( 5 ) LOCATIONS & TERRITORIES

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MÙR CUMHACHDACH
Mùr Cumhachdach is a very powerful fortress and Ridire’s seat of power. Their barracks house a large host of trained soldiers who keep peace and order in Ridire’s territory, and even the quarters for non-military groups display military practicality. In times of need, the Forest of Breagha and all the Greenwoods answer to the call of Mùr Cumhachdach to protect its people. |
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(THE) TA'RI TRADING POST
A trading post run by Thrall that serves as a mostly-neutral area for business and resource trading. No fighting is allowed on premises unless it's a non-lethal duel or spar supervised by Thrall himself. The trading post also has another purpose: information gathering. Merchants and traders often know rumors and current events, and Thrall will pass on all of this information to Waver Velvet (in secret, of course). |
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(THE) GREAT GREENWOOD
The oldest forest in the Drabwurld, this is an enormous stretch of woodland across the heart of Glaschu. It is the home of the White Hart, the Prince of Beasts, whose dominion encompasses all the Drabwurld but whose light and blessing is concentrated west of the Spineback Mountains. It is a vast wilderness, lush and ancient. If you listen to the Greenwood, it will send back a sensation of motherly affection. |
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EAGLAIS
In the forests of the Greenwood, sectioned off by a hilly pass, sits the blessed site of Eaglais, supposedly the last place the shattered gemstone Uaine Cridhe ("Green Heart") touched while whole. All around have grown enormous oak trees that create what people casually refer to as the cathedral. While wars have done great and terrible damage, Brigid’s own protection has guaranteed it as a place of sanctuary. It has been a temporary home to many yet has always been wiped of any intrusion and is considered to be a peaceful place to find oneself. Owing to an ancient truce, no one can fight in Eaglais, though that does not stop bitter words or cold glances. Also, anyone who has lost their Shard for any reason will feel exceptionally cold in here, as if the trees are watching them very carefully. |
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(THE) HIDDEN FALLS
The beautiful waterfalls of Glaschu, notoriously difficult to find even with all the noise they make on a clear day. Here the unicorn herds come to drink and play, mermaids swim up-stream to comb their hair on the rocks and fairies hold balls at twilight. A magical place, it has rarely in all the long years of the Drabwurld been touched by evil and forest around here is evergreen; untouched by the seasons! |
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(NORTHERN/SOUTHERN) LEANA
Meadows claimed by the White Hart and allowed to grow wild and free, Leana is a beautiful land of vales. Be mindful of any mess you leave here or you may awaken to the Prince of Beasts ready to trample you from his home. |
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PARRAIS
A city that has grown right around one half of Mt. Mor on the western side of the Great Greenwood, Parrais is accessed by two long winding trails that lead to the main gates of the city at either end, while its northern wall keeps watch over the Forest of Cathraon. It is the most likely location to observe sylphs venturing down with the daily mountain mists to play in the tumbling river which runs through the heart of the city proper. It is ruled by elected officials and its democratic flavour allows for many races to coexist in peace. In times of war, Parrais shuts its gates and owns enough reserves to withstand a ten-year siege as most of its food comes from the rocky woodlands above. |
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NIMH GLEANNE
A glen of murky forests, it owns a rocky centre. Many travelers cross paths here on their way to and fro, and it looks down on the Forest of Cathraon. |
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FOREST OF CATHRAON
A rich, wild forest, Cathraon is a place of great vegetation full of life. Kind, welcoming, home to many spirits and travellers, Cathraon's head growth and great trees provide great comfort and safety to travellers or residents. |
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LOCH CAOIDH
Deep and wide, this loch is the largest freshwater inland lake with vibrant wildlife including kelpies and a herd of unicorn that often come here to drink. Unfortunately, Niseag also dwells in the deep, making it a poor idea indeed to try fishing in a boat. |
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SPINEBACK MOUNTAINS
The eastern mountain-range of Glaschu, only sylphs live above Spineback's lofty reaches, pretty air-nymphs that are usually indifferent to anyone who flies through their home, though sometimes they wave and glide along with strangers. |
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MANDRAGORA ESTATE WINERY AND GARDENS — The Best of Life
Virtually an overnight success, Mandragora Estate Winery and Garden is a young business, but thriving as prosperously as its exquisite crops and gardens. Owned by Elle Crestmark and managed by Sheridan Sutherland, Mandragora prides itself on quality regardless of where a product falls on the pricing scale. The property sports very romantic greenery that patrons agree seem to add a little something extra to experience when sampling what the winery has to offer. It also has enough paths and alcoves to satisfy any visitors who wish for quiet contemplation, or for lovers who want to lose themselves in something beautiful. Even in a world full of it, the wisteria tree tunnels manage to be a special magic all their own. Stop on by, sometime. You'll thank yourself. |
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(THE) WOODS OF EITHNE
Sitting to the east of the Spineback Mountains, this is the last plot of land recognised as a territory of Glaschu. Cut off from the Great Greenwood, it is dark and shadowy and can be a dangerous place to encamp, for Reul’s forces often raid it. Beings more inclined toward the darkness can be found here among the ruins of old buildings. |
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(THE) ALTAR OF GREED
On the cusp of the border between Glaschu and Sear, east of the river Astar stands the Altar of Greed. Housed among temples and shrines is a great slab of stone upon which sacrifices are made to the god of greed, who is said to sometimes ensnare the unsuspecting with his reptilian eyes. |
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FASACH MOORS
Wild scrubland that has never truly been colonised, Fasach is where the wights and witches roam and inadvisable land to cross under any circumstances. You might get lucky and run into the hut of a woodcutter that will take you in but people here are considered outcasts and suspicious of their peers. Each uisge roams the wetlands here and banshees drift in the cold eastern winds. It is known across the Drabwurld as the Land of Lost Souls; yet there is hope in the darkness, for here dwell will'o the wisps. |
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AN SNÁIGEAN
While Reul prefers to inhabit his war tent, frequently near the Altar of Greed but ready to move in an instant if battle calls, he also has a stable and mobile stronghold in Snàigean, a moving fortress on the back of an ancient towershell. The mighty fortress does not host the majority of Reul’s troops, instead often serving as a temporary residence for his Shardbearers as they first settle in. In times of fiercest battles, he will rally it forward with the rest of his soldiers and bring its might into war, all those living in it expected to join him in the fight. |
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BAOL CANYON
Most canyons are the results of rivers running their course over time. This canyon is different, the result of the father of all sandworms moving across the earth. While he is long gone, his tracks remain, leaving a haven for giant spiders, bandits, and other unsavory beings. Unfortunately, it’s also a convenient shortcut through the Lascgrian Mountains. Travelers beware. |
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LASCGRIAN MOUNTAINS
As tall as they are wide, the Lascgrian Mountains are a border as old and strong as the world. High altitude passes leave travelers at the mercy of the elements and strange beasts, while Baol Canyon is easier to traverse but filled with unsavory characters and predators. Even those with the power of flight struggle to get over the mountains due to how thin the air and how harsh the storms. |
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LA LLORONA
The dark forestland of Dorchadas, La Llorona is a thickly forested place where the trees have grown dense and lush and tall enough to block out most light. Beasts and birds here are twice as dangerous as those in the south, while the flora will eagerly try to strangle you if you sleep too long. The entire place has an unnerving atmosphere, with the faces of the dead aelfen Quendi pushing through the bark of the oldest trees with silent, frozen screams. Do not enter here alone; you may not leave. |
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AN CNÁIMH
The Cnàimh to appearances is an open air structure of pillars and walls in a clearing at the heart of La Llorona forest, no roofs or ceilings to block the moonlight out. However, those privy to the secrets of Morla’s courts know the secret routes through this skeletal structure to break into the fast network of halls and chambers underground. Lain out like a palace spread beneath forest floor, the Cnàimh is said to stretch under all of La Llorona, beautiful and plentiful enough to offer homes to all of Morla’s people. |
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AZURE
Azure is a small village. Tucked away within the trees, a little path branches off the main road of La Llorona. About a twenty minute walk (if you're sight-seeing), an arch of vines will lead one to a little village that has been carved out of the forest. Surrounded by thick brush and the gnarly trees of La Llorona, Azure is a village made of wooden huts. It's very sparse with the basic essentials for living — wooden houses, wooden steps leading up trees to further houses, and depending upon the land to provide, they're a small village that keeps to themselves. It is currently undergoing heavy fortifications and renovations to build its defense. For now, a fence made out of thick logs has been constructed around the border of the village and some of its surrounding area as per another investigation to ensure it was safe for the villagers to hunt, gather, walk, etc. away from the malevolent spirit that had hunted them. Azure is guarded by Shardbearer Zuko and his associates, and to honour him flies the flag of the fire nation. |
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LA LLORONA OUTPOST
Practically a stone's throw away from the Llorona Ring, it takes a perceptive individual to look up and suspect there is something hidden in the trees. Founded by Grell Sutcliffe, the Llorona Outpost is designed for one purpose alone: to prevent enemy shardbearers from using that particular fairy ring. Magic holds the majority together, which offered the opportunity to build an elevated structure around the trees without harming them. The Outpost has a small but dedicated number of native soldiers stationed there who can discern which court a shardbearer belongs to, and respond accordingly. To allies, they remain hidden and allow them to pass, while enemies will be met with threats and steel. |
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CHÂTEAU DU RÊVEUR
Tucked away in the gnarled trees of La Llorona, Château du Rêveur is a safe haven for travelers, should they be invited in.. A heavily fortified manor with magic etched into every stone, it is the home of many iron oaks, beloved by dryads. Offerings are left out to appease the other beings of the forest, while travelers and locals leave other offerings for the Devourer of Light. Residents do not rely on good will alone, however; the manor is magically protected. |
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ARACHNE'S EYE
Baroness Vanessa Ives rules the Spire with a cool and even hand. Spiders roam freely in the area, as the Baroness has formed a pact with them. They do not attack any under her care, and they help protect the Spire and town. There is a garrison of troops that train at the Spire. The town itself has a large market, as a great deal of river trade stops before they move on to other Spires. The basics can be found, as well as many a curious wonder. Soldiers, civilians, and vampires can be found wandering the market, all living in the small houses nearby. Vanessa has created the place to be a refuge for those who are both the hunter and the hunted, and who have been brutalized by loss. |
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DIASBAILE — All Cast Shadows
West of the Château du Rêveur rests Diasbaile. The home of the cult of the Devourer of Light, Diasbaile has quickly become a center of religious worship of all kinds. Shrines dot the mountain paths to the spire and temples are found throughout the settlement, bringing in various races on pilgrimages to worship and trade in the Drabwurld's northern melting pot. Residents of Diasbaile live either in the mountains or under them, with pilgrims challenging themselves against the terrain once they get past La Llorona. Like much of Dorchadas, trade is valued over coin; the markets contain everything from fish and game to enchanted items. With varying cultural and otherworld influences, there's always something new to see if you look hard enough. Architects from Diasbaile brag that they can match the design of any city and have a history of repairing war-torn areas on the order of the Baroness Ariadne. 'All Cast Shadows' is their motto, and Diasbaile's sigil is a pair of curved black horns on a red background. |
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LOCH NOA
A placid and peaceful place. Long ago a young maiden and her loyal dog were being hunted by orcs and instead of allowing the monsters to devour them, they chose to drown together instead. The moon, the tales say, saw what happened and raised the spirit of the brave girl and her dog to guard Loch Noa from dusk until dawn every night thereafter. She is was a bold little thing barely entering womanhood when she swam to her icy death and if you wish to make camp somewhere safe in Dorchadas then you will find no better site than at the edge of her lake which is kept free of kelpies and other watery terrors — all except the each uisge, that is, who goes wherever he wants, but he seems to shun this body of water most of the time (best not to test that rumour, really). Sometimes, she will walk right into your camp and request a moonlit dance as her dog stands watch, before dissolving with the dawn. Her name, locals say, was Celebwen. |
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NOA WOODS
This forest was once home to a fair maiden who was hunted down by orcs. A sad and still place, Noa is arguably the most peaceful region in all Dorchadas, mourning its lost maiden. If you cut down a tree here, the entire forest will feel as if it is watching you in disapproval. |
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POOL OF SOULS
Naiads and dryads play in these waters, making sure it is (usually) safe from danger. The pain of the soul is eased when one sleeps near these waters and to bathe in them is to invite vigour and strength if caused an injury, while drinking from the Pool of Souls is enough to fill a person as though having eaten a hearty meal. |
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TROWE CAMP
The trowes of the drabwurld live mainly within the mountains of the Troll-lands where they herd sheep, goats, and horses. The obviously named Trowe Camp is their main stronghold where rudimentary government and trade is done, with who can hit the hardest and remain standing having the most power. Outsiders beware: while trowes are willing to trade for their cattle or services, they’re also very likely to simply eat you. Logic and reasoning are not their strong suits, so try not to look appetizing. |
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CUL LAIRID ORC
Cracked like the skin of a desert, "The Cul" is one of the most dangerous lands in the Drabwurld. The landscape is utterly free of vegetation and the ground begins to heat the farther north you walk; there lies fire-nymph territory. Here there be dragons. |
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MOUNT VERLA
The home of the pyrii, the fire-nymphs rule this live volcano and are known for their fiery nature, either siding with visitors or burning them alive on a whim. They do grant requests, but only if you have walked the Cul Lairid Orc on foot, without assistance; that includes food, water, flight or magic. |
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OLLDATH GRASSLANDS
A vast savannah, the Olldath Grasslands make up many miles of territory and, as a result, have one of the richest and most varied ecosystems found in Allaidh Darach. Many peoples live across the plains, from nomadic hunter-gatherers to farming villages to war parties. Towershells can be seen grazing from miles away, while wildcats prowl for nomads to fall off the back of their moving fortresses. Wild horses race across the grass, some crossbreeding with clegs and unicorns, making them more hardy and more dangerous than their domesticated counterparts. All in all, the Olldath Grasslands are a wild place, ruled not by one but by many. |
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(THE) DESOLATE LANDS
Forsaken and dead, the Desolate Lands are the dumping ground of the Drabwurld, with the bones of stranded unfortunates strewn here and there where they were dropped by enemies and unable to find their way out: everything looks the same no matter how many miles are walked, compasses spin and the sun and stars are hardly ever seen through the thick overhead smog. If you find yourself here, you had better hope for a miracle because even the lockets start to lose their connection to the network after a few hours. |
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GHRIANTRÉIG
A vast desert, Ghriantréig is the harsher, dangerous place. Vast and unforgiving, most of the desert is no more than sand and rock, with cacti and hardy plants breaking up the terrain. Nomads wander here by camel and horse and are fiercely protective of what they consider theirs, though outsiders are welcome if they bring enough quality goods to trade. Every spring, the desert floods; every fall brings massive sandstorms. |
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BACINNTE
The only still-surviving city of Ghriantréig and its hub of trade and supplies. All roads through the desert lead to Bacinnte. Once inside the walls, visitors are greeted by a variety of colors and rich culture, not to mention an oasis in the city center that provides plenty of fresh water. Said to be blessed by the Sisterhood, any who defile the oasis are quickly and swiftly punished, usually with death. |
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TROICHEAN BEINN — CLOSED TO NONRESIDENTS — We Do Not Plunder
The dwarven mountain of Troichean Beinn (translating into "Dwarven Mountain") is the home of the noble race of dwarf men and women. All throughout the surrounding mountains are rich ores and precious metals that give the dwarves plenty of wealth. As such, they can afford to be generous and their motto, We Do Not Plunder reflects this. The dwarves, long subject to goldsickness, have a strict code of conduct to prevent their people from falling into this darkness of the mind; take from the land only what it can afford to give, covet only what you build with your own hands no matter the treasure you seek. It is a difficult code of conduct to live by for such people, but they have in recent centuries taken to it stringently and grown wiser for it. Past the western mountains to the sea, from the encircling mountains in the east and north and down to the lake of Niseag, any who wander into this land must answer to the King Under The Mountain, Lord Oir. He is ancient even by dwarf standards, with a long beard bedecked in gold and keen black eyes that survey his court from a throne of iron and black steel, the heat from his mighty forges below sending steam up before him so as to add weight to the rumour amongst enemies that he is twice as tall as any of his people. The kingdom is very insular, albeit welcoming of brief guests. Troichean Beinn's sigil is a crossed hammer and axe on a red-and-bronze banner. |
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REDGATE — In Defense
Built into the sides of a pair of mountains, Redgate was named for the great gate that once controlled the Western Road where it cut through the valley, red as blood and set into a massive wall that stretched between the mountains, doubling as a bridge between the two halves of the settlement. That the gate itself now lies in crumbled ruins is just one of the scars Redgate bears from its former life -- the mountainsides around the gate are marred by long, deep gashes, the marks of enormous claws from the same beasts that broke down the gate, and large jagged furrows are rent deeply into the northern mountain from the escape of a dragon that was once imprisoned inside it. Despite its troubled recent history, Redgate itself remains standing, a fortress on the northern side and a town on the south. The local population was a stubborn and hardy bunch who mainly made their living off the Blood Granite mines in the northern mountain and the apple and cherry orchards in the foothills below. Now, only a scattered fraction of that population remains: a handful of soldiers who remember the whole of Redgate's history from even before its current lord, Angelite Shardbearer Saralegui; some townsfolk who could tell stories of the turmoil it faced in those last years before the new world; an odd number of vampires who took up residence shortly before the end. It's too few people to keep the settlement functioning as it once did, but they're a stubborn bunch and seek to rebuild once more. |
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SEACHT RÉALTA UNIVERSITY
Supposedly begun by the Jade Society, the University was founded to encourage knowledge and learning. Dormitories, classrooms, conference halls, and one of the largest libraries in the Drabwurld have made this location largely fabled, a sense of mystery supported by the confusion surrounding its establishment. While the university is the seat of the Jade Society’s power, it is open to anyone who will encourage the growth of knowledge. |
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SEOID PRISON
When criminals of the drabwurld are not locked away in dungeons or executed, many are sent to Seoid Prison to work off their sentence. A deep hole in the earth that spirals ever downward, only some of the marks on the rock look like they were made by mining tools. Prisoners beware: the guards have little care about whether you survive your sentence, so long as stone and precious metals keep coming out of the earth. |
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ENCIRCLING MOUNTAINS
Roughly the border of dwarven lands, these are heavily mined and it is unlikely any wanderers will walk for at least a few days without finding themselves either the guest (or prisoner!) of Lord Oir's people. Woodlands here are sprawling messes and grow whither they will. |
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ARD SCREAD
Adorned by all manner of bones and stone pillars, Ard Scread is ancient, dark, and not a place to trespass. The history of this place has been lost to time and to the hungry jaws of the beasts that now make it their home. In the dark of the night, it’s said you can still hear the screams of those who once lived within -- or maybe of those who are there now. |
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BOGLACH
Fens which have captured and consumed many a traveller, Boglach is never what it seems. The will'o the wisps of Fasach patrol here to help the lost sometimes, but there are more deaths than not. The ground is sludgy and it is impossible to tell where solid ground ends and begins. |
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CEORIASC
There are some in the drabwurld who thrive in places others would consider unlivable. Ceoriasc is one such place, a dense, foggy marshland where the sun never quite seems to shine through the gloom. |
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LOCH SLAUGH
The magic of Angus Each-Uisge is strong here. Kelpies command the loch and if you absolutely must stay the night, do so in the hills, far from the bankside. The Wildervale's waters are not for those who wish to leave in one piece. All is pretty by day but when dusk falls it is best to stay on the move. |
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THE WOLFWOODS
Surrounding Death’s Altar lies an expansive woodland, home to all sorts of wildlife. Called The Wolfwoods as a nod toward the Black Shuck and his Pack, many hunters do not dare to hunt and trap within this forest; others feel that they are called to do so. One piece of advice runs constant, however: do not try to hunt the black wolves. |
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DEATH’S ALTAR
A dark place surrounded by gnarled trees and the watchful eyes of wolves, Death’s Altar is a great stone slab dedicated to Death himself, the Black Shuck. Anyone whose blood is spilled upon the altar will be cursed, while sacrifices are left here to the Dog of Death. |
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THE BARREL
Located in a sleepy coastal town that sits on a limestone cliff face, the Barrel is housed in a fading red-pink building with a patio and a gated entrance that can be locked come evening. Rin Tohsaka’s business offices and workshop sits above the coffee house, accessible by stairs at the front of the building. A stable sits to the building’s right and can house five mounts. Upon entering the Barrel, the counter is located to the far right and back. Bookcases line the walls, but their offerings are mostly common histories and popular entertainment, as well as newspapers and atlases. There are charms on the books to ensure that they cannot be moved any further out than the front patio. |
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LETH’N —
A fledgling settlement on the island of Dùil, built over the past decade in the wake of the White Hart claiming Leana. Wary of magic use, the people of the land live off of fishing and the rudimentary farming settlements. They have great hopes for their little town’s future, but for now, they are only beginning. |
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UABHAS — Weather The Storm
The capital of this small realm, the city of Uabhas is ruled not by a single lord but the local council of elders, fishermen and fishwives who are all as grey and wrinkly as can be (which draws into question just how long they have been in the Drabwurld). The people here will loan you a ship and expect to be paid twice-over if you get shipwrecked (and survive!). They dislike what they call The Mainland and are a hardy people of the ocean, brought up with fewer herds of sheep than they have fishing nets. If you stay for a while, you might hear-tell of the horrors of the deep witnessed while the most skilled sailors were away. Mermaids too, they say, are wicked creatures who only pretend to be friendly in order to drown an unsuspecting victim and rend them limb from limb. Uabhas has been known to rally their sister-town to the east of Doineann in times of war. Their motto is "Weather The Storm" and their sigil is a grey sea-monster on a navy flag. |
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DOINEANN
The first town anyone stops at when travelling through Briste, the Doineannans are a sight more friendly than their hardy cousins away west in Uabhas, though not by much. Here one can find shelter and a hearty meal of seafood for a cheap price, and the mermaids and selkies often laze on the beach when the fishermen go home for the night (sometimes, you can even hear them fighting). You will be told to go home if you are wise and not to try your luck with the sea, if your business lies farther west. The watch-fires are lit every night to safely guide ships through the rocky outcrops. |
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DOMHAIN
A large, deep-sea region, Domhain contains many dangerous sea creatures, sentient and otherwise. While some may be friendly, be careful: the people of the sea often drown those they are most interested in. Here be monsters. |
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FAOI FARRAIGE
The largest underwater city in the Drabwurld, Faoi Farraige is rarely accessed by outsiders for obvious reasons. Selkies, mermaids, and sirens can all be found here, along with any humanoid husbands they’ve brought from above the water. Treasures from shipwrecks add to the coral-inspired architecture and brightly colored fish swim among the streets. Sea serpents guard the city loyally, and magic prevents debris from above from destroying the buildings -- and prevents unwanted visitors. |
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FAEGLOOM
A massive cave filled with giant glowing mushrooms, Faegloom is a mysterious, hidden location with multiple legends surrounding it and its contents. It is most often sought by alchemists who want that one special, legendary ingredient or treasure hunters attempting to make a name for themselves; few are ever heard from again. Fairies and imps are well aware of its location, but they’re not telling you. |
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DÚILDEIRFIÚR, THE NYMPH HAVEN
While the Sisterhood of Nymphs is split into four distinct races, they have one holy place that belongs to them all: Dúildeirfiúr. Open to the mountain air, with a river breaking through the greenery and braziers always lit, each of the four elements is always present in this holy place. Favored suitors and collected trinkets can sometimes be found here, protected by the powerful magic of Earth, Air, Water, and Fire. It’s said that a piece of this holy place can enhance any spell, but the nymphs guard their holy site with everything they have. |
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EVERWINTER
A harsh land of ice and snow that never thaws, the people of Everwinter are hardy hunters who rely closely on their animal companions. Known across the world for the relationships they have with their canine companions, Everwinter’s only exports are ivory, meat, and cold wind. Many beasts considered only a myth in the rest of the world are fact in the frozen tundra. |
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THE RISING GLACIER
Deep in the heart of the Everwinter, the Citrine Assembly demonstrates their great passion with an ever-growing and changing giant glacial city. Made out of ice, but warm with rushing hot water, the Rising Glacier is an expansive residence. Each year, members of the Assembly build new structures on top of old or completely change old buildings. |
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RAVEN'S WING
Raven's Wing is built into the base of the mountains that border the troll lands. The town built after it was completed to incorporate the growing populace is scattered around it, both finding nooks in the mountain to root into as well as starting to sprawl outward from the base of the spire. Raven's Wing has become something of a haven to the vampire population. With the ruler being one himself and having aligned himself with Clan Morveni, most vampires can find a safe haven from the day, as well as businesses that cater to their particular tastes and needs. It lies at the end of the River Liath, roads and safe passageways carved through the mountain to allow for trade caravans. In addition to melding his spire town in with the local troll population, Damon has also raised and trained a number of sand worms from eggs taken from a larger kill he made in protection of the spire's creation. These worms are almost fully trained to be sentinels of the spire and the surrounding town and oasis. |
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GAILLEANN
Gailleann rises from the rubble, a testament of its ruler, Johnny Storm's will and determination. An immense steel structure created by Erik Lehnsherr surrounds the spire and its town cements its second purpose as a fortress. Gailleann stands tall and proud, showcasing gleaming modernity, Johnny's contrary nature, and his heart for the people. The primary driving force of the structure is of water. The water that flows from Gailleann is procured from multiple springs from the mountains behind it, flowing down to the growing town that is built around the mighty tower. Water, coupled with fertile land provides chances for budding agriculture. Gailleann's mainstay is its operations as a transfer hub for all traders, servicing vehicles from caravans and airships, providing a safe space for the efficient loading, unloading, re-supplying of a growing array of raw materials (from metals to stones to silks). It comes up second as a trading marketplace as traders, while waiting for their vehicles to be loaded, decide to sell off their wares and procure new (and often rare) items. The hungry and homeless who are yet to find their place are taken to the great castle behind Gailleann, presided over by The Snarl That Forewarns, Jack Benjamin, where they are fed, sheltered, clothed, and given jobs. Johnny Storm's army marches under this banner, with the motto, "We Follow the Storm." |
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COTHROMACH
Deep within the heart of the mountains rests a city seemingly built into the stone. The entrance lies on its western front and at its doors stand an iron dwarf and elf dressed in identical armour, supposedly promoting unity of the races, though no one knows who built it. Mountain streams run through it and naiads like to play with anyone walking over the bridges of the elegant subterranean city. Cothromach is currently ruled by Loras Tyrell. Under its previous Keeper, Sansa Stark, Cothromach opened the Sunsoak Markets, an open centre of trade at the heart of which sits the Allweather Theatre, while the city itself is more closed off. |
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AN TÉARMANN
An Tèarmann, a beautiful cathedral-style network of buildings the size of a moderate medieval city, is the stronghold of the Diamond Coterie. The homes are designed to welcome light and air into its spaces, and intricate carvings speak everywhere of the harmony of the world. While there are no obvious barracks or training grounds, Shine’s people are always ready for battle. Fleet of foot and trained against the island’s natural elements, the soldiers of Shine’s Tèarmann protect sanctuary with martial power. |
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EAGLAIS NA SOLAIS
A beautiful white church originally dedicated to the glory of the Goddess Solais towers above and surrounds the spacious grounds of an orphanage. The religious priests and sisters that frequent this place make it well-known that this orphanage is in honor of Pol, God of Children. Both landmarks are distinguished by their peaceful nature, seamlessly blending into the surrounding landscape. A location for rejuvenation. A vibrant flower garden sits just outside of the grand chapel to Solais, and the church itself contains lengthy halls dotted with shrines to various Gods, exquisite courtyards, and plenty of room to house and provide for the needy. The orphanage accepts orphaned children of any and all species, and the area, in the daytime, is forever brightened by the laughter of children and energy of small animals. Religious services are held daily, often preaching of the sanctity of creation and potential for life. The presiding priest, Kirei Kotomine, is easily contacted by means of one of his followers or messages left in his office. |
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‘NÁDARRACH’
Not truly a location, ‘Nàdarrach’ is Brigid’s way of referring to the many trees and caves that house her people. High up in the tree tops, branches, leaves and vines make beautiful and lush tree houses with every possible comfort. In low caves, rocks, dirt and soft glowing plantlife create comfortable residences. Every luxury provided in these homes comes out of nature itself for the happiness of Brigid’s people. |
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LEATHANN — Rich In Mind, Rich In Hand
A once prosperous mercantile stronghold, Leathann fell into disrepair with the approach of the destructive Void. Many of its wealthiest residents abandoned the city, leaving it relatively barren in the wake of almost certain doom. A Seelie Shardbearer intervened and rescued the island, sending it aloft with the aid of the sylphs and settling it in its current state: sailing the skies and looking down on the world below. The former Shardbearer, Gilgamesh, rules what's left, with high hopes to restore Leathann to its previous glory. Declared a neutral zone and advertised as a haven to all, Leathann opens its gates to anyone in need of rest or sanctuary. Glimpses of the island's charm can still be seen in the verdant waterfalls and the gentle hills of its merry countryside (in sharp contrast with the crumbling infrastructure), as well as in the boundless energy of its inexorable leader. Reconstruction efforts are now underway to entice a varied and thriving population back to its borders. "Rich In Mind, Rich In Hand" has been kept as the ruling motto, a reminder that one can accomplish anything if they try hard enough. A golden lion roaring across a crimson field stands as its banner. |
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FABALON TOWER — Prosperity in Elegance
A high luxury condominium and unwitting landmark in Leathann, Fabalon Tower is owned and diligently maintained by Marchioness Flora (and coined by Gilgamesh). Flora herself, as well as many other individuals, live in the mansion penthouse with a sprawling view of the capital. Like much of Leathann, the layout is evocative of ancient Persian architecture with its beautiful arches and indulgently elaborate stone and paintwork. It is a flourishing place of life, having many pools and water features, outdoor and indoor alike, and decorated with plants of all kinds. Despite being a residence, it is not without its powerful protections. Many of the floors are open for residences, but in the trying and dire times facing Leathann, the Marchioness leaves the lower tower floors open for anyone seeking aid or sanctuary. Easily the most notable feature is a gigantic, ever flowering tree on the roof whose roots are said to reach down the through the tower, itself. During some cycles of its life, its violet iridescent petals will flutter on the wind if its strong enough. They have been said to bring good luck and it's not uncommon to see local children around playing around the tower trying to catch them. |
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FIRST HOLY CHURCH OF LEATHANN — Prosperity in Elegance
Originally established out of the abandoned remains of another shrine, the Church of Leathann—now renamed the First Holy Church of Leathann, it is said—possesses a warm, homely character far greater than it would appear from the outside. Sandy walls, enclosed corridors, and glowing candlelight lasting through the night are all commonplace. The church is simple, yet contains every necessary comfort of a headquarters for religious and spiritual restoration. Around and among the pillars, shrines to Pol, God of Childen, and other Gods of the former Drabwurld decorate the perimeter. The people and orphans of Leathann were once provided for here before the great Void approached and the island soared into the sky. Services are held from time to time and the head priest, when he is present, offers free healing; in an emergency, he is only a quick summons away. Prevailing worship is guided by appreciation for the beauty of creation and a nearby well, built anew with added bricks, is the church's first collective shrine in honor of that love for creation. Villagers, visitors, and anyone else are openly invited to add their own bricks to reconstruct the walls of the well, perhaps leaving special personal messages scribbled upon them. |
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