Sarvania


Sarvania, also known as the Cursed Land, is a mysterious
land that seems to fight back against being fully explored
and discovered. Add to the natural, strange wildness of the
land and its many dangers, making it difficult to colonize,
the land is also where the QUeen of Chaos touched Garn in
her bid to corrupt the Rod of Law and bring back her
general and lover, Miska the Wolf Spider.
Though she was defeated and brought low by the
legendary heroes, the Champions of Order also known as
the Raven;s Wing, leading to an age of peace and order on
Garn, at least if you listen to the Golden Order of Astron,
her touch still persists in the heart of Sarvania where strange
beasts and demons are rumored to stalk.
But the lingering touch of the Queen of Chaos is not the only
danger or evil lying in the heart of Sarvania. It is said, that
this land is also where the cursed dark elves, the Drow are
most active on the surface, an undead queen holds her own
​domain, and some brain eating tyrants all are whispered to
exist in this still widely unexplored land.
Despite the dangers, there are points of civilization here in
the form of the larger southern port city of Domar and the
heavily militeristic port of Last Dawn. Not only are these
towns easier places to live on the continent, but there are
many opportunities to make some coin here for those with a
heart for exploration and thrilling dangers.
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Domar
Domar is the largest city in Sarvania and is a typical port city of
valiant sailors, cutthroat scoundrels and smugglers, and all
manner of peoples. The city almost defies the Golden Order
and their law and order above all else, being comprised of
the castoffs and the descendants of castoffs, a true mix of
diverse and unique people with various motives,
attitudes, and ways of doing things though one
thing is a consistancy in this port city.
The Golden Order are not overly
respected and their call for
and demand of
order is not
aqppreciated in this
sprawling coastal and
chaotic city.
This is a two way
disrespect as the
Order has called for
time and again for the
royal family to
raise Domar and
rebuild it as a
more "orderly and
law abiding" city,
something the
royals are not anxious to do as many imports come from this city and no ruler wants to be the one to dispossess the people of such a large city or to tempt the city to fight back.
Domar is looked after and run by the Three, a group of three noble types who rule over the city together, acting as a council of townheads.
Known to be fair and to truly care for the people in their charge the Three try to maintain civility in Domar without being too overbearing or too close to the Golden Order of Astron.
The Three include the human woman Talisha Thorne, the fire giant goliath Krond son of Norgar, and the half elf Normas A'Horin.
Aside from the Three. the city is also well known for a few places of interest.
​​
The Great Docks
The docks of Domar are filled with fishing boats, ships, cargo barges, and all manner of busy workers. Always day and night, this is a bustling place of work, dock workers carrying and loading crates of cargo to and from ships, dock foremen barking orders at the workers, ship captains barking demands of the dock foremen, and the rowdy songs, fighting, and a wall of other noise coming from the dock taverns.
The dockmaster is an imposing figure, a Nazenkan earth genasi named Saxuma. All respect this large, imposing woman, even ship captains who are used to getting their way, even Golden Order naval officers forced to dock at Domar for one reason or another.
Saxuma is a no nonsense worker and boss, trading excuses for backhands to those who engage in foolishness or shirlk their dock duties.
Most of all, Saxuma has no tolerance for liars or those who try to pull the wool over her eyes. She can be lenient with the law and rules for those upfront with her, but those who try to trick her will find themselves in stocks, her own personal collection of them she keeps in her office, maybe conscious if they are lucky.
​
The Salty Mug
Easily the most popular and the cheapest of all ale houses and taverns in Doma, this dockside bar is rowdy, barely kept in order, and tolerates more drunkeness than anywhere else in the great port city, maybe anywhere else in the world.
The tavern is owned and operated by the eypatch sporting man Jorinn, a grizzled and aged sailor who has plenty of stories to tell for those not busy drinking, gambling, and fighting. If things get too far out of hand, however, Jorrin proves more than capable of kicking folks out of his tavern, with the help of the half ogre Norg if necessary.
Almost as popular as the tavern, itself, is Midnight, Jorrin's talking raven which holds full conversations with people. Some say that this is a one time crewmate of Jorrin;s that got turned into a raven, others say its just a clever trick of extensive training but Midnight is a foul mouthed joy in this tavern and those visiting are always fascinated by her.
​​
The Forgotten Trunk
This fairly good sized shop sells forgotten cargo, possessions, and equipment left
behind, abandoned, and just found items that make this a kind of junk shop but also a
shop where rare, overlooked, things might be discovered and for fair or even cheap
prices. This is a lot of traveler's first stop when coming to Sarvania. explorers hoping to
find some useful items before striking out into the wilds of the Cursed Lands.
The shop is owned and run by Brigga Snowfoot, a white haired halfling who enjoys telling
stories of her finds and is as overjoyed to purchase new, found "junk" as she is in selling it.
One of the more shrewd merchants in Domar, Brigga is sometimes grumbled about
under a patron's breath about being "taken" by the halfling but she always tries to
legitimately sell her wares for a fair price. She simply won;t be undercut like so many
other places on the Docks.
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Leather and Steel
A shop specializing in armor, a popular place as those visiting or exploring Sarvania want to be well protected.
All manner of armor and shields can be found at Leather and Steal, even a few magic items for those with the coin to afford magical protection.
The shop and smithy are run by the Shardon family who also live in the attached home to the place. These expert leatherworker and smiths will even custom fit or custom make armor on request for those who have the time to wait and not jsut take what's available.
​Shalauriel's Tower
​This thin but tall ornate tower is the home of the wizard Shalauriel, an aloof woman who helps to give portents into the weather and aids the city when true danger presents itself, but otherwise prefers to study alone in her tower. She will occasionally have some special requests for those b rave enough to adventure out into Sarvania to procure materials for her which can be as simple as a rare herb or as dangerous as a part of a particularly nasty beast.
Shalauriel always rewards those doing work for her quite handsomely and is even known to reward those she finds especially competent with magical boons and items that are hard to find or even unique to her own power.
​
The Smoked Lamb
This tavern and inn serves good food for a good price but also offers comfortable rooms which explorers and travelers welcome after days out at sea or days exploring and likely running for their lives in the Cursed
Land.
The inn is owned and operated by the Silverholmes, a friendly family who seem to truly enjoy
catering to the comforts of others and always enjoy hearing a good story or two from the
travelers coming in and out of the inn.
Lincoln Silverholme is the patron of the family, a happy enough but barrel chested, quite
imposing when he needs to be man married to Augusta Silverholme who is the best cook in
Sarvania if the locals and the family have it right. An impossible amount of younger
Silverholmes, children, cousins, and the like all help to keep the inn operated and as clean
and comfortable as possible.
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​The Guild of Fortune​
This small office houses Dwyer Kurmelian, a scholarly man and a respected leader among the
Exploerer's Fortune organization. Dwyer posts "markers" for especially dangerous creatures
he would like to study or have removed from paths of exploration, as well as offering rewards
for mapping out previously unexplored areas of Sarvania or bringing back relics or other
treasures showing other civilizations or peoples that live or used to live in the Cursed Land.
Dwyer also arranges escorts for explorers or merchants traveling the more known routes to
other towns such as Last Dawn. Those wanting to sell such escorting services also go through
Dwyer to do so.
​​
The Gilded Brazier
This shop run by the gnome Plenori Fizzlerum and it specializes in material components,
scrolls, books, and other paraphernalia specific to spellcasters. The large shop deals in a wide
​range of useful items including the occasional magic item, the nature of which rotates with
Plrnori's stock og items. Plenori will gladly hire individuals to procure special herbs and other items found throughout Sarvania though most of her inventory comes from shipments.
​



Cromwell Logging Town

Cromwell was once a simple logging camp but its grown into
a small town which, unsurprisingly, still specializes in
providing wood for the settlements across the Cursed Land.
Cromwell started out as the Domar Logging Camp and had
many challenges getting started as the wild natives of
Sarvania, the phanatons with the help of the guardian treants
in the area attempted to destroy the camp and keep the area's
wilderness from being harvested. Eventually, the treants were
infected with chaos and evil and had to be destroyed which,
though a tragedy for sure, worked out in the favor of the
logging camp and its workers, routing the phanatons from
the area into other wilderness where the
loggers figured the small creatures would
be just as happy. During this ousting, some
phanatons even joined local colonies, learning
about the world at large, a select few even
finding ways to buy passage on ships and striking out
on their own adventures,
exploring and seeing the world at large.
But many traditional phanatons were not at all happy at
having their homes usurped for the lumber industry in the
area and a kind of resentment to humans and strangers in
the woods formed ever since. Phanatons and their newly
revived treant friends, along with dryads and other natural
spirits and creatures fiercely guard the wilderness where the ​phanatons now live, making these wild places even more dangerous than they normal,y would be.
The current townhead of Cromwell is Akari Yuzuki, a stoic woman hailing from the Far East. Akari values townsfolk who display a love of work and efficiency, not tolerant of layabouts or citizens who aren't willing to pull their weight, visitors being the exception as long as visitors lay down coin for the town's coffers or the locals' money pouches.
​

Wild's Edge

Wild's Edge is sometimes called the last bastion before one
enters the truly wild and dangerous Cursed Land and the
unknwon of Sarvania at large.
This small town is built in some low hill, stream, and the edge
of the woodlands as the name suggests. Small waterfalls and
stonework make the town an actual pleasure to see and visit.
However, the wilds surrounding the small town are a sample
of the dangers that are woven throughout this widely
unexplored land.
The townhead of Wild's Edge is the ranger half-elf
Tharmalian. The woodland expert keeps vigil and law in the
town on the edge of the wilds.
Most of the town is made of equipment shops selling all
manner of survival and exploration tools, rations, and other
necesseties for exploring the very dangerous Cursed Land.
Aside from the merchants, there is the only tavern and inn
in the town known as the Wild Den is owned and operated by
Kartan Steelmane and his wife Tianna. The muscle and labor
of the place is performed by the orc, Narr, a refugee from a
exploring party of his peoples from Raragrun to the North
who decided to stay in Wild's Edge once being nursed to
health by Tianna.
The orc works for his room and board but is not a captive or
endentured servant to the couple at all. In fact, Narr is rather
well liked and respected by most people in Wild's Edge.
​
Temple of the Hyena

This temple is the worship place of a group presumed native
peoples led by the priestess Sephiri. These people are friendly
enough to strangers and explorers, offering rest in various
huts surrounding the temple but never allowing any but their
own inside the temple, itself.
The "People of the Hyena" even trade with visitors, offering a
rare drink made from local berries, hand woven clothing, and
other trinkets and crafted items.
The temple, itself, and its people are related
with the hyena due to roaming hyenas in the area
which are said to be quite
large and also respected
and revered by the
people of the temple.
When asked, it is said,
who the temple is dedicated to
the priestess has been said to point
to the hyenas though this may just be
a loss in translation and
communication.
Despite whether the temple is
dedicated to an actual
hyena, hyena deity of some
sort, or something else entirely, and though the
people of the temple are friendly enough, visitors say they feel a sense of discomfort in the area and rarely do
people linger when visiting the peoples or their temple area.
​

Wrathwood

The Wrathwood is the stretch of natural, dangerous woods
where the phanatons who used to dwell near the Cromwell
Logging Town were routed to and now live,
protecting the stretch of wilderness along
with treants, dryads, and other nature
spirits and creatures.
These woods are inhospitable to
outsiders and visitors or travelers are not
welcome within them. Most explorers
and travelers will make their way
leagues around the woods to avoid them.
Some say the Green Circle have made some
inroads with the denizens of Wrathwood and
have become more welcome in the dangerous
wilds making up the uncivilized forest,
others say that even the druidic order has
failed to survive journeying into this
guarded wilderness,
Regardless of who has been able to travel these
woods or not, it is agreed that it is a good idea to
leave this stretch of woodland be to the phanatons
and its other protectors.
​​
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Sandstone

This small beach side village is mostly a fishing and clamming/
crabbing village. The fishermen and shellfish harvesters stick
mostly to the shallows where they go unharrassed by the local
shark folk known as sahuagin who have grottos in the local
area but mostly stick to the deeper sea, raiding the occasional
ship or larger fishing boats.
The village has one inn which is little more than a larger cabin
with straw roofing like the rest of the village. The inn is xalled
the Calm Sea Inn, a rather comfortable if simple place for
explorers to get some low cost rest and food, mostly
consisting of local fish and crab.
The townhead of Sandstone is Sharn, a retired a fisherman
who keeps the law and fishing life of Sandstone alive.
But the danger of sahuagin are not the only
nearby characteristics of the southern
beach of Sarvania. Local tortles from a
hidden grotto or village of their own also
dwellin the area and are quite friendly,
trading stories and goods with Sandstone
and seemingly very interested in their
fisher neighbors.
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Isle of Fangs

This tropical island is so named for the giant crocodiles, giant
serpents, and even some kind of "wereserpent" rumored to
be found infesting the small island.
One would think that visitors to Sarvania and explorers would
avoid the very dangerous island. One would be wrong. This is
widely due to the rumor that a large treasure cache from the
Mist Maiden wreck just off the island is hidden somewhere on
the island, naturally guarded by the scaled dangers the island
is teeming with.
What's more worrisome is that an even larger predator,
perhaps even a dragon of some sort is rumored to make the
island its home. Reports tell of a crocodile like wyrm of some
great size which hides itself beneath the waters or in one
grotto or another on the small island.
​

Wreck of the Mist Maiden

Several centuries ago, theMist Maiden went down in either a
savage storm, a sahuagin attack, or some say the dread
laviathan that is rumored to dwell in the waters near Sarvania
brought the ship down.
The ship was docketed to be a supply ship but some of the
manifest shows "undisclosed cargo" which some say is a
treasure trove that was aboard the ship.
What happened to the Maiden;s treasure is all conjecture,
ranging from the treasure being hidden somewhjere on
the Isle of Fangs or still being in the hold of the ship, itself.
Others say that the sea devils, the sahuagin took the treasure
to offer the "bright baubles" to some vile ocean god or another.
Still others surmise that the treasure lies somewhere on the
ocean floor. probably the worst scenerio as these waters are
dangerous and the sea floor is hard to reach at best.
Whatever the truth, the wreck draws adventurers and
treasure hunters from the world over, coming to test their
metal and their luck in the sea but, to date, none have
recovered the lost treasure if it even exists.
Some of the wilder rumors say that the crew of the Mist
Maiden are cursed in death to haunt the ship, guarding what
may still be hidden in its stores.
Many have reported ghosts of the sailor variety roaming the
deck and under decks of the ship.
​
Sahuagin Grotto

This series of several underwater caves houses the local sea
devil population. A plague on local ships and fishermen, the
sahuagin practice ferocious lives much like the sharks they
are akin to.
Rooting out and ending the shark kin's infestation of the area
and ending their terror on local sailors and fishermen is very
difficult with their grottos being underwater and in a very
l;abyrinthine system causing even those with magical
support to breathe underwater to get lost and turned
around in the maze tunnels of the sea devils.
The sahuagin are rumored to be ruled by a
priestess and queen of their kind, immensely
powerful in magic and, perhaps, supported
by blessings bestowed by a shark-like deity
the sahuagin are rumored to worship.
Victims of these vile sea devils are not only
raided and looted but a;so devoured by the
sahuagin, making facing the vile creatures
even more gruesome a prospect.
​Many ship captains and coastal townheads
offer rewards for the heads of sahuagin,
gladly paying to have as many of the
sea devils hunted and done away with as possible.
​
​

Traveler's Rest

This very small village serves as a waypoint for resting and
reequipping travelers and explorers in Sarvania. The prices
here are a little higher than other places due to the rarity of
travel gear and the difficulty in getting more from the port
city of Domar or the port of Last Dawn.
Despite the higher prices, several adventurers and explorers
stop here to recoupe and regroup or to grab a pint while
celebrating an especially difficult victory or discovery in the
Cursed Land.
Tomas Duskholme is more of a village elder than
a proper townhead but the few building
village of Traveler's Rest is hardly a town
so much as a layover, an inn and a few shops
to allow travelers to resupply themselves.
And a tavern that is housed in the Early
Bird Inn, named for the many songbirds in the
area which sing early in the morning.
The inn and tavern is run by the tiefling Felicity
Gray, barely noticed for her infernal heritage as
she would be in other lands, as those coming to her
tavern and inn are just happy for the drink and rest.
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Temple of the Lost Gods

One of the first things discovered in Sarvania that hinted at an
ancient peoples of one sort or another, the ruins of this
temple still holds statues dedicated to lost gods or gods
never known by the more civilized world at large.
Scholars of history and religion alike visit these ruins to
study and puzzle over this temple. But these scholars never
come to the site alone, not the ones with any common sense,
not the ones still alive.
These ruins hold one deep crevice at their center and from
this crevice occasionally spills forth vile small but deadly
dragon-like creatures called deep drakes. They generally
only hunt the area at night, but none take chances and, as
such, they always travel in groups with strong protection
even when studying these ruins during the day, which is
generally the only time any dare spend any time here.
Some rumor that there are worse things than the deep
drakes beneath the ruins, some swearing
they feel the cold presence of something
truly old and evil in these ruins,
something hidden deep beneath the
ancient temple but something that still whispers and
lets its presence be known.
Whatever the mystery of this ruined temple, few
travel to it or in its remains if they aren;t one of the
scholars studying it.
Most travelers would just soon steer clear of the place, traveling
a few miles along the iffy coast, less afraid of whatever coastal monsters might ambush them rather than chance the deep drakes and the evils beneath the Temple of the Lost Gods.
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Port of the Last Dawn

As with almost every land in the West, the Golden Order of
Astron has a presence, a powerful and lawful presence at
that.
This presence is felt strongest at the Port of Last Dawn, once
a simple military camp in the war on Chaos, now an
established Church City with a grand and towering temple tp
Astrpn, himself.
The Templar pof the town and its leader is the stalwart and
very devout paladin, Tashianna Kalmus
Thorngood.
A militeristic but mostly fair leader,
Tashianna maintains the port city to stand
against evil and to overthrow the chaos of
Sarvania above all else.
There is no love lost between the Templar and
the Three of Domar who Tashianna sees as
far too lenient and chaotic for the
betterment and taming of the Cursed
Land.
Though a lot more heavy handed in law and order,
some might say more stifling in its approach, the
merchants and citizens of Last Dawn enjoy a
protection and wholesomeness not found anywhere
else in Sarvania, and if that means attenting the
Church at least once a week then they feel it isa small price to play, especially most of the people of Last
Dawn being devout themselves with a normal inn or merchant greeting to customers being "The Father be
blessed."
Though the Port of the Last Dawn boasts the strongest military presence and highest number of paladins, knights, and soldiers in general, Tashianna is cautious about marching across the lands, not onyl wanting to avoid scaring whatever native peoples might exist in the savage place but also not wanting to completely risk her troops in the unknown. For this reason, explorers are paid well to strike out into the unknown and unexplored areas of the Cursed Land and an Explorer's guild sponsored by Adventurer's Fortune is even found here, though their expected tithes to the Church are hefty and possibly a little prejudice. The guild is expected to keep a more orderly and organized approach to exploring and discovering treasures, a complete catalog being kept of discoveries across the Cursed Land.
​Most of the shops, beyond simple food and equipment merchants, consist of religious items for clerics and paladins, especially those who worship the Father, Astron.
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The Deadly Sands

This stretch of beach along the Eastern coast of Sarvania is
named for the dangerous creatures that dwell along its sands,
especially the hosts of sand weirds, elemental creatures of
pure sand which are indistinguishable from the beach's
warm sands, allowing them to ambush and hunt those
foolish enough to terry on the sands.
Aside from sand weirds, the beach is also the home to giant
crabs and cray fish.
​Perhaps not as deadly as the earth weirds but certainly a
concern, are the kua toa who dwell in seaside caves along
the beach, attacking those who they see as a threat, though
they mostly just hunt for fish and crustaceans, or scavange
for bobbles to give to their made up gods.
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Island Ruins

These ruins sitting on the Isle of Shades, is a collection of walls
and partially completed buildings all covered in mysterious
carvings that none have been able to decypher the meaning
of.
Those daring to venture onto the island report bands of dark
beings known as shades, people who have dwelled too long
in dour places such as the Shadowfell.
It is even said that the area of the island, the ruins specifically
and the Shadowfell are very thin as some places in the world
border on the Feywild.
Few set foot on the island, not being willing to face the
shadow folk or the supposed curse that the island, itself, is
said to be under.
That being said, there is said to be unusual treasures and
even some riches to be found on the island, perhaps in or
under the ruins themselves.
The rumors of treasure is hardly enough to cause any but the
absolute bravest (or most foolhardy) to venture onto the
shores of the Isle of Shades, however.
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The Blood Marsh

This cursed stretch of marsh is cursed from the spilled blood of
mortals, celestials, and demons alike as battles were fought
here during the War on Chaos and the carnage has never
completely healed or been reclaimed by the more natural
powers of the land.
Strange, chaotic abominations are said to crawl through the
marsh's monk here and deeper in the seldom explored parts
of the marsh is rumored to live a horrific crone or hag.
The Witch of the Blood Marsh is a genuine fear for travelers
in Sarvania and even the seasoned knights
and paladins of the Last Dawn to the SOuth
prefer steering clear of this horrid marsh if
the option is given.
Some travelers to the North will boat around
the marsh, taking the shallows of the ocean rather
than the marsh.
​Aside from the rumored hag or witch on the
marsh and the leftover remnants of the War on
Chaos, the animalistic abominations roaming
and hunting the swamplands, the last breath
of the Chaos Cult also make visits to the marsh,
using the chaotic energies to fuel their various
nefarious rituals.
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Gnarlwood

The stretch of dark woodlands called gnarlwood is a wild and
dangerous wilderness that stretches from the more traveled
and explored coast well into the unexplored depths of the
Cursed Land.
The gnarlwood is host to more known dangers such
as owlbears, spiderbats, and
displkacer beasts as well as
some lesser known terrors such
as piranha birds, land decapus,
and other horrifying creatures.
Other mysteries are said to exist
in the woods, darker fey creatures
associated with something
called the "Unseely Court"
making these woods
considered bewitched by
those attempting to colonize or
tame the Cursed Land.
Few attempt to strike out into
the frigid North of Sarvania as it is and
relationships with orcs and goblins in the
area are tenuous at best so few feel the need to
strike into the deep of gnarlwood to begin with, especially with its darker nature
under its thick canopy.
Rumors tell of fey in these woods, however, who will test those they think worthy and actually reward them well.
The folk of Last Dawn warn against any such dealing with the dark fey but others not quite as pious and more concerned with treasure or simply those who love a challenge, tend to venture into the Gnarlwood to seek out these supposed rewards for testing their metal.
None of them have ever been told to return with any stories of the true nature of the woods.
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Frigid North of Sarvania

The Frigid North of Sarvania is not much more explored than
the Cursed Land's heartland and those from the civilized
towns and cities in Southern Sarvania mostly report
encounters with nomadic clans of orcs and goblins, frost
worms, and monsters that give both the Southern folk and
the orcs of the North fear, that being the horrifying ice trolls.
The jagged mountains and constant cold of North Sarvania
make the land inhospitable but, despite this, it is one of the
purer places on the continent, seemingly untouched by the
forces of Chaos despite the savage beasts and monsters that
dwell in the area.
Orcs from the orcish port of Kragamar harvest the woods and
collect ore from the cold mountains, and though not hostile
to the people of the South when those people stay to the
South they are more than willing to skirmish witth "lost dogs"
as they call those attempting to strike out to the North.
Those with trade goods, however, had made some (albeit
unstable) inroads to trading with the orcs. They even seem
honorable enough to not try to rob those who seem to
genuinely wish to trade with them, though the orcs forbid
outsiders from entering their port city, they will set up
areas of neutral ground to trade with those who offer
something of value such as exotic (to the orcs) ale or weapons
and armor.
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Isle of Frost

Much like the rest of the Frigid Niorth, the Isle of Frost is an
ice cold island of frigid peaks and icy hills. The land is home
to some few cold dwelling creatures with less dangerous
monsters, or fewer of thrm at least, with the environment
itself being the deadly part of the lone island.
Other than the icy nature of the Isle, it is relatively quiet
compared to other parts of Sarvania.
Some might say the Isle of Frost is too quiet.
​One deadly creature
found on Isle of Frost not
found on the mainland
is the ice mephit which
seems drawn to this icy
land. The mephits
swarm the island and
though not as deadly as white
dragons or ice trolls, they make
exploring the isle a nuisance.
There are rumors of a great ice cat
with greater wisdom than the
animal form it wears. Some druids
brave the Isle to seek out the cat
and uncover its mysteries.
​​
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Island of the Burning Sands

So named for its proximity to Isle Ignis and the volcano, Mount
Kanaak.
An always warm island, the Island of the Burning Sands is
a fishing and hunting destination of the Southern folk of
Sarvania and the orcs and goblins of Eastern Sarvania both,
causing some contention on occasion. But, for the most part,
the fisher folk of all peoples get along peacefully on the warm
island.
Though the animals of the island are
relatively mundane, they include
some dangerous species such as the
flying serpents. But less dangerous,
more fascinating are the crollax, exotic
birds that make very vocal pets if
domesticated and also have a colorful spray
defense if harassed.
The warm island seems to draw plenty of fish
which is what makes it a well sought after fishing spot
but also draws sharks, dire sharks, and other dangerous
sea creatures for those navigating the waters around the
island.
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Isle Ignis

Isle Ignis is an expansive jungle island off the Northwest coast
of Sarvania which holds a live volcano known as Mount
Kanaak.
Various unique creatures dwell on the island, from the
stramge elemental fire slamanders to the red dragon known
as Infernus that the salamanders seem to serve. Fiery
animals such as fire bats and ash crawlers also dwell in the
area surrounding the volcano.
In the hot jungle surrounding the volcano other, tropical
loving creatures also dwell.
The island, itself, is known as a
fiery and dangerous place not
attracting maqny explorers
or visitors save for, perhaps,
the occasional foolish knight
or group of adventurers who
fancy themselves dragon
slayers, finding themselves
dinner more often than not.
Less nasty in nature but very territorial
are the families of lava children living
in the volcano, itself. Though not
inheretently violent or evil, the lava
children are very territorial
and Infernus and its salamander
followers are ​said to leave the lava children alone to use them as a natural defense of the volcano.
It is rumored some have befriended these creatures by playing fun games with them though they still won;t let such "friends" into the inner parts of the volcano.
​

Port Kragamar

This orcish port city is largely unknown as far as the kind of
population and specifics to what lies within its stringantly
guarded walls. Large enough forces of both orcs and goblins,
often mounted on wargs, gives pause to those who would
imagine attacking or invading the city.
The orcs and goblins of Kragamar are more than
willing to trade with others outside the confines
of the city, however, often agreeing on a neutral
area to complete such trading.
The peoples of Kragamar consider themselves
honorable and don;t tend to swindle or
rob those who hope to trade with them,
though they will aggressively haggle to
make sure the "deal" goes in their favor.
The orcs of Kragamat respect strength,
honor, and bravery, those challenging
them outside of the city, are respected
whether the fight goes in the challenger's
favor or not, though this won;t buy a
challenger mercy, they will often be
remembered by the orcs in stories after their
death.
Though the orcs of Sarvania are said to
worship Grummsh just as their kin in
Sargoth, the orcs settling in the Cursed Land seem to worship with less fervor and ritual, seemingly
enjoying the relative freedom afforded them by being so far
from "home".
Some of the orcs of Sarvania even break away from the city, forming nomadic clans that roam the far North of the Cursed Land or deeper in the unexplored parts of the Sarvania, happily living as hunters or raiders.
The Clan Chief of Kragamar is an especially large orc rumored to have ogre blood in his family clan, known as
Tharnuk Al'Gorn.
​

Orcwood

This stretch of wilderness is so named for the presence of the
orcs here, using these woods for lumber and hunting, the
area becoming less grown and dark over the time the orcs
and goblins have spent in this wilderness.
None from the South travel into the woods by choice,
choosing to avoid the bands of orcs and goblins who utilize
the Orcwood.
The orcs of Kragamar are unforgiving to tresspassers in
the Orcwood as well, making travelers even less likely to
venture into them, not wanting to be the orcs' next hunt.
Whether the orcs have introduced the rearing of them, they
developed through the Chaos touching the Cursed Land, or
they somehow came to be naturally, the Orcwood are home
to various dire beasts such as dire elk and dire bears, these
beasts often hunted by the orcs and goblins for food or as
companions to the more druidic minded among the orcs.
As with Kragamar. itself, little is known about the Orcwood
aside from the strange fauna that dwell there and knowing
that this stretch of wilderness is claimed by the orcs of
Sarvania.
​

