of Glorym Ironfell is the current ruler of

the Dwrven kingdoms in Auroria. Kingdo Ironfell is located in

the Silverbone Mountains (called by most simply the

Silverbones) where the dwarven clans mine endlessly into the

rich veins the earth provide. 

Outside of mining, the Ironfell dwarves also deal with hill 

dwarves to send merchnts to the towns and cities of other 

species to sell their finely forged weapons, armors, and other

metalworkd items. 

It is rare that non-dwrven outsiders get to visit more than the

Grand Entry Hall of the dwarves which is a fascinating castle-

sized keep all its own on the surface of the Silverbones. Those

given entry to the Deep Hall, the true city kingdom of the 

dwarves are afforded a great honor but still not left without an

escort. 

Entry to the Ironfell Kingdom is generally only offered by the

King, Queen Minneva, or a member of the Royal family and

muc consideration is given first. 

The entry to the Deep Hall is guarded by massive Stone 

Guardians, dwven golems that are very good at repelling 

intruders. 

Within the Grand Entry Hall, are treated to Meadhall ale, peppered rothé, and mushrooms that only grow in

underground terrain with an especially earthy taste. 

More iportant visitors (in their own culture if not in the dwarves') are gifted with a named dwarven weapon or suit of mythril armor to honor them as guests of the dwarves. 

The Ironfell dwarves care little about the laws of the Kingdom while in their own domain, especially when it comes to religion as the Ironfell Kingdom's laws are based on the tenets of dwarven deities Moradin the Soulforger, Berronar Truesilver the Revered Mother, Dumathoin the Earthcarver, and Clangeddin Silverbeard the Twin Axe Master giving the dwarves their laws which are uncoproising and always result in punishment by death or exile to the Underdark when broken. 

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Always Craft with your Soul

Do not forge items without feeling or passion. Never sell or give flawed items made by your hand to others. 

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Never Raise Axe nor Hammer to Another Dwarf 

Do not murder fellow dwarves though defending oneself is qalwys thought acceptable.

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Defend the Hall

Never let your home or property be taken or destroyed without a fight.

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Be a Shield Against the Wepon of Fear

Do not flee in fear. Never show cowardice. 

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Do Not Become Stagnation in the Earth's Veins

Always expand and explore new places, do not simply mine the same deposit each day.

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Resist the Ways of Abbathor Do Not Give In to Them

Be careful of the curse of greed and the Horde Sickness.

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Anchor 51

The Hill Dwarf Town of Gurmoidin

Anchor 52

The hill dwarves of Auroria dwell near to their mountain dwrf

kin in the hill country near the Silverbones. 

They tend to be interediaries between their more reclusive

deep earthern cousins and the surface folks, trading goods on

their behalf (and usually very adept at it too, the hill dwrves

being among the shrewdest traders there are). 

The town of Gurmoidin, like the hill dwarves, themselves, is a

more inviting and tolerating place overall than the Ironfell

Kingdom. 

Not that this garners a lot of visitors among travelers to the 

dwarven town. Not many outside of the dwarven community

enjoy sleeping on rock hard beds and there is only so much

rothé one traveler can stomach (the underground cattle tend

to be more on the tougher side). 

Though staying at one of the town's inns such as the Dirt Nap

might put visitors off, one aspect of Gurmoidin is holds much

more appeal, the wepon and armor shops and forges. 

Whther it is Blessed Steel, the Axe's Edge, Mythril Shirt and

Shield, Fahran's Forge, or any number of other shops and

crafter's work stalls, peple will travel long and far to by metal

smithed wares from the dwarves, especially armor and weapons. 

A few pubs also stand along the roads in Gurmoidn such as the Hedless Troll, the Hearthmead Drinking Hall and the Lucky Fieldmouse to name a few. Of course, dwarven ale is almost as much an acquired taste as a dwrven bed so results may be questionable. 

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Ruins of Joth Hator

Joth Hator, local dwqrves claim, was once a thriving city of both

hill dwarves, mountain dwarves, and rock gnomes which fell

tragically in a batte with giants and ogres yet, some of the

inscriptions in the stone, the Preservationists' experts say, are

giant an

AURORIA

The land of Auroria is the largest continent in the

Western World and the heart of the Western 

Kingdom. Once known as Queensland, when 

the last Queen of the Kingdom passed and the 

first king in generations rose, King Roland

Jarreth I ushered in a new age for the West. 

As the War of Chaos had just been decided in the favor

of law nd good, the people at large became more and 

more devout to Astron, the Father of Law and Light. Though 

many also turned their eyes to the newly appointed goddess, Saint

Trevesard, this goddess was still young in her godhood and her followers were still few, yet often there are dedications to the heroine given divinity even in the temples of Astron, the followers of both often being allied in their upholding the ways of peace and good.

Though the followers of Saint Trevesard tend towards defending the weak honoring friendship, and offering redempton to those who can accept redemption, the followers of Astron have become more and

more militant and stringent in their tenets and laws, often rejecting those who worship other gods, spirits, or anything bove Astron as heretics, their laws becoming less tolerant where they have strong influence. 

And in Aurora, the Golden Order of Astron has strong influence, indeed. 

Whereas the land was to be named after King Jarreth I, the head of the Temple of Astron at the time convinced him to name the land after the fabled city in Etheria, the land of the gods, Auroria, as a way to show the king's solidarity with the temple and the Father.

In the centuries since, the full name of the land is the Golden Kingdom of Auroria, though most common folk simply call it Auroria. 

Auroria is populated mostly by humans and the peoples on fairly good terms with the humans such as the dwrves, elves, gnomes, and halflings. Though the other peoples are more than welcome and tolerated in the Golden Kingdom, all are expected to follow the law of the land and the King's will, though in the confines of their own realms, the dwarves and elves are free to rule and live as they will. 

The Barbarians of the North along with the frost and stone goliaths in the same region do not ackowledge the King's law or the Holy Laws as set forth by the Golden Order of Astron and, as such, are on very shaky terms with the Kingdom and its people. Raids on Northgate and people venturing into the Frozen North are not unheard of but trade with the peoples of the North is also commonplace. 

The Golden Order of Astron is known to be as powerful or more powerful than the royalty of Auroria and, as such, other religions are not overly tolerated in the lands of Auroria where the Order holds the strongest power of any place on Garn. 

Circles of Druids meet in secret glades and clerics following other gods, pray silently to the smller shrines within the Churches of Astron. The Way of the Flying Leaf Monestary, the only monk dojo in Auroria presents itself as a school focused on martial arts and physical wellness rathe than the spiritual center it is meant to be. 

Most devotees to Astron are true bastions of faith, but some few groups do sour th bunch as a whole, abusing their power and status as Templars to the Father. The Faith, as a whole does its best to "correct" such behavior but in less populated environs those with power will abuse their power, the most dangerous of which are those who see no wrong in their actions and consider it their god given right to be "above" the common folk. 

Though Duchies were commonplace in ages past, after the Duke's Uprising several centuries past, the number of those holding such power has been reigned in, so that there are but two, Duchess Marium Estevall of the Southern Duchy and Lord Glenarvon Ruthven of the Western Duchy.

The military, town guards, and other authorities of Auroria are largely comprised of paladins or fighters devoted to Astron, giving the Church even more power over the land but also contributing much to the safety on the roads from those foolish eough to practice being highwaymen in the land. 

Thieves' guilds do exist in Auroria but those practicing the "Night Trade" are far more careful in Auroria than any other land with its very harsh laws and intolerance of lawbreakers. This also means that thieves and other Nigt Trdesmen in Auroria tend to be the most adept at what they do. 

Rangers and those adept at walking the wilds without getting mauled by owlbrears or worse, sell their services as guides to those who need to take a "shortcut" to get somewhere fast (or those wanting to avoid the ptrols of the Order on the open roads). 

Most sorcerers and wizards attend the Royal College of Magic in the Royal City of Kalemthar, itself, though the famed wizard Grenwald has, on rare occasion, taken a direct interest in those he finds truly adept in spellcasting. Warlocks, of course, are outlawed and unwelcome in Auroria so tend to keep the nature of their magic secret or, better still, hide the fact that they are spellcsters at all. 

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The Law of Auroria​

In the Golden Kingdom of Auroria, the laws are decided on by the King with close advisors from the Golden Order of Astron. There is little leeway for criminal activity in Auroria and ignorance of its laws is far from garnering forgiveness or understanding. 

It is strongly recommended for visitors and, especially those hoping to coe to live in Auroria, to become aware of the Kingdom's laws before ever stepping foot on the Kingdom's lands. 

The following are the common laws and puishments for commoners and visitors in Auroria. 

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The Royal City of Kalemthar

The Royal City is the seat of power in Auroria. Location of Castle Darkbane, the home of ruling King Charlemain Jarreth VI, this city is the most defended stronghold in all the land, also housing the Royal Barracks and the Military Church, the Sword of Astron. 

The Royal City is also home to the Royal College of Magic where the most learned and respected magic users practice and perfect their craft, most being expected to become Church Mages or Royal Mages. Those practicing magic on their own or seeking other ways to learn spellcasting are considered enemies of the state, called witches by the Church and actively hunted as such. Most of these unlawful spellcsters eagerly change their ways when captured, joining or rejoinging the College. 

An exception to this rules is on the very rare occasion that Grenwald takes on a pupil, flying them off to his tower near the Elven lands of the Living Forest. Grenwald is so powerful and respected that even the Church will not go against his wishes and, in most cases. such an adept pupil tends to go to work for the Church or the Crown in the end, anyway, leading to the same result. 

Kalemthar, itself, is the epitome of the most wealthy and powerful, a beutiful city full of beautiful people who were either born into their fortune from a noble bloodline or made their fortune on their own, newer to high society than those born to it. 

Ony the highest quality goods are found in the Royal City, from silks diretly shipped in from the Far East to Elven wines made with grapes wildly grown in Raenatha to the greatest art and craftmanship from the best artisans the world has to offer. 

Outside of the very wealthy, shopkeeps and tavern or inn owners make up the populace of Kalemthar, usually not able to afford the very pricy housing of the City and, instead living in apartments over their businesses. These apartments are still quite roomy, well kept, and grand accomodations compared to those in other cities. 

It has been several centuries since the Royal City has seen major action such as that of a siege but the Royal Military and the Sword of Astron are always ready. One can never be too prepared after all. 

The Districts of the Royal City of Kalemthar are:

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The Royal District. This district, unsurprisingly, is where Castle Darkbane is located. Surroudig the Castle are the homes of the wealthiest and most respected nobles outside of the Royal family, itself. The Royal Gardens and Royal Theater can also be found here. 

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The Arena District. This entire district is dedicated to the Royal Arena and the few taverns and inns surrounding it. This is where criminals and those hoping to find a fighting fortune compete in what some, including the High Bishop of Astron, call savage fights that are considered archaic and outdated. But the distaste of the Church and others aside, there is no denying that the Games feed the Royal coffers and take in much more gold than it awards a would-be champion, bringing wealth from around the world. 

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The College District. This is the location of the Royal College of Magic overseen by Headmaster Califf Morgrimm. The District is also home to several book and magic shops, equipment stores, and a hndful of taverns and inns.

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The Church District. This district holds temples and churches dedicated to Astron as well as shops offering various paraphernalia for clerics and holy practitioners. The Royal Church is also located here, mostly concerned with meeting with political officials and plnning actions that concern the Kingdom as a whole. Though the Bishop, himself, lives and operates in the city of Celestial Point, the Royal Pontiff Emmastelle Whitehall heads the Royal Curch and its day to day operations. 

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The Hospital District. This district is where the Royal Hospital, a place that is part physicker care and part spa, as well as the Royal House of Mental Wellness built not too far from the now abandoned Asylum which the welthy cry to be torn down as an eye sore but the place seems to "resist" being torn down and is rumored to be haunted. 

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The Shopping District. This district is full of grand shops and craftsmen workshops. It is a very crowded district where the rich show off their newewst purchases at high end restaurants and taverns, flaunting their material wealth like in few other places in the City. 

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The Sword District. This district is hoe to both the Royal Military Barracks and also the Military Church and Cp of the Sword of Astron. Several high end weaponsmiths also operate in this district but most of their customers are weapon and armor orders for the Royal Military or for the Church, directly. The Royal Prison which has very few inmates usurprisingly, is also located in this district. 

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The Visitor District. This district is mostly dedicated to apartments and inns for those visiting the Royal City but not important enoug to warrant a room in the castle or one of the higher end inns found in other districts. The inns, taverns, and equipment shops in this district are considered "low end" and no self respecting Kalemtharian local would be found dead in the dstrict though the prices are still higher than those of any other city. 

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Anchor 1

Celestial Point

Anchor 2

Celestial Point is noted for the warm blue beam of light that rises

from the center of the city, in the Holy Square. This mysterious

light rises into the sky. The light is said to have been called down 

by a Chosen of Astron named Shalister Graymane when he faced

a demon in the street of the city soon after it was built. The light

remained and those devoted to Astron say that it is a reminder by

the Father that evil cannot stand against the Faithful. 

The greatest temple to Astron was erected soon after with 

Shalister as the head of Church. The light and the temple remain

to this day and no other evil has been able to enter the city.

​The head of Celestial Point is Townhead Morrigan Thelspar but

everyone knows that the real power in all but name is the Church,

and by contrast, High Bishop Harriford Grace IV. The High Bishop

is, from all accounts, a very pious and devoted man who may be

mor than a little bit of a zealot and very militeristic in his approach

to faith but none can deny his faith and focus on making the world 

a better place even if he is very unswavoring and insistant on what "a better world" looks like and on wht is "good" and "evil". The High Bishop is very intolerant of anything he considers sinful against the Father and he demands the same not only from his and the Father's followers but all under his watchful eye. 

Most of Celestial Point is dedicated to the Church with smaller churches found throughout the city alongside the Grand Church of Astron in the city's center. 

Aside from the churches and the Estate of the High Bishop, there is also shops selling everythig the religious could ask for, clothing and equipment stores, and inns to house pilgrims and other visitors to the city. 

There are no taverns in Celestial Point whih surprises some but the followers of Astron will point out that drunkeness is tantamount to making bad decisions and is, therefor, a road to evil that should be avoided.

The Grden of Saints is a beautiful display of nature and faith both with statues and plaques devoted to the various most renowned saints and heroes of Astron, surrounded by full trees, flowers, and other beauty. 

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Port Royal

Anchor 3

The central portion of the Royal Navy is stationed at this port city

along with more than a few cargo and passenger vessels, enjoying

the protection the Navy offers (though Port Royal also has a 

reputation for taking the longest to leave port and get underway due

in large part to how thurough the Dock Masters are at checking

manifests, not content with just spot checking cargo as most ports 

do but looking over entire shipments crate by crate). 

This creates a double-edged sword for ship crew and captains to 

losing time which can equate to losing gold but customers can be

assured that a ship leaving Port Royal is in the safest waters and

carrying completely legal merchandise. For this reason, very few

smugglers or other seafaring criminals are foolish (or savvy) enough

to operate out of Port Royal, rather using easier ports to coplete 

questionable activities. 

Aside from the port merchants, exporters, dock workers, sailors,

and the like - Port Royal also has its share of taverns, inns, and shops.

Where Celestial Point has outlawed alcohol and The Royal City of Kalemthar will only pour a glass of the most expensive and finest drink available, Port Royal makes up for this with a good mix of higher end taverns and pubs closer to the city center, while closer to and on the docks one will find the cheapest swill a sailor can guzzle.​​

The city center and docks both have their share of shops from standard equipment and trinket shops to the Found at Sea, a shop on the docks that buy unclaimed cargo on the cheap and resell it for a few coin profit. Great deals can be found at this second hand shop for the saqvvy soul looking hard enough and, sometimes, a shopper can find something worth more thaqn it looks. 

The Jade Fish is a tavern and restaurant owned and operated by Ryori Suru, a chef from the Far East who has introduced her cuisine to Western Customers with some success. 

The Dock Market is an open air market where many items from around the world can be found 

Crown's Peak

The stretch of mountains from the Northreach all the way down

into the Kingdom and to Celestial Point, itself. 

This reach of moutains are genrally climbed only by expert 

rangers and Griffon Masters, cavalry members of the Golden 

Ordr of Astron who excel at griffon riding and training, usually

trainng and raising their mounts at the Aerie, establshed at

Crown's Peak by the Church for this explicit purpose. 

But Crown's Peak is not the safest of environs even for expert 

flyers and clibers as it is also home to dire cougars, roaming 

bands of yeti, and even a family of perytons it has been reported.

Occasionally thieves and poachers try to steal the griffons that 

the Church has "tamed" but usually this ends with the thieves 

learning the error of their ways, if they live to, and just how loyal

of companions the griffons become to their paladin riders. 

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Anchor 4

Northgate

Northgate is the last bstion of what some might consider civilized

lands before Northreach otherwise known as the Frozen North.

Being on the edge of the lands of barbarians, giants, goliath, yeti,

and other cold dangers, the people of Northgate have learned to

be hardy for the sake of survival and for the sake of their money

pouches as they might charge just a little more than other towns

for room and board, healing, food, and other services, especially

for those coming from the North. This makes Northgate both a

popular and unpopular place all at once. 

Northgate is a prime spot for guides, rangers, and the like always

ready to sell their expertise in the wilds to those who insist on 

going there. Most of these wilderness adepts, however, will turn

away those who have the look of the curious, people living 

otherwise unexciting lives who just want a peek at the wild 

reaches of the Frozen North. The kind of folk who get themselves

and others killed. 

Nor do these folk tend to do what they call "rescue missions" where a local or nearby family had a ember taken by barbarians, goliath or others as the rangers and others savvy enough to survive the wilds are also savvy enough to avoid cusing trouble with entire tribes or clans of people and creatures who call the Northreach home. 

More to these folks liking are customers who know where they are traveling to and why, looking for a particular area where an artifact is said to be burrie, or seeking somethig from wild game that onlyprowls the Frozen North and so on, taking on customers who will follow directions and not stare wide eyed when told to run or duck for cover. 

Northgate is also a good trade community, though not so much in rarity as furs, trained wolves, anti cold remedies, and the like.

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Anchor 5

Victoria

Victoria is a pleqasant enough town, if a little puzzling. 

Victoria's Townhead, the retire paladin Sir Leonard Torramon, is 

said to be almost as obessive about the law and about Astron as the

High Bishop, himself. 

The townsfolk of Victoria equally come acros as very devout and

pious, insisting on visitors attending at least one service at the 

local Church while visiting. 

However, despite this activity and attitude being very close to thqt

of Celestial Point, and the Church in general, those who have 

passed through the smaller town are rumored to have had an

uexplicable disturbing feeling. Some have said (when well away from

the town of Victoria, of course) that the devotion and pleasntness

that permeates Victoria's people feels somehow off, maybe even 

fake, as if it hides something deeper that is not a devotion to the

Father at all but something else. 

The Church chalks this up to rumors and parqanoia as they have

investigate the town thuroughly and have evern sent the legendary Witch Hunters to take a closwer look at the town's people without uncovring anything out of place. All towns have their share personality and quirky behaviors, some will say but that doesn't mean they are dealing with demons behind closed doors.

One can find shops and inns for most basic services and goods the average traveler could look for and the prices tend to be better than Northgate just a few miles away. 

Being on the edge of Lake Windmire, Victoria taverns and inns serve plenty of fish dishes, as well as trading in fish with the close Northgate and occasionally with Celestial Point, itself though a little further away.

The town also rents out cabins for hunting and fishing on the Lake. 

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Anchor 6

Lake Windmire

Lake Widmire is a peaceful, generally stilll and calm lake.

Not the lrgest of lakes in Auroria, this lake is still a favored

hunting and fishing spot for the nearby town of  Victoria, as

well as repotedly being the home of a family of water lloving

nereids, water fey and gaurdians of the world's waterways.

Some visitors to the lake, renting a fishing or hunting cabin

also panickly speak of smallish fish people who have scared

the visitors with girgling demands to "give it back" whatever

it may be. 

Victoria has hired adventurers to get to the bottom of the

fish folk scares but whatever the fish people might be, they

are evidently shy when it counts and reclusive. The

would be hunters report the feeling of being 

watched by the lake, itself, but never catching 

sight of these rumored creatures. 

As no one has been injured or assaulted by these

reported fish folk little has been pursued to come up with a more permanent solution.

Fishing and hunting continu to be a favored activity on the Lake with most coming home satisfied (and with a trove of fish or venison in tow). 

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Anchor 7

The Royal Plains

The open plains south of the Royal City of Kalemthar and

stretching for several miles. 

The Royal family and friends thereof often use the plains

for hunting small game such as rabbits or foxes but there is

another, more dangerous creature roaming and hunting the

plains, a tribe of them in fact. 

This is a tribe of centaurs who have lived on the plains for a

few generations now. Several centuries ago, one of the Royal

family wanted to hunt and do away with the centaurs only to

discover that his daugter had secretly befriended the tribe.

This touched the King's heart and since then, the Royal 

family has been on peaceful terms with the centaurs who

they will sometimes see running, keeping pace with their

horses as they hunt. 

Aside from the centaurs and the hunting copetitions that

take place there, little is remarkable about this area. Few 

dare to travel the plains, owned without question by the royal

family, even to serve as a shortcut for traveling. 

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Anchor 8

The Northern Teeth

The Norther Teeth are the longest and highest mountains

in Auroria. This stretch of moutains is home to many 

dangers ranging from yeti to icy elemental terrors to 

cunnig ice wolves and frost salamanders. 

The most infamous of the mountains dangers though is, 

if the barbarians and goliath can be believed, a white 

dragon known as Grimfrost. 

To date, the white dragon has been content hunting yeti,

mountain sheep, and barbarians that venture too close to

its lair. How long that cntentment will last is anyone's guess.

The Northern clans have learned to shy away from the 

Northern Teeth in general while still routing animals and

yeti to the mountains, lest the dragon run low on nearby 

prey and start broadenig its hunting area. 

The barbarian clans, themselves, along with the goliath​

present their own dangers. Though the clans won't typically

kill travelers to the North, they are not above asking for a

tithe for "savng" them from the dangers in the area or just because the travelers look "ovrburdened with treasure".

Not many everyday folk in Auroria travel past Northgate much less as far as the Northern Teeth or deep into the Frozen North and those foolish enough to don't geerally return.

Despite the dangers there are dventurers who hear tell of a secret cave entrance somewhere in the Northern Teeth which leads to an underground trove of magical treasures. Most agree that these tales are wild fantasy and the most one can find in that mountain is the short end of a yeti's claws or, worse, a passage into the Underdark.

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Winterkill Peak

This highest peak of the Northern Teeth is presumed to be where the white dragon Grimfrost is thought to make its lair/ 

Several brbarian and goliath clans have suffered high numbers of losses raiding the mountain and going against Grifrost but none have yet been able to fell the dragon. 

Because of this, the clans of the North have starte to call Grifrost the White Reaper. 

Yet some few warriors who have returned from Winterkill Peak just long enough to tell of something worse than the dragon on that peak.  A devil of ice is said to dwell within that mountain but whether it works with the dragon, against it, or if there is a devil of ice at all is very unknown. 

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Anchor 10

Grunsputnar: Jarl of the Frost Giants

In the mountain known as Icingwrought, a fortress made of

pure ice known as Svelt Harmmar in Giant or Ice Hammer in

Common. 

On a throne in this fortress sits Grunsputnar the Woehammer,

Jarl of the Frost Giants and the most powerfu of his kin on 

Garn. 

Grunsputnar is unknown except by rumor and whisper to

most of the peoples of Auroria, but to the clans of the North,

among the barbarians and goliath, he and his kin are most

hated and not just because the frost giants take what they want

when they want but also because the giants leave little in their

wake other than chill death. There are not many among the

North clans that have not met the sting of tragedy at the handsw

of the frost giants. 

The clans of the North are united in their hatred of the giants

and oftenjoin forces when the time comes to fight and kill

them. 

However, no ammount of the clans coming together to fight

has breached the walls of Ice Hammer or garnered so much as

the mere notice of the frost giant jarl. It isn;t that 

Grunsputnar fears the clans or any other force that might be

mustered against him it is simply that he is disinterested for none are challenge enough for him. 

In the meantime, the jarl emerges only ocsionally to hunt or pillage and sate his boredom for a short time. 

On occasion a younger frost giant thinks he is able to bet the jarl and usurp his rulership through a duel known as holmgnga. Some would be rulers do not fight with complet honor and the jarl has been poisoned and wekened with magic. 

His challengers are all dead, leaving Grunsputnar hugry for a challenger worthy of him. 

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Anchor 11
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Caern of Jarl Dreki Hreggtor

Deep beneath the mountain, Icingwrought, in the bowels of 

the frigid earth only accessible by secret means if not through

th frost giant fortress of Svelt Harmmar, is the caern and 

grave of the revered first jarl of the Northreach, Jarl Dreki

Hreggtor. 

Yet, as revered as this great hero and leader of the frost giants​

is, none visit this graveside, not even the giants, themselves. 

Some say it is because the cqern is cursed and  dark spirit has

come to call the resting place of the great jarl its hoe for some

unknown reason, oters sqy that the spirit of the jarl, himself,

wlks those ancient halls for some unresolved purpose. 

Whatever lurks in the caern, it has given pause to the frost

giants, perhaps even instilling a feeling that none of thm are

used to or would admit to feeling. Fear.

Rumors tell of other things in the caern as well, treasures that

were buried with the jarl out of respect to him, some even

being magical. But no one is foolish enough to attempt to

find their way past the powerful giants and into the caern, itself.

It is said, the sign of nearing the caern in the twisting, icy tunnels, is the bones of a gigantic beast that Jarl Dreki Hreggtor fell as his first kill as a younger giant.

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Frost Lake

This frozen lake in the Northreach is known for its persitant

cold year round, needig to be cut away bits at a time and 

then melted down with a cooking or campfire if used for

drink. 

It is said that beneath the ice dwell cold fey kown as 

pogakori, icy fey spirits who promote endless cold and 

winter. 

Other creatures og icy cold are said to call the Frost Lake

hoe as well, making it very dangerous and not a place to

tally for long. 

Neither the clans of the North, the yeti, or the frost giants

attempt to hold the immediate land surrounding the land

which is said to be even colder than the rest of the 

Northreach and is considered either a holy or cursed site, or

perhaps both. 

One clan of barbarians do make it a habit of ice fishing at the

Frost Lake, the Nanuq or Ice Bear Clan whom other clans

call both brave and wrong in the head for doing, a trafition or

no. 

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The Frostfang

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Off the shore of the Frozen North, a mountainous island of 

pure ice rises from the water. This is the Frostfang which 

appears, at a distance, to be impenatrable ice. If one is to land

on this "island" however, it is discovered that there are caverns

and tunnels running throughout the icy interior of the 

Frostfang. 

Rumors of treasures and fallen heroes within the Frostfng 

abound though, of course, no one has any physical evidence of

this as those exploring these tunnels end up running away or 

dead, those running reporting icy oozes moving nearly invisibly

throughout the tunnels of the Frostfang. Its also been said that

the lower tunnelsw of this floatng ice cavern is underwater. 

submerged in the icy depths of the Cold Sea. 

What the true nture of the Frostfang is or what has created its

considerable tunels is a mystery. 

​

​

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Royal Farmlands

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The Royal Farmlands are owned by the royal family but are 

operated by the Farm Manager, Leomond Jorgunson who

lives on the farm with his family and the seasonal farm hands

who work and live on the farm in a rotation some of them

being regular workers and some only showin up for quick

work to not be seen again. 

More Royal soldiers or Order paladins can be seen visiting 

the farms than one might think. This is for the simple reason

that the farmlands is an important sset to the Kingdom as 

the farms yield the food supply for the entire Eastern side of

the kingdom and the western farms are much less in size and

yield, though they might be able to help with feeding the 

entirity of Auroria  in a pinch. 

Aside from fields of wheat, rows of vegetables such as corn,

tomatoes, beans, and radishes, are also cows and chickens, 

sheep and horses. 

The well protected and well worked farms are a proficiency-​

oriented place. Room for visitors is not really a thing on the farms.

If one wants a roof or food then it is not a short visit but they are expected to stay (and work) for at least a week, a season being the preference. 

​

Jewels of Prosperity

This group of islands off the East coast of Auroria are small,

tropical paradises for the wealthy and powerful of the 

Kingdom. 

The Jewels hold an aesthetic similar to that of the Eastern land

of Nazenka. Despite the War of the Genies fought centuries ago

when the Western Kingdom had been betryed and siezed by 

the Saltan of Nazenka, the goals of the genies nothing short of

enslaving all of the Western Kingdom, the Eastern influence

such as the cuisine and entertainers has remained popular in

its influence since the Kingdom repelled the invaders so long

ago. 

Soe of the Nazenkan families who worked for the Kingdom 

even managed to secure protection and avoid a wartime 

prison by denouncing the genies and swearing fielty to the

Kingdom. Descendants of these families still live on and 

operate the luxurious cabins and taverns on the Jewels to this

day, including some few genasi, risha, and tabaxi in the mix. 

The Jewels of Properity are made up of three islands, each offering

their own enjoyments and themes for those who can afford to visit them.

​

Jewel of Royalty

This island is reserved fo the Royal family where a large estate sits aong servant cabins and a lush, island plain. 

The Jewel of Royalty is very well guarded by stealthy rangers and soldiers able to remain invisible and unobtrusive, the Royal familt at least wanting the illusion of not always being surrounded by the King's Guard.

Here, luxurious food, exotic animals, and the greatest beach life is had when the family can make it to the island. 

​

Jewel of Sands

To the Southeast of the Royal Jewel is the mostly deserted Jewel of Sands. Aside from a gurd outpost and some cbabins for the Royal huntsmen who are appointed to the island, not much else exist here except a rogue, elusive sand dragon that was brought to the island as a wyrmling for entertainment and then escpaped, terrorizing the Jewel of Sands ever since. 

Where it makes its true lair is unknown as it has tricked its hunters again and again with false lairs resulting in hunters falling to traps and other hazards such as sand devils that the dragon has, somehow, recruited into its service. 

Until the dragon is taken care of, this island is off limits even for the Royal family.

​

Jewel of the Jungle

This island is composed of deeper jungles and old, ruined temples, the secrets of which awit discovery, or so visitors think. Though the island locals have gone through great lengths to make the island feel "adventurous", the truth is that the old, twisted temple and the jungle it sits in were made safe centuries ago, illusion mqagic and mechanical "traps" used to feed the gimmick of the Jewel of the Jungle and keep it a favorite spot for fun among the wealthy, giving them a sense of danger and adventure that the pmpered people might never, otherwise, experience.

​

Jewel of Pleasure

Made up of resorts, taverns, and even Eastern-style massage parlors and dance theaters, this island is dedicated to providing the utmost pleasure to its visitors. No matter the craving, it can be fed on the Jewel of Pleasure, far from the prying and judgmental eyes of the Golden Order of Astron who have no influence here (though it is rumored that some of the higher ups outside of the High Bishop, do visit this island). 

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Jewelside

Anchor 17

The smallish port and fishing town of Jewelside is almost

exclusively purposed for taking the wealthy visitors to the 

Jewels of Prosperity to the said isles, the rest of its boats used

eclusively for fishing (not that any of the fishermen or sailors

would be opposed to selling passage along the water but long 

distant cargo or passenger services are just not found here 

That is the purpose of larger ports such as Port Royal to the

North or Port Rainford further South. 

Aside from passage to and from the Jewels of Prosperity, this

town has several taverns and a few shops selling equipment and

services that can't be had on the tropical islands. 

The Singing Seahorse is an especially rowdy tavern where plenty

of drunken singing is always heard and even encouraqged, 

bards often visiting and singing well-known songs that the 

audience can sing along with. 

The Pickled Fish is another popular tavern though likely for its

quieter atmosphere and rather cheap drinks, catering more to

the fisheren and sailors than the wealthy visitors to Jewelside and th Jewels of Prosperity.

​​​

Road Gate

These large, stone towers and gates are found throughout the

Kingdom, manned by Royal guards and often a cleric or paladin of

the Goldn Order of Astron. 

These checkpoints are also a way to collect the mandated "travel

tax" which, mostly, goes into the royal coffers. 

​The guards of these gates keep an eye out for suspicious activity

and the criminal element such as would be highwaymen, hijackers,

or even darker elements such as cultists. 

Mostly, though, the guards posted at these gates are bored, not 

necessarily very attentive souls going through the motions and

shaking travelers up for taxes. 

However, there is a time when the guards are on high alert and

this time occurs a few hours each day. This is when a commander

makes the rounds to check on the conditions of the gates and the

guards manning them. 

Commanders make these rounds atop their griffons, giving the 

watch a small bit of time to make sure the gate is at its best. 

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Woodside

Woodside sits on the edge of the Living Forest, th domain of the

elves. For those traveling into the domain of the elves, it is a last

stop to equip and prepare before heding into the wilderness. 

​Woodside is not a large town and boasts a cofortable inn and 

tavern, the Cozy Canopy, as well as a hndful of equipment shops.

The Tree's Tincture is a herbalist shop run by the halfling druid 

Gilly Greenfoot which boasts the best herbalist supplies and 

natural mixtures outside of the elven domain, itself. 

Woodside's townhead is the half-elf Jonner Goodthorn, an 

especially good natured fellow who delights in rumors and 

knowing the business of everyone in his town. He doesn;'s keep

abreast of everyone's business out of any shifty agenda or motive,

truth be told Jonner doesn't have a bone of ill will in his entire 

body, but rather, he does so out of loneliness and boredom, not

having a family of his own and few true friends that are not 

friends of political convenience. 

No one in Woodside has a bad thing to say about their townhead,

but the friendly man is just that to most of the town. A friend. 

Woodside was founded with the elven lands in mind, thinking to be the center of trade with the elven people and expected to grow into a thriving town, perhaps even a city. But the expectations were higher than the reality. The reality being that there is little that the outside world has to offer the elves, other than some spices or ale out of curiosity more than out of need. 

For this reason, the town has remained small, making its business from travelers journeying into the elven wilds or those stopping by on the road for need to rest and recoup. 

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Port Rainford

Off the rainy, Sourthern shore of Auroria sits the port town of the

aptly names Port Rainford.

Port Rainford is the primary port of trade and passngers for 

Auroria, opening into a very convenient and easy to access shipping

lane as well as having less thurough search of goods and passengers

than Port Royal. 

The downside to buying passage or cargo shipment through Port

Rainford is that there are occasion run ins with the Bloodskull 

Pirates which no Royal ship would ever run afoul of. 

Aside from buying passge or sending cargo via a ship, this town

has housing for the locals, inns such as the Luna Sea Inn and the

Fanged Duck. 

Port Rainford has plenty of seqside equipment shops dealing in

everyday goods as well as a few shops such as Sea Magics run by

Rummold Grimsilver, a wizard of some renown (though hardly as

well known as Grenwald, himself). Magic of the Sea can be 

bought here.

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The Gnome Village of Glitterleaf

Built close to the edge of the Living Forest, Glitterleaf is a village

that straddles the wooland realm of the elves and the Kingdom 

of Auroria both. 

The gnomes of Glitterleaf led by the smiling elder, Jola Bobblekip,

are a very friendly if overly curious bunch. Though their shops

have been built with the bigger folk in mind, dwafing their much 

smaller homes and making for a kind of architectural shock for 

those taking too close a look, they retain a style unique to the

gnomish builders. 

Glitterleaf is populated mostly by green gnomes but rock gnomes

also live in the town such as Makki Steelboots, owner of the 

Golden Gear where he subjects unsuspecting shoppers to his

inventions, some of which even work as intended. 

Telsi's Teashop is one of the most renowned shops in the village,

selling mystical teas that do everything from curing headaces to

removing poisons. 

The Green Cup is the local drinking and sleepng spot, very popular with visitors and at a more than fair cost. 

The people of Glitterleaf are very excepting of all manner of folks but, so it is said, they will readilly report game hunters, poachers, and other defilers of nature to the elves before such even take their first steps into the Living Forest. 

​​

The Seaside Church of Astron

 The Golden Order of Astron maintains a seaside church for travelers

to stop at, to worship at, and be reminded that the grace and wonder

of the Father, a rminder that the god of light is still by their side. 

Along with the central church, itself, three shrines dedicated to 

Astron also stand, for those who wish a quieter more one on one

prayer site with their god. 

A small dock also exists, able to moor smaller vessels but the Church

does not supply seafaring vessels and the docks are only meant for

those seafaring travelers looking for some peace and worship in

their travels. 

The priest who maintains the church is Father Rebula Tonnerson. 

Aside from offering daily church sermons and quiet areas to pray,

Father Tonnrson also offers healing and blessings to those who

truly need it and can make an offering to the Church. 

Smaller shrines to other gods are also scattered bout the church 

grounds, not for worship but as reverence to the "lesser" gods that

the Father rules over. 

Though not places intended for worship, Father Tonnerson and the

other members of the Church simply don't notice the small prayers

being uttered to these other gods by some visitors, choose your battles as the saying goes.

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White Mantle

The largest city in Auroria, White Mantle is a sprawling city of

various peoples and cultures. 

From the wondrous shopsand stalls of the Market Square to the

beautifully built homes of Manor Hill, White Mantle is an amazing

and immense city. 

Delemvar Katheris, the Lord of White Mantle, is a large, muscular

man and a shrewd but fair ruler to the grand city.

The city obeys nnd upholds the lws of the Kingdom but is not so

stringent and religiously militeristic as Celestian Point, Lord

Katheris believing that the freedom and enjoyment of his people

to be more iportant than upholding every single tenet and 

supposed wish of Astron. This pits the good Lord of White Mantle

agaist some of the most fervent and influential of the Church. 

He remains steadfast and the Church stays its hand in not simply

convincing the King to remove him, avoiding revolution in the

sizeable city. 

White Mantle has countless interesting places to see and visit and the following is just a mention of some of the more noteable locations in the city and is not an exhausted list. 

​

The Market Square

Having some of th ost interesting shops and open air market stalls, this large area in the Eastern city is awe inspiring with soething to see (and buy) in every direction. 

The Great Bazaar

This area of Market Square is a sprawling cacophany of tents, stalls, and pavilions of all different colors and designs. It is said most things can be found in the Bazaar if a soul looks hard enough and has enough money to spend but, truly, the most wondrous items are not the ones sold in private sales but at the three times weekly held auctions in the Auctioneer Pavilion in the center of the Bazaar.

Beshelba's Baubles

The older gnome, Beshelba, owns a magic shop that deals in minor magic items, materials, and books on magic philosophies. 

Baskerville's Books

This shop of tomes owned by the pleasant and elderly Goramin, holds books on history, religion, the arcane, and other topics. Research and learning can be achieved here. 

Dotty the Diviner

Fortune tellers are lookd down on in Auroria, which is why Dotty has "rebranded" herself a diviner, claiming to be passing on information and insight that the Father wants to impart on others. Some rumors say that Dotty used to be, or may still be, one of the Painted People hiding her fortune telling abilities in "divinity" as to avoid suspicion because, if the Order could prove these rumors, Dotty would be arrested for heresy. 

Whatever the truth behind her abilities, her abilities can be very accurate and she is certainly no charlatan.

Hammer and Anvil

A armor and weapon shop owned and operated by Quinn Ralathorp. This shop deals in well made weapons and specialty weapons made of cold iron or silver. Quinn can even arrange for adamantine weapons though these take money and tme to gather the materials. 

The Holy Hand Clerical Supplies

A shop dedicated to supplying clerics with what they need, mostly the clerics that align with Astron but a few other supplies can be found on occasion. 

The Potted Plant

A shop run by the retired druid, Graum Greenmane. His shop deals in mostly decorative plants, specialty herbs, and a one of a kind category of plant familiars. 

​

Feasting Way​

This stretch of several streets contain various eateries, taverns, and inns. People travel from all over Auroria to sample the foods in White Mantle and its famous Feasting Way. But not only the food, but the famous entertainment offered by renowned bards and telltales. 

Caleshem's Cuisines

The famous chef Caleshem, once working for the Royal family, itself, presents recipes from aroud the world, but with his own touch. everyone who has paid the pricey money to taste Caleshem's cooking has come away happy.

Eat and Sleep Inn

One of the most cofortable inns in the land, the Eat and Sleep Inn is run by the Rumcreek family of halflings, owned by Navis and Selly Rumcreek. The inn boasts goose down pillows and mattresses as well as a delicious family recipe for salted pork. 

West Street Bakery

Located on West Street, of course, this shop hosts amazing bked goods from classic muffins and sandwiches to unique items such as Skyberry pie. 

​

Officials' Quarter

The Officials' Quarter is where all the city's official business is conducted, be it obtaining a merchqant's seal, officializing an adoption or marriage, standing trial for a crime, or any other manner of business that needs doing in White Mantle. 

Courthouse

Judge Dillon Evercrest oversees the courthouse, offializing marriages, trying criminals, settling disputes, and other court business is conducted by the older man who is known to be stern but fair enough. 

Center Park

In the middle of the official buildings and busy people, is a beautiful park of fountains, vibrant trees, and various flowers. The park marks the city's center.

Stormsteel Prison

The city's prison, Stormsteel is one of the last places a criminal or even someone accuswed of a crime wants to find themselves. The wardens of the prison are known to be some of the hardest and least copromising or copassionate people in the land. 

Criminals are worked hard and barely fed, isbehavior withi the prison is rare and not long tolerated, and it is an over all unplesant place where you spend your time dressed in chains and used breeches. 

​

Copper Way

Most cities have their...less than pleasant areas and Copper Wy is White Mantle's. The disheveled and poor live as best they can in the slums of White Mantle, called Copper Way because most of its residents are luck to have a few coppers on their person. 

The Churc has done enormous efforts to try to help the poor of White Mantle, but have found many have encountered one tragedy or another turnig them to alcohol or worse, the relatively new drug known as Potion.

For this reason, most of the poor of Copper Way wallow at the bottom of the pit that has become thir lives. 

The Kitchens

This kitchen, operated by the Golden Order of Astron, is maintained as best it can be, being the most popular place in Copper Way as even those afflicted with Potion need to eat. 

Some minor crimes and debts can be worked off by doing time in th Kitchens, serving and cooking for the poor.

Rosethorn Graveyard

The truly desperate have come to dwell and even sleep in the old Rosethorn Graveyard locted in the bqack area of Copper Way. Word and rumor says some of the poor souls in the graveyard have died here, rising as a family of ghouls that haunt the place. 

Stinktown and the Scarecrows

The sewers of the city have been converted, it is told, by a group of rogues and thugs known as the Scarecrows due to the burlap sack masks they wear to commit their crimes. 

The authorities of White Mantle have had no luck ending this criminal group as they seem to disappear in the city's sewers. 

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Grenwald's Tower

The wizard Grenwald, one of if not the most famous wizards in the

world, dwells in a secluded tower on the edge of the Living Forest

and Northreach. 

Often sought after by the Royal family and the Church alike for his

wisdom, the wizaqrd nonetheless spends most of his time 

sequestered in his tower and, should he decide to stop responding

to those seeking his guidance and magic, it is unlikely any could

successfully besiege the tower and its magic. 

Grenwald often has an apprentice who is part student and part

servant though, at the moment the word is that he has not found an

apprentice worth taking under his wing and is inbetween students.

Grenwald has a history for sending for would be heroes and 

adventurers or appearng before them with a task or quest if you 

will. 

These undertakings rarly seem world shaking, go and fetch this

item or go and deal with this monster, usually being well enough 

rewarded for the party's time. But no matter how small the task seems, no one to date has refused the wizard.

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The wizard, himslelf, is a man shrouded in mystery, if he is even a

man. His age is unknown and there seems to always have been

stories of Grenwld, throughout the histories of this land and even

the histories of the Western World.

Some stories tell of a demigod, the son of the Mother of Mysteries,

Magga also known as the Goddess of the Arcane, who was adept and

impossibly wise in the ways of both magic and the nature of the 

world at large. 

Magga, this story tells, tasked her son with bringig wisdo to those

who would seek it to make the world a better place and, of course,

to spread the understnding of magic to all who would learn it. 

In this manner and belief, Grenwald is known as Grenwald 

Drakkenson.

Yet another tale, tells of a man born of a night hag and a tiefling,

an unholy union to be sure (some versions of this story make him

the son of a succubus and tiefling, instead). Grenwald rejected his

findish origins, however, and eventually his magics allowed him to erase any traces of his fiendish birth, resulting in the form he appears as now. 

But, this tale cautions, it is unhealthy to rely on the wizard too often and for too much, for the curse of his fiendish lineage eventually touches those who do so. 

Whatever Grenwald's true story, he is ancient, powerful, and well respected in all of Auroria and even the world.

​

Royal Elven City of Hath Shaelor

Located in the Living Wood, the Royal city of the elves, Hath 

Shaelor is the head of the Elven kingdom in Auroria. 

The Lady of the Living Forest, Arienanna, is the ruler of Hath 

Shaelor as well as representing all the elven people in Auroria,

independant of the Elven King Osharn in Raenatha. 

Though the Lady has had several suitors among her people, 

Arienanna has remained unwed since the passing of her husbnd, 

Variondor, turning her attention instead to her kingdom and her

people, burying her heart in her rulership and her twin children,

Glendraya and Halamon.

The Royal city of the elves is rarely seen by outsiders, save for the 

King, himself. In fact, the Royal guard who travel with the King are

blinded using magic while in Hath Shaelor, creating a least favorite

guard detail task when told they will be traveling to the Living 

Forest. It is highly unlikely that this small group of guards would

ever be of much use, should the elves decide to kill the King but blinded, they feel even more useless. Not that any of the guard would mention this to the King or the elves. 

Luckily for all involved, the elves are not a cruel people even if a little arrogant. Elven patrols in the Living Forest will even guide those lost in their woods out of the woods and back to the nearest road. 

Those attempting to ifiltrate the Elven kingdom, however, are not treated with any amout of kindness or forgiveness. What happens to such skulkers is unknown, though, as none are seen again. Even among the elves who are not in the council of the Royal court, itself, this remains a mystery left up to the imagination. 

There are no shops or inns in th great elven city as the city is reserve for the elves, themselves, who have no need for money among their own commuities. Trading is alwys done in the towns and cities of others, envoys of shrewd elves making the journies for trade. Elves prefer materials an goods directly, over money as money means more time and travel to buy the items the elves actually need, but the elves understand how the world outside their kingdoms work and will grudgingly accept money if none are directly trading the materiqls they seek. 

The elves typically hold elven vinyards with Elven wine being very sought after, especially by taverns in such wealthy places as the Royal City of Kalemthar or the higher end establishents in White Mantle. 

Elves also trade in woodworking, theirs being among the best in the world, especially bows and arrows, even magically enchnted arrows and bolts as well as elven cloaks and other lightweight but sturdy garments.

The elves of Auroria keep on good terms with the Kingdom mostly out of their understnding that their people form a symbiotic relatonship with the other peoples of Auroria but also because the elves know that their numbers are smaller and trying to force others uder their banner, which is not the elven way to begin with, would be a losing proposition. 

Though the elves do not work against the other peoples surrouding their lands, nor do they help in everyday events and struggles. It takes something that effects the elves, theselves, or a rare world shaking crisis for the elves to get involved. 

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Elven Town of Draori

Draori is a smaller commuity of Winshara overseen by the Faeorynn

Canopy (family). 

Draori is seldom visited by the more royal and traditional Erandar

elves but often the Quinabrekk will visit the comunity, especially if

a party or celebration is going on. 

This small comunity consists of the elven homes, mostly built into 

the trees, themselves, as is common with the elves as a whole, as well

as the Mooting, a hall dedicated to meetings that concern all of the

Wisharan elves of the Living Forest or intended for the rare meetings

with those outside the commuity. 

Elves traveling throug the Livin Forest, native to Auroria or not, are

always welcome in Draori as tradition demands and the local elves

will always scrifice their own beds, sleeping in the family gathering

chambers or other available area in order to make guests 

cofortable. For this reason, elven homes in Draori may have a guest

chamber built just in case. 

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Elven Watch

The ever wary elves have excellent senses, making them naturals for

seeing a threat or out of place wanderers in the Living Forest. Aside

from elven patrols that roam the woodland realm, there are also a

few towers to give an elevated view of the elven lands and nearby

land outside of the Woodland kingdom. 

Those wandering into the lands of the elves, be it intentional or 

accidental can expect an encounter with an elven watch quite quickly.

Though not as common as the patrols on the ground and in the trees

of the Living Forest, there are some few hippogriff riders as well, 

usually only called on for aerial threats or when a sky-eyed view is

called for. 

Over all, the elves of the Living Forest are well protected from threats

in or above their wildrness kingdom and offers caution to those who

would dare even a single step into their wilderness domain. 

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Ruins of Targ Althuuk

One of the black marks on Elven history is the cult that existed in the

town whose name has been lost and buried in history but is now called

Targ Althuuk which means "Dark Blight" to the elves. 

Around two millenia ago, the prosperous elven community of this

town held a dark and bloody secret to their small comunity. As irony 

would have it, it would be a curious group of Quinabrekk elves that

would ucovr that something was amiss with the town and that its

Winsharan inhabitants were hiding something. But the Erandar high

elves of the kingdom did not believe the Quinabrekk and through 

their lofty, hedonistic ways had gotten the better of them or that they

were jealous of the town's comfort and prosperity. 

It would not be until a youg high elven woman, who stopped into the

town for a rest and meal, would disappear before the rest of the 

kingdom would take what the wild elves had claied seriously. 

By then it was too late for the young elven warrior and others that had gone missing over the years, presumed to

have been lost due to vicious wilderness plants or beasts but actually sacrificed to the vile demon lordess Ixthazol, in exchange for prosperity and glory for their town, these elves once found out became the first elven blooded tieflings on Garn, cursed to be bound to the blood of the demon they worshipped over Corellon Larethian and the other elven deities. 

The town, itself was burned and motly destoryed, its remains turning to stone, its peoples exiled from all elven lands ever since. 

The evil of the cursed cult and the town thyey had inhabited had come to a close but legnds tell of a hidden evil beneath the ruins that still persists to this day, darkenng the woods immediately surrouding it and cursing any who dare to venture into the ruins, themselves.

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Seldrine Shrine

This woodland shrine dedicated to the Seldarine who are the family

of elven gods including Corellon Larethian, the leader of the elven

gods, Erevan Ilesere the Trickster, Hanali Celanil the Lover, 

Sehanine Moonbow the Moon Maiden, Solonor Thelandira the 

Hunter, Mielikki of the Beasts, as well as the god Geb the nature

deity not part of the Seldrine but rvered by many elves as a nature

deity. 

The druid mother Namanielle watches over and sees to the care of

the shrine. She will gladly rcount the stories and lore of the gods of

the shrine to anywho will listen, even non-elven visitors invited to

tour the area or guided past the shrine. 

The shrine is also said to glow with a kind of green flame when there

is a danger to the forest, an occurance that has not been seen since

the Toll Rais over three centuries ago. It is sai that the flame does 

not only serve as warning but also to empower the magics of the

elves as well.

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The Living Forest

The Living Forest is the largest epanse of wilderness in Auroria. It is also the kingdom of the Aurorian elves who dwell and rule this expnse of woodlands surrounding their royal city of Hath Shaelor. This forest is rich with all manner of beasts one would find in the woods but with much higher a number. For this reason alone, several less scupulous hunters and pochers try to sneak through the woods to claim plentiful game before being caught. Unfortunately for these would be intruders, elves are not only very observant of their domain, but the Living Forest doesn't just get its name from the beutiful scenery but also for the very real threats of monstrous beasts such as owlbears and dire wolves and monstrous plants such as shambling mounds and treants. 

The nature of the forest itself, is enchnted in a way that confuses non-elves and makes it likely that outsiders in the woods will be lost within a few leagues of travel. 

The Living Forest is also said to be a thin veil between the world and the land of the fey known as the Feywild.

Most Aurorians know that this stretch of forest belongs to the wild and to the elves, avoiding it at all cost and quick to warn visitors to Auroria as well. Rangers and wilderness guides will scoff or laugh outright at those who try to hire the to enter the Living Forest. 

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The Well Earned Rest

Anchor 31

This lodge on the Southern Road of Auroria is renowned for its fresh,

hot meals, its natural forest springs for bathing, and its magically

blessed sleep accomodations which leaves every traveller even more

refreshed than an ordinary night's sleep. 

The Well Earned Rest is owned by the couple, Waynard a tall, red-

headed man and the half-elf Hildrynne Skycloak. The Skycloaks also

have a staff of very well natured halflings who seem to be very 

content in their work.

The nature of the magic called upon to provide the arcane rest of the

inn is a well-kept family secret thoug they will assure any concerned

traveler (or a concerned inquisitor of the Church especially) that the

magic is not witchcraft and is harmless in its nature. 

The Well Earned Rest remains an important stop on the road for the

average traveler. 

​

Harrowthorn Woods

South of the Living Forest exists a darker patch of wilderness known

as Harrowthorn Woods. These woodlands seem to be in perpetual 

night from its thick, gnarled canopy and where the skies peek through

they always seem to be overcast and on the verge of a storm. 

The woods are said to be cursed, haunted, or both with strange 

whispers that seem to choose who hears them and twisted, evil trees

that drink the blood of those unfortunate enough to get near their 

branches. 

Even the woodland denizens that stalk these woods are said to be

unnatural with an evil, cruel bent. 

​

Witchlight

Among this vile forest is said to be enchnting lights that appear as

guiding lanterns. But these lights that appear helpful at first always

seem to enchant travelers, leading them to their doom. 

​

Anchor 32

The Black Marsh

The Black Marsh located next to Harrowthorn Woods is an even more

dangerous place, known for its swamp trolls but, worse, is whatever

the monsters refer to as "Mother". 

Aside from the dangers of the trolls, there are other dangers and

denizens in these dark swamps including killer plants,giant frogs

and gators, and the site of a haunted battlefield. 

So dangerous are these marshes that the South Road goes for

miles around it and Harrowthorn Woods to avoid the

dangers therein. 

A purge of the swamp has been suggested many a time,

the idea only to be quashed by the High Bishop of the

Golden Order of Astron for mysterious and completely unknown

reasons. Regardless, the Eldritch Hunters have made their own

excursions into the vile swamp only for very few to survive the journey

and the trolls. Those returning suffered nightmares for months thereafter, causing the evil hunting organization to withdraw its efforts to clean out the marsh for now.

​

Anchor 33

The Shimmering Coast

Anchor 34

The Southern coast of Auroria, known as the Shimmring Coast, is an

expanse of rocky and sandy beach known for both its beauty and its

dangers. 

Travelers enjoying making camp on the sands of the beaches in the 

warm ocean breeze but many soon learn not to post the camp too

close to the ocean, itself as it is home to families of giant crabs, 

cray fish, as well as fish folk who, otherwise, keep to the deep

waters of the Shimering Sea, the coast is named after. 

​There is rumor talk of seaside caverns and shllow coral

reef grottos containing hidden tresures. But others 

warn that these rumors are being spread to as a trap to

ensnare those who go looking for these hidden treasures,

non of whom are ever seen again. 

Some say a group of oceanic druids calling themselves the Circle of

the Sea who use the ocean and its storms to hide from the watchful and 

fanatical eyes of the Church. 

​

Twin Rivers

Aptly named for its location between the Twin Rivers which the 

town is named for, this ostly cozy place is as nice a place to settle

down as it is for travelers to visit. 

Fshing and hunting both make for very sport and full bellies for the

townsfolk and the recipes of the dwarf cook Mjarrie Steelvein at the

Grand Elk Inn, named for the gigantic elk head over the inn/bar

counter. 

Other than the Grand Elk, there is little to the small town other than

plenty of housing and a few hunting lodges. 

Fishing in the Twin Rivers is licensed for the protection of the local

food sources, though fishing upriver where the two join is free 

fishing. 

​

​

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Anchor 35

Shadow Rock

These rocky foothills and outcroppings are perpetually in shadow

giving the cold place its name. Minor peaks reach up, cssting more

shaqdows on the place as well. 

A group of passages here is known to lead into the deep earth 

known as the Undrdark. 

Occasional scouting parties and raiders of dark elves or duergar

sometimes rise from Shadow Rock to attack traverlers or to fall on

the town of Twin Rivers. 

But thes evils and dangers are mild compared to the true terror 

that regiments of the Golden Order of Astron have reported 

dwelling deep under the Shadow Rock, this being a dragon that is

said to wield shadow, itself against those who foolishly disturb its

lair. 

The King has issued a huting order and a great reward for any who

can kill the horrifying dragon but, to date, none who have taken the

endeavor have accomplshed the task or even returned from the depths below Shadow Rock.

​

Anchor 36

The Drinking Dragon Tavern

The Drinking Dragon is the most popular halfling tavern in Auroria

which is saying quite a lot, if you ask a halfling. 

Though most spaces for halflings are made to the size of the 

smaller folk, the Drinking Dragon is made slightly larger for the

comfort of visitors to the tavern which are mostly travelers along

the Western Road. 

The tavern serves as an inn as well with some moderately 

comfortable (if cramped) rooms upstairs. 

The Drinking Dragon has indoor and outdoor seating and serves

lemon roasted fish dinner as well as barley ale or locally grown

pipe-weed. 

Prices are more than fair at the Drinking Dragon, they are even a

bit on the low end for the food and roos offered. 

Gwendelynne (Gwendy) Tendertoe inhereted the tavern from her

late husband and her and her grown up kids keep the place very

clean and tidy out of loving memory of her husband.

All of the wenches and cleaning maid staff are3 halflings save for one bullywog cook, Croakbottom,  who had a change of faith and life when he first tried the Tendertoe recipe rabbit stew, deciding to be the best cook in the land therefter (and does not do a half bad job at that),

Anchor 37

The Halfling Town of Lakeshire

The pleasant town of Lakeshire is one of the two halfling towns

built on the town's namesake of Sleepy Lake, known for its 

stillness and calm, as well as its great fishing spots. 

The halfling town has no walls or real defenses nor does it need

any as none are too interested in raiding or really paying much

heed to the small living spaces of the halfling folk save the most

depraved or desparate of monster folk and those types haven't

been seen in this part of Auroria in several an age. 

The halflings of Lakeshire would, perhaps fear the dark elves or

duergar dwarves from Shdow Rock if they were to make it 

further North than Twin Rivers which they have not to date.

The halflings are also beneath the notice of the Church for the

most part and, though some among their people have converted

to Astron, most halflings still worship the matron goddess

Yondalla and her children. 

The town of Lakeshire does have a few shops meant to barter

for other goods and services among the halfling commuity (though they also trade for money as some halflings travel to work or run businesses outside of town). 

The shops in Lakeshire are for practical needs dealing in food, fishing and huting equipment, and medicines. 

Hlflings are not opposed to selling to outsider shoppers who can handle the cramped quarters of the shops and the fact that non-halflings simply get chrged a wee bit more. 

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Anchor 38

Sleepy Lake

As its name implies, Sleepy Lake is a very calm, glassy lake on all

but the most stormy days or nights which, thankfully, does not

strike the area very often. 

The lake feeds a river supplying water to the Elven kingdom in

the Living Forest and supplies the elves and halflings both with

fish, either by the halflings trading with the elves or some elves

fishing for thmselves. 

Elves who enjoy fishing often make fast friends or at least fishing

copanions with halfling fishermen, often smoking pipe-weed

together or sharing some elven win while sharing stories or songs

from their repsective cultures. 

But few places are without their secrets and Sleepy Lake is no

exception/ It is whispered among the halflings, especially the 

halfling elders that there is a creature that sleeps within the lake.

A creature mafe of sea coral and the bones of a giant fish which

used to be the guardian of the lake and, in fact, the halfling 

people as well. But none alive today know the secret for keeping the creature bound to the halflings and if any were to disturb it or the jewel embedded within it, it is unertain what it would do. This story is only known to the halflings who never speak of it to others from fear that some outsider might try to steal the gem and unleash the monster on the lake and the two halfling towns around it. 

​

Anchor 39

The Halfling Town of Lake's Crossing

The second halfling town in Auroria, Lake's Crossing is located

just across Sleepy Lake from Lakeshire. 

The halfling folk of Lake's Crossing are just as peaceful and

pleasant as the folks of Lakeshire though the two have some

healthy and friendly competitive natures with one another, 

especially during the Annual Fall pie baking competition of 

which both towns hold about equal bosting rights to winning 

over the decades since it has started. 

Aside from this, the two towns hold other competitions such

as the Spring Fish off to see who can catch the most fish, or the

Wnter Snowball War (mostly a game among the halfling

children.

Just as much as the copetitions, however, the towns come 

together for shared celebrations, the Nature's Plenty, a

holliday dedicated to Yollonda, the Spring Love Festival where 

prospective young folk from each town ask one from the other

town to dance, starting a courtship if successful and building a

union between the two towns and among the halfling comunity as a whole. 

​

Anchor 40

The Frostwood

The Frostwood borders the lands of the Kingdom of Auroria

and the Northreach. This dangerous, iee covered woodland

boasts dangers beyond the packs of wolves and ice leopards,

also harboring more dangerous monsters such as yeti hunting

bands from the mountains and even the occasional frost 

giant venturing South to prove its bravery.

Barbarians occasionally hunt the woods as well, though much

rarer seen than other dangers. 

One of the most notorious dangers in the woods is an icy 

spirit of some sort, appearing as a semi-transparent warrior

of ice, haunting a snow covered mortuary and

challenging any who tresspass on his grave (one presumes it

is this spirit's grave at least). 

None hav bested this restless ice ghost and most have run for

their lives, the spirit allowing those who wish to flee to leave

without pursuit, simply concerned with guarding its grave. 

The other monsters in the area seem to have no use of 

what the spirit guards and seem to stay clear of the area out of instinct.

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Anchor 41

Rathnor Jorganson: King of the Northern Clans

King Rathnor Jorganson is the udisputed ruler of the Northern

clans of barbarians. 

He is an aging and graying man and it is unsure which of his

sons will replace him, the headstrong but strong hearted 

Lihoff or the more level headed but weaker of will Strohmor. 

Both have their ideas of how to handle the growing tensions

with the more nomadic goliaths who have already made noise

of not following the lead of whichever son follows their father

as king. 

Between this, keeping the yeti dens in check, and staying one

step ahead of the frost giants, Rathnor's sons have their work

cut out for them, along with proven themselves to their own 

people, especially the Clan Stormwolf who have always 

coveted and wanted to usurp rulership from Rathnor's 

Frostbear Clan. 

King Rathnor truly cares about the Clans as a whole, as well as

preserving the traditions and way of life they have held to for

centuries. 

Rathnor Jorganson had to prove himself early in life when his father was killyed by the Frost Giant Grimfist the Banehammer. He took his Clan titles in quick succession, Rathnor Icefoe upon taking down an alpha yeti on his own, Rathnor Wolfmaster when he raised the pair of Winter Wolves, Fror and Geisa who remain his closest guards, then Rathnor Poison Drinker when his brother Heigar failed to give him enough poison to kill hm, and finally Rathnor Giantsbane when he killed the giant that had killed his father and then brought down its entire steading. 

Rathnor insists he still has a number of years left in his aging bones but his age, as well as the wouds he earned fighting the frost giants, are catching up to him. 

Rathnor's Castle was the castle of an ancient winter lich whom with the clans unitd, Rathnor brought down then brought his blessed axe down on the undead monster's spirit jar. 

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Anchor 42

Mount Chillingdeath

This mountain contains the dens of a majority of the yeti in

Auroria, making this mountain one of the most dangerous 

places in the Northreach. 

The yeti packs have been hunted to the point of them having to

hunt together where once they competed for the best and 

tastiest kills. 

It is told by the barbarian and goliath clans that some foul spirit

or god has given rise to a yeti alpha stronger than any that have

been seen before. This abomidable yeti leads the remaining

tundra yeti in hunts, powerfully knocking aside those who

attack the like ragdolls. 

Some have claimed that this new, gigantic monster even has a

chilling breath weapon it levies against multiple foes ar once. 

The Northern clans have started calling this monster Deathfrost.

Some of the Clans have begun to look for the root of this 

trrible and impossibly powerful monster, believing that the 

only way to destroy this brute of a monster is to destroy that

which created it. 

Anchor 43

Lord Ruthven's Manor

Lord Janis Ruthven is the Lord of the Western Duchy, forgoing

the usual title of Duke to keep the traditional title from his

homeland of Sarvania. 

When he was young, Janis' faily ventured into the dangrous

land of Sarvania where thy carved out their own swath of land

and built, at first, a home and then a comuity who celebrated

Janis' father Harron Ruthven as a hero for the community he

and his family had created, naming him the first Lord of 

the Domain of Coremyr in Mid Eastethrn Sarvania. 

By the time other explorers ventured further North, they 

were quite surprised to find the land of Coremyr and the 

Ruthven family, though Janis and his sister were grieving the

loss of their parents in an attack from demon-worshipping

gnolls. 

Janis was the newly appointed Lord of Coremyr but he had no

stomach left for Sarvania and its evils so, leving his sister in

charge, he came to Auroria, accepting the King's offer to be Lord of the West Duchy. 

Janis had his manor erected practically in the Northreach to show that he had no fear of anything in Auroria, and how could he after living through the dangers of Sarvania for so many years?

Lord Ruthven's only realeney is the Duchess of the South, Duchess Clarris Estavalle who doesn't trust Janis and hs vocally presented her misgivings of giving someone who has hardly lived in Auroria the title of Lord.

To Janis' credit, the Duchess seems very alone in her mistrust of him as the people of the Western Duchy all seem more than happy with their local leader. 

Lord Ruthven's Manor is a large mansion of a home where Janis and his servants live in solitude though word has it that there have been plenty of callers to the Lord's home at all hours of the evening. 

Lord Ruthven's servants aqre as loyal as his supporters and with the support he has, it is certain that he has a long history to come as Lord of the Western Duchy. 

​

Anchor 44

Woodside Market

This open air market sits just off the West Road and has 

merchants from around the world. In Auroria it is often said

that if you are looking for something, it is likely you can find

it at the Woodside Market. It is even said that there are items

from the Feywild and Shadowfell both in the Market though

merchants are careful to not sell anything that can be seen as

too evil due to the Church, of course.

Aside from the wares that end up here from around the world

Woodside Market also has exotic peoples from around the

world such as a strange insectile merchant calling himself

Kithix'Ithix of the thri-kreen, a panda-like woman called 

Taki the hengeyokai, and a barely dressed, tattooed dwarf

nmed Hokkar from Nazenka. 

Many of the merchants of Woodside Market operate and 

camp at the Market because they are simply too out of the

ordinry to hold shops in the bigger towns and cities in the 

rest of Auroria. 

In a way, the people of Woodside Market have formed a kind of

comunity of their own, looking out for one another and recommending one another's merchndise (as long as it doesn't directly conflict with their own sales of course).

​

Anchor 45

Silverton Lumber Camp

Providing a majority of the lumber for the West and South

Duchies, the Silverton Luber Camp is under constant watch

by a combined patrol comprised of the soldiers the King can

spare this far west but, most of all, paladins and clerics of the

Golden Order of Astron, the Church, with its strong presence

at the First Dawn Temple and Fort. 

Frandon and Largo Silverton own and operate the camp along

with their sons Greggo, Marcum, and Stephon. 

Both permanent, seasonal, and temporary workers work the

lumber mill and the tree sites decreed by the Kingdom and

the elves of the Living Forest. 

Senior Mill Master, half-elf Eva Torrington and Cutter Master

Ramian Arthurson have been on hand the longest, become the

most trusted workers, and truly run the day to day work of the

camp. 

Grella Lightfoot, halfling cook, runs the camp's kitchen and

living cabins, happily throwing herself into her work but very stern with those working for her when need be.

The lumbr camp is a good place for a soul to find some quick or longer lasting work, if exhausting work. 

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Anchor 46

Ruins of Norym Garr

Anchor 47

Along the Foothills of Grim Tarn, remain the ruins of an

ancient village or town known as Norym Garr. Thouh this is

in an older common tongue, this site has no history or writing

in the history of the dwarves, elves, gnomes, hlflings, or 

humans of the land. 

The myterous ruins are said to be haunted but by an ancient

and wise spirit who will answer questions to almost any

mystery that plagues a soul as long as that person will 

complete a task for the spirit beforehand. Some say the tasks

are but a test of whom the spirit might find worthy and some

say the tasks are things the spirit never was able to accomplish

while yet living. 

In either case, as long as the person seeking the spirit's wisdom

completes the task put before them, their question is

answered.

The Church condemns this spirit of course, claiming that a 

spirit that will not pass on must be destined for Torment not Paradise. When any member of the Church would show in the ruins or a member of the Eldritch Hunters, the spirit does not appear to them and the King is hesitant to raise the ancient and mysterous site even on the wishes of the Golden Order of Astron. 

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Duchess Estavall's City Estate

Anchor 48

Built in the Thunder Barrow Gorge of Mount Suncrest, the city estate

of Duchess Gwendalynne Estavall is a smallish city but the

estate itself is an impressive grounds with a skyward tower

alost ovrcoming the heights of the mountain, itself. 

The highest poit in the highest tower of this estate is the living

chbers of the Duchess, herself, her noble blood (and more than

a little arrogance) demanding her placement high above her

loyal commoners. 

And loyal her people are though, it is whispered, it is as much

out of fear of her and her connections as it is out of respect or

true love of their local ruler. 

And connctions she has as it is said that Duchess Estavall 

courts Rolamond Jarreth the King's nephew, himself. This and

the more than generous amout she has "donated" to the Golden

Order of Astron has made her fast friends with the Church as

well. 

And Duchess Estavall has the coffers to spqare the coin, being

one of the most wealthy individuals in all the Western World (next to the King and the Royal family itself of course) in large part due to her high taxation of the Southern Duchy. Not enough to cause revolt or to lay too heavy a burden on most of her people, but more than the Royal Domain or the Western Duchy under Lord Ruthven (whom the Duchess mistrusts and loaths).

The city, not as grand as either the Royal city, itself, or White Mantle to the East, nonetheless has some few noteble spots. 

​

The Duchess' Games

A guilty pleasure of the Duchess, this arena is a spectacle that some say rivals the Royal games of Kalemthar, itself. During these games, Duchess Estavall's look becomes bloodthirsty, resembling that of the ost fierce and violent shield maiden of the Fozen North. Some whisper, never to her face of course that this is a truer face than any see on the Duchess in any other environment. 

As with the other arenas in Auroria, criminals can fight for  second chance at life, free prticipants can risk their life for rewards and riches, and any can try to prove their worth before the people of the Southern Duchy. 

Unlike other arenas, the Ducess' arena boasts a particularly dangerous and vile collection of monsters. One won't find a common owlbear, spiderbat, or even dire wolf here. No. Instead, the foolish or brave here pit themselves against a paraelemental of storms who seems accompanied by fluttering bat-like air fundamentals, a pair of twin driders said to come from the Underdark, itelf, and the Champion of the Duchss' Games, the nalfeshnee demon Goracraggixx which gets resumoned if killed, something that happns very rarely.

 

The Grand Shops

This section of the city seems to exist simply for the rich and poweful to outshow one another in buying the ost unusual and most expensive "trinkets" from across the world. The more exotic the item, the more impressive it is among the Duchess and her circle of aquaintnces. 

Aside from the pomp and ovrly showy nature of the shops, a soul can find some truly fascinating and useful items, especially at Orville's Oddities or the Booming Blade. 

​

The Eateries

This section of the city, found jut outside its center, has exquisite dining establishents, taverns, and a handful of inns for visitors and travelers or merchants. Some of the moe famous places in this part of the city include the Barking Beaver, the Western Winery, Halderman's Fine Dinng, and the Green Lion Inn. 

​

Artists' Row

This area of the city has several shops and art showigs dedicated to painntings, statues, and other visual pieces, a few tome shops mostly concerned with poetry or epic tellings, as well as a few taverns and tea shops with poets, bards, and other entertainers. 

​

The Duchess' Estate

This estate is nothing short of a fortified castle with variou tall towers dedicated to various functions such as the Library and Wizard's tower given to Ralorthym the Wizard who works for and advises the Duchess when necessary (and when he can get her to heed his advice). 

Another tower is dedicted to the Duchess' Guard (and som say her personal assassins though none would make these accusations publically).

The tallest of the towers is the Duchess' living chambers, itself, richly decorated and adorned with anything the Duchess fancies, though rarely seen outwide of the Duchess and her closest allies and servants as the Duchess is nothing if not paranoid for her own safety. 

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Thistlethorn Farmlands

Anchor 49

This ipressive farmland is owned by Rupurt and Edna 

Thitlethorn, a friendly enough and quite hardy couple who

pay their farmhands, ranchers, and other workers very fairly,

which is impressive considering the Duchess' taxation.

It helps, that the Thistethorns have the best recipe for the

Duchess' favorite strawberry silk cake. 

Aside from apples, ample groves of strawberries, grapes, 

wheat, and an assortment of vegetables- the Thistlethorn 

farm also has an assortment of animals such as chickesn,

turkeys, pigs, cows, and horses. 

Patrols by the Royal soldiers and the Golden Order of Astron​

patrol close to the farmlands, recognizing the farm as an 

important resource for both the West Duchy and the Kingdom

as a whole as the Thistlethorns offer foodstuffs that aren't 

found in the Eastern part of the Kingdom. 

Justice and Barrinelle (Berry for short), Rupurt's cousins 

often travel to other towns and cities to sell goods from the farm.

​

The Silverbone Mountains

The domain of the Aurorian dwarves, the Silverbones get their

nam from the rich silver and mythril deposits that run through

the deep mountain domains where the dwrves mine tirelessly

as well as expanding into gemstone clusters and other precious

metals and stones beneath the earth. 

The land of Auroria's hill dwarves also make their homes and

communities near the Silverbones, keeping close to their kin.

The Dwarven kingdom of Ironfell is built into the mountain, its​

great halls carved from the mountain's stone, itself with the

Great Entry Hall extnding from the Silverbnes, acting as both a

fortified entry to the deeper kingdom and as a meeting place 

with those more used to and cofortable with sitting down for a

discussion above ground. 

The Ironfell dwarves have rid the Silverboes of all but the most

mundane of dangers, such as mountain goats and lions as well

as a few families of oreads (earth spirits or fey) who are mostly

harmless if left to their own devices. 

A few noadic clans of stone giant kin goliath llso live in the area surrounding the Silverbones and the dwarves are on very friendly terms with the giant blooded folk, even trading with them from time to time.

Mountaineers and travelers, as infrequent as they are, tend to go unharrassed by the dwarves if not trudging about on their actual territories and may be wtched by goliath out of curiosity but aren't generally bothered by them as long as they don't bother the goliath. 

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Anchor 50

Dwarven Kingdom of Ironfell

King Sren Ironfell, son of Glorym Ironfell is the current ruler of

the Dwrven kingdoms in Auroria. Kingdo Ironfell is located in

the Silverbone Mountains (called by most simply the

Silverbones) where the dwarven clans mine endlessly into the

rich veins the earth provide. 

Outside of mining, the Ironfell dwarves also deal with hill 

dwarves to send merchnts to the towns and cities of other 

species to sell their finely forged weapons, armors, and other

metalworkd items. 

It is rare that non-dwrven outsiders get to visit more than the

Grand Entry Hall of the dwarves which is a fascinating castle-

sized keep all its own on the surface of the Silverbones. Those

given entry to the Deep Hall, the true city kingdom of the 

dwarves are afforded a great honor but still not left without an

escort. 

Entry to the Ironfell Kingdom is generally only offered by the

King, Queen Minneva, or a member of the Royal family and

muc consideration is given first. 

The entry to the Deep Hall is guarded by massive Stone 

Guardians, dwven golems that are very good at repelling 

intruders. 

Within the Grand Entry Hall, are treated to Meadhall ale, peppered rothé, and mushrooms that only grow in

underground terrain with an especially earthy taste. 

More iportant visitors (in their own culture if not in the dwarves') are gifted with a named dwarven weapon or suit of mythril armor to honor them as guests of the dwarves. 

The Ironfell dwarves care little about the laws of the Kingdom while in their own domain, especially when it comes to religion as the Ironfell Kingdom's laws are based on the tenets of dwarven deities Moradin the Soulforger, Berronar Truesilver the Revered Mother, Dumathoin the Earthcarver, and Clangeddin Silverbeard the Twin Axe Master giving the dwarves their laws which are uncoproising and always result in punishment by death or exile to the Underdark when broken. 

​

Always Craft with your Soul

Do not forge items without feeling or passion. Never sell or give flawed items made by your hand to others. 

​

Never Raise Axe nor Hammer to Another Dwarf 

Do not murder fellow dwarves though defending oneself is qalwys thought acceptable.

​

Defend the Hall

Never let your home or property be taken or destroyed without a fight.

​

Be a Shield Against the Wepon of Fear

Do not flee in fear. Never show cowardice. 

​

Do Not Become Stagnation in the Earth's Veins

Always expand and explore new places, do not simply mine the same deposit each day.

​

Resist the Ways of Abbathor Do Not Give In to Them

Be careful of the curse of greed and the Horde Sickness.

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Anchor 51

The Hill Dwarf Town of Gurmoidin

Anchor 52

The hill dwarves of Auroria dwell near to their mountain dwrf

kin in the hill country near the Silverbones. 

They tend to be interediaries between their more reclusive

deep earthern cousins and the surface folks, trading goods on

their behalf (and usually very adept at it too, the hill dwrves

being among the shrewdest traders there are). 

The town of Gurmoidin, like the hill dwarves, themselves, is a

more inviting and tolerating place overall than the Ironfell

Kingdom. 

Not that this garners a lot of visitors among travelers to the 

dwarven town. Not many outside of the dwarven community

enjoy sleeping on rock hard beds and there is only so much

rothé one traveler can stomach (the underground cattle tend

to be more on the tougher side). 

Though staying at one of the town's inns such as the Dirt Nap

might put visitors off, one aspect of Gurmoidin is holds much

more appeal, the wepon and armor shops and forges. 

Whther it is Blessed Steel, the Axe's Edge, Mythril Shirt and

Shield, Fahran's Forge, or any number of other shops and

crafter's work stalls, peple will travel long and far to by metal

smithed wares from the dwarves, especially armor and weapons. 

A few pubs also stand along the roads in Gurmoidn such as the Hedless Troll, the Hearthmead Drinking Hall and the Lucky Fieldmouse to name a few. Of course, dwarven ale is almost as much an acquired taste as a dwrven bed so results may be questionable. 

​

Ruins of Joth Hator

Joth Hator, local dwqrves claim, was once a thriving city of both

hill dwarves, mountain dwarves, and rock gnomes which fell

tragically in a batte with giants and ogres yet, some of the

inscriptions in the stone, the Preservationists' experts say, are

giant and date to the carving of the stone, itself which hints at

a dark, or at least embarrassing secret among the dwrves.

These large, stone ruins lead to an underground hall

composed of mostly collapsed chambers and more, sprawling

halls.

If any treasures or even fractured items that hinted at who

walked these halls existed, they were long since cleaned out of

the ruins which remain as bare as a tomb after a graverobber

visited it. 

The ruins may not be completely empty, however. Myterious,

shadowy figues have been reported to ask strange questions

of visitors to the ruins, attackig them when they apparently 

answer wrong. 

Other rumors claim that the quetions have to do with the

history of the giants, or questions about their culture but that

those in the ruins at the time did not know the iformation at

the time. Most who escape the Shadows of Joth Hator as they have come to be known, don't have an urge to return to the site. 

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Hansford

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This small fishing commuity on the Shimmering Coast in South

Auroria is overseen by Townhead Annelia Embereye, a fire

genasi native to Nazenka who settled down in Auroria with her

husband and adventuring partner Nazz the Magician as they

both found a new faith in Astron.

After helping the Church with a particularly gruesome devil

problem, the two were given a home in Hansford where a new

Townhead opening also was presented to the couple. Nazz had

no interest in politics but Annelia was intrigued and soon she

was hearing every fisherman's problem, every complaint 

about the Bloodskulls (admitedly these pirates were a growing

issue for any smaller coastal community), complaints about

fishing vessel taxes, and anything else the locals wantd to 

unload onto the genasi. 

In short order, Annelia learned to take the serious issues, to

tackle those first and foreost and then the townsfolk would all

but forget about the minor problems. 

Since her appointment to Townhead, the town of Hansford has

become more prosperous and peaceful than it has been in an

age.

Hansford still has its issues. The Bloodskulls have mostly moved on to easier waters but their vessels still show up now and then, harrassing fishermen and nearby sailors before the Royal Navy can really route them away, but there are few other real threats to the town and that makes people thankful. 

As a fishing town, the folks here don't really take passengers too far but for the right price, may take a group down the coast or as far as the Smiling Maiden wreckage.

Other than the Salted Sea Witch Tavern and the Drowning Inn, there is little more in th town but fishing equipment shops. 

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The Bloodskull Pirates

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Though most pirates (and most criminals to be fair) steer clear of

Auroria and its double trouble of the Royal Military and the Golden

Order of Astron, the Bloodskulls do hit coastal commuities and

lone ships on occasion if they believe they can get away with it at a

low risk. 

The Bloodskulls are bsed out of Deadman's Rock off the coast of

Gillius and, thankfully, they tend to stay near that continent.

When they do show, people rarely fight them and, to the credit of

the pirate gang, they leave those who do with their vessel and their

lives. But those who are foolish enough to fight them end up food

for the fishes is they are lucky. 

With the uncanniness that the Bloodskulls outwit the Royal Navy at

every turn, even seeming to have the weather on their side. 

Some have surmised that the pirates have a way to divine the 

weather and plan their attacks around fog or storms striking at the

right moment. However, others, including some that have been left

alive by the pirates claim to have seen a woman with a vile gaze 

that the pirates referred to as the Sea Witch. 

However the pirates have predicted ot manipulated the weather, 

the Navy is at its wit's end and there is talk of them conferring with

druids and the Green Circle members of elves which has visibly concerned the Church, of course. 

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Wreck of the Smiling Maiden

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Off the Shimmering Coast to the South is the site of a ship

named the Smiling Maiden which was capsized when 

resisting pirates got out of hand. 

For centuries now, would be treasure hunters and others

have attempted to recover the cargo and fortune of the ship.

However, even when using water-breathing magics, would

be fortune hunters run into other dangers such as

sharks, poison eels, and some even say that some form

of monstrous sea folk have taken up residance within the

wreckage of the Maiden. 

Whatever dwells within the ship's wreckage, it is well

known that whoever can best the dangers threin, recover

the treasure, and come back to shore alive, that person

will be well on their way to making their fortune.

With the rumors of curses, hauntings, and monsters in the 

sea around the wreckage, finding a boat or ship to approach

the Smiling Maiden will be expensive at best and a flat out

no thnk you being much more likely. 

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Way of the Flying Leaf Monestary

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Ever under the watchful eye of the Golden Order of Astron,

starioned nearby in their temple camp (perhaps a purposeful

location in fact), the Way of the Flying Leaf Monestary claims

to be a school for martial arts and discipline of the body and

mind. This is not a lie, but there is some omission involved

in the monestary's claim as the monks here also teach about

reaching into one's inner spirit to ulock their ki, cautiously

of course. 

Many rumor (and in this case the rumors are true) that the

group known as the Monastic Order of Enlightenment also

operates out of the monestary and the Aurorian order of the

group most definitely do. 

Aside from teaching new and growing monks, the monestary

also offers healing herbs and teas for various uses. 

The head of the Way of the Flying Leaf is Master Shikomi 

Saho, his second is an unusual dwarf-like man (but if accused

of being a dwarf or asked, he will correct the accuser and let

them know that he is of a people known as Korobokuru which

are kin to the Western dwrves but without the dour attitude

or greed). 

Other techers and aspiring monk masters include Shikomi's

daughter, Hana, ex paladin Nathis Graymere, and herbalist specialist Mdori the Eastern halfling. 

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AURORIA

The land of Auroria is the largest continent in the

Western World and the heart of the Western 

Kingdom. Once known as Queensland, when 

the last Queen of the Kingdom passed and the 

first king in generations rose, King Roland

Jarreth I ushered in a new age for the West. 

As the War of Chaos had just been decided in the favor

of law nd good, the people at large became more and 

more devout to Astron, the Father of Law and Light. Though 

many also turned their eyes to the newly appointed goddess, Saint

Trevesard, this goddess was still young in her godhood and her followers were still few, yet often there are dedications to the heroine given divinity even in the temples of Astron, the followers of both often being allied in their upholding the ways of peace and good.

Though the followers of Saint Trevesard tend towards defending the weak honoring friendship, and offering redempton to those who can accept redemption, the followers of Astron have become more and

more militant and stringent in their tenets and laws, often rejecting those who worship other gods, spirits, or anything bove Astron as heretics, their laws becoming less tolerant where they have strong influence. 

And in Aurora, the Golden Order of Astron has strong influence, indeed. 

Whereas the land was to be named after King Jarreth I, the head of the Temple of Astron at the time convinced him to name the land after the fabled city in Etheria, the land of the gods, Auroria, as a way to show the king's solidarity with the temple and the Father.

In the centuries since, the full name of the land is the Golden Kingdom of Auroria, though most common folk simply call it Auroria. 

Auroria is populated mostly by humans and the peoples on fairly good terms with the humans such as the dwrves, elves, gnomes, and halflings. Though the other peoples are more than welcome and tolerated in the Golden Kingdom, all are expected to follow the law of the land and the King's will, though in the confines of their own realms, the dwarves and elves are free to rule and live as they will. 

The Barbarians of the North along with the frost and stone goliaths in the same region do not ackowledge the King's law or the Holy Laws as set forth by the Golden Order of Astron and, as such, are on very shaky terms with the Kingdom and its people. Raids on Northgate and people venturing into the Frozen North are not unheard of but trade with the peoples of the North is also commonplace. 

The Golden Order of Astron is known to be as powerful or more powerful than the royalty of Auroria and, as such, other religions are not overly tolerated in the lands of Auroria where the Order holds the strongest power of any place on Garn. 

Circles of Druids meet in secret glades and clerics following other gods, pray silently to the smller shrines within the Churches of Astron. The Way of the Flying Leaf Monestary, the only monk dojo in Auroria presents itself as a school focused on martial arts and physical wellness rathe than the spiritual center it is meant to be. 

Most devotees to Astron are true bastions of faith, but some few groups do sour th bunch as a whole, abusing their power and status as Templars to the Father. The Faith, as a whole does its best to "correct" such behavior but in less populated environs those with power will abuse their power, the most dangerous of which are those who see no wrong in their actions and consider it their god given right to be "above" the common folk. 

Though Duchies were commonplace in ages past, after the Duke's Uprising several centuries past, the number of those holding such power has been reigned in, so that there are but two, Duchess Marium Estevall of the Southern Duchy and Lord Glenarvon Ruthven of the Western Duchy.

The military, town guards, and other authorities of Auroria are largely comprised of paladins or fighters devoted to Astron, giving the Church even more power over the land but also contributing much to the safety on the roads from those foolish eough to practice being highwaymen in the land. 

Thieves' guilds do exist in Auroria but those practicing the "Night Trade" are far more careful in Auroria than any other land with its very harsh laws and intolerance of lawbreakers. This also means that thieves and other Nigt Trdesmen in Auroria tend to be the most adept at what they do. 

Rangers and those adept at walking the wilds without getting mauled by owlbrears or worse, sell their services as guides to those who need to take a "shortcut" to get somewhere fast (or those wanting to avoid the ptrols of the Order on the open roads). 

Most sorcerers and wizards attend the Royal College of Magic in the Royal City of Kalemthar, itself, though the famed wizard Grenwald has, on rare occasion, taken a direct interest in those he finds truly adept in spellcasting. Warlocks, of course, are outlawed and unwelcome in Auroria so tend to keep the nature of their magic secret or, better still, hide the fact that they are spellcsters at all. 

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The Law of Auroria​

In the Golden Kingdom of Auroria, the laws are decided on by the King with close advisors from the Golden Order of Astron. There is little leeway for criminal activity in Auroria and ignorance of its laws is far from garnering forgiveness or understanding. 

It is strongly recommended for visitors and, especially those hoping to coe to live in Auroria, to become aware of the Kingdom's laws before ever stepping foot on the Kingdom's lands. 

The following are the common laws and puishments for commoners and visitors in Auroria. 

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The Royal City of Kalemthar

The Royal City is the seat of power in Auroria. Location of Castle Darkbane, the home of ruling King Charlemain Jarreth VI, this city is the most defended stronghold in all the land, also housing the Royal Barracks and the Military Church, the Sword of Astron. 

The Royal City is also home to the Royal College of Magic where the most learned and respected magic users practice and perfect their craft, most being expected to become Church Mages or Royal Mages. Those practicing magic on their own or seeking other ways to learn spellcasting are considered enemies of the state, called witches by the Church and actively hunted as such. Most of these unlawful spellcsters eagerly change their ways when captured, joining or rejoinging the College. 

An exception to this rules is on the very rare occasion that Grenwald takes on a pupil, flying them off to his tower near the Elven lands of the Living Forest. Grenwald is so powerful and respected that even the Church will not go against his wishes and, in most cases. such an adept pupil tends to go to work for the Church or the Crown in the end, anyway, leading to the same result. 

Kalemthar, itself, is the epitome of the most wealthy and powerful, a beutiful city full of beautiful people who were either born into their fortune from a noble bloodline or made their fortune on their own, newer to high society than those born to it. 

Ony the highest quality goods are found in the Royal City, from silks diretly shipped in from the Far East to Elven wines made with grapes wildly grown in Raenatha to the greatest art and craftmanship from the best artisans the world has to offer. 

Outside of the very wealthy, shopkeeps and tavern or inn owners make up the populace of Kalemthar, usually not able to afford the very pricy housing of the City and, instead living in apartments over their businesses. These apartments are still quite roomy, well kept, and grand accomodations compared to those in other cities. 

It has been several centuries since the Royal City has seen major action such as that of a siege but the Royal Military and the Sword of Astron are always ready. One can never be too prepared after all. 

The Districts of the Royal City of Kalemthar are:

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The Royal District. This district, unsurprisingly, is where Castle Darkbane is located. Surroudig the Castle are the homes of the wealthiest and most respected nobles outside of the Royal family, itself. The Royal Gardens and Royal Theater can also be found here. 

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The Arena District. This entire district is dedicated to the Royal Arena and the few taverns and inns surrounding it. This is where criminals and those hoping to find a fighting fortune compete in what some, including the High Bishop of Astron, call savage fights that are considered archaic and outdated. But the distaste of the Church and others aside, there is no denying that the Games feed the Royal coffers and take in much more gold than it awards a would-be champion, bringing wealth from around the world. 

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The College District. This is the location of the Royal College of Magic overseen by Headmaster Califf Morgrimm. The District is also home to several book and magic shops, equipment stores, and a hndful of taverns and inns.

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The Church District. This district holds temples and churches dedicated to Astron as well as shops offering various paraphernalia for clerics and holy practitioners. The Royal Church is also located here, mostly concerned with meeting with political officials and plnning actions that concern the Kingdom as a whole. Though the Bishop, himself, lives and operates in the city of Celestial Point, the Royal Pontiff Emmastelle Whitehall heads the Royal Curch and its day to day operations. 

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The Hospital District. This district is where the Royal Hospital, a place that is part physicker care and part spa, as well as the Royal House of Mental Wellness built not too far from the now abandoned Asylum which the welthy cry to be torn down as an eye sore but the place seems to "resist" being torn down and is rumored to be haunted. 

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The Shopping District. This district is full of grand shops and craftsmen workshops. It is a very crowded district where the rich show off their newewst purchases at high end restaurants and taverns, flaunting their material wealth like in few other places in the City. 

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The Sword District. This district is hoe to both the Royal Military Barracks and also the Military Church and Cp of the Sword of Astron. Several high end weaponsmiths also operate in this district but most of their customers are weapon and armor orders for the Royal Military or for the Church, directly. The Royal Prison which has very few inmates usurprisingly, is also located in this district. 

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The Visitor District. This district is mostly dedicated to apartments and inns for those visiting the Royal City but not important enoug to warrant a room in the castle or one of the higher end inns found in other districts. The inns, taverns, and equipment shops in this district are considered "low end" and no self respecting Kalemtharian local would be found dead in the dstrict though the prices are still higher than those of any other city. 

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Celestial Point

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Celestial Point is noted for the warm blue beam of light that rises

from the center of the city, in the Holy Square. This mysterious

light rises into the sky. The light is said to have been called down 

by a Chosen of Astron named Shalister Graymane when he faced

a demon in the street of the city soon after it was built. The light

remained and those devoted to Astron say that it is a reminder by

the Father that evil cannot stand against the Faithful. 

The greatest temple to Astron was erected soon after with 

Shalister as the head of Church. The light and the temple remain

to this day and no other evil has been able to enter the city.

​The head of Celestial Point is Townhead Morrigan Thelspar but

everyone knows that the real power in all but name is the Church,

and by contrast, High Bishop Harriford Grace IV. The High Bishop

is, from all accounts, a very pious and devoted man who may be

mor than a little bit of a zealot and very militeristic in his approach

to faith but none can deny his faith and focus on making the world 

a better place even if he is very unswavoring and insistant on what "a better world" looks like and on wht is "good" and "evil". The High Bishop is very intolerant of anything he considers sinful against the Father and he demands the same not only from his and the Father's followers but all under his watchful eye. 

Most of Celestial Point is dedicated to the Church with smaller churches found throughout the city alongside the Grand Church of Astron in the city's center. 

Aside from the churches and the Estate of the High Bishop, there is also shops selling everythig the religious could ask for, clothing and equipment stores, and inns to house pilgrims and other visitors to the city. 

There are no taverns in Celestial Point whih surprises some but the followers of Astron will point out that drunkeness is tantamount to making bad decisions and is, therefor, a road to evil that should be avoided.

The Grden of Saints is a beautiful display of nature and faith both with statues and plaques devoted to the various most renowned saints and heroes of Astron, surrounded by full trees, flowers, and other beauty. 

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Port Royal

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The central portion of the Royal Navy is stationed at this port city

along with more than a few cargo and passenger vessels, enjoying

the protection the Navy offers (though Port Royal also has a 

reputation for taking the longest to leave port and get underway due

in large part to how thurough the Dock Masters are at checking

manifests, not content with just spot checking cargo as most ports 

do but looking over entire shipments crate by crate). 

This creates a double-edged sword for ship crew and captains to 

losing time which can equate to losing gold but customers can be

assured that a ship leaving Port Royal is in the safest waters and

carrying completely legal merchandise. For this reason, very few

smugglers or other seafaring criminals are foolish (or savvy) enough

to operate out of Port Royal, rather using easier ports to coplete 

questionable activities. 

Aside from the port merchants, exporters, dock workers, sailors,

and the like - Port Royal also has its share of taverns, inns, and shops.

Where Celestial Point has outlawed alcohol and The Royal City of Kalemthar will only pour a glass of the most expensive and finest drink available, Port Royal makes up for this with a good mix of higher end taverns and pubs closer to the city center, while closer to and on the docks one will find the cheapest swill a sailor can guzzle.​​

The city center and docks both have their share of shops from standard equipment and trinket shops to the Found at Sea, a shop on the docks that buy unclaimed cargo on the cheap and resell it for a few coin profit. Great deals can be found at this second hand shop for the saqvvy soul looking hard enough and, sometimes, a shopper can find something worth more thaqn it looks. 

The Jade Fish is a tavern and restaurant owned and operated by Ryori Suru, a chef from the Far East who has introduced her cuisine to Western Customers with some success. 

The Dock Market is an open air market where many items from around the world can be found 

Crown's Peak

The stretch of mountains from the Northreach all the way down

into the Kingdom and to Celestial Point, itself. 

This reach of moutains are genrally climbed only by expert 

rangers and Griffon Masters, cavalry members of the Golden 

Ordr of Astron who excel at griffon riding and training, usually

trainng and raising their mounts at the Aerie, establshed at

Crown's Peak by the Church for this explicit purpose. 

But Crown's Peak is not the safest of environs even for expert 

flyers and clibers as it is also home to dire cougars, roaming 

bands of yeti, and even a family of perytons it has been reported.

Occasionally thieves and poachers try to steal the griffons that 

the Church has "tamed" but usually this ends with the thieves 

learning the error of their ways, if they live to, and just how loyal

of companions the griffons become to their paladin riders. 

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Northgate

Northgate is the last bstion of what some might consider civilized

lands before Northreach otherwise known as the Frozen North.

Being on the edge of the lands of barbarians, giants, goliath, yeti,

and other cold dangers, the people of Northgate have learned to

be hardy for the sake of survival and for the sake of their money

pouches as they might charge just a little more than other towns

for room and board, healing, food, and other services, especially

for those coming from the North. This makes Northgate both a

popular and unpopular place all at once. 

Northgate is a prime spot for guides, rangers, and the like always

ready to sell their expertise in the wilds to those who insist on 

going there. Most of these wilderness adepts, however, will turn

away those who have the look of the curious, people living 

otherwise unexciting lives who just want a peek at the wild 

reaches of the Frozen North. The kind of folk who get themselves

and others killed. 

Nor do these folk tend to do what they call "rescue missions" where a local or nearby family had a ember taken by barbarians, goliath or others as the rangers and others savvy enough to survive the wilds are also savvy enough to avoid cusing trouble with entire tribes or clans of people and creatures who call the Northreach home. 

More to these folks liking are customers who know where they are traveling to and why, looking for a particular area where an artifact is said to be burrie, or seeking somethig from wild game that onlyprowls the Frozen North and so on, taking on customers who will follow directions and not stare wide eyed when told to run or duck for cover. 

Northgate is also a good trade community, though not so much in rarity as furs, trained wolves, anti cold remedies, and the like.

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Victoria

Victoria is a pleqasant enough town, if a little puzzling. 

Victoria's Townhead, the retire paladin Sir Leonard Torramon, is 

said to be almost as obessive about the law and about Astron as the

High Bishop, himself. 

The townsfolk of Victoria equally come acros as very devout and

pious, insisting on visitors attending at least one service at the 

local Church while visiting. 

However, despite this activity and attitude being very close to thqt

of Celestial Point, and the Church in general, those who have 

passed through the smaller town are rumored to have had an

uexplicable disturbing feeling. Some have said (when well away from

the town of Victoria, of course) that the devotion and pleasntness

that permeates Victoria's people feels somehow off, maybe even 

fake, as if it hides something deeper that is not a devotion to the

Father at all but something else. 

The Church chalks this up to rumors and parqanoia as they have

investigate the town thuroughly and have evern sent the legendary Witch Hunters to take a closwer look at the town's people without uncovring anything out of place. All towns have their share personality and quirky behaviors, some will say but that doesn't mean they are dealing with demons behind closed doors.

One can find shops and inns for most basic services and goods the average traveler could look for and the prices tend to be better than Northgate just a few miles away. 

Being on the edge of Lake Windmire, Victoria taverns and inns serve plenty of fish dishes, as well as trading in fish with the close Northgate and occasionally with Celestial Point, itself though a little further away.

The town also rents out cabins for hunting and fishing on the Lake. 

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Lake Windmire

Lake Widmire is a peaceful, generally stilll and calm lake.

Not the lrgest of lakes in Auroria, this lake is still a favored

hunting and fishing spot for the nearby town of  Victoria, as

well as repotedly being the home of a family of water lloving

nereids, water fey and gaurdians of the world's waterways.

Some visitors to the lake, renting a fishing or hunting cabin

also panickly speak of smallish fish people who have scared

the visitors with girgling demands to "give it back" whatever

it may be. 

Victoria has hired adventurers to get to the bottom of the

fish folk scares but whatever the fish people might be, they

are evidently shy when it counts and reclusive. The

would be hunters report the feeling of being 

watched by the lake, itself, but never catching 

sight of these rumored creatures. 

As no one has been injured or assaulted by these

reported fish folk little has been pursued to come up with a more permanent solution.

Fishing and hunting continu to be a favored activity on the Lake with most coming home satisfied (and with a trove of fish or venison in tow). 

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The Royal Plains

The open plains south of the Royal City of Kalemthar and

stretching for several miles. 

The Royal family and friends thereof often use the plains

for hunting small game such as rabbits or foxes but there is

another, more dangerous creature roaming and hunting the

plains, a tribe of them in fact. 

This is a tribe of centaurs who have lived on the plains for a

few generations now. Several centuries ago, one of the Royal

family wanted to hunt and do away with the centaurs only to

discover that his daugter had secretly befriended the tribe.

This touched the King's heart and since then, the Royal 

family has been on peaceful terms with the centaurs who

they will sometimes see running, keeping pace with their

horses as they hunt. 

Aside from the centaurs and the hunting copetitions that

take place there, little is remarkable about this area. Few 

dare to travel the plains, owned without question by the royal

family, even to serve as a shortcut for traveling. 

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The Northern Teeth

The Norther Teeth are the longest and highest mountains

in Auroria. This stretch of moutains is home to many 

dangers ranging from yeti to icy elemental terrors to 

cunnig ice wolves and frost salamanders. 

The most infamous of the mountains dangers though is, 

if the barbarians and goliath can be believed, a white 

dragon known as Grimfrost. 

To date, the white dragon has been content hunting yeti,

mountain sheep, and barbarians that venture too close to

its lair. How long that cntentment will last is anyone's guess.

The Northern clans have learned to shy away from the 

Northern Teeth in general while still routing animals and

yeti to the mountains, lest the dragon run low on nearby 

prey and start broadenig its hunting area. 

The barbarian clans, themselves, along with the goliath​

present their own dangers. Though the clans won't typically

kill travelers to the North, they are not above asking for a

tithe for "savng" them from the dangers in the area or just because the travelers look "ovrburdened with treasure".

Not many everyday folk in Auroria travel past Northgate much less as far as the Northern Teeth or deep into the Frozen North and those foolish enough to don't geerally return.

Despite the dangers there are dventurers who hear tell of a secret cave entrance somewhere in the Northern Teeth which leads to an underground trove of magical treasures. Most agree that these tales are wild fantasy and the most one can find in that mountain is the short end of a yeti's claws or, worse, a passage into the Underdark.

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Winterkill Peak

This highest peak of the Northern Teeth is presumed to be where the white dragon Grimfrost is thought to make its lair/ 

Several brbarian and goliath clans have suffered high numbers of losses raiding the mountain and going against Grifrost but none have yet been able to fell the dragon. 

Because of this, the clans of the North have starte to call Grifrost the White Reaper. 

Yet some few warriors who have returned from Winterkill Peak just long enough to tell of something worse than the dragon on that peak.  A devil of ice is said to dwell within that mountain but whether it works with the dragon, against it, or if there is a devil of ice at all is very unknown. 

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Grunsputnar: Jarl of the Frost Giants

In the mountain known as Icingwrought, a fortress made of

pure ice known as Svelt Harmmar in Giant or Ice Hammer in

Common. 

On a throne in this fortress sits Grunsputnar the Woehammer,

Jarl of the Frost Giants and the most powerfu of his kin on 

Garn. 

Grunsputnar is unknown except by rumor and whisper to

most of the peoples of Auroria, but to the clans of the North,

among the barbarians and goliath, he and his kin are most

hated and not just because the frost giants take what they want

when they want but also because the giants leave little in their

wake other than chill death. There are not many among the

North clans that have not met the sting of tragedy at the handsw

of the frost giants. 

The clans of the North are united in their hatred of the giants

and oftenjoin forces when the time comes to fight and kill

them. 

However, no ammount of the clans coming together to fight

has breached the walls of Ice Hammer or garnered so much as

the mere notice of the frost giant jarl. It isn;t that 

Grunsputnar fears the clans or any other force that might be

mustered against him it is simply that he is disinterested for none are challenge enough for him. 

In the meantime, the jarl emerges only ocsionally to hunt or pillage and sate his boredom for a short time. 

On occasion a younger frost giant thinks he is able to bet the jarl and usurp his rulership through a duel known as holmgnga. Some would be rulers do not fight with complet honor and the jarl has been poisoned and wekened with magic. 

His challengers are all dead, leaving Grunsputnar hugry for a challenger worthy of him. 

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Caern of Jarl Dreki Hreggtor

Deep beneath the mountain, Icingwrought, in the bowels of 

the frigid earth only accessible by secret means if not through

th frost giant fortress of Svelt Harmmar, is the caern and 

grave of the revered first jarl of the Northreach, Jarl Dreki

Hreggtor. 

Yet, as revered as this great hero and leader of the frost giants​

is, none visit this graveside, not even the giants, themselves. 

Some say it is because the cqern is cursed and  dark spirit has

come to call the resting place of the great jarl its hoe for some

unknown reason, oters sqy that the spirit of the jarl, himself,

wlks those ancient halls for some unresolved purpose. 

Whatever lurks in the caern, it has given pause to the frost

giants, perhaps even instilling a feeling that none of thm are

used to or would admit to feeling. Fear.

Rumors tell of other things in the caern as well, treasures that

were buried with the jarl out of respect to him, some even

being magical. But no one is foolish enough to attempt to

find their way past the powerful giants and into the caern, itself.

It is said, the sign of nearing the caern in the twisting, icy tunnels, is the bones of a gigantic beast that Jarl Dreki Hreggtor fell as his first kill as a younger giant.

​

Frost Lake

This frozen lake in the Northreach is known for its persitant

cold year round, needig to be cut away bits at a time and 

then melted down with a cooking or campfire if used for

drink. 

It is said that beneath the ice dwell cold fey kown as 

pogakori, icy fey spirits who promote endless cold and 

winter. 

Other creatures og icy cold are said to call the Frost Lake

hoe as well, making it very dangerous and not a place to

tally for long. 

Neither the clans of the North, the yeti, or the frost giants

attempt to hold the immediate land surrounding the land

which is said to be even colder than the rest of the 

Northreach and is considered either a holy or cursed site, or

perhaps both. 

One clan of barbarians do make it a habit of ice fishing at the

Frost Lake, the Nanuq or Ice Bear Clan whom other clans

call both brave and wrong in the head for doing, a trafition or

no. 

​

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The Frostfang

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Off the shore of the Frozen North, a mountainous island of 

pure ice rises from the water. This is the Frostfang which 

appears, at a distance, to be impenatrable ice. If one is to land

on this "island" however, it is discovered that there are caverns

and tunnels running throughout the icy interior of the 

Frostfang. 

Rumors of treasures and fallen heroes within the Frostfng 

abound though, of course, no one has any physical evidence of

this as those exploring these tunnels end up running away or 

dead, those running reporting icy oozes moving nearly invisibly

throughout the tunnels of the Frostfang. Its also been said that

the lower tunnelsw of this floatng ice cavern is underwater. 

submerged in the icy depths of the Cold Sea. 

What the true nture of the Frostfang is or what has created its

considerable tunels is a mystery. 

​

​

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Royal Farmlands

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The Royal Farmlands are owned by the royal family but are 

operated by the Farm Manager, Leomond Jorgunson who

lives on the farm with his family and the seasonal farm hands

who work and live on the farm in a rotation some of them

being regular workers and some only showin up for quick

work to not be seen again. 

More Royal soldiers or Order paladins can be seen visiting 

the farms than one might think. This is for the simple reason

that the farmlands is an important sset to the Kingdom as 

the farms yield the food supply for the entire Eastern side of

the kingdom and the western farms are much less in size and

yield, though they might be able to help with feeding the 

entirity of Auroria  in a pinch. 

Aside from fields of wheat, rows of vegetables such as corn,

tomatoes, beans, and radishes, are also cows and chickens, 

sheep and horses. 

The well protected and well worked farms are a proficiency-​

oriented place. Room for visitors is not really a thing on the farms.

If one wants a roof or food then it is not a short visit but they are expected to stay (and work) for at least a week, a season being the preference. 

​

Jewels of Prosperity

This group of islands off the East coast of Auroria are small,

tropical paradises for the wealthy and powerful of the 

Kingdom. 

The Jewels hold an aesthetic similar to that of the Eastern land

of Nazenka. Despite the War of the Genies fought centuries ago

when the Western Kingdom had been betryed and siezed by 

the Saltan of Nazenka, the goals of the genies nothing short of

enslaving all of the Western Kingdom, the Eastern influence

such as the cuisine and entertainers has remained popular in

its influence since the Kingdom repelled the invaders so long

ago. 

Soe of the Nazenkan families who worked for the Kingdom 

even managed to secure protection and avoid a wartime 

prison by denouncing the genies and swearing fielty to the

Kingdom. Descendants of these families still live on and 

operate the luxurious cabins and taverns on the Jewels to this

day, including some few genasi, risha, and tabaxi in the mix. 

The Jewels of Properity are made up of three islands, each offering

their own enjoyments and themes for those who can afford to visit them.

​

Jewel of Royalty

This island is reserved fo the Royal family where a large estate sits aong servant cabins and a lush, island plain. 

The Jewel of Royalty is very well guarded by stealthy rangers and soldiers able to remain invisible and unobtrusive, the Royal familt at least wanting the illusion of not always being surrounded by the King's Guard.

Here, luxurious food, exotic animals, and the greatest beach life is had when the family can make it to the island. 

​

Jewel of Sands

To the Southeast of the Royal Jewel is the mostly deserted Jewel of Sands. Aside from a gurd outpost and some cbabins for the Royal huntsmen who are appointed to the island, not much else exist here except a rogue, elusive sand dragon that was brought to the island as a wyrmling for entertainment and then escpaped, terrorizing the Jewel of Sands ever since. 

Where it makes its true lair is unknown as it has tricked its hunters again and again with false lairs resulting in hunters falling to traps and other hazards such as sand devils that the dragon has, somehow, recruited into its service. 

Until the dragon is taken care of, this island is off limits even for the Royal family.

​

Jewel of the Jungle

This island is composed of deeper jungles and old, ruined temples, the secrets of which awit discovery, or so visitors think. Though the island locals have gone through great lengths to make the island feel "adventurous", the truth is that the old, twisted temple and the jungle it sits in were made safe centuries ago, illusion mqagic and mechanical "traps" used to feed the gimmick of the Jewel of the Jungle and keep it a favorite spot for fun among the wealthy, giving them a sense of danger and adventure that the pmpered people might never, otherwise, experience.

​

Jewel of Pleasure

Made up of resorts, taverns, and even Eastern-style massage parlors and dance theaters, this island is dedicated to providing the utmost pleasure to its visitors. No matter the craving, it can be fed on the Jewel of Pleasure, far from the prying and judgmental eyes of the Golden Order of Astron who have no influence here (though it is rumored that some of the higher ups outside of the High Bishop, do visit this island). 

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Jewelside

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The smallish port and fishing town of Jewelside is almost

exclusively purposed for taking the wealthy visitors to the 

Jewels of Prosperity to the said isles, the rest of its boats used

eclusively for fishing (not that any of the fishermen or sailors

would be opposed to selling passage along the water but long 

distant cargo or passenger services are just not found here 

That is the purpose of larger ports such as Port Royal to the

North or Port Rainford further South. 

Aside from passage to and from the Jewels of Prosperity, this

town has several taverns and a few shops selling equipment and

services that can't be had on the tropical islands. 

The Singing Seahorse is an especially rowdy tavern where plenty

of drunken singing is always heard and even encouraqged, 

bards often visiting and singing well-known songs that the 

audience can sing along with. 

The Pickled Fish is another popular tavern though likely for its

quieter atmosphere and rather cheap drinks, catering more to

the fisheren and sailors than the wealthy visitors to Jewelside and th Jewels of Prosperity.

​​​

Road Gate

These large, stone towers and gates are found throughout the

Kingdom, manned by Royal guards and often a cleric or paladin of

the Goldn Order of Astron. 

These checkpoints are also a way to collect the mandated "travel

tax" which, mostly, goes into the royal coffers. 

​The guards of these gates keep an eye out for suspicious activity

and the criminal element such as would be highwaymen, hijackers,

or even darker elements such as cultists. 

Mostly, though, the guards posted at these gates are bored, not 

necessarily very attentive souls going through the motions and

shaking travelers up for taxes. 

However, there is a time when the guards are on high alert and

this time occurs a few hours each day. This is when a commander

makes the rounds to check on the conditions of the gates and the

guards manning them. 

Commanders make these rounds atop their griffons, giving the 

watch a small bit of time to make sure the gate is at its best. 

​

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Woodside

Woodside sits on the edge of the Living Forest, th domain of the

elves. For those traveling into the domain of the elves, it is a last

stop to equip and prepare before heding into the wilderness. 

​Woodside is not a large town and boasts a cofortable inn and 

tavern, the Cozy Canopy, as well as a hndful of equipment shops.

The Tree's Tincture is a herbalist shop run by the halfling druid 

Gilly Greenfoot which boasts the best herbalist supplies and 

natural mixtures outside of the elven domain, itself. 

Woodside's townhead is the half-elf Jonner Goodthorn, an 

especially good natured fellow who delights in rumors and 

knowing the business of everyone in his town. He doesn;'s keep

abreast of everyone's business out of any shifty agenda or motive,

truth be told Jonner doesn't have a bone of ill will in his entire 

body, but rather, he does so out of loneliness and boredom, not

having a family of his own and few true friends that are not 

friends of political convenience. 

No one in Woodside has a bad thing to say about their townhead,

but the friendly man is just that to most of the town. A friend. 

Woodside was founded with the elven lands in mind, thinking to be the center of trade with the elven people and expected to grow into a thriving town, perhaps even a city. But the expectations were higher than the reality. The reality being that there is little that the outside world has to offer the elves, other than some spices or ale out of curiosity more than out of need. 

For this reason, the town has remained small, making its business from travelers journeying into the elven wilds or those stopping by on the road for need to rest and recoup. 

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Port Rainford

Off the rainy, Sourthern shore of Auroria sits the port town of the

aptly names Port Rainford.

Port Rainford is the primary port of trade and passngers for 

Auroria, opening into a very convenient and easy to access shipping

lane as well as having less thurough search of goods and passengers

than Port Royal. 

The downside to buying passage or cargo shipment through Port

Rainford is that there are occasion run ins with the Bloodskull 

Pirates which no Royal ship would ever run afoul of. 

Aside from buying passge or sending cargo via a ship, this town

has housing for the locals, inns such as the Luna Sea Inn and the

Fanged Duck. 

Port Rainford has plenty of seqside equipment shops dealing in

everyday goods as well as a few shops such as Sea Magics run by

Rummold Grimsilver, a wizard of some renown (though hardly as

well known as Grenwald, himself). Magic of the Sea can be 

bought here.

​​

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The Gnome Village of Glitterleaf

Built close to the edge of the Living Forest, Glitterleaf is a village

that straddles the wooland realm of the elves and the Kingdom 

of Auroria both. 

The gnomes of Glitterleaf led by the smiling elder, Jola Bobblekip,

are a very friendly if overly curious bunch. Though their shops

have been built with the bigger folk in mind, dwafing their much 

smaller homes and making for a kind of architectural shock for 

those taking too close a look, they retain a style unique to the

gnomish builders. 

Glitterleaf is populated mostly by green gnomes but rock gnomes

also live in the town such as Makki Steelboots, owner of the 

Golden Gear where he subjects unsuspecting shoppers to his

inventions, some of which even work as intended. 

Telsi's Teashop is one of the most renowned shops in the village,

selling mystical teas that do everything from curing headaces to

removing poisons. 

The Green Cup is the local drinking and sleepng spot, very popular with visitors and at a more than fair cost. 

The people of Glitterleaf are very excepting of all manner of folks but, so it is said, they will readilly report game hunters, poachers, and other defilers of nature to the elves before such even take their first steps into the Living Forest. 

​​

The Seaside Church of Astron

 The Golden Order of Astron maintains a seaside church for travelers

to stop at, to worship at, and be reminded that the grace and wonder

of the Father, a rminder that the god of light is still by their side. 

Along with the central church, itself, three shrines dedicated to 

Astron also stand, for those who wish a quieter more one on one

prayer site with their god. 

A small dock also exists, able to moor smaller vessels but the Church

does not supply seafaring vessels and the docks are only meant for

those seafaring travelers looking for some peace and worship in

their travels. 

The priest who maintains the church is Father Rebula Tonnerson. 

Aside from offering daily church sermons and quiet areas to pray,

Father Tonnrson also offers healing and blessings to those who

truly need it and can make an offering to the Church. 

Smaller shrines to other gods are also scattered bout the church 

grounds, not for worship but as reverence to the "lesser" gods that

the Father rules over. 

Though not places intended for worship, Father Tonnerson and the

other members of the Church simply don't notice the small prayers

being uttered to these other gods by some visitors, choose your battles as the saying goes.

​

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White Mantle

The largest city in Auroria, White Mantle is a sprawling city of

various peoples and cultures. 

From the wondrous shopsand stalls of the Market Square to the

beautifully built homes of Manor Hill, White Mantle is an amazing

and immense city. 

Delemvar Katheris, the Lord of White Mantle, is a large, muscular

man and a shrewd but fair ruler to the grand city.

The city obeys nnd upholds the lws of the Kingdom but is not so

stringent and religiously militeristic as Celestian Point, Lord

Katheris believing that the freedom and enjoyment of his people

to be more iportant than upholding every single tenet and 

supposed wish of Astron. This pits the good Lord of White Mantle

agaist some of the most fervent and influential of the Church. 

He remains steadfast and the Church stays its hand in not simply

convincing the King to remove him, avoiding revolution in the

sizeable city. 

White Mantle has countless interesting places to see and visit and the following is just a mention of some of the more noteable locations in the city and is not an exhausted list. 

​

The Market Square

Having some of th ost interesting shops and open air market stalls, this large area in the Eastern city is awe inspiring with soething to see (and buy) in every direction. 

The Great Bazaar

This area of Market Square is a sprawling cacophany of tents, stalls, and pavilions of all different colors and designs. It is said most things can be found in the Bazaar if a soul looks hard enough and has enough money to spend but, truly, the most wondrous items are not the ones sold in private sales but at the three times weekly held auctions in the Auctioneer Pavilion in the center of the Bazaar.

Beshelba's Baubles

The older gnome, Beshelba, owns a magic shop that deals in minor magic items, materials, and books on magic philosophies. 

Baskerville's Books

This shop of tomes owned by the pleasant and elderly Goramin, holds books on history, religion, the arcane, and other topics. Research and learning can be achieved here. 

Dotty the Diviner

Fortune tellers are lookd down on in Auroria, which is why Dotty has "rebranded" herself a diviner, claiming to be passing on information and insight that the Father wants to impart on others. Some rumors say that Dotty used to be, or may still be, one of the Painted People hiding her fortune telling abilities in "divinity" as to avoid suspicion because, if the Order could prove these rumors, Dotty would be arrested for heresy. 

Whatever the truth behind her abilities, her abilities can be very accurate and she is certainly no charlatan.

Hammer and Anvil

A armor and weapon shop owned and operated by Quinn Ralathorp. This shop deals in well made weapons and specialty weapons made of cold iron or silver. Quinn can even arrange for adamantine weapons though these take money and tme to gather the materials. 

The Holy Hand Clerical Supplies

A shop dedicated to supplying clerics with what they need, mostly the clerics that align with Astron but a few other supplies can be found on occasion. 

The Potted Plant

A shop run by the retired druid, Graum Greenmane. His shop deals in mostly decorative plants, specialty herbs, and a one of a kind category of plant familiars. 

​

Feasting Way​

This stretch of several streets contain various eateries, taverns, and inns. People travel from all over Auroria to sample the foods in White Mantle and its famous Feasting Way. But not only the food, but the famous entertainment offered by renowned bards and telltales. 

Caleshem's Cuisines

The famous chef Caleshem, once working for the Royal family, itself, presents recipes from aroud the world, but with his own touch. everyone who has paid the pricey money to taste Caleshem's cooking has come away happy.

Eat and Sleep Inn

One of the most cofortable inns in the land, the Eat and Sleep Inn is run by the Rumcreek family of halflings, owned by Navis and Selly Rumcreek. The inn boasts goose down pillows and mattresses as well as a delicious family recipe for salted pork. 

West Street Bakery

Located on West Street, of course, this shop hosts amazing bked goods from classic muffins and sandwiches to unique items such as Skyberry pie. 

​

Officials' Quarter

The Officials' Quarter is where all the city's official business is conducted, be it obtaining a merchqant's seal, officializing an adoption or marriage, standing trial for a crime, or any other manner of business that needs doing in White Mantle. 

Courthouse

Judge Dillon Evercrest oversees the courthouse, offializing marriages, trying criminals, settling disputes, and other court business is conducted by the older man who is known to be stern but fair enough. 

Center Park

In the middle of the official buildings and busy people, is a beautiful park of fountains, vibrant trees, and various flowers. The park marks the city's center.

Stormsteel Prison

The city's prison, Stormsteel is one of the last places a criminal or even someone accuswed of a crime wants to find themselves. The wardens of the prison are known to be some of the hardest and least copromising or copassionate people in the land. 

Criminals are worked hard and barely fed, isbehavior withi the prison is rare and not long tolerated, and it is an over all unplesant place where you spend your time dressed in chains and used breeches. 

​

Copper Way

Most cities have their...less than pleasant areas and Copper Wy is White Mantle's. The disheveled and poor live as best they can in the slums of White Mantle, called Copper Way because most of its residents are luck to have a few coppers on their person. 

The Churc has done enormous efforts to try to help the poor of White Mantle, but have found many have encountered one tragedy or another turnig them to alcohol or worse, the relatively new drug known as Potion.

For this reason, most of the poor of Copper Way wallow at the bottom of the pit that has become thir lives. 

The Kitchens

This kitchen, operated by the Golden Order of Astron, is maintained as best it can be, being the most popular place in Copper Way as even those afflicted with Potion need to eat. 

Some minor crimes and debts can be worked off by doing time in th Kitchens, serving and cooking for the poor.

Rosethorn Graveyard

The truly desperate have come to dwell and even sleep in the old Rosethorn Graveyard locted in the bqack area of Copper Way. Word and rumor says some of the poor souls in the graveyard have died here, rising as a family of ghouls that haunt the place. 

Stinktown and the Scarecrows

The sewers of the city have been converted, it is told, by a group of rogues and thugs known as the Scarecrows due to the burlap sack masks they wear to commit their crimes. 

The authorities of White Mantle have had no luck ending this criminal group as they seem to disappear in the city's sewers. 

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Grenwald's Tower

The wizard Grenwald, one of if not the most famous wizards in the

world, dwells in a secluded tower on the edge of the Living Forest

and Northreach. 

Often sought after by the Royal family and the Church alike for his

wisdom, the wizaqrd nonetheless spends most of his time 

sequestered in his tower and, should he decide to stop responding

to those seeking his guidance and magic, it is unlikely any could

successfully besiege the tower and its magic. 

Grenwald often has an apprentice who is part student and part

servant though, at the moment the word is that he has not found an

apprentice worth taking under his wing and is inbetween students.

Grenwald has a history for sending for would be heroes and 

adventurers or appearng before them with a task or quest if you 

will. 

These undertakings rarly seem world shaking, go and fetch this

item or go and deal with this monster, usually being well enough 

rewarded for the party's time. But no matter how small the task seems, no one to date has refused the wizard.

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The wizard, himslelf, is a man shrouded in mystery, if he is even a

man. His age is unknown and there seems to always have been

stories of Grenwld, throughout the histories of this land and even

the histories of the Western World.

Some stories tell of a demigod, the son of the Mother of Mysteries,

Magga also known as the Goddess of the Arcane, who was adept and

impossibly wise in the ways of both magic and the nature of the 

world at large. 

Magga, this story tells, tasked her son with bringig wisdo to those

who would seek it to make the world a better place and, of course,

to spread the understnding of magic to all who would learn it. 

In this manner and belief, Grenwald is known as Grenwald 

Drakkenson.

Yet another tale, tells of a man born of a night hag and a tiefling,

an unholy union to be sure (some versions of this story make him

the son of a succubus and tiefling, instead). Grenwald rejected his

findish origins, however, and eventually his magics allowed him to erase any traces of his fiendish birth, resulting in the form he appears as now. 

But, this tale cautions, it is unhealthy to rely on the wizard too often and for too much, for the curse of his fiendish lineage eventually touches those who do so. 

Whatever Grenwald's true story, he is ancient, powerful, and well respected in all of Auroria and even the world.

​

Royal Elven City of Hath Shaelor

Located in the Living Wood, the Royal city of the elves, Hath 

Shaelor is the head of the Elven kingdom in Auroria. 

The Lady of the Living Forest, Arienanna, is the ruler of Hath 

Shaelor as well as representing all the elven people in Auroria,

independant of the Elven King Osharn in Raenatha. 

Though the Lady has had several suitors among her people, 

Arienanna has remained unwed since the passing of her husbnd, 

Variondor, turning her attention instead to her kingdom and her

people, burying her heart in her rulership and her twin children,

Glendraya and Halamon.

The Royal city of the elves is rarely seen by outsiders, save for the 

King, himself. In fact, the Royal guard who travel with the King are

blinded using magic while in Hath Shaelor, creating a least favorite

guard detail task when told they will be traveling to the Living 

Forest. It is highly unlikely that this small group of guards would

ever be of much use, should the elves decide to kill the King but blinded, they feel even more useless. Not that any of the guard would mention this to the King or the elves. 

Luckily for all involved, the elves are not a cruel people even if a little arrogant. Elven patrols in the Living Forest will even guide those lost in their woods out of the woods and back to the nearest road. 

Those attempting to ifiltrate the Elven kingdom, however, are not treated with any amout of kindness or forgiveness. What happens to such skulkers is unknown, though, as none are seen again. Even among the elves who are not in the council of the Royal court, itself, this remains a mystery left up to the imagination. 

There are no shops or inns in th great elven city as the city is reserve for the elves, themselves, who have no need for money among their own commuities. Trading is alwys done in the towns and cities of others, envoys of shrewd elves making the journies for trade. Elves prefer materials an goods directly, over money as money means more time and travel to buy the items the elves actually need, but the elves understand how the world outside their kingdoms work and will grudgingly accept money if none are directly trading the materiqls they seek. 

The elves typically hold elven vinyards with Elven wine being very sought after, especially by taverns in such wealthy places as the Royal City of Kalemthar or the higher end establishents in White Mantle. 

Elves also trade in woodworking, theirs being among the best in the world, especially bows and arrows, even magically enchnted arrows and bolts as well as elven cloaks and other lightweight but sturdy garments.

The elves of Auroria keep on good terms with the Kingdom mostly out of their understnding that their people form a symbiotic relatonship with the other peoples of Auroria but also because the elves know that their numbers are smaller and trying to force others uder their banner, which is not the elven way to begin with, would be a losing proposition. 

Though the elves do not work against the other peoples surrouding their lands, nor do they help in everyday events and struggles. It takes something that effects the elves, theselves, or a rare world shaking crisis for the elves to get involved. 

​​

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Elven Town of Draori

Draori is a smaller commuity of Winshara overseen by the Faeorynn

Canopy (family). 

Draori is seldom visited by the more royal and traditional Erandar

elves but often the Quinabrekk will visit the comunity, especially if

a party or celebration is going on. 

This small comunity consists of the elven homes, mostly built into 

the trees, themselves, as is common with the elves as a whole, as well

as the Mooting, a hall dedicated to meetings that concern all of the

Wisharan elves of the Living Forest or intended for the rare meetings

with those outside the commuity. 

Elves traveling throug the Livin Forest, native to Auroria or not, are

always welcome in Draori as tradition demands and the local elves

will always scrifice their own beds, sleeping in the family gathering

chambers or other available area in order to make guests 

cofortable. For this reason, elven homes in Draori may have a guest

chamber built just in case. 

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Elven Watch

The ever wary elves have excellent senses, making them naturals for

seeing a threat or out of place wanderers in the Living Forest. Aside

from elven patrols that roam the woodland realm, there are also a

few towers to give an elevated view of the elven lands and nearby

land outside of the Woodland kingdom. 

Those wandering into the lands of the elves, be it intentional or 

accidental can expect an encounter with an elven watch quite quickly.

Though not as common as the patrols on the ground and in the trees

of the Living Forest, there are some few hippogriff riders as well, 

usually only called on for aerial threats or when a sky-eyed view is

called for. 

Over all, the elves of the Living Forest are well protected from threats

in or above their wildrness kingdom and offers caution to those who

would dare even a single step into their wilderness domain. 

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Ruins of Targ Althuuk

One of the black marks on Elven history is the cult that existed in the

town whose name has been lost and buried in history but is now called

Targ Althuuk which means "Dark Blight" to the elves. 

Around two millenia ago, the prosperous elven community of this

town held a dark and bloody secret to their small comunity. As irony 

would have it, it would be a curious group of Quinabrekk elves that

would ucovr that something was amiss with the town and that its

Winsharan inhabitants were hiding something. But the Erandar high

elves of the kingdom did not believe the Quinabrekk and through 

their lofty, hedonistic ways had gotten the better of them or that they

were jealous of the town's comfort and prosperity. 

It would not be until a youg high elven woman, who stopped into the

town for a rest and meal, would disappear before the rest of the 

kingdom would take what the wild elves had claied seriously. 

By then it was too late for the young elven warrior and others that had gone missing over the years, presumed to

have been lost due to vicious wilderness plants or beasts but actually sacrificed to the vile demon lordess Ixthazol, in exchange for prosperity and glory for their town, these elves once found out became the first elven blooded tieflings on Garn, cursed to be bound to the blood of the demon they worshipped over Corellon Larethian and the other elven deities. 

The town, itself was burned and motly destoryed, its remains turning to stone, its peoples exiled from all elven lands ever since. 

The evil of the cursed cult and the town thyey had inhabited had come to a close but legnds tell of a hidden evil beneath the ruins that still persists to this day, darkenng the woods immediately surrouding it and cursing any who dare to venture into the ruins, themselves.

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Seldrine Shrine

This woodland shrine dedicated to the Seldarine who are the family

of elven gods including Corellon Larethian, the leader of the elven

gods, Erevan Ilesere the Trickster, Hanali Celanil the Lover, 

Sehanine Moonbow the Moon Maiden, Solonor Thelandira the 

Hunter, Mielikki of the Beasts, as well as the god Geb the nature

deity not part of the Seldrine but rvered by many elves as a nature

deity. 

The druid mother Namanielle watches over and sees to the care of

the shrine. She will gladly rcount the stories and lore of the gods of

the shrine to anywho will listen, even non-elven visitors invited to

tour the area or guided past the shrine. 

The shrine is also said to glow with a kind of green flame when there

is a danger to the forest, an occurance that has not been seen since

the Toll Rais over three centuries ago. It is sai that the flame does 

not only serve as warning but also to empower the magics of the

elves as well.

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Anchor 29

The Living Forest

The Living Forest is the largest epanse of wilderness in Auroria. It is also the kingdom of the Aurorian elves who dwell and rule this expnse of woodlands surrounding their royal city of Hath Shaelor. This forest is rich with all manner of beasts one would find in the woods but with much higher a number. For this reason alone, several less scupulous hunters and pochers try to sneak through the woods to claim plentiful game before being caught. Unfortunately for these would be intruders, elves are not only very observant of their domain, but the Living Forest doesn't just get its name from the beutiful scenery but also for the very real threats of monstrous beasts such as owlbears and dire wolves and monstrous plants such as shambling mounds and treants. 

The nature of the forest itself, is enchnted in a way that confuses non-elves and makes it likely that outsiders in the woods will be lost within a few leagues of travel. 

The Living Forest is also said to be a thin veil between the world and the land of the fey known as the Feywild.

Most Aurorians know that this stretch of forest belongs to the wild and to the elves, avoiding it at all cost and quick to warn visitors to Auroria as well. Rangers and wilderness guides will scoff or laugh outright at those who try to hire the to enter the Living Forest. 

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Anchor 30

The Well Earned Rest

Anchor 31

This lodge on the Southern Road of Auroria is renowned for its fresh,

hot meals, its natural forest springs for bathing, and its magically

blessed sleep accomodations which leaves every traveller even more

refreshed than an ordinary night's sleep. 

The Well Earned Rest is owned by the couple, Waynard a tall, red-

headed man and the half-elf Hildrynne Skycloak. The Skycloaks also

have a staff of very well natured halflings who seem to be very 

content in their work.

The nature of the magic called upon to provide the arcane rest of the

inn is a well-kept family secret thoug they will assure any concerned

traveler (or a concerned inquisitor of the Church especially) that the

magic is not witchcraft and is harmless in its nature. 

The Well Earned Rest remains an important stop on the road for the

average traveler. 

​

Harrowthorn Woods

South of the Living Forest exists a darker patch of wilderness known

as Harrowthorn Woods. These woodlands seem to be in perpetual 

night from its thick, gnarled canopy and where the skies peek through

they always seem to be overcast and on the verge of a storm. 

The woods are said to be cursed, haunted, or both with strange 

whispers that seem to choose who hears them and twisted, evil trees

that drink the blood of those unfortunate enough to get near their 

branches. 

Even the woodland denizens that stalk these woods are said to be

unnatural with an evil, cruel bent. 

​

Witchlight

Among this vile forest is said to be enchnting lights that appear as

guiding lanterns. But these lights that appear helpful at first always

seem to enchant travelers, leading them to their doom. 

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Anchor 32

The Black Marsh

The Black Marsh located next to Harrowthorn Woods is an even more

dangerous place, known for its swamp trolls but, worse, is whatever

the monsters refer to as "Mother". 

Aside from the dangers of the trolls, there are other dangers and

denizens in these dark swamps including killer plants,giant frogs

and gators, and the site of a haunted battlefield. 

So dangerous are these marshes that the South Road goes for

miles around it and Harrowthorn Woods to avoid the

dangers therein. 

A purge of the swamp has been suggested many a time,

the idea only to be quashed by the High Bishop of the

Golden Order of Astron for mysterious and completely unknown

reasons. Regardless, the Eldritch Hunters have made their own

excursions into the vile swamp only for very few to survive the journey

and the trolls. Those returning suffered nightmares for months thereafter, causing the evil hunting organization to withdraw its efforts to clean out the marsh for now.

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Anchor 33

The Shimmering Coast

Anchor 34

The Southern coast of Auroria, known as the Shimmring Coast, is an

expanse of rocky and sandy beach known for both its beauty and its

dangers. 

Travelers enjoying making camp on the sands of the beaches in the 

warm ocean breeze but many soon learn not to post the camp too

close to the ocean, itself as it is home to families of giant crabs, 

cray fish, as well as fish folk who, otherwise, keep to the deep

waters of the Shimering Sea, the coast is named after. 

​There is rumor talk of seaside caverns and shllow coral

reef grottos containing hidden tresures. But others 

warn that these rumors are being spread to as a trap to

ensnare those who go looking for these hidden treasures,

non of whom are ever seen again. 

Some say a group of oceanic druids calling themselves the Circle of

the Sea who use the ocean and its storms to hide from the watchful and 

fanatical eyes of the Church. 

​

Twin Rivers

Aptly named for its location between the Twin Rivers which the 

town is named for, this ostly cozy place is as nice a place to settle

down as it is for travelers to visit. 

Fshing and hunting both make for very sport and full bellies for the

townsfolk and the recipes of the dwarf cook Mjarrie Steelvein at the

Grand Elk Inn, named for the gigantic elk head over the inn/bar

counter. 

Other than the Grand Elk, there is little to the small town other than

plenty of housing and a few hunting lodges. 

Fishing in the Twin Rivers is licensed for the protection of the local

food sources, though fishing upriver where the two join is free 

fishing. 

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Anchor 35

Shadow Rock

These rocky foothills and outcroppings are perpetually in shadow

giving the cold place its name. Minor peaks reach up, cssting more

shaqdows on the place as well. 

A group of passages here is known to lead into the deep earth 

known as the Undrdark. 

Occasional scouting parties and raiders of dark elves or duergar

sometimes rise from Shadow Rock to attack traverlers or to fall on

the town of Twin Rivers. 

But thes evils and dangers are mild compared to the true terror 

that regiments of the Golden Order of Astron have reported 

dwelling deep under the Shadow Rock, this being a dragon that is

said to wield shadow, itself against those who foolishly disturb its

lair. 

The King has issued a huting order and a great reward for any who

can kill the horrifying dragon but, to date, none who have taken the

endeavor have accomplshed the task or even returned from the depths below Shadow Rock.

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Anchor 36

The Drinking Dragon Tavern

The Drinking Dragon is the most popular halfling tavern in Auroria

which is saying quite a lot, if you ask a halfling. 

Though most spaces for halflings are made to the size of the 

smaller folk, the Drinking Dragon is made slightly larger for the

comfort of visitors to the tavern which are mostly travelers along

the Western Road. 

The tavern serves as an inn as well with some moderately 

comfortable (if cramped) rooms upstairs. 

The Drinking Dragon has indoor and outdoor seating and serves

lemon roasted fish dinner as well as barley ale or locally grown

pipe-weed. 

Prices are more than fair at the Drinking Dragon, they are even a

bit on the low end for the food and roos offered. 

Gwendelynne (Gwendy) Tendertoe inhereted the tavern from her

late husband and her and her grown up kids keep the place very

clean and tidy out of loving memory of her husband.

All of the wenches and cleaning maid staff are3 halflings save for one bullywog cook, Croakbottom,  who had a change of faith and life when he first tried the Tendertoe recipe rabbit stew, deciding to be the best cook in the land therefter (and does not do a half bad job at that),

Anchor 37

The Halfling Town of Lakeshire

The pleasant town of Lakeshire is one of the two halfling towns

built on the town's namesake of Sleepy Lake, known for its 

stillness and calm, as well as its great fishing spots. 

The halfling town has no walls or real defenses nor does it need

any as none are too interested in raiding or really paying much

heed to the small living spaces of the halfling folk save the most

depraved or desparate of monster folk and those types haven't

been seen in this part of Auroria in several an age. 

The halflings of Lakeshire would, perhaps fear the dark elves or

duergar dwarves from Shdow Rock if they were to make it 

further North than Twin Rivers which they have not to date.

The halflings are also beneath the notice of the Church for the

most part and, though some among their people have converted

to Astron, most halflings still worship the matron goddess

Yondalla and her children. 

The town of Lakeshire does have a few shops meant to barter

for other goods and services among the halfling commuity (though they also trade for money as some halflings travel to work or run businesses outside of town). 

The shops in Lakeshire are for practical needs dealing in food, fishing and huting equipment, and medicines. 

Hlflings are not opposed to selling to outsider shoppers who can handle the cramped quarters of the shops and the fact that non-halflings simply get chrged a wee bit more. 

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Anchor 38

Sleepy Lake

As its name implies, Sleepy Lake is a very calm, glassy lake on all

but the most stormy days or nights which, thankfully, does not

strike the area very often. 

The lake feeds a river supplying water to the Elven kingdom in

the Living Forest and supplies the elves and halflings both with

fish, either by the halflings trading with the elves or some elves

fishing for thmselves. 

Elves who enjoy fishing often make fast friends or at least fishing

copanions with halfling fishermen, often smoking pipe-weed

together or sharing some elven win while sharing stories or songs

from their repsective cultures. 

But few places are without their secrets and Sleepy Lake is no

exception/ It is whispered among the halflings, especially the 

halfling elders that there is a creature that sleeps within the lake.

A creature mafe of sea coral and the bones of a giant fish which

used to be the guardian of the lake and, in fact, the halfling 

people as well. But none alive today know the secret for keeping the creature bound to the halflings and if any were to disturb it or the jewel embedded within it, it is unertain what it would do. This story is only known to the halflings who never speak of it to others from fear that some outsider might try to steal the gem and unleash the monster on the lake and the two halfling towns around it. 

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Anchor 39

The Halfling Town of Lake's Crossing

The second halfling town in Auroria, Lake's Crossing is located

just across Sleepy Lake from Lakeshire. 

The halfling folk of Lake's Crossing are just as peaceful and

pleasant as the folks of Lakeshire though the two have some

healthy and friendly competitive natures with one another, 

especially during the Annual Fall pie baking competition of 

which both towns hold about equal bosting rights to winning 

over the decades since it has started. 

Aside from this, the two towns hold other competitions such

as the Spring Fish off to see who can catch the most fish, or the

Wnter Snowball War (mostly a game among the halfling

children.

Just as much as the copetitions, however, the towns come 

together for shared celebrations, the Nature's Plenty, a

holliday dedicated to Yollonda, the Spring Love Festival where 

prospective young folk from each town ask one from the other

town to dance, starting a courtship if successful and building a

union between the two towns and among the halfling comunity as a whole. 

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Anchor 40

The Frostwood

The Frostwood borders the lands of the Kingdom of Auroria

and the Northreach. This dangerous, iee covered woodland

boasts dangers beyond the packs of wolves and ice leopards,

also harboring more dangerous monsters such as yeti hunting

bands from the mountains and even the occasional frost 

giant venturing South to prove its bravery.

Barbarians occasionally hunt the woods as well, though much

rarer seen than other dangers. 

One of the most notorious dangers in the woods is an icy 

spirit of some sort, appearing as a semi-transparent warrior

of ice, haunting a snow covered mortuary and

challenging any who tresspass on his grave (one presumes it

is this spirit's grave at least). 

None hav bested this restless ice ghost and most have run for

their lives, the spirit allowing those who wish to flee to leave

without pursuit, simply concerned with guarding its grave. 

The other monsters in the area seem to have no use of 

what the spirit guards and seem to stay clear of the area out of instinct.

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Anchor 41

Rathnor Jorganson: King of the Northern Clans

King Rathnor Jorganson is the udisputed ruler of the Northern

clans of barbarians. 

He is an aging and graying man and it is unsure which of his

sons will replace him, the headstrong but strong hearted 

Lihoff or the more level headed but weaker of will Strohmor. 

Both have their ideas of how to handle the growing tensions

with the more nomadic goliaths who have already made noise

of not following the lead of whichever son follows their father

as king. 

Between this, keeping the yeti dens in check, and staying one

step ahead of the frost giants, Rathnor's sons have their work

cut out for them, along with proven themselves to their own 

people, especially the Clan Stormwolf who have always 

coveted and wanted to usurp rulership from Rathnor's 

Frostbear Clan. 

King Rathnor truly cares about the Clans as a whole, as well as

preserving the traditions and way of life they have held to for

centuries. 

Rathnor Jorganson had to prove himself early in life when his father was killyed by the Frost Giant Grimfist the Banehammer. He took his Clan titles in quick succession, Rathnor Icefoe upon taking down an alpha yeti on his own, Rathnor Wolfmaster when he raised the pair of Winter Wolves, Fror and Geisa who remain his closest guards, then Rathnor Poison Drinker when his brother Heigar failed to give him enough poison to kill hm, and finally Rathnor Giantsbane when he killed the giant that had killed his father and then brought down its entire steading. 

Rathnor insists he still has a number of years left in his aging bones but his age, as well as the wouds he earned fighting the frost giants, are catching up to him. 

Rathnor's Castle was the castle of an ancient winter lich whom with the clans unitd, Rathnor brought down then brought his blessed axe down on the undead monster's spirit jar. 

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Anchor 42

Mount Chillingdeath

This mountain contains the dens of a majority of the yeti in

Auroria, making this mountain one of the most dangerous 

places in the Northreach. 

The yeti packs have been hunted to the point of them having to

hunt together where once they competed for the best and 

tastiest kills. 

It is told by the barbarian and goliath clans that some foul spirit

or god has given rise to a yeti alpha stronger than any that have

been seen before. This abomidable yeti leads the remaining

tundra yeti in hunts, powerfully knocking aside those who

attack the like ragdolls. 

Some have claimed that this new, gigantic monster even has a

chilling breath weapon it levies against multiple foes ar once. 

The Northern clans have started calling this monster Deathfrost.

Some of the Clans have begun to look for the root of this 

trrible and impossibly powerful monster, believing that the 

only way to destroy this brute of a monster is to destroy that

which created it. 

Anchor 43

Lord Ruthven's Manor

Lord Janis Ruthven is the Lord of the Western Duchy, forgoing

the usual title of Duke to keep the traditional title from his

homeland of Sarvania. 

When he was young, Janis' faily ventured into the dangrous

land of Sarvania where thy carved out their own swath of land

and built, at first, a home and then a comuity who celebrated

Janis' father Harron Ruthven as a hero for the community he

and his family had created, naming him the first Lord of 

the Domain of Coremyr in Mid Eastethrn Sarvania. 

By the time other explorers ventured further North, they 

were quite surprised to find the land of Coremyr and the 

Ruthven family, though Janis and his sister were grieving the

loss of their parents in an attack from demon-worshipping

gnolls. 

Janis was the newly appointed Lord of Coremyr but he had no

stomach left for Sarvania and its evils so, leving his sister in

charge, he came to Auroria, accepting the King's offer to be Lord of the West Duchy. 

Janis had his manor erected practically in the Northreach to show that he had no fear of anything in Auroria, and how could he after living through the dangers of Sarvania for so many years?

Lord Ruthven's only realeney is the Duchess of the South, Duchess Clarris Estavalle who doesn't trust Janis and hs vocally presented her misgivings of giving someone who has hardly lived in Auroria the title of Lord.

To Janis' credit, the Duchess seems very alone in her mistrust of him as the people of the Western Duchy all seem more than happy with their local leader. 

Lord Ruthven's Manor is a large mansion of a home where Janis and his servants live in solitude though word has it that there have been plenty of callers to the Lord's home at all hours of the evening. 

Lord Ruthven's servants aqre as loyal as his supporters and with the support he has, it is certain that he has a long history to come as Lord of the Western Duchy. 

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Anchor 44

Woodside Market

This open air market sits just off the West Road and has 

merchants from around the world. In Auroria it is often said

that if you are looking for something, it is likely you can find

it at the Woodside Market. It is even said that there are items

from the Feywild and Shadowfell both in the Market though

merchants are careful to not sell anything that can be seen as

too evil due to the Church, of course.

Aside from the wares that end up here from around the world

Woodside Market also has exotic peoples from around the

world such as a strange insectile merchant calling himself

Kithix'Ithix of the thri-kreen, a panda-like woman called 

Taki the hengeyokai, and a barely dressed, tattooed dwarf

nmed Hokkar from Nazenka. 

Many of the merchants of Woodside Market operate and 

camp at the Market because they are simply too out of the

ordinry to hold shops in the bigger towns and cities in the 

rest of Auroria. 

In a way, the people of Woodside Market have formed a kind of

comunity of their own, looking out for one another and recommending one another's merchndise (as long as it doesn't directly conflict with their own sales of course).

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Anchor 45

Silverton Lumber Camp

Providing a majority of the lumber for the West and South

Duchies, the Silverton Luber Camp is under constant watch

by a combined patrol comprised of the soldiers the King can

spare this far west but, most of all, paladins and clerics of the

Golden Order of Astron, the Church, with its strong presence

at the First Dawn Temple and Fort. 

Frandon and Largo Silverton own and operate the camp along

with their sons Greggo, Marcum, and Stephon. 

Both permanent, seasonal, and temporary workers work the

lumber mill and the tree sites decreed by the Kingdom and

the elves of the Living Forest. 

Senior Mill Master, half-elf Eva Torrington and Cutter Master

Ramian Arthurson have been on hand the longest, become the

most trusted workers, and truly run the day to day work of the

camp. 

Grella Lightfoot, halfling cook, runs the camp's kitchen and

living cabins, happily throwing herself into her work but very stern with those working for her when need be.

The lumbr camp is a good place for a soul to find some quick or longer lasting work, if exhausting work. 

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Anchor 46

Ruins of Norym Garr

Anchor 47

Along the Foothills of Grim Tarn, remain the ruins of an

ancient village or town known as Norym Garr. Thouh this is

in an older common tongue, this site has no history or writing

in the history of the dwarves, elves, gnomes, hlflings, or 

humans of the land. 

The myterous ruins are said to be haunted but by an ancient

and wise spirit who will answer questions to almost any

mystery that plagues a soul as long as that person will 

complete a task for the spirit beforehand. Some say the tasks

are but a test of whom the spirit might find worthy and some

say the tasks are things the spirit never was able to accomplish

while yet living. 

In either case, as long as the person seeking the spirit's wisdom

completes the task put before them, their question is

answered.

The Church condemns this spirit of course, claiming that a 

spirit that will not pass on must be destined for Torment not Paradise. When any member of the Church would show in the ruins or a member of the Eldritch Hunters, the spirit does not appear to them and the King is hesitant to raise the ancient and mysterous site even on the wishes of the Golden Order of Astron. 

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Duchess Estavall's City Estate

Anchor 48

Built in the Thunder Barrow Gorge of Mount Suncrest, the city estate

of Duchess Gwendalynne Estavall is a smallish city but the

estate itself is an impressive grounds with a skyward tower

alost ovrcoming the heights of the mountain, itself. 

The highest poit in the highest tower of this estate is the living

chbers of the Duchess, herself, her noble blood (and more than

a little arrogance) demanding her placement high above her

loyal commoners. 

And loyal her people are though, it is whispered, it is as much

out of fear of her and her connections as it is out of respect or

true love of their local ruler. 

And connctions she has as it is said that Duchess Estavall 

courts Rolamond Jarreth the King's nephew, himself. This and

the more than generous amout she has "donated" to the Golden

Order of Astron has made her fast friends with the Church as

well. 

And Duchess Estavall has the coffers to spqare the coin, being

one of the most wealthy individuals in all the Western World (next to the King and the Royal family itself of course) in large part due to her high taxation of the Southern Duchy. Not enough to cause revolt or to lay too heavy a burden on most of her people, but more than the Royal Domain or the Western Duchy under Lord Ruthven (whom the Duchess mistrusts and loaths).

The city, not as grand as either the Royal city, itself, or White Mantle to the East, nonetheless has some few noteble spots. 

​

The Duchess' Games

A guilty pleasure of the Duchess, this arena is a spectacle that some say rivals the Royal games of Kalemthar, itself. During these games, Duchess Estavall's look becomes bloodthirsty, resembling that of the ost fierce and violent shield maiden of the Fozen North. Some whisper, never to her face of course that this is a truer face than any see on the Duchess in any other environment. 

As with the other arenas in Auroria, criminals can fight for  second chance at life, free prticipants can risk their life for rewards and riches, and any can try to prove their worth before the people of the Southern Duchy. 

Unlike other arenas, the Ducess' arena boasts a particularly dangerous and vile collection of monsters. One won't find a common owlbear, spiderbat, or even dire wolf here. No. Instead, the foolish or brave here pit themselves against a paraelemental of storms who seems accompanied by fluttering bat-like air fundamentals, a pair of twin driders said to come from the Underdark, itelf, and the Champion of the Duchss' Games, the nalfeshnee demon Goracraggixx which gets resumoned if killed, something that happns very rarely.

 

The Grand Shops

This section of the city seems to exist simply for the rich and poweful to outshow one another in buying the ost unusual and most expensive "trinkets" from across the world. The more exotic the item, the more impressive it is among the Duchess and her circle of aquaintnces. 

Aside from the pomp and ovrly showy nature of the shops, a soul can find some truly fascinating and useful items, especially at Orville's Oddities or the Booming Blade. 

​

The Eateries

This section of the city, found jut outside its center, has exquisite dining establishents, taverns, and a handful of inns for visitors and travelers or merchants. Some of the moe famous places in this part of the city include the Barking Beaver, the Western Winery, Halderman's Fine Dinng, and the Green Lion Inn. 

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Artists' Row

This area of the city has several shops and art showigs dedicated to painntings, statues, and other visual pieces, a few tome shops mostly concerned with poetry or epic tellings, as well as a few taverns and tea shops with poets, bards, and other entertainers. 

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The Duchess' Estate

This estate is nothing short of a fortified castle with variou tall towers dedicated to various functions such as the Library and Wizard's tower given to Ralorthym the Wizard who works for and advises the Duchess when necessary (and when he can get her to heed his advice). 

Another tower is dedicted to the Duchess' Guard (and som say her personal assassins though none would make these accusations publically).

The tallest of the towers is the Duchess' living chambers, itself, richly decorated and adorned with anything the Duchess fancies, though rarely seen outwide of the Duchess and her closest allies and servants as the Duchess is nothing if not paranoid for her own safety. 

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Thistlethorn Farmlands

Anchor 49

This ipressive farmland is owned by Rupurt and Edna 

Thitlethorn, a friendly enough and quite hardy couple who

pay their farmhands, ranchers, and other workers very fairly,

which is impressive considering the Duchess' taxation.

It helps, that the Thistethorns have the best recipe for the

Duchess' favorite strawberry silk cake. 

Aside from apples, ample groves of strawberries, grapes, 

wheat, and an assortment of vegetables- the Thistlethorn 

farm also has an assortment of animals such as chickesn,

turkeys, pigs, cows, and horses. 

Patrols by the Royal soldiers and the Golden Order of Astron​

patrol close to the farmlands, recognizing the farm as an 

important resource for both the West Duchy and the Kingdom

as a whole as the Thistlethorns offer foodstuffs that aren't 

found in the Eastern part of the Kingdom. 

Justice and Barrinelle (Berry for short), Rupurt's cousins 

often travel to other towns and cities to sell goods from the farm.

​

The Silverbone Mountains

The domain of the Aurorian dwarves, the Silverbones get their

nam from the rich silver and mythril deposits that run through

the deep mountain domains where the dwrves mine tirelessly

as well as expanding into gemstone clusters and other precious

metals and stones beneath the earth. 

The land of Auroria's hill dwarves also make their homes and

communities near the Silverbones, keeping close to their kin.

The Dwarven kingdom of Ironfell is built into the mountain, its​

great halls carved from the mountain's stone, itself with the

Great Entry Hall extnding from the Silverbnes, acting as both a

fortified entry to the deeper kingdom and as a meeting place 

with those more used to and cofortable with sitting down for a

discussion above ground. 

The Ironfell dwarves have rid the Silverboes of all but the most

mundane of dangers, such as mountain goats and lions as well

as a few families of oreads (earth spirits or fey) who are mostly

harmless if left to their own devices. 

A few noadic clans of stone giant kin goliath llso live in the area surrounding the Silverbones and the dwarves are on very friendly terms with the giant blooded folk, even trading with them from time to time.

Mountaineers and travelers, as infrequent as they are, tend to go unharrassed by the dwarves if not trudging about on their actual territories and may be wtched by goliath out of curiosity but aren't generally bothered by them as long as they don't bother the goliath. 

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Anchor 50

Dwarven Kingdom of Ironfell

King Sren Ironfell, son of Glorym Ironfell is the current ruler of

the Dwrven kingdoms in Auroria. Kingdo Ironfell is located in

the Silverbone Mountains (called by most simply the

Silverbones) where the dwarven clans mine endlessly into the

rich veins the earth provide. 

Outside of mining, the Ironfell dwarves also deal with hill 

dwarves to send merchnts to the towns and cities of other 

species to sell their finely forged weapons, armors, and other

metalworkd items. 

It is rare that non-dwrven outsiders get to visit more than the

Grand Entry Hall of the dwarves which is a fascinating castle-

sized keep all its own on the surface of the Silverbones. Those

given entry to the Deep Hall, the true city kingdom of the 

dwarves are afforded a great honor but still not left without an

escort. 

Entry to the Ironfell Kingdom is generally only offered by the

King, Queen Minneva, or a member of the Royal family and

muc consideration is given first. 

The entry to the Deep Hall is guarded by massive Stone 

Guardians, dwven golems that are very good at repelling 

intruders. 

Within the Grand Entry Hall, are treated to Meadhall ale, peppered rothé, and mushrooms that only grow in

underground terrain with an especially earthy taste. 

More iportant visitors (in their own culture if not in the dwarves') are gifted with a named dwarven weapon or suit of mythril armor to honor them as guests of the dwarves. 

The Ironfell dwarves care little about the laws of the Kingdom while in their own domain, especially when it comes to religion as the Ironfell Kingdom's laws are based on the tenets of dwarven deities Moradin the Soulforger, Berronar Truesilver the Revered Mother, Dumathoin the Earthcarver, and Clangeddin Silverbeard the Twin Axe Master giving the dwarves their laws which are uncoproising and always result in punishment by death or exile to the Underdark when broken. 

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Always Craft with your Soul

Do not forge items without feeling or passion. Never sell or give flawed items made by your hand to others. 

​

Never Raise Axe nor Hammer to Another Dwarf 

Do not murder fellow dwarves though defending oneself is qalwys thought acceptable.

​

Defend the Hall

Never let your home or property be taken or destroyed without a fight.

​

Be a Shield Against the Wepon of Fear

Do not flee in fear. Never show cowardice. 

​

Do Not Become Stagnation in the Earth's Veins

Always expand and explore new places, do not simply mine the same deposit each day.

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Resist the Ways of Abbathor Do Not Give In to Them

Be careful of the curse of greed and the Horde Sickness.

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Anchor 51

The Hill Dwarf Town of Gurmoidin

Anchor 52

The hill dwarves of Auroria dwell near to their mountain dwrf

kin in the hill country near the Silverbones. 

They tend to be interediaries between their more reclusive

deep earthern cousins and the surface folks, trading goods on

their behalf (and usually very adept at it too, the hill dwrves

being among the shrewdest traders there are). 

The town of Gurmoidin, like the hill dwarves, themselves, is a

more inviting and tolerating place overall than the Ironfell

Kingdom. 

Not that this garners a lot of visitors among travelers to the 

dwarven town. Not many outside of the dwarven community

enjoy sleeping on rock hard beds and there is only so much

rothé one traveler can stomach (the underground cattle tend

to be more on the tougher side). 

Though staying at one of the town's inns such as the Dirt Nap

might put visitors off, one aspect of Gurmoidin is holds much

more appeal, the wepon and armor shops and forges. 

Whther it is Blessed Steel, the Axe's Edge, Mythril Shirt and

Shield, Fahran's Forge, or any number of other shops and

crafter's work stalls, peple will travel long and far to by metal

smithed wares from the dwarves, especially armor and weapons. 

A few pubs also stand along the roads in Gurmoidn such as the Hedless Troll, the Hearthmead Drinking Hall and the Lucky Fieldmouse to name a few. Of course, dwarven ale is almost as much an acquired taste as a dwrven bed so results may be questionable. 

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Ruins of Joth Hator

Joth Hator, local dwqrves claim, was once a thriving city of both

hill dwarves, mountain dwarves, and rock gnomes which fell

tragically in a batte with giants and ogres yet, some of the

inscriptions in the stone, the Preservationists' experts say, are

giant and date to the carving of the stone, itself which hints at

a dark, or at least embarrassing secret among the dwrves.

These large, stone ruins lead to an underground hall

composed of mostly collapsed chambers and more, sprawling

halls.

If any treasures or even fractured items that hinted at who

walked these halls existed, they were long since cleaned out of

the ruins which remain as bare as a tomb after a graverobber

visited it. 

The ruins may not be completely empty, however. Myterious,

shadowy figues have been reported to ask strange questions

of visitors to the ruins, attackig them when they apparently 

answer wrong. 

Other rumors claim that the quetions have to do with the

history of the giants, or questions about their culture but that

those in the ruins at the time did not know the iformation at

the time. Most who escape the Shadows of Joth Hator as they have come to be known, don't have an urge to return to the site. 

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Hansford

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This small fishing commuity on the Shimmering Coast in South

Auroria is overseen by Townhead Annelia Embereye, a fire

genasi native to Nazenka who settled down in Auroria with her

husband and adventuring partner Nazz the Magician as they

both found a new faith in Astron.

After helping the Church with a particularly gruesome devil

problem, the two were given a home in Hansford where a new

Townhead opening also was presented to the couple. Nazz had

no interest in politics but Annelia was intrigued and soon she

was hearing every fisherman's problem, every complaint 

about the Bloodskulls (admitedly these pirates were a growing

issue for any smaller coastal community), complaints about

fishing vessel taxes, and anything else the locals wantd to 

unload onto the genasi. 

In short order, Annelia learned to take the serious issues, to

tackle those first and foreost and then the townsfolk would all

but forget about the minor problems. 

Since her appointment to Townhead, the town of Hansford has

become more prosperous and peaceful than it has been in an

age.

Hansford still has its issues. The Bloodskulls have mostly moved on to easier waters but their vessels still show up now and then, harrassing fishermen and nearby sailors before the Royal Navy can really route them away, but there are few other real threats to the town and that makes people thankful. 

As a fishing town, the folks here don't really take passengers too far but for the right price, may take a group down the coast or as far as the Smiling Maiden wreckage.

Other than the Salted Sea Witch Tavern and the Drowning Inn, there is little more in th town but fishing equipment shops. 

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The Bloodskull Pirates

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Though most pirates (and most criminals to be fair) steer clear of

Auroria and its double trouble of the Royal Military and the Golden

Order of Astron, the Bloodskulls do hit coastal commuities and

lone ships on occasion if they believe they can get away with it at a

low risk. 

The Bloodskulls are bsed out of Deadman's Rock off the coast of

Gillius and, thankfully, they tend to stay near that continent.

When they do show, people rarely fight them and, to the credit of

the pirate gang, they leave those who do with their vessel and their

lives. But those who are foolish enough to fight them end up food

for the fishes is they are lucky. 

With the uncanniness that the Bloodskulls outwit the Royal Navy at

every turn, even seeming to have the weather on their side. 

Some have surmised that the pirates have a way to divine the 

weather and plan their attacks around fog or storms striking at the

right moment. However, others, including some that have been left

alive by the pirates claim to have seen a woman with a vile gaze 

that the pirates referred to as the Sea Witch. 

However the pirates have predicted ot manipulated the weather, 

the Navy is at its wit's end and there is talk of them conferring with

druids and the Green Circle members of elves which has visibly concerned the Church, of course. 

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Wreck of the Smiling Maiden

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Off the Shimmering Coast to the South is the site of a ship

named the Smiling Maiden which was capsized when 

resisting pirates got out of hand. 

For centuries now, would be treasure hunters and others

have attempted to recover the cargo and fortune of the ship.

However, even when using water-breathing magics, would

be fortune hunters run into other dangers such as

sharks, poison eels, and some even say that some form

of monstrous sea folk have taken up residance within the

wreckage of the Maiden. 

Whatever dwells within the ship's wreckage, it is well

known that whoever can best the dangers threin, recover

the treasure, and come back to shore alive, that person

will be well on their way to making their fortune.

With the rumors of curses, hauntings, and monsters in the 

sea around the wreckage, finding a boat or ship to approach

the Smiling Maiden will be expensive at best and a flat out

no thnk you being much more likely. 

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Way of the Flying Leaf Monestary

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Ever under the watchful eye of the Golden Order of Astron,

starioned nearby in their temple camp (perhaps a purposeful

location in fact), the Way of the Flying Leaf Monestary claims

to be a school for martial arts and discipline of the body and

mind. This is not a lie, but there is some omission involved

in the monestary's claim as the monks here also teach about

reaching into one's inner spirit to ulock their ki, cautiously

of course. 

Many rumor (and in this case the rumors are true) that the

group known as the Monastic Order of Enlightenment also

operates out of the monestary and the Aurorian order of the

group most definitely do. 

Aside from teaching new and growing monks, the monestary

also offers healing herbs and teas for various uses. 

The head of the Way of the Flying Leaf is Master Shikomi 

Saho, his second is an unusual dwarf-like man (but if accused

of being a dwarf or asked, he will correct the accuser and let

them know that he is of a people known as Korobokuru which

are kin to the Western dwrves but without the dour attitude

or greed). 

Other techers and aspiring monk masters include Shikomi's

daughter, Hana, ex paladin Nathis Graymere, and herbalist specialist Mdori the Eastern halfling. 

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Church of the First Dawn

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As the main outpost for the Golden Order of Astron in Western

Auroria, the Chuch of the First Dawn acts as temple, military

training camp, and dungeon all at once. 

The Church of the First Dawn is overseen by Madamme 

Reaya Le Courte, Paladin of the First Order. A stern, pious

woman with a no nonsense attitude, Madamme Reaya keeps

a tight, clean hold on the operatons of the Church. 

Aside from taking her caretakig of the Church, itself, very

seriously, Madamme Reaya takes her faith and duty to lay

Evil and Chaos bare and defeated just as seriously. 

The Church offers training to paladins, to the Sword of Astron

(also known as Templars), and even to the Eldritch Hunters 

despite the two organizations not always seeing eye to eye.

The Church also offers rest and healing to any seeking it, as

a tenet of Astron to never contribute to unecessary suffering

(though the Church may ask a task or donation it finds 

appropriate to the visitor seeking the service, of course).

The Church of the First Dawn conducts sermons four times

weekly and those enjoying the hospitality of the Church are

expcted to attend. 

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The Cold Twins

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These two, jagged mountains in the Northreach are the main

home to the frost giant kin of goliath (as well as a few of the

stone and storm variety). Though the goliath clans are largely

nomadic, Khan Gregor Icefist has established a not so modest

fortress in the Cold Twins (named Fortress Fangwall) where

any of the goliath clans are welcome (as long as they pay

fielty to Clan Icefist of course).

Outside of Fortress Fangwall, the Cold Twins are a dangerous

couple of mountains. The yeti popultion in the Cold Twins

has been largely cut down by the goliath clans, but other

dangers still roam and make lairs in the mountains, monsters

such as the frost drake and ice mephits to name a few. 

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Port Newhope

AURORIA

The land of Auroria is the largest continent in the

Western World and the heart of the Western 

Kingdom. Once known as Queensland, when 

the last Queen of the Kingdom passed and the 

first king in generations rose, King Roland

Jarreth I ushered in a new age for the West. 

As the War of Chaos had just been decided in the favor

of law nd good, the people at large became more and 

more devout to Astron, the Father of Law and Light. Though 

many also turned their eyes to the newly appointed goddess, Saint

Trevesard, this goddess was still young in her godhood and her followers were still few, yet often there are dedications to the heroine given divinity even in the temples of Astron, the followers of both often being allied in their upholding the ways of peace and good.

Though the followers of Saint Trevesard tend towards defending the weak honoring friendship, and offering redempton to those who can accept redemption, the followers of Astron have become more and

more militant and stringent in their tenets and laws, often rejecting those who worship other gods, spirits, or anything bove Astron as heretics, their laws becoming less tolerant where they have strong influence. 

And in Aurora, the Golden Order of Astron has strong influence, indeed. 

Whereas the land was to be named after King Jarreth I, the head of the Temple of Astron at the time convinced him to name the land after the fabled city in Etheria, the land of the gods, Auroria, as a way to show the king's solidarity with the temple and the Father.

In the centuries since, the full name of the land is the Golden Kingdom of Auroria, though most common folk simply call it Auroria. 

Auroria is populated mostly by humans and the peoples on fairly good terms with the humans such as the dwrves, elves, gnomes, and halflings. Though the other peoples are more than welcome and tolerated in the Golden Kingdom, all are expected to follow the law of the land and the King's will, though in the confines of their own realms, the dwarves and elves are free to rule and live as they will. 

The Barbarians of the North along with the frost and stone goliaths in the same region do not ackowledge the King's law or the Holy Laws as set forth by the Golden Order of Astron and, as such, are on very shaky terms with the Kingdom and its people. Raids on Northgate and people venturing into the Frozen North are not unheard of but trade with the peoples of the North is also commonplace. 

The Golden Order of Astron is known to be as powerful or more powerful than the royalty of Auroria and, as such, other religions are not overly tolerated in the lands of Auroria where the Order holds the strongest power of any place on Garn. 

Circles of Druids meet in secret glades and clerics following other gods, pray silently to the smller shrines within the Churches of Astron. The Way of the Flying Leaf Monestary, the only monk dojo in Auroria presents itself as a school focused on martial arts and physical wellness rathe than the spiritual center it is meant to be. 

Most devotees to Astron are true bastions of faith, but some few groups do sour th bunch as a whole, abusing their power and status as Templars to the Father. The Faith, as a whole does its best to "correct" such behavior but in less populated environs those with power will abuse their power, the most dangerous of which are those who see no wrong in their actions and consider it their god given right to be "above" the common folk. 

Though Duchies were commonplace in ages past, after the Duke's Uprising several centuries past, the number of those holding such power has been reigned in, so that there are but two, Duchess Marium Estevall of the Southern Duchy and Lord Glenarvon Ruthven of the Western Duchy.

The military, town guards, and other authorities of Auroria are largely comprised of paladins or fighters devoted to Astron, giving the Church even more power over the land but also contributing much to the safety on the roads from those foolish eough to practice being highwaymen in the land. 

Thieves' guilds do exist in Auroria but those practicing the "Night Trade" are far more careful in Auroria than any other land with its very harsh laws and intolerance of lawbreakers. This also means that thieves and other Nigt Trdesmen in Auroria tend to be the most adept at what they do. 

Rangers and those adept at walking the wilds without getting mauled by owlbrears or worse, sell their services as guides to those who need to take a "shortcut" to get somewhere fast (or those wanting to avoid the ptrols of the Order on the open roads). 

Most sorcerers and wizards attend the Royal College of Magic in the Royal City of Kalemthar, itself, though the famed wizard Grenwald has, on rare occasion, taken a direct interest in those he finds truly adept in spellcasting. Warlocks, of course, are outlawed and unwelcome in Auroria so tend to keep the nature of their magic secret or, better still, hide the fact that they are spellcsters at all. 

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The Law of Auroria​

In the Golden Kingdom of Auroria, the laws are decided on by the King with close advisors from the Golden Order of Astron. There is little leeway for criminal activity in Auroria and ignorance of its laws is far from garnering forgiveness or understanding. 

It is strongly recommended for visitors and, especially those hoping to coe to live in Auroria, to become aware of the Kingdom's laws before ever stepping foot on the Kingdom's lands. 

The following are the common laws and puishments for commoners and visitors in Auroria. 

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The Royal City of Kalemthar

The Royal City is the seat of power in Auroria. Location of Castle Darkbane, the home of ruling King Charlemain Jarreth VI, this city is the most defended stronghold in all the land, also housing the Royal Barracks and the Military Church, the Sword of Astron. 

The Royal City is also home to the Royal College of Magic where the most learned and respected magic users practice and perfect their craft, most being expected to become Church Mages or Royal Mages. Those practicing magic on their own or seeking other ways to learn spellcasting are considered enemies of the state, called witches by the Church and actively hunted as such. Most of these unlawful spellcsters eagerly change their ways when captured, joining or rejoinging the College. 

An exception to this rules is on the very rare occasion that Grenwald takes on a pupil, flying them off to his tower near the Elven lands of the Living Forest. Grenwald is so powerful and respected that even the Church will not go against his wishes and, in most cases. such an adept pupil tends to go to work for the Church or the Crown in the end, anyway, leading to the same result. 

Kalemthar, itself, is the epitome of the most wealthy and powerful, a beutiful city full of beautiful people who were either born into their fortune from a noble bloodline or made their fortune on their own, newer to high society than those born to it. 

Ony the highest quality goods are found in the Royal City, from silks diretly shipped in from the Far East to Elven wines made with grapes wildly grown in Raenatha to the greatest art and craftmanship from the best artisans the world has to offer. 

Outside of the very wealthy, shopkeeps and tavern or inn owners make up the populace of Kalemthar, usually not able to afford the very pricy housing of the City and, instead living in apartments over their businesses. These apartments are still quite roomy, well kept, and grand accomodations compared to those in other cities. 

It has been several centuries since the Royal City has seen major action such as that of a siege but the Royal Military and the Sword of Astron are always ready. One can never be too prepared after all. 

The Districts of the Royal City of Kalemthar are:

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The Royal District. This district, unsurprisingly, is where Castle Darkbane is located. Surroudig the Castle are the homes of the wealthiest and most respected nobles outside of the Royal family, itself. The Royal Gardens and Royal Theater can also be found here. 

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The Arena District. This entire district is dedicated to the Royal Arena and the few taverns and inns surrounding it. This is where criminals and those hoping to find a fighting fortune compete in what some, including the High Bishop of Astron, call savage fights that are considered archaic and outdated. But the distaste of the Church and others aside, there is no denying that the Games feed the Royal coffers and take in much more gold than it awards a would-be champion, bringing wealth from around the world. 

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The College District. This is the location of the Royal College of Magic overseen by Headmaster Califf Morgrimm. The District is also home to several book and magic shops, equipment stores, and a hndful of taverns and inns.

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The Church District. This district holds temples and churches dedicated to Astron as well as shops offering various paraphernalia for clerics and holy practitioners. The Royal Church is also located here, mostly concerned with meeting with political officials and plnning actions that concern the Kingdom as a whole. Though the Bishop, himself, lives and operates in the city of Celestial Point, the Royal Pontiff Emmastelle Whitehall heads the Royal Curch and its day to day operations. 

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The Hospital District. This district is where the Royal Hospital, a place that is part physicker care and part spa, as well as the Royal House of Mental Wellness built not too far from the now abandoned Asylum which the welthy cry to be torn down as an eye sore but the place seems to "resist" being torn down and is rumored to be haunted. 

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The Shopping District. This district is full of grand shops and craftsmen workshops. It is a very crowded district where the rich show off their newewst purchases at high end restaurants and taverns, flaunting their material wealth like in few other places in the City. 

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The Sword District. This district is hoe to both the Royal Military Barracks and also the Military Church and Cp of the Sword of Astron. Several high end weaponsmiths also operate in this district but most of their customers are weapon and armor orders for the Royal Military or for the Church, directly. The Royal Prison which has very few inmates usurprisingly, is also located in this district. 

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The Visitor District. This district is mostly dedicated to apartments and inns for those visiting the Royal City but not important enoug to warrant a room in the castle or one of the higher end inns found in other districts. The inns, taverns, and equipment shops in this district are considered "low end" and no self respecting Kalemtharian local would be found dead in the dstrict though the prices are still higher than those of any other city. 

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Celestial Point

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Celestial Point is noted for the warm blue beam of light that rises

from the center of the city, in the Holy Square. This mysterious

light rises into the sky. The light is said to have been called down 

by a Chosen of Astron named Shalister Graymane when he faced

a demon in the street of the city soon after it was built. The light

remained and those devoted to Astron say that it is a reminder by

the Father that evil cannot stand against the Faithful. 

The greatest temple to Astron was erected soon after with 

Shalister as the head of Church. The light and the temple remain

to this day and no other evil has been able to enter the city.

​The head of Celestial Point is Townhead Morrigan Thelspar but

everyone knows that the real power in all but name is the Church,

and by contrast, High Bishop Harriford Grace IV. The High Bishop

is, from all accounts, a very pious and devoted man who may be

mor than a little bit of a zealot and very militeristic in his approach

to faith but none can deny his faith and focus on making the world 

a better place even if he is very unswavoring and insistant on what "a better world" looks like and on wht is "good" and "evil". The High Bishop is very intolerant of anything he considers sinful against the Father and he demands the same not only from his and the Father's followers but all under his watchful eye. 

Most of Celestial Point is dedicated to the Church with smaller churches found throughout the city alongside the Grand Church of Astron in the city's center. â€‹

Aside from the churches and the Estate of the High Bishop, there is also shops selling everythig the religious could ask for, clothing and equipment stores, and inns to house pilgrims and other visitors to the city. 

There are no taverns in Celestial Point whih surprises some but the followers of Astron will point out that drunkeness is tantamount to making bad decisions and is, therefor, a road to evil that should be avoided.

The Grden of Saints is a beautiful display of nature and faith both with statues and plaques devoted to the various most renowned saints and heroes of Astron, surrounded by full trees, flowers, and other beauty. 

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Port Royal

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The central portion of the Royal Navy is stationed at this port city

along with more than a few cargo and passenger vessels, enjoying

the protection the Navy offers (though Port Royal also has a 

reputation for taking the longest to leave port and get underway due

in large part to how thurough the Dock Masters are at checking

manifests, not content with just spot checking cargo as most ports 

do but looking over entire shipments crate by crate). 

This creates a double-edged sword for ship crew and captains to 

losing time which can equate to losing gold but customers can be

assured that a ship leaving Port Royal is in the safest waters and

carrying completely legal merchandise. For this reason, very few

smugglers or other seafaring criminals are foolish (or savvy) enough

to operate out of Port Royal, rather using easier ports to coplete 

questionable activities. 

Aside from the port merchants, exporters, dock workers, sailors,

and the like - Port Royal also has its share of taverns, inns, and shops.

Where Celestial Point has outlawed alcohol and The Royal City of Kalemthar will only pour a glass of the most expensive and finest drink available, Port Royal makes up for this with a good mix of higher end taverns and pubs closer to the city center, while closer to and on the docks one will find the cheapest swill a sailor can guzzle.​​

The city center and docks both have their share of shops from standard equipment and trinket shops to the Found at Sea, a shop on the docks that buy unclaimed cargo on the cheap and resell it for a few coin profit. Great deals can be found at this second hand shop for the saqvvy soul looking hard enough and, sometimes, a shopper can find something worth more thaqn it looks. 

The Jade Fish is a tavern and restaurant owned and operated by Ryori Suru, a chef from the Far East who has introduced her cuisine to Western Customers with some success. 

The Dock Market is an open air market where many items from around the world can be found 

Crown's Peak

The stretch of mountains from the Northreach all the way down

into the Kingdom and to Celestial Point, itself. 

This reach of moutains are genrally climbed only by expert 

rangers and Griffon Masters, cavalry members of the Golden 

Ordr of Astron who excel at griffon riding and training, usually

trainng and raising their mounts at the Aerie, establshed at

Crown's Peak by the Church for this explicit purpose. 

But Crown's Peak is not the safest of environs even for expert 

flyers and clibers as it is also home to dire cougars, roaming 

bands of yeti, and even a family of perytons it has been reported.

Occasionally thieves and poachers try to steal the griffons that 

the Church has "tamed" but usually this ends with the thieves 

learning the error of their ways, if they live to, and just how loyal

of companions the griffons become to their paladin riders. 

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Northgate

Northgate is the last bstion of what some might consider civilized

lands before Northreach otherwise known as the Frozen North.

Being on the edge of the lands of barbarians, giants, goliath, yeti,

and other cold dangers, the people of Northgate have learned to

be hardy for the sake of survival and for the sake of their money

pouches as they might charge just a little more than other towns

for room and board, healing, food, and other services, especially

for those coming from the North. This makes Northgate both a

popular and unpopular place all at once. 

Northgate is a prime spot for guides, rangers, and the like always

ready to sell their expertise in the wilds to those who insist on 

going there. Most of these wilderness adepts, however, will turn

away those who have the look of the curious, people living 

otherwise unexciting lives who just want a peek at the wild 

reaches of the Frozen North. The kind of folk who get themselves

and others killed. 

Nor do these folk tend to do what they call "rescue missions" where a local or nearby family had a ember taken by barbarians, goliath or others as the rangers and others savvy enough to survive the wilds are also savvy enough to avoid cusing trouble with entire tribes or clans of people and creatures who call the Northreach home. 

More to these folks liking are customers who know where they are traveling to and why, looking for a particular area where an artifact is said to be burrie, or seeking somethig from wild game that onlyprowls the Frozen North and so on, taking on customers who will follow directions and not stare wide eyed when told to run or duck for cover. 

Northgate is also a good trade community, though not so much in rarity as furs, trained wolves, anti cold remedies, and the like.

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Victoria

Victoria is a pleqasant enough town, if a little puzzling. 

Victoria's Townhead, the retire paladin Sir Leonard Torramon, is 

said to be almost as obessive about the law and about Astron as the

High Bishop, himself. 

The townsfolk of Victoria equally come acros as very devout and

pious, insisting on visitors attending at least one service at the 

local Church while visiting. 

However, despite this activity and attitude being very close to thqt

of Celestial Point, and the Church in general, those who have 

passed through the smaller town are rumored to have had an

uexplicable disturbing feeling. Some have said (when well away from

the town of Victoria, of course) that the devotion and pleasntness

that permeates Victoria's people feels somehow off, maybe even 

fake, as if it hides something deeper that is not a devotion to the

Father at all but something else. 

The Church chalks this up to rumors and parqanoia as they have

investigate the town thuroughly and have evern sent the legendary Witch Hunters to take a closwer look at the town's people without uncovring anything out of place. All towns have their share personality and quirky behaviors, some will say but that doesn't mean they are dealing with demons behind closed doors.

One can find shops and inns for most basic services and goods the average traveler could look for and the prices tend to be better than Northgate just a few miles away. 

Being on the edge of Lake Windmire, Victoria taverns and inns serve plenty of fish dishes, as well as trading in fish with the close Northgate and occasionally with Celestial Point, itself though a little further away.

The town also rents out cabins for hunting and fishing on the Lake. 

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Lake Windmire

Lake Widmire is a peaceful, generally stilll and calm lake.

Not the lrgest of lakes in Auroria, this lake is still a favored

hunting and fishing spot for the nearby town of  Victoria, as

well as repotedly being the home of a family of water lloving

nereids, water fey and gaurdians of the world's waterways.

Some visitors to the lake, renting a fishing or hunting cabin

also panickly speak of smallish fish people who have scared

the visitors with girgling demands to "give it back" whatever

it may be. 

Victoria has hired adventurers to get to the bottom of the

fish folk scares but whatever the fish people might be, they

are evidently shy when it counts and reclusive. The

would be hunters report the feeling of being 

watched by the lake, itself, but never catching 

sight of these rumored creatures. 

As no one has been injured or assaulted by these

reported fish folk little has been pursued to come up with a more permanent solution.

Fishing and hunting continu to be a favored activity on the Lake with most coming home satisfied (and with a trove of fish or venison in tow). 

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The Royal Plains

The open plains south of the Royal City of Kalemthar and

stretching for several miles. 

The Royal family and friends thereof often use the plains

for hunting small game such as rabbits or foxes but there is

another, more dangerous creature roaming and hunting the

plains, a tribe of them in fact. 

This is a tribe of centaurs who have lived on the plains for a

few generations now. Several centuries ago, one of the Royal

family wanted to hunt and do away with the centaurs only to

discover that his daugter had secretly befriended the tribe.

This touched the King's heart and since then, the Royal 

family has been on peaceful terms with the centaurs who

they will sometimes see running, keeping pace with their

horses as they hunt. 

Aside from the centaurs and the hunting copetitions that

take place there, little is remarkable about this area. Few 

dare to travel the plains, owned without question by the royal

family, even to serve as a shortcut for traveling. 

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The Northern Teeth

The Norther Teeth are the longest and highest mountains

in Auroria. This stretch of moutains is home to many 

dangers ranging from yeti to icy elemental terrors to 

cunnig ice wolves and frost salamanders. 

The most infamous of the mountains dangers though is, 

if the barbarians and goliath can be believed, a white 

dragon known as Grimfrost. 

To date, the white dragon has been content hunting yeti,

mountain sheep, and barbarians that venture too close to

its lair. How long that cntentment will last is anyone's guess.

The Northern clans have learned to shy away from the 

Northern Teeth in general while still routing animals and

yeti to the mountains, lest the dragon run low on nearby 

prey and start broadenig its hunting area. 

The barbarian clans, themselves, along with the goliath​

present their own dangers. Though the clans won't typically

kill travelers to the North, they are not above asking for a

tithe for "savng" them from the dangers in the area or just because the travelers look "ovrburdened with treasure".

Not many everyday folk in Auroria travel past Northgate much less as far as the Northern Teeth or deep into the Frozen North and those foolish enough to don't geerally return.

Despite the dangers there are dventurers who hear tell of a secret cave entrance somewhere in the Northern Teeth which leads to an underground trove of magical treasures. Most agree that these tales are wild fantasy and the most one can find in that mountain is the short end of a yeti's claws or, worse, a passage into the Underdark.

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Winterkill Peak

This highest peak of the Northern Teeth is presumed to be where the white dragon Grimfrost is thought to make its lair/ 

Several brbarian and goliath clans have suffered high numbers of losses raiding the mountain and going against Grifrost but none have yet been able to fell the dragon. 

Because of this, the clans of the North have starte to call Grifrost the White Reaper. 

Yet some few warriors who have returned from Winterkill Peak just long enough to tell of something worse than the dragon on that peak.  A devil of ice is said to dwell within that mountain but whether it works with the dragon, against it, or if there is a devil of ice at all is very unknown. 

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Grunsputnar: Jarl of the Frost Giants

In the mountain known as Icingwrought, a fortress made of

pure ice known as Svelt Harmmar in Giant or Ice Hammer in

Common. 

On a throne in this fortress sits Grunsputnar the Woehammer,

Jarl of the Frost Giants and the most powerfu of his kin on 

Garn. 

Grunsputnar is unknown except by rumor and whisper to

most of the peoples of Auroria, but to the clans of the North,

among the barbarians and goliath, he and his kin are most

hated and not just because the frost giants take what they want

when they want but also because the giants leave little in their

wake other than chill death. There are not many among the

North clans that have not met the sting of tragedy at the handsw

of the frost giants. 

The clans of the North are united in their hatred of the giants

and oftenjoin forces when the time comes to fight and kill

them. 

However, no ammount of the clans coming together to fight

has breached the walls of Ice Hammer or garnered so much as

the mere notice of the frost giant jarl. It isn;t that 

Grunsputnar fears the clans or any other force that might be

mustered against him it is simply that he is disinterested for none are challenge enough for him. 

In the meantime, the jarl emerges only ocsionally to hunt or pillage and sate his boredom for a short time. 

On occasion a younger frost giant thinks he is able to bet the jarl and usurp his rulership through a duel known as holmgnga. Some would be rulers do not fight with complet honor and the jarl has been poisoned and wekened with magic. 

His challengers are all dead, leaving Grunsputnar hugry for a challenger worthy of him. 

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Caern of Jarl Dreki Hreggtor

Deep beneath the mountain, Icingwrought, in the bowels of 

the frigid earth only accessible by secret means if not through

th frost giant fortress of Svelt Harmmar, is the caern and 

grave of the revered first jarl of the Northreach, Jarl Dreki

Hreggtor. 

Yet, as revered as this great hero and leader of the frost giants​

is, none visit this graveside, not even the giants, themselves. 

Some say it is because the cqern is cursed and  dark spirit has

come to call the resting place of the great jarl its hoe for some

unknown reason, oters sqy that the spirit of the jarl, himself,

wlks those ancient halls for some unresolved purpose. 

Whatever lurks in the caern, it has given pause to the frost

giants, perhaps even instilling a feeling that none of thm are

used to or would admit to feeling. Fear.

Rumors tell of other things in the caern as well, treasures that

were buried with the jarl out of respect to him, some even

being magical. But no one is foolish enough to attempt to

find their way past the powerful giants and into the caern, itself.

It is said, the sign of nearing the caern in the twisting, icy tunnels, is the bones of a gigantic beast that Jarl Dreki Hreggtor fell as his first kill as a younger giant.

​

Frost Lake

This frozen lake in the Northreach is known for its persitant

cold year round, needig to be cut away bits at a time and 

then melted down with a cooking or campfire if used for

drink. 

It is said that beneath the ice dwell cold fey kown as 

pogakori, icy fey spirits who promote endless cold and 

winter. 

Other creatures og icy cold are said to call the Frost Lake

hoe as well, making it very dangerous and not a place to

tally for long. 

Neither the clans of the North, the yeti, or the frost giants

attempt to hold the immediate land surrounding the land

which is said to be even colder than the rest of the 

Northreach and is considered either a holy or cursed site, or

perhaps both. 

One clan of barbarians do make it a habit of ice fishing at the

Frost Lake, the Nanuq or Ice Bear Clan whom other clans

call both brave and wrong in the head for doing, a trafition or

no. 

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The Frostfang

Anchor 14

Off the shore of the Frozen North, a mountainous island of 

pure ice rises from the water. This is the Frostfang which 

appears, at a distance, to be impenatrable ice. If one is to land

on this "island" however, it is discovered that there are caverns

and tunnels running throughout the icy interior of the 

Frostfang. 

Rumors of treasures and fallen heroes within the Frostfng 

abound though, of course, no one has any physical evidence of

this as those exploring these tunnels end up running away or 

dead, those running reporting icy oozes moving nearly invisibly

throughout the tunnels of the Frostfang. Its also been said that

the lower tunnelsw of this floatng ice cavern is underwater. 

submerged in the icy depths of the Cold Sea. 

What the true nture of the Frostfang is or what has created its

considerable tunels is a mystery. 

​

​

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Royal Farmlands

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The Royal Farmlands are owned by the royal family but are 

operated by the Farm Manager, Leomond Jorgunson who

lives on the farm with his family and the seasonal farm hands

who work and live on the farm in a rotation some of them

being regular workers and some only showin up for quick

work to not be seen again. 

More Royal soldiers or Order paladins can be seen visiting 

the farms than one might think. This is for the simple reason

that the farmlands is an important sset to the Kingdom as 

the farms yield the food supply for the entire Eastern side of

the kingdom and the western farms are much less in size and

yield, though they might be able to help with feeding the 

entirity of Auroria  in a pinch. 

Aside from fields of wheat, rows of vegetables such as corn,

tomatoes, beans, and radishes, are also cows and chickens, 

sheep and horses. 

The well protected and well worked farms are a proficiency-​

oriented place. Room for visitors is not really a thing on the farms.

If one wants a roof or food then it is not a short visit but they are expected to stay (and work) for at least a week, a season being the preference. 

​

Jewels of Prosperity

This group of islands off the East coast of Auroria are small,

tropical paradises for the wealthy and powerful of the 

Kingdom. 

The Jewels hold an aesthetic similar to that of the Eastern land

of Nazenka. Despite the War of the Genies fought centuries ago

when the Western Kingdom had been betryed and siezed by 

the Saltan of Nazenka, the goals of the genies nothing short of

enslaving all of the Western Kingdom, the Eastern influence

such as the cuisine and entertainers has remained popular in

its influence since the Kingdom repelled the invaders so long

ago. 

Soe of the Nazenkan families who worked for the Kingdom 

even managed to secure protection and avoid a wartime 

prison by denouncing the genies and swearing fielty to the

Kingdom. Descendants of these families still live on and 

operate the luxurious cabins and taverns on the Jewels to this

day, including some few genasi, risha, and tabaxi in the mix. 

The Jewels of Properity are made up of three islands, each offering

their own enjoyments and themes for those who can afford to visit them.

​

Jewel of Royalty

This island is reserved fo the Royal family where a large estate sits aong servant cabins and a lush, island plain. 

The Jewel of Royalty is very well guarded by stealthy rangers and soldiers able to remain invisible and unobtrusive, the Royal familt at least wanting the illusion of not always being surrounded by the King's Guard.

Here, luxurious food, exotic animals, and the greatest beach life is had when the family can make it to the island. 

​

Jewel of Sands

To the Southeast of the Royal Jewel is the mostly deserted Jewel of Sands. Aside from a gurd outpost and some cbabins for the Royal huntsmen who are appointed to the island, not much else exist here except a rogue, elusive sand dragon that was brought to the island as a wyrmling for entertainment and then escpaped, terrorizing the Jewel of Sands ever since. 

Where it makes its true lair is unknown as it has tricked its hunters again and again with false lairs resulting in hunters falling to traps and other hazards such as sand devils that the dragon has, somehow, recruited into its service. 

Until the dragon is taken care of, this island is off limits even for the Royal family.

​

Jewel of the Jungle

This island is composed of deeper jungles and old, ruined temples, the secrets of which awit discovery, or so visitors think. Though the island locals have gone through great lengths to make the island feel "adventurous", the truth is that the old, twisted temple and the jungle it sits in were made safe centuries ago, illusion mqagic and mechanical "traps" used to feed the gimmick of the Jewel of the Jungle and keep it a favorite spot for fun among the wealthy, giving them a sense of danger and adventure that the pmpered people might never, otherwise, experience.

​

Jewel of Pleasure

Made up of resorts, taverns, and even Eastern-style massage parlors and dance theaters, this island is dedicated to providing the utmost pleasure to its visitors. No matter the craving, it can be fed on the Jewel of Pleasure, far from the prying and judgmental eyes of the Golden Order of Astron who have no influence here (though it is rumored that some of the higher ups outside of the High Bishop, do visit this island). 

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Jewelside

Anchor 17

The smallish port and fishing town of Jewelside is almost

exclusively purposed for taking the wealthy visitors to the 

Jewels of Prosperity to the said isles, the rest of its boats used

eclusively for fishing (not that any of the fishermen or sailors

would be opposed to selling passage along the water but long 

distant cargo or passenger services are just not found here 

That is the purpose of larger ports such as Port Royal to the

North or Port Rainford further South. 

Aside from passage to and from the Jewels of Prosperity, this

town has several taverns and a few shops selling equipment and

services that can't be had on the tropical islands. 

The Singing Seahorse is an especially rowdy tavern where plenty

of drunken singing is always heard and even encouraqged, 

bards often visiting and singing well-known songs that the 

audience can sing along with. 

The Pickled Fish is another popular tavern though likely for its

quieter atmosphere and rather cheap drinks, catering more to

the fisheren and sailors than the wealthy visitors to Jewelside and th Jewels of Prosperity.

​​​

Road Gate

These large, stone towers and gates are found throughout the

Kingdom, manned by Royal guards and often a cleric or paladin of

the Goldn Order of Astron. 

These checkpoints are also a way to collect the mandated "travel

tax" which, mostly, goes into the royal coffers. 

​The guards of these gates keep an eye out for suspicious activity

and the criminal element such as would be highwaymen, hijackers,

or even darker elements such as cultists. 

Mostly, though, the guards posted at these gates are bored, not 

necessarily very attentive souls going through the motions and

shaking travelers up for taxes. 

However, there is a time when the guards are on high alert and

this time occurs a few hours each day. This is when a commander

makes the rounds to check on the conditions of the gates and the

guards manning them. 

Commanders make these rounds atop their griffons, giving the 

watch a small bit of time to make sure the gate is at its best. 

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Woodside

Woodside sits on the edge of the Living Forest, th domain of the

elves. For those traveling into the domain of the elves, it is a last

stop to equip and prepare before heding into the wilderness. 

​Woodside is not a large town and boasts a cofortable inn and 

tavern, the Cozy Canopy, as well as a hndful of equipment shops.

The Tree's Tincture is a herbalist shop run by the halfling druid 

Gilly Greenfoot which boasts the best herbalist supplies and 

natural mixtures outside of the elven domain, itself. 

Woodside's townhead is the half-elf Jonner Goodthorn, an 

especially good natured fellow who delights in rumors and 

knowing the business of everyone in his town. He doesn;'s keep

abreast of everyone's business out of any shifty agenda or motive,

truth be told Jonner doesn't have a bone of ill will in his entire 

body, but rather, he does so out of loneliness and boredom, not

having a family of his own and few true friends that are not 

friends of political convenience. 

No one in Woodside has a bad thing to say about their townhead,

but the friendly man is just that to most of the town. A friend. 

Woodside was founded with the elven lands in mind, thinking to be the center of trade with the elven people and expected to grow into a thriving town, perhaps even a city. But the expectations were higher than the reality. The reality being that there is little that the outside world has to offer the elves, other than some spices or ale out of curiosity more than out of need. 

For this reason, the town has remained small, making its business from travelers journeying into the elven wilds or those stopping by on the road for need to rest and recoup. 

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Port Rainford

Off the rainy, Sourthern shore of Auroria sits the port town of the

aptly names Port Rainford.

Port Rainford is the primary port of trade and passngers for 

Auroria, opening into a very convenient and easy to access shipping

lane as well as having less thurough search of goods and passengers

than Port Royal. 

The downside to buying passage or cargo shipment through Port

Rainford is that there are occasion run ins with the Bloodskull 

Pirates which no Royal ship would ever run afoul of. 

Aside from buying passge or sending cargo via a ship, this town

has housing for the locals, inns such as the Luna Sea Inn and the

Fanged Duck. 

Port Rainford has plenty of seqside equipment shops dealing in

everyday goods as well as a few shops such as Sea Magics run by

Rummold Grimsilver, a wizard of some renown (though hardly as

well known as Grenwald, himself). Magic of the Sea can be 

bought here.

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The Gnome Village of Glitterleaf

Built close to the edge of the Living Forest, Glitterleaf is a village

that straddles the wooland realm of the elves and the Kingdom 

of Auroria both. 

The gnomes of Glitterleaf led by the smiling elder, Jola Bobblekip,

are a very friendly if overly curious bunch. Though their shops

have been built with the bigger folk in mind, dwafing their much 

smaller homes and making for a kind of architectural shock for 

those taking too close a look, they retain a style unique to the

gnomish builders. 

Glitterleaf is populated mostly by green gnomes but rock gnomes

also live in the town such as Makki Steelboots, owner of the 

Golden Gear where he subjects unsuspecting shoppers to his

inventions, some of which even work as intended. 

Telsi's Teashop is one of the most renowned shops in the village,

selling mystical teas that do everything from curing headaces to

removing poisons. 

The Green Cup is the local drinking and sleepng spot, very popular with visitors and at a more than fair cost. 

The people of Glitterleaf are very excepting of all manner of folks but, so it is said, they will readilly report game hunters, poachers, and other defilers of nature to the elves before such even take their first steps into the Living Forest. 

​​

The Seaside Church of Astron

 The Golden Order of Astron maintains a seaside church for travelers

to stop at, to worship at, and be reminded that the grace and wonder

of the Father, a rminder that the god of light is still by their side. 

Along with the central church, itself, three shrines dedicated to 

Astron also stand, for those who wish a quieter more one on one

prayer site with their god. 

A small dock also exists, able to moor smaller vessels but the Church

does not supply seafaring vessels and the docks are only meant for

those seafaring travelers looking for some peace and worship in

their travels. 

The priest who maintains the church is Father Rebula Tonnerson. 

Aside from offering daily church sermons and quiet areas to pray,

Father Tonnrson also offers healing and blessings to those who

truly need it and can make an offering to the Church. 

Smaller shrines to other gods are also scattered bout the church 

grounds, not for worship but as reverence to the "lesser" gods that

the Father rules over. 

Though not places intended for worship, Father Tonnerson and the

other members of the Church simply don't notice the small prayers

being uttered to these other gods by some visitors, choose your battles as the saying goes.

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Anchor 22

White Mantle

The largest city in Auroria, White Mantle is a sprawling city of

various peoples and cultures. 

From the wondrous shopsand stalls of the Market Square to the

beautifully built homes of Manor Hill, White Mantle is an amazing

and immense city. 

Delemvar Katheris, the Lord of White Mantle, is a large, muscular

man and a shrewd but fair ruler to the grand city.

The city obeys nnd upholds the lws of the Kingdom but is not so

stringent and religiously militeristic as Celestian Point, Lord

Katheris believing that the freedom and enjoyment of his people

to be more iportant than upholding every single tenet and 

supposed wish of Astron. This pits the good Lord of White Mantle

agaist some of the most fervent and influential of the Church. 

He remains steadfast and the Church stays its hand in not simply

convincing the King to remove him, avoiding revolution in the

sizeable city. 

White Mantle has countless interesting places to see and visit and the following is just a mention of some of the more noteable locations in the city and is not an exhausted list. 

​

The Market Square

Having some of th ost interesting shops and open air market stalls, this large area in the Eastern city is awe inspiring with soething to see (and buy) in every direction. 

The Great Bazaar

This area of Market Square is a sprawling cacophany of tents, stalls, and pavilions of all different colors and designs. It is said most things can be found in the Bazaar if a soul looks hard enough and has enough money to spend but, truly, the most wondrous items are not the ones sold in private sales but at the three times weekly held auctions in the Auctioneer Pavilion in the center of the Bazaar.

Beshelba's Baubles

The older gnome, Beshelba, owns a magic shop that deals in minor magic items, materials, and books on magic philosophies. 

Baskerville's Books

This shop of tomes owned by the pleasant and elderly Goramin, holds books on history, religion, the arcane, and other topics. Research and learning can be achieved here. 

Dotty the Diviner

Fortune tellers are lookd down on in Auroria, which is why Dotty has "rebranded" herself a diviner, claiming to be passing on information and insight that the Father wants to impart on others. Some rumors say that Dotty used to be, or may still be, one of the Painted People hiding her fortune telling abilities in "divinity" as to avoid suspicion because, if the Order could prove these rumors, Dotty would be arrested for heresy. 

Whatever the truth behind her abilities, her abilities can be very accurate and she is certainly no charlatan.

Hammer and Anvil

A armor and weapon shop owned and operated by Quinn Ralathorp. This shop deals in well made weapons and specialty weapons made of cold iron or silver. Quinn can even arrange for adamantine weapons though these take money and tme to gather the materials. 

The Holy Hand Clerical Supplies

A shop dedicated to supplying clerics with what they need, mostly the clerics that align with Astron but a few other supplies can be found on occasion. 

The Potted Plant

A shop run by the retired druid, Graum Greenmane. His shop deals in mostly decorative plants, specialty herbs, and a one of a kind category of plant familiars. 

​

Feasting Way​

This stretch of several streets contain various eateries, taverns, and inns. People travel from all over Auroria to sample the foods in White Mantle and its famous Feasting Way. But not only the food, but the famous entertainment offered by renowned bards and telltales. 

Caleshem's Cuisines

The famous chef Caleshem, once working for the Royal family, itself, presents recipes from aroud the world, but with his own touch. everyone who has paid the pricey money to taste Caleshem's cooking has come away happy.

Eat and Sleep Inn

One of the most cofortable inns in the land, the Eat and Sleep Inn is run by the Rumcreek family of halflings, owned by Navis and Selly Rumcreek. The inn boasts goose down pillows and mattresses as well as a delicious family recipe for salted pork. 

West Street Bakery

Located on West Street, of course, this shop hosts amazing bked goods from classic muffins and sandwiches to unique items such as Skyberry pie. 

​

Officials' Quarter

The Officials' Quarter is where all the city's official business is conducted, be it obtaining a merchqant's seal, officializing an adoption or marriage, standing trial for a crime, or any other manner of business that needs doing in White Mantle. 

Courthouse

Judge Dillon Evercrest oversees the courthouse, offializing marriages, trying criminals, settling disputes, and other court business is conducted by the older man who is known to be stern but fair enough. 

Center Park

In the middle of the official buildings and busy people, is a beautiful park of fountains, vibrant trees, and various flowers. The park marks the city's center.

Stormsteel Prison

The city's prison, Stormsteel is one of the last places a criminal or even someone accuswed of a crime wants to find themselves. The wardens of the prison are known to be some of the hardest and least copromising or copassionate people in the land. 

Criminals are worked hard and barely fed, isbehavior withi the prison is rare and not long tolerated, and it is an over all unplesant place where you spend your time dressed in chains and used breeches. 

​

Copper Way

Most cities have their...less than pleasant areas and Copper Wy is White Mantle's. The disheveled and poor live as best they can in the slums of White Mantle, called Copper Way because most of its residents are luck to have a few coppers on their person. 

The Churc has done enormous efforts to try to help the poor of White Mantle, but have found many have encountered one tragedy or another turnig them to alcohol or worse, the relatively new drug known as Potion.

For this reason, most of the poor of Copper Way wallow at the bottom of the pit that has become thir lives. 

The Kitchens

This kitchen, operated by the Golden Order of Astron, is maintained as best it can be, being the most popular place in Copper Way as even those afflicted with Potion need to eat. 

Some minor crimes and debts can be worked off by doing time in th Kitchens, serving and cooking for the poor.

Rosethorn Graveyard

The truly desperate have come to dwell and even sleep in the old Rosethorn Graveyard locted in the bqack area of Copper Way. Word and rumor says some of the poor souls in the graveyard have died here, rising as a family of ghouls that haunt the place. 

Stinktown and the Scarecrows

The sewers of the city have been converted, it is told, by a group of rogues and thugs known as the Scarecrows due to the burlap sack masks they wear to commit their crimes. 

The authorities of White Mantle have had no luck ending this criminal group as they seem to disappear in the city's sewers. 

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Grenwald's Tower

The wizard Grenwald, one of if not the most famous wizards in the

world, dwells in a secluded tower on the edge of the Living Forest

and Northreach. 

Often sought after by the Royal family and the Church alike for his

wisdom, the wizaqrd nonetheless spends most of his time 

sequestered in his tower and, should he decide to stop responding

to those seeking his guidance and magic, it is unlikely any could

successfully besiege the tower and its magic. 

Grenwald often has an apprentice who is part student and part

servant though, at the moment the word is that he has not found an

apprentice worth taking under his wing and is inbetween students.

Grenwald has a history for sending for would be heroes and 

adventurers or appearng before them with a task or quest if you 

will. 

These undertakings rarly seem world shaking, go and fetch this

item or go and deal with this monster, usually being well enough 

rewarded for the party's time. But no matter how small the task seems, no one to date has refused the wizard.

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The wizard, himslelf, is a man shrouded in mystery, if he is even a

man. His age is unknown and there seems to always have been

stories of Grenwld, throughout the histories of this land and even

the histories of the Western World.

Some stories tell of a demigod, the son of the Mother of Mysteries,

Magga also known as the Goddess of the Arcane, who was adept and

impossibly wise in the ways of both magic and the nature of the 

world at large. 

Magga, this story tells, tasked her son with bringig wisdo to those

who would seek it to make the world a better place and, of course,

to spread the understnding of magic to all who would learn it. 

In this manner and belief, Grenwald is known as Grenwald 

Drakkenson.

Yet another tale, tells of a man born of a night hag and a tiefling,

an unholy union to be sure (some versions of this story make him

the son of a succubus and tiefling, instead). Grenwald rejected his

findish origins, however, and eventually his magics allowed him to erase any traces of his fiendish birth, resulting in the form he appears as now. 

But, this tale cautions, it is unhealthy to rely on the wizard too often and for too much, for the curse of his fiendish lineage eventually touches those who do so. 

Whatever Grenwald's true story, he is ancient, powerful, and well respected in all of Auroria and even the world.

​

Royal Elven City of Hath Shaelor

Located in the Living Wood, the Royal city of the elves, Hath 

Shaelor is the head of the Elven kingdom in Auroria. 

The Lady of the Living Forest, Arienanna, is the ruler of Hath 

Shaelor as well as representing all the elven people in Auroria,

independant of the Elven King Osharn in Raenatha. 

Though the Lady has had several suitors among her people, 

Arienanna has remained unwed since the passing of her husbnd, 

Variondor, turning her attention instead to her kingdom and her

people, burying her heart in her rulership and her twin children,

Glendraya and Halamon.

The Royal city of the elves is rarely seen by outsiders, save for the 

King, himself. In fact, the Royal guard who travel with the King are

blinded using magic while in Hath Shaelor, creating a least favorite

guard detail task when told they will be traveling to the Living 

Forest. It is highly unlikely that this small group of guards would

ever be of much use, should the elves decide to kill the King but blinded, they feel even more useless. Not that any of the guard would mention this to the King or the elves. 

Luckily for all involved, the elves are not a cruel people even if a little arrogant. Elven patrols in the Living Forest will even guide those lost in their woods out of the woods and back to the nearest road. 

Those attempting to ifiltrate the Elven kingdom, however, are not treated with any amout of kindness or forgiveness. What happens to such skulkers is unknown, though, as none are seen again. Even among the elves who are not in the council of the Royal court, itself, this remains a mystery left up to the imagination. 

There are no shops or inns in th great elven city as the city is reserve for the elves, themselves, who have no need for money among their own commuities. Trading is alwys done in the towns and cities of others, envoys of shrewd elves making the journies for trade. Elves prefer materials an goods directly, over money as money means more time and travel to buy the items the elves actually need, but the elves understand how the world outside their kingdoms work and will grudgingly accept money if none are directly trading the materiqls they seek. 

The elves typically hold elven vinyards with Elven wine being very sought after, especially by taverns in such wealthy places as the Royal City of Kalemthar or the higher end establishents in White Mantle. 

Elves also trade in woodworking, theirs being among the best in the world, especially bows and arrows, even magically enchnted arrows and bolts as well as elven cloaks and other lightweight but sturdy garments.

The elves of Auroria keep on good terms with the Kingdom mostly out of their understnding that their people form a symbiotic relatonship with the other peoples of Auroria but also because the elves know that their numbers are smaller and trying to force others uder their banner, which is not the elven way to begin with, would be a losing proposition. 

Though the elves do not work against the other peoples surrouding their lands, nor do they help in everyday events and struggles. It takes something that effects the elves, theselves, or a rare world shaking crisis for the elves to get involved. 

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Elven Town of Draori

Draori is a smaller commuity of Winshara overseen by the Faeorynn

Canopy (family). 

Draori is seldom visited by the more royal and traditional Erandar

elves but often the Quinabrekk will visit the comunity, especially if

a party or celebration is going on. 

This small comunity consists of the elven homes, mostly built into 

the trees, themselves, as is common with the elves as a whole, as well

as the Mooting, a hall dedicated to meetings that concern all of the

Wisharan elves of the Living Forest or intended for the rare meetings

with those outside the commuity. 

Elves traveling throug the Livin Forest, native to Auroria or not, are

always welcome in Draori as tradition demands and the local elves

will always scrifice their own beds, sleeping in the family gathering

chambers or other available area in order to make guests 

cofortable. For this reason, elven homes in Draori may have a guest

chamber built just in case. 

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Anchor 26

Elven Watch

The ever wary elves have excellent senses, making them naturals for

seeing a threat or out of place wanderers in the Living Forest. Aside

from elven patrols that roam the woodland realm, there are also a

few towers to give an elevated view of the elven lands and nearby

land outside of the Woodland kingdom. 

Those wandering into the lands of the elves, be it intentional or 

accidental can expect an encounter with an elven watch quite quickly.

Though not as common as the patrols on the ground and in the trees

of the Living Forest, there are some few hippogriff riders as well, 

usually only called on for aerial threats or when a sky-eyed view is

called for. 

Over all, the elves of the Living Forest are well protected from threats

in or above their wildrness kingdom and offers caution to those who

would dare even a single step into their wilderness domain. 

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Anchor 27

Ruins of Targ Althuuk

One of the black marks on Elven history is the cult that existed in the

town whose name has been lost and buried in history but is now called

Targ Althuuk which means "Dark Blight" to the elves. 

Around two millenia ago, the prosperous elven community of this

town held a dark and bloody secret to their small comunity. As irony 

would have it, it would be a curious group of Quinabrekk elves that

would ucovr that something was amiss with the town and that its

Winsharan inhabitants were hiding something. But the Erandar high

elves of the kingdom did not believe the Quinabrekk and through 

their lofty, hedonistic ways had gotten the better of them or that they

were jealous of the town's comfort and prosperity. 

It would not be until a youg high elven woman, who stopped into the

town for a rest and meal, would disappear before the rest of the 

kingdom would take what the wild elves had claied seriously. 

By then it was too late for the young elven warrior and others that had gone missing over the years, presumed to

have been lost due to vicious wilderness plants or beasts but actually sacrificed to the vile demon lordess Ixthazol, in exchange for prosperity and glory for their town, these elves once found out became the first elven blooded tieflings on Garn, cursed to be bound to the blood of the demon they worshipped over Corellon Larethian and the other elven deities. 

The town, itself was burned and motly destoryed, its remains turning to stone, its peoples exiled from all elven lands ever since. 

The evil of the cursed cult and the town thyey had inhabited had come to a close but legnds tell of a hidden evil beneath the ruins that still persists to this day, darkenng the woods immediately surrouding it and cursing any who dare to venture into the ruins, themselves.

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Anchor 28

Seldrine Shrine

This woodland shrine dedicated to the Seldarine who are the family

of elven gods including Corellon Larethian, the leader of the elven

gods, Erevan Ilesere the Trickster, Hanali Celanil the Lover, 

Sehanine Moonbow the Moon Maiden, Solonor Thelandira the 

Hunter, Mielikki of the Beasts, as well as the god Geb the nature

deity not part of the Seldrine but rvered by many elves as a nature

deity. 

The druid mother Namanielle watches over and sees to the care of

the shrine. She will gladly rcount the stories and lore of the gods of

the shrine to anywho will listen, even non-elven visitors invited to

tour the area or guided past the shrine. 

The shrine is also said to glow with a kind of green flame when there

is a danger to the forest, an occurance that has not been seen since

the Toll Rais over three centuries ago. It is sai that the flame does 

not only serve as warning but also to empower the magics of the

elves as well.

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Anchor 29

The Living Forest

The Living Forest is the largest epanse of wilderness in Auroria. It is also the kingdom of the Aurorian elves who dwell and rule this expnse of woodlands surrounding their royal city of Hath Shaelor. This forest is rich with all manner of beasts one would find in the woods but with much higher a number. For this reason alone, several less scupulous hunters and pochers try to sneak through the woods to claim plentiful game before being caught. Unfortunately for these would be intruders, elves are not only very observant of their domain, but the Living Forest doesn't just get its name from the beutiful scenery but also for the very real threats of monstrous beasts such as owlbears and dire wolves and monstrous plants such as shambling mounds and treants. 

The nature of the forest itself, is enchnted in a way that confuses non-elves and makes it likely that outsiders in the woods will be lost within a few leagues of travel. 

The Living Forest is also said to be a thin veil between the world and the land of the fey known as the Feywild.

Most Aurorians know that this stretch of forest belongs to the wild and to the elves, avoiding it at all cost and quick to warn visitors to Auroria as well. Rangers and wilderness guides will scoff or laugh outright at those who try to hire the to enter the Living Forest. 

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Anchor 30

The Well Earned Rest

Anchor 31

This lodge on the Southern Road of Auroria is renowned for its fresh,

hot meals, its natural forest springs for bathing, and its magically

blessed sleep accomodations which leaves every traveller even more

refreshed than an ordinary night's sleep. 

The Well Earned Rest is owned by the couple, Waynard a tall, red-

headed man and the half-elf Hildrynne Skycloak. The Skycloaks also

have a staff of very well natured halflings who seem to be very 

content in their work.

The nature of the magic called upon to provide the arcane rest of the

inn is a well-kept family secret thoug they will assure any concerned

traveler (or a concerned inquisitor of the Church especially) that the

magic is not witchcraft and is harmless in its nature. 

The Well Earned Rest remains an important stop on the road for the

average traveler. 

​

Harrowthorn Woods

South of the Living Forest exists a darker patch of wilderness known

as Harrowthorn Woods. These woodlands seem to be in perpetual 

night from its thick, gnarled canopy and where the skies peek through

they always seem to be overcast and on the verge of a storm. 

The woods are said to be cursed, haunted, or both with strange 

whispers that seem to choose who hears them and twisted, evil trees

that drink the blood of those unfortunate enough to get near their 

branches. 

Even the woodland denizens that stalk these woods are said to be

unnatural with an evil, cruel bent. 

​

Witchlight

Among this vile forest is said to be enchnting lights that appear as

guiding lanterns. But these lights that appear helpful at first always

seem to enchant travelers, leading them to their doom. 

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Anchor 32

The Black Marsh

The Black Marsh located next to Harrowthorn Woods is an even more

dangerous place, known for its swamp trolls but, worse, is whatever

the monsters refer to as "Mother". 

Aside from the dangers of the trolls, there are other dangers and

denizens in these dark swamps including killer plants,giant frogs

and gators, and the site of a haunted battlefield. 

So dangerous are these marshes that the South Road goes for

miles around it and Harrowthorn Woods to avoid the

dangers therein. 

A purge of the swamp has been suggested many a time,

the idea only to be quashed by the High Bishop of the

Golden Order of Astron for mysterious and completely unknown

reasons. Regardless, the Eldritch Hunters have made their own

excursions into the vile swamp only for very few to survive the journey

and the trolls. Those returning suffered nightmares for months thereafter, causing the evil hunting organization to withdraw its efforts to clean out the marsh for now.

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Anchor 33

The Shimmering Coast

Anchor 34

The Southern coast of Auroria, known as the Shimmring Coast, is an

expanse of rocky and sandy beach known for both its beauty and its

dangers. 

Travelers enjoying making camp on the sands of the beaches in the 

warm ocean breeze but many soon learn not to post the camp too

close to the ocean, itself as it is home to families of giant crabs, 

cray fish, as well as fish folk who, otherwise, keep to the deep

waters of the Shimering Sea, the coast is named after. 

​There is rumor talk of seaside caverns and shllow coral

reef grottos containing hidden tresures. But others 

warn that these rumors are being spread to as a trap to

ensnare those who go looking for these hidden treasures,

non of whom are ever seen again. 

Some say a group of oceanic druids calling themselves the Circle of

the Sea who use the ocean and its storms to hide from the watchful and 

fanatical eyes of the Church. 

​

Twin Rivers

Aptly named for its location between the Twin Rivers which the 

town is named for, this ostly cozy place is as nice a place to settle

down as it is for travelers to visit. 

Fshing and hunting both make for very sport and full bellies for the

townsfolk and the recipes of the dwarf cook Mjarrie Steelvein at the

Grand Elk Inn, named for the gigantic elk head over the inn/bar

counter. 

Other than the Grand Elk, there is little to the small town other than

plenty of housing and a few hunting lodges. 

Fishing in the Twin Rivers is licensed for the protection of the local

food sources, though fishing upriver where the two join is free 

fishing. 

​

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Anchor 35

Shadow Rock

These rocky foothills and outcroppings are perpetually in shadow

giving the cold place its name. Minor peaks reach up, cssting more

shaqdows on the place as well. 

A group of passages here is known to lead into the deep earth 

known as the Undrdark. 

Occasional scouting parties and raiders of dark elves or duergar

sometimes rise from Shadow Rock to attack traverlers or to fall on

the town of Twin Rivers. 

But thes evils and dangers are mild compared to the true terror 

that regiments of the Golden Order of Astron have reported 

dwelling deep under the Shadow Rock, this being a dragon that is

said to wield shadow, itself against those who foolishly disturb its

lair. 

The King has issued a huting order and a great reward for any who

can kill the horrifying dragon but, to date, none who have taken the

endeavor have accomplshed the task or even returned from the depths below Shadow Rock.

​

Anchor 36

The Drinking Dragon Tavern

The Drinking Dragon is the most popular halfling tavern in Auroria

which is saying quite a lot, if you ask a halfling. 

Though most spaces for halflings are made to the size of the 

smaller folk, the Drinking Dragon is made slightly larger for the

comfort of visitors to the tavern which are mostly travelers along

the Western Road. 

The tavern serves as an inn as well with some moderately 

comfortable (if cramped) rooms upstairs. 

The Drinking Dragon has indoor and outdoor seating and serves

lemon roasted fish dinner as well as barley ale or locally grown

pipe-weed. 

Prices are more than fair at the Drinking Dragon, they are even a

bit on the low end for the food and roos offered. 

Gwendelynne (Gwendy) Tendertoe inhereted the tavern from her

late husband and her and her grown up kids keep the place very

clean and tidy out of loving memory of her husband.

All of the wenches and cleaning maid staff are3 halflings save for one bullywog cook, Croakbottom,  who had a change of faith and life when he first tried the Tendertoe recipe rabbit stew, deciding to be the best cook in the land therefter (and does not do a half bad job at that),

Anchor 37

The Halfling Town of Lakeshire

The pleasant town of Lakeshire is one of the two halfling towns

built on the town's namesake of Sleepy Lake, known for its 

stillness and calm, as well as its great fishing spots. 

The halfling town has no walls or real defenses nor does it need

any as none are too interested in raiding or really paying much

heed to the small living spaces of the halfling folk save the most

depraved or desparate of monster folk and those types haven't

been seen in this part of Auroria in several an age. 

The halflings of Lakeshire would, perhaps fear the dark elves or

duergar dwarves from Shdow Rock if they were to make it 

further North than Twin Rivers which they have not to date.

The halflings are also beneath the notice of the Church for the

most part and, though some among their people have converted

to Astron, most halflings still worship the matron goddess

Yondalla and her children. 

The town of Lakeshire does have a few shops meant to barter

for other goods and services among the halfling commuity (though they also trade for money as some halflings travel to work or run businesses outside of town). 

The shops in Lakeshire are for practical needs dealing in food, fishing and huting equipment, and medicines. 

Hlflings are not opposed to selling to outsider shoppers who can handle the cramped quarters of the shops and the fact that non-halflings simply get chrged a wee bit more. 

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Anchor 38

Sleepy Lake

As its name implies, Sleepy Lake is a very calm, glassy lake on all

but the most stormy days or nights which, thankfully, does not

strike the area very often. 

The lake feeds a river supplying water to the Elven kingdom in

the Living Forest and supplies the elves and halflings both with

fish, either by the halflings trading with the elves or some elves

fishing for thmselves. 

Elves who enjoy fishing often make fast friends or at least fishing

copanions with halfling fishermen, often smoking pipe-weed

together or sharing some elven win while sharing stories or songs

from their repsective cultures. 

But few places are without their secrets and Sleepy Lake is no

exception/ It is whispered among the halflings, especially the 

halfling elders that there is a creature that sleeps within the lake.

A creature mafe of sea coral and the bones of a giant fish which

used to be the guardian of the lake and, in fact, the halfling 

people as well. But none alive today know the secret for keeping the creature bound to the halflings and if any were to disturb it or the jewel embedded within it, it is unertain what it would do. This story is only known to the halflings who never speak of it to others from fear that some outsider might try to steal the gem and unleash the monster on the lake and the two halfling towns around it. 

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Anchor 39

The Halfling Town of Lake's Crossing

The second halfling town in Auroria, Lake's Crossing is located

just across Sleepy Lake from Lakeshire. 

The halfling folk of Lake's Crossing are just as peaceful and

pleasant as the folks of Lakeshire though the two have some

healthy and friendly competitive natures with one another, 

especially during the Annual Fall pie baking competition of 

which both towns hold about equal bosting rights to winning 

over the decades since it has started. 

Aside from this, the two towns hold other competitions such

as the Spring Fish off to see who can catch the most fish, or the

Wnter Snowball War (mostly a game among the halfling

children.

Just as much as the copetitions, however, the towns come 

together for shared celebrations, the Nature's Plenty, a

holliday dedicated to Yollonda, the Spring Love Festival where 

prospective young folk from each town ask one from the other

town to dance, starting a courtship if successful and building a

union between the two towns and among the halfling comunity as a whole. 

​

Anchor 40

The Frostwood

The Frostwood borders the lands of the Kingdom of Auroria

and the Northreach. This dangerous, iee covered woodland

boasts dangers beyond the packs of wolves and ice leopards,

also harboring more dangerous monsters such as yeti hunting

bands from the mountains and even the occasional frost 

giant venturing South to prove its bravery.

Barbarians occasionally hunt the woods as well, though much

rarer seen than other dangers. 

One of the most notorious dangers in the woods is an icy 

spirit of some sort, appearing as a semi-transparent warrior

of ice, haunting a snow covered mortuary and

challenging any who tresspass on his grave (one presumes it

is this spirit's grave at least). 

None hav bested this restless ice ghost and most have run for

their lives, the spirit allowing those who wish to flee to leave

without pursuit, simply concerned with guarding its grave. 

The other monsters in the area seem to have no use of 

what the spirit guards and seem to stay clear of the area out of instinct.

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Anchor 41

Rathnor Jorganson: King of the Northern Clans

King Rathnor Jorganson is the udisputed ruler of the Northern

clans of barbarians. 

He is an aging and graying man and it is unsure which of his

sons will replace him, the headstrong but strong hearted 

Lihoff or the more level headed but weaker of will Strohmor. 

Both have their ideas of how to handle the growing tensions

with the more nomadic goliaths who have already made noise

of not following the lead of whichever son follows their father

as king. 

Between this, keeping the yeti dens in check, and staying one

step ahead of the frost giants, Rathnor's sons have their work

cut out for them, along with proven themselves to their own 

people, especially the Clan Stormwolf who have always 

coveted and wanted to usurp rulership from Rathnor's 

Frostbear Clan. 

King Rathnor truly cares about the Clans as a whole, as well as

preserving the traditions and way of life they have held to for

centuries. 

Rathnor Jorganson had to prove himself early in life when his father was killyed by the Frost Giant Grimfist the Banehammer. He took his Clan titles in quick succession, Rathnor Icefoe upon taking down an alpha yeti on his own, Rathnor Wolfmaster when he raised the pair of Winter Wolves, Fror and Geisa who remain his closest guards, then Rathnor Poison Drinker when his brother Heigar failed to give him enough poison to kill hm, and finally Rathnor Giantsbane when he killed the giant that had killed his father and then brought down its entire steading. 

Rathnor insists he still has a number of years left in his aging bones but his age, as well as the wouds he earned fighting the frost giants, are catching up to him. 

Rathnor's Castle was the castle of an ancient winter lich whom with the clans unitd, Rathnor brought down then brought his blessed axe down on the undead monster's spirit jar. 

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Anchor 42

Mount Chillingdeath

This mountain contains the dens of a majority of the yeti in

Auroria, making this mountain one of the most dangerous 

places in the Northreach. 

The yeti packs have been hunted to the point of them having to

hunt together where once they competed for the best and 

tastiest kills. 

It is told by the barbarian and goliath clans that some foul spirit

or god has given rise to a yeti alpha stronger than any that have

been seen before. This abomidable yeti leads the remaining

tundra yeti in hunts, powerfully knocking aside those who

attack the like ragdolls. 

Some have claimed that this new, gigantic monster even has a

chilling breath weapon it levies against multiple foes ar once. 

The Northern clans have started calling this monster Deathfrost.

Some of the Clans have begun to look for the root of this 

trrible and impossibly powerful monster, believing that the 

only way to destroy this brute of a monster is to destroy that

which created it. 

Anchor 43

Lord Ruthven's Manor

Lord Janis Ruthven is the Lord of the Western Duchy, forgoing

the usual title of Duke to keep the traditional title from his

homeland of Sarvania. 

When he was young, Janis' faily ventured into the dangrous

land of Sarvania where thy carved out their own swath of land

and built, at first, a home and then a comuity who celebrated

Janis' father Harron Ruthven as a hero for the community he

and his family had created, naming him the first Lord of 

the Domain of Coremyr in Mid Eastethrn Sarvania. 

By the time other explorers ventured further North, they 

were quite surprised to find the land of Coremyr and the 

Ruthven family, though Janis and his sister were grieving the

loss of their parents in an attack from demon-worshipping

gnolls. 

Janis was the newly appointed Lord of Coremyr but he had no

stomach left for Sarvania and its evils so, leving his sister in

charge, he came to Auroria, accepting the King's offer to be Lord of the West Duchy. 

Janis had his manor erected practically in the Northreach to show that he had no fear of anything in Auroria, and how could he after living through the dangers of Sarvania for so many years?

Lord Ruthven's only realeney is the Duchess of the South, Duchess Clarris Estavalle who doesn't trust Janis and hs vocally presented her misgivings of giving someone who has hardly lived in Auroria the title of Lord.

To Janis' credit, the Duchess seems very alone in her mistrust of him as the people of the Western Duchy all seem more than happy with their local leader. 

Lord Ruthven's Manor is a large mansion of a home where Janis and his servants live in solitude though word has it that there have been plenty of callers to the Lord's home at all hours of the evening. 

Lord Ruthven's servants aqre as loyal as his supporters and with the support he has, it is certain that he has a long history to come as Lord of the Western Duchy. 

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Anchor 44

Woodside Market

This open air market sits just off the West Road and has 

merchants from around the world. In Auroria it is often said

that if you are looking for something, it is likely you can find

it at the Woodside Market. It is even said that there are items

from the Feywild and Shadowfell both in the Market though

merchants are careful to not sell anything that can be seen as

too evil due to the Church, of course.

Aside from the wares that end up here from around the world

Woodside Market also has exotic peoples from around the

world such as a strange insectile merchant calling himself

Kithix'Ithix of the thri-kreen, a panda-like woman called 

Taki the hengeyokai, and a barely dressed, tattooed dwarf

nmed Hokkar from Nazenka. 

Many of the merchants of Woodside Market operate and 

camp at the Market because they are simply too out of the

ordinry to hold shops in the bigger towns and cities in the 

rest of Auroria. 

In a way, the people of Woodside Market have formed a kind of

comunity of their own, looking out for one another and recommending one another's merchndise (as long as it doesn't directly conflict with their own sales of course).

​

Anchor 45

Silverton Lumber Camp

Providing a majority of the lumber for the West and South

Duchies, the Silverton Luber Camp is under constant watch

by a combined patrol comprised of the soldiers the King can

spare this far west but, most of all, paladins and clerics of the

Golden Order of Astron, the Church, with its strong presence

at the First Dawn Temple and Fort. 

Frandon and Largo Silverton own and operate the camp along

with their sons Greggo, Marcum, and Stephon. 

Both permanent, seasonal, and temporary workers work the

lumber mill and the tree sites decreed by the Kingdom and

the elves of the Living Forest. 

Senior Mill Master, half-elf Eva Torrington and Cutter Master

Ramian Arthurson have been on hand the longest, become the

most trusted workers, and truly run the day to day work of the

camp. 

Grella Lightfoot, halfling cook, runs the camp's kitchen and

living cabins, happily throwing herself into her work but very stern with those working for her when need be.

The lumbr camp is a good place for a soul to find some quick or longer lasting work, if exhausting work. 

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Anchor 46

Ruins of Norym Garr

Anchor 47

Along the Foothills of Grim Tarn, remain the ruins of an

ancient village or town known as Norym Garr. Thouh this is

in an older common tongue, this site has no history or writing

in the history of the dwarves, elves, gnomes, hlflings, or 

humans of the land. 

The myterous ruins are said to be haunted but by an ancient

and wise spirit who will answer questions to almost any

mystery that plagues a soul as long as that person will 

complete a task for the spirit beforehand. Some say the tasks

are but a test of whom the spirit might find worthy and some

say the tasks are things the spirit never was able to accomplish

while yet living. 

In either case, as long as the person seeking the spirit's wisdom

completes the task put before them, their question is

answered.

The Church condemns this spirit of course, claiming that a 

spirit that will not pass on must be destined for Torment not Paradise. When any member of the Church would show in the ruins or a member of the Eldritch Hunters, the spirit does not appear to them and the King is hesitant to raise the ancient and mysterous site even on the wishes of the Golden Order of Astron. 

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Duchess Estavall's City Estate

Anchor 48

Built in the Thunder Barrow Gorge of Mount Suncrest, the city estate

of Duchess Gwendalynne Estavall is a smallish city but the

estate itself is an impressive grounds with a skyward tower

alost ovrcoming the heights of the mountain, itself. 

The highest poit in the highest tower of this estate is the living

chbers of the Duchess, herself, her noble blood (and more than

a little arrogance) demanding her placement high above her

loyal commoners. 

And loyal her people are though, it is whispered, it is as much

out of fear of her and her connections as it is out of respect or

true love of their local ruler. 

And connctions she has as it is said that Duchess Estavall 

courts Rolamond Jarreth the King's nephew, himself. This and

the more than generous amout she has "donated" to the Golden

Order of Astron has made her fast friends with the Church as

well. 

And Duchess Estavall has the coffers to spqare the coin, being

one of the most wealthy individuals in all the Western World (next to the King and the Royal family itself of course) in large part due to her high taxation of the Southern Duchy. Not enough to cause revolt or to lay too heavy a burden on most of her people, but more than the Royal Domain or the Western Duchy under Lord Ruthven (whom the Duchess mistrusts and loaths).

The city, not as grand as either the Royal city, itself, or White Mantle to the East, nonetheless has some few noteble spots. 

​

The Duchess' Games

A guilty pleasure of the Duchess, this arena is a spectacle that some say rivals the Royal games of Kalemthar, itself. During these games, Duchess Estavall's look becomes bloodthirsty, resembling that of the ost fierce and violent shield maiden of the Fozen North. Some whisper, never to her face of course that this is a truer face than any see on the Duchess in any other environment. 

As with the other arenas in Auroria, criminals can fight for  second chance at life, free prticipants can risk their life for rewards and riches, and any can try to prove their worth before the people of the Southern Duchy. 

Unlike other arenas, the Ducess' arena boasts a particularly dangerous and vile collection of monsters. One won't find a common owlbear, spiderbat, or even dire wolf here. No. Instead, the foolish or brave here pit themselves against a paraelemental of storms who seems accompanied by fluttering bat-like air fundamentals, a pair of twin driders said to come from the Underdark, itelf, and the Champion of the Duchss' Games, the nalfeshnee demon Goracraggixx which gets resumoned if killed, something that happns very rarely.

 

The Grand Shops

This section of the city seems to exist simply for the rich and poweful to outshow one another in buying the ost unusual and most expensive "trinkets" from across the world. The more exotic the item, the more impressive it is among the Duchess and her circle of aquaintnces. 

Aside from the pomp and ovrly showy nature of the shops, a soul can find some truly fascinating and useful items, especially at Orville's Oddities or the Booming Blade. 

​

The Eateries

This section of the city, found jut outside its center, has exquisite dining establishents, taverns, and a handful of inns for visitors and travelers or merchants. Some of the moe famous places in this part of the city include the Barking Beaver, the Western Winery, Halderman's Fine Dinng, and the Green Lion Inn. 

​

Artists' Row

This area of the city has several shops and art showigs dedicated to painntings, statues, and other visual pieces, a few tome shops mostly concerned with poetry or epic tellings, as well as a few taverns and tea shops with poets, bards, and other entertainers. 

​

The Duchess' Estate

This estate is nothing short of a fortified castle with variou tall towers dedicated to various functions such as the Library and Wizard's tower given to Ralorthym the Wizard who works for and advises the Duchess when necessary (and when he can get her to heed his advice). 

Another tower is dedicted to the Duchess' Guard (and som say her personal assassins though none would make these accusations publically).

The tallest of the towers is the Duchess' living chambers, itself, richly decorated and adorned with anything the Duchess fancies, though rarely seen outwide of the Duchess and her closest allies and servants as the Duchess is nothing if not paranoid for her own safety. 

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Thistlethorn Farmlands

Anchor 49

This ipressive farmland is owned by Rupurt and Edna 

Thitlethorn, a friendly enough and quite hardy couple who

pay their farmhands, ranchers, and other workers very fairly,

which is impressive considering the Duchess' taxation.

It helps, that the Thistethorns have the best recipe for the

Duchess' favorite strawberry silk cake. 

Aside from apples, ample groves of strawberries, grapes, 

wheat, and an assortment of vegetables- the Thistlethorn 

farm also has an assortment of animals such as chickesn,

turkeys, pigs, cows, and horses. 

Patrols by the Royal soldiers and the Golden Order of Astron​

patrol close to the farmlands, recognizing the farm as an 

important resource for both the West Duchy and the Kingdom

as a whole as the Thistlethorns offer foodstuffs that aren't 

found in the Eastern part of the Kingdom. 

Justice and Barrinelle (Berry for short), Rupurt's cousins 

often travel to other towns and cities to sell goods from the farm.

​

The Silverbone Mountains

The domain of the Aurorian dwarves, the Silverbones get their

nam from the rich silver and mythril deposits that run through

the deep mountain domains where the dwrves mine tirelessly

as well as expanding into gemstone clusters and other precious

metals and stones beneath the earth. 

The land of Auroria's hill dwarves also make their homes and

communities near the Silverbones, keeping close to their kin.

The Dwarven kingdom of Ironfell is built into the mountain, its​

great halls carved from the mountain's stone, itself with the

Great Entry Hall extnding from the Silverbnes, acting as both a

fortified entry to the deeper kingdom and as a meeting place 

with those more used to and cofortable with sitting down for a

discussion above ground. 

The Ironfell dwarves have rid the Silverboes of all but the most

mundane of dangers, such as mountain goats and lions as well

as a few families of oreads (earth spirits or fey) who are mostly

harmless if left to their own devices. 

A few noadic clans of stone giant kin goliath llso live in the area surrounding the Silverbones and the dwarves are on very friendly terms with the giant blooded folk, even trading with them from time to time.

Mountaineers and travelers, as infrequent as they are, tend to go unharrassed by the dwarves if not trudging about on their actual territories and may be wtched by goliath out of curiosity but aren't generally bothered by them as long as they don't bother the goliath. 

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Anchor 50

Dwarven Kingdom of Ironfell

King Sren Ironfell, son of Glorym Ironfell is the current ruler of

the Dwrven kingdoms in Auroria. Kingdo Ironfell is located in

the Silverbone Mountains (called by most simply the

Silverbones) where the dwarven clans mine endlessly into the

rich veins the earth provide. 

Outside of mining, the Ironfell dwarves also deal with hill 

dwarves to send merchnts to the towns and cities of other 

species to sell their finely forged weapons, armors, and other

metalworkd items. 

It is rare that non-dwrven outsiders get to visit more than the

Grand Entry Hall of the dwarves which is a fascinating castle-

sized keep all its own on the surface of the Silverbones. Those

given entry to the Deep Hall, the true city kingdom of the 

dwarves are afforded a great honor but still not left without an

escort. 

Entry to the Ironfell Kingdom is generally only offered by the

King, Queen Minneva, or a member of the Royal family and

muc consideration is given first. 

The entry to the Deep Hall is guarded by massive Stone 

Guardians, dwven golems that are very good at repelling 

intruders. 

Within the Grand Entry Hall, are treated to Meadhall ale, peppered rothé, and mushrooms that only grow in

underground terrain with an especially earthy taste. 

More iportant visitors (in their own culture if not in the dwarves') are gifted with a named dwarven weapon or suit of mythril armor to honor them as guests of the dwarves. 

The Ironfell dwarves care little about the laws of the Kingdom while in their own domain, especially when it comes to religion as the Ironfell Kingdom's laws are based on the tenets of dwarven deities Moradin the Soulforger, Berronar Truesilver the Revered Mother, Dumathoin the Earthcarver, and Clangeddin Silverbeard the Twin Axe Master giving the dwarves their laws which are uncoproising and always result in punishment by death or exile to the Underdark when broken. 

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Always Craft with your Soul

Do not forge items without feeling or passion. Never sell or give flawed items made by your hand to others. 

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Never Raise Axe nor Hammer to Another Dwarf 

Do not murder fellow dwarves though defending oneself is qalwys thought acceptable.

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Defend the Hall

Never let your home or property be taken or destroyed without a fight.

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Be a Shield Against the Wepon of Fear

Do not flee in fear. Never show cowardice. 

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Do Not Become Stagnation in the Earth's Veins

Always expand and explore new places, do not simply mine the same deposit each day.

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Resist the Ways of Abbathor Do Not Give In to Them

Be careful of the curse of greed and the Horde Sickness.

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Anchor 51

The Hill Dwarf Town of Gurmoidin

Anchor 52

The hill dwarves of Auroria dwell near to their mountain dwrf

kin in the hill country near the Silverbones. 

They tend to be interediaries between their more reclusive

deep earthern cousins and the surface folks, trading goods on

their behalf (and usually very adept at it too, the hill dwrves

being among the shrewdest traders there are). 

The town of Gurmoidin, like the hill dwarves, themselves, is a

more inviting and tolerating place overall than the Ironfell

Kingdom. 

Not that this garners a lot of visitors among travelers to the 

dwarven town. Not many outside of the dwarven community

enjoy sleeping on rock hard beds and there is only so much

rothé one traveler can stomach (the underground cattle tend

to be more on the tougher side). 

Though staying at one of the town's inns such as the Dirt Nap

might put visitors off, one aspect of Gurmoidin is holds much

more appeal, the wepon and armor shops and forges. 

Whther it is Blessed Steel, the Axe's Edge, Mythril Shirt and

Shield, Fahran's Forge, or any number of other shops and

crafter's work stalls, peple will travel long and far to by metal

smithed wares from the dwarves, especially armor and weapons. 

A few pubs also stand along the roads in Gurmoidn such as the Hedless Troll, the Hearthmead Drinking Hall and the Lucky Fieldmouse to name a few. Of course, dwarven ale is almost as much an acquired taste as a dwrven bed so results may be questionable. 

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Ruins of Joth Hator

Joth Hator, local dwqrves claim, was once a thriving city of both

hill dwarves, mountain dwarves, and rock gnomes which fell

tragically in a batte with giants and ogres yet, some of the

inscriptions in the stone, the Preservationists' experts say, are

giant and date to the carving of the stone, itself which hints at

a dark, or at least embarrassing secret among the dwrves.

These large, stone ruins lead to an underground hall

composed of mostly collapsed chambers and more, sprawling

halls.

If any treasures or even fractured items that hinted at who

walked these halls existed, they were long since cleaned out of

the ruins which remain as bare as a tomb after a graverobber

visited it. 

The ruins may not be completely empty, however. Myterious,

shadowy figues have been reported to ask strange questions

of visitors to the ruins, attackig them when they apparently 

answer wrong. 

Other rumors claim that the quetions have to do with the

history of the giants, or questions about their culture but that

those in the ruins at the time did not know the iformation at

the time. Most who escape the Shadows of Joth Hator as they have come to be known, don't have an urge to return to the site. 

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Anchor 53

Hansford

Anchor 54

This small fishing commuity on the Shimmering Coast in South

Auroria is overseen by Townhead Annelia Embereye, a fire

genasi native to Nazenka who settled down in Auroria with her

husband and adventuring partner Nazz the Magician as they

both found a new faith in Astron.

After helping the Church with a particularly gruesome devil

problem, the two were given a home in Hansford where a new

Townhead opening also was presented to the couple. Nazz had

no interest in politics but Annelia was intrigued and soon she

was hearing every fisherman's problem, every complaint 

about the Bloodskulls (admitedly these pirates were a growing

issue for any smaller coastal community), complaints about

fishing vessel taxes, and anything else the locals wantd to 

unload onto the genasi. 

In short order, Annelia learned to take the serious issues, to

tackle those first and foreost and then the townsfolk would all

but forget about the minor problems. 

Since her appointment to Townhead, the town of Hansford has

become more prosperous and peaceful than it has been in an

age.

Hansford still has its issues. The Bloodskulls have mostly moved on to easier waters but their vessels still show up now and then, harrassing fishermen and nearby sailors before the Royal Navy can really route them away, but there are few other real threats to the town and that makes people thankful. 

As a fishing town, the folks here don't really take passengers too far but for the right price, may take a group down the coast or as far as the Smiling Maiden wreckage.

Other than the Salted Sea Witch Tavern and the Drowning Inn, there is little more in th town but fishing equipment shops. 

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The Bloodskull Pirates

Anchor 55

Though most pirates (and most criminals to be fair) steer clear of

Auroria and its double trouble of the Royal Military and the Golden

Order of Astron, the Bloodskulls do hit coastal commuities and

lone ships on occasion if they believe they can get away with it at a

low risk. 

The Bloodskulls are bsed out of Deadman's Rock off the coast of

Gillius and, thankfully, they tend to stay near that continent.

When they do show, people rarely fight them and, to the credit of

the pirate gang, they leave those who do with their vessel and their

lives. But those who are foolish enough to fight them end up food

for the fishes is they are lucky. 

With the uncanniness that the Bloodskulls outwit the Royal Navy at

every turn, even seeming to have the weather on their side. 

Some have surmised that the pirates have a way to divine the 

weather and plan their attacks around fog or storms striking at the

right moment. However, others, including some that have been left

alive by the pirates claim to have seen a woman with a vile gaze 

that the pirates referred to as the Sea Witch. 

However the pirates have predicted ot manipulated the weather, 

the Navy is at its wit's end and there is talk of them conferring with

druids and the Green Circle members of elves which has visibly concerned the Church, of course. 

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Wreck of the Smiling Maiden

Anchor 56

Off the Shimmering Coast to the South is the site of a ship

named the Smiling Maiden which was capsized when 

resisting pirates got out of hand. 

For centuries now, would be treasure hunters and others

have attempted to recover the cargo and fortune of the ship.

However, even when using water-breathing magics, would

be fortune hunters run into other dangers such as

sharks, poison eels, and some even say that some form

of monstrous sea folk have taken up residance within the

wreckage of the Maiden. 

Whatever dwells within the ship's wreckage, it is well

known that whoever can best the dangers threin, recover

the treasure, and come back to shore alive, that person

will be well on their way to making their fortune.

With the rumors of curses, hauntings, and monsters in the 

sea around the wreckage, finding a boat or ship to approach

the Smiling Maiden will be expensive at best and a flat out

no thnk you being much more likely. 

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Way of the Flying Leaf Monestary

Anchor 57

Ever under the watchful eye of the Golden Order of Astron,

starioned nearby in their temple camp (perhaps a purposeful

location in fact), the Way of the Flying Leaf Monestary claims

to be a school for martial arts and discipline of the body and

mind. This is not a lie, but there is some omission involved

in the monestary's claim as the monks here also teach about

reaching into one's inner spirit to ulock their ki, cautiously

of course. 

Many rumor (and in this case the rumors are true) that the

group known as the Monastic Order of Enlightenment also

operates out of the monestary and the Aurorian order of the

group most definitely do. 

Aside from teaching new and growing monks, the monestary

also offers healing herbs and teas for various uses. 

The head of the Way of the Flying Leaf is Master Shikomi 

Saho, his second is an unusual dwarf-like man (but if accused

of being a dwarf or asked, he will correct the accuser and let

them know that he is of a people known as Korobokuru which

are kin to the Western dwrves but without the dour attitude

or greed). 

Other techers and aspiring monk masters include Shikomi's

daughter, Hana, ex paladin Nathis Graymere, and herbalist specialist Mdori the Eastern halfling. 

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Church of the First Dawn

Anchor 58

As the main outpost for the Golden Order of Astron in Western

Auroria, the Chuch of the First Dawn acts as temple, military

training camp, and dungeon all at once. 

The Church of the First Dawn is overseen by Madamme 

Reaya Le Courte, Paladin of the First Order. A stern, pious

woman with a no nonsense attitude, Madamme Reaya keeps

a tight, clean hold on the operatons of the Church. 

Aside from taking her caretakig of the Church, itself, very

seriously, Madamme Reaya takes her faith and duty to lay

Evil and Chaos bare and defeated just as seriously. 

The Church offers training to paladins, to the Sword of Astron

(also known as Templars), and even to the Eldritch Hunters 

despite the two organizations not always seeing eye to eye.

The Church also offers rest and healing to any seeking it, as

a tenet of Astron to never contribute to unecessary suffering

(though the Church may ask a task or donation it finds 

appropriate to the visitor seeking the service, of course).

The Church of the First Dawn conducts sermons four times

weekly and those enjoying the hospitality of the Church are

expcted to attend. 

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The Cold Twins

Anchor 59

These two, jagged mountains in the Northreach are the main

home to the frost giant kin of goliath (as well as a few of the

stone and storm variety). Though the goliath clans are largely

nomadic, Khan Gregor Icefist has established a not so modest

fortress in the Cold Twins (named Fortress Fangwall) where

any of the goliath clans are welcome (as long as they pay

fielty to Clan Icefist of course).

Outside of Fortress Fangwall, the Cold Twins are a dangerous

couple of mountains. The yeti popultion in the Cold Twins

has been largely cut down by the goliath clans, but other

dangers still roam and make lairs in the mountains, monsters

such as the frost drake and ice mephits to name a few. 

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Port Newhope

Anchor 60

Port Newhope is the next largest port city to Port Royal on the

opposite coast of Auroria. The Western Royal Navy is posted

at this port but the stringent eye on cargo and passengers is

not as overtly present or oppressive at Port Newhope as it is

at port Royal for the main reason of being much further from

the Royal Capital and family. 

The military does not own or run the city though some of the

more disgruntled might say they might as well, considering 

how Magistrate Clarion Normstrom lets them do whatever 

they want. In truth, the Magistrate, wanting to keep the peace

with the Royal military does give soldiers and naval officers

q lot of leeway in his city but only so far and as long as 

nothing beyond a citizen's pride is too deeply hurt, soething

the military folk know and rarely push the line wih. 

Aside from the Naval barracks and the favorite hangout of

soldiers and officers, the Rusted Goblet tavern, there are 

a few ther plaes of note in the city. 

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The Owl's Roost

This tavern is most popular in the very late night hours when

it opens its secretive back rooms to all manner of gambling

games. Its said that the Captain of the City Watch, Captain Siegrid Coldeye is well aware of the illegal games but that she wins eough every week's end to keep the tavern's secret (winnings that may wll be arranged by the tavern's owner, Leena Hargrave).

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The Peppered Pike Eatery

This dining hall has some of the best recipes for Northern pike and dungeness crab anywhere (if you believe the cook, Gemmy Turner that is) as well as Dwarven ale, Halfling stout, and Elven wine (if one can afford the latter). 

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The Sleeping Bear Inn

This inn is best known for its thick, warm bearskin blankets which adorn every bed in the place. Its said that the place;s owner, a dwarf named Krumar Earthmantle, travels to the Northreach to trade with the brbarians for the bearski blankets. Krumar is starting to show his long years, however, and word is that he is more apt to hire folks to fetch the bear skins for him, paying them to do so of course. 

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