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Usir Mods ([personal profile] usirmods) wrote2018-10-15 04:07 pm

Locations

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Map of Idan
This is only a section of the map, click for larger map
Location Directory
Didymos:
Overlook Quarter • The Square • The Roost • Mid-City Hall • Ocean Quarter • The Tree Inn • The Underpass • Bay Docks • Fisher's Bay • Sunset Gate
Krimnos:
Krimnos Square • Lower District • Upper District • Tinkertown • Krimnos Market • Airship Docks • The Steamkettle
The Free City:
Defenders' Camp • The Outskirts • The Outskirts Market • The Immortal Duke • Canal Streets • Trader's Market • The Airship Docks
Idan:
X Marks the Spot • Thyomeides' Remains • Epithymetikon's Fall • Logistykon's Reef • Ruins of Einjar • Mount Natusmater • The Dragon Graveyard • Anamcara • The Swamp of Lost Souls • Dragon's Blood Forest • Spear Valley • Lake Atéleio • Preciposte
🜙 Didymos.
⤛ Overlook Quarter.

Queen Adira rules over the overlook quarter. It is home to mages, wizards, alchemists, researchers, the military, temples, and the airship docks.
⤛ The Square.

The primary tading center for the overlook, the square is also the location for presentations and lectures given by those of the various academic professions.
⤛ The Roost.

A large inn near the highest point of Didymos acts as both housing for travellers and a port for airships. A well spring from within the arch's outer leg naturally pumps fresh water through the inn which is used throughout the inn and siphoned off out a set of mills that generate power. It is run by a family of goblins and boasts running and heated water.
⤛ Mid-City Hall.

Mid-city hall is the meeting center of Didymos and the point where King Ardis and Queen Adira's separation of the city meets. It is the central location of city celebrations and the place to go to learn the latest news in the city.
⤛ Ocean Quarter.

The lower half of Didymos, ruled over by King Ardis. The ocean quarter is home to entertainers, craftsmen, hunters, the navy, fish markets, trade districts, music, farmers, taverns, the docks, and a shady underground market.
⤛ The Tree Inn.

A small but affordable inn located near the docks. The Tree Inn is frequented by travellers and explorers and one of the best places to linger if hearing their tales is your aim.
⤛ The Underpass.

The underpass is home to most of Didymos' shadier dealings, cast in the literal shadow of the city's arch. The roots of the mea trees hang down from the arch and reach toward the underpass. It is home to the underground market of Didymos.
⤛ Bay Docks.

Didymos' docks are active with traders, sailors, craftsmen, fishermen, and explorers. It is relatively easy to get passage by boat from Didymos to anywhere along the rivers thanks to newer technology allowing for easier travel upstream.
⤛ Fisher's Bay.

The waters of fisher's bay are calmer and warmer than those of the shores on the coast. The bay is the main fishing grounds for Didymos' fisherman, safe from most of the larger ocean predators beyond the gate.
⤛ Sunset Gate.

The massive gate built across the main exit to Fisher's Bay is an architectural feat unlike any other in Idan. The sun sets directly at its center, causing the gate to frame the sun as it falls below the horizon. Logistykon's skeleton lies in the depths of the glass sea just south-west of it.
🜙 Directory
🜙 Krimnos.
⤛ Krimnos Square.

Right within the main gates of the city is the city square. This is a gathering place and always alive with activity and peddlers.
⤛ The Lower District.

The lower levels of the city are wrapped around the cliffsides and made sturdy with re-inforced dwarven steel beams and bridges. This area of the city is safer, sturdier, and has much wider paths. This area is made up primarily of workshops and stores.
⤛ The Upper District.

Located at the highest point of the city, the narrow cliff passages are railed, but the city is split between two neighboring cliffsides and bridged with wood, rope, and iron. Houses are stacked and secured to the cliffs themselves across multiple levels. The air is thin and cold and the view of the ravine below is dizzying. The buildings here are mainly housing.
⤛ Tinkertown.

Tinkertown is the inventor's district of Krimnos and home to the greatest minds and academic buildngs of the city. It is a large section of the city and the largest funnel of resources.
⤛ The Market.

The heart of the city, Krimnos' market is supplied by traders and goods from other cities and one of the only places to get food in the city beyond the inns or taverns.
⤛ Airship Docks.

The airships return to Krimnos' dock any time they need to repair or get new crew. The docks double as a craftsmen district, with high value goods sold off to travelling traders and loaded into the airships to be sent to other towns, and raw materials and food unloaded to be taken to the market. It's a long drop down off the docks to almost certain death so working in the area is risky.
⤛ The Steamkettle.

The steamkettle is the main inn in Krimnos and offers a wide variety of cooked foods in addition to alcohol at its tavern. The building is heated by the kitchen's steam and coal ovens and is warm during all seasons. A free meal of stew and bread is served every night at the Steamkettle to anyone who shows up for it, courtesy of the King.
🜙 Directory
🜙 The Free City.
⤛ Defenders' Camp.

There are two of these, located to the north and south of the city. City guards and defenders live here while on active defense. The camp is overseen by Captain Lykos and his orc officers. It is a line of defense against attacks on the city.
⤛ The Outskirts.

The city grows outward as more people leaving the increasingly dangerous wildlands and open lands migrate to the cities. Home to fishermen and farmers, it is less well-guarded than the city but much quieter.
⤛ The Outskirts Market.

An always rotating market of traveling traders just beyond the city to the north. Unusual and rare items can be found here, as well as goods from the other cities that are otherwise difficult to find.
⤛ The Immortal Duke.

Located on a hill between the outskirts and the city proper, the Immortal Duke was the only building to survive the destruction of Atrómitos during the Last Great War. Repairs had to be made, but the original structure is the same. The new owners are a lanky half-orc named Jude and his partner, a quiet and calculating half-dwarf named Rita. It acts as a half-way house for the lost and forgotten. The city guards are forbidden access beyond its doors and no names are kept or given. They accept payment in furs, gold, fruit, meat, gems, and herbs.
⤛ Canal Streets.

Several canals were ade throughout the city to aide boat traffic in getting through the city and making deliveries to various levels. The canals allow travel up and down the hilly city without fear of rapids, falls, or needing to transfer from boat to wagon.
⤛ Trader's Market.

A bustling trader's market that is always lively and well-stocked with traders who have either made or gathered their wares to offer to the very diverse needs of the city's inhabitants.
⤛ The Airship Docks.
Located in the upper levels of the city, citizens can get a lift from one of Krimnos' airships to either of the other cities for a purse of silver coins, or try their luck and stow away. It's a newer, riskier, more leisurely way to travel that bypasses the threats and weariness of ground travel. Mounts can get a lift as well, but they require additional fare. Two airships come to each city once a day from each of the other cities and then make a return trip to the opposite city.
🜙 Directory
🜙 Idan.
⤛ X Marks the Spot.

A tavern and inn located at the crossing where two major rivers meet. The tavern is run by a halfling woman named Gilly and her teen son, Alphie. It is protected by a massive saint bernard named Boris and a number of protective charms and spells on and around the building. Gilly also owns a sheep and pig farm across the river that covers the land between the tavern and the outskirts of the Free City. The tavern has no city affiliation and has been around for five centuries, offering a neutral zone for travelers to rest without fear of conflict within the Tavern. Gilly occasionally lets people stay in any of the many rooms for rent free of coin, so long as they do their part in helping with chores at the inn or farm to pay their stay off.
⤛ Thyomeides' Remains.

Most of the great dragon's body was buried by a mudslide many decades ago, now hidden beneath new hills supported by his skeletal remains. No one knows how or why his mouth remains open. After careful excavation the support of his bones allowed for a morbid cavern to be created and reinforced with stone and wood within the body of the dragon. Explorer's can enter the cavern through Thyomeides' mouth. The interior of the structure is always warm and in bad weather very desperate travellers or creatures can be found seeking refuge within. Most avoid the skeletal remains and the ruins around them, claiming the land and the dragon are cursed.
⤛ Epithymetikon's Fall.

As with Thyomeides, Epithymetikon's skeleton is also buried, though his was buried by wind, rain, and duststorms. His skull juts out of the ground, stuck open in a menacing grin. The dirt, mud, dust, and eroding winds have covered the bones in a thick layer of hardened clay-like substance, giving the appearance of a large and gruesome statue. The interior of this skeleton was also carved out to the back of the rib cage and filled in with stone and wood to form a morbid structure of a cavern beneath the ground. Bits of his spines and broken bones can be seen partially jutting out from the ground in the broken ruins around him. Most avoid the skeletal remains and the ruins around them, claiming the land and the dragon are cursed.
⤛ Logistykon's Reef.

Beyond the Sunset Gate from Fisher's Bay, Logistykon's skeleton remains nearly perfectly preserved deep down in the depths of the glass sea. A reef has formed in and around the skeleton, and sea life flourishes in this area. Despite the abundance of sealife, no fisherman or boat will cast net or anchor in the area. Logistykon's remains have laid undisturbed deep in the waters since his death. The sealife that call the reef that grew around him home are larger, faster, and more aggressive than those found elsewhere in the ocean. Boats leaving Didymos always travel north-west out of the gate to avoid crossing that part of the sea, even if their ultimate destination might be south-east. On a day when the winds and ocean are still, Logistykon's skeleton can be seen from the top of the Sunset Gate.
⤛ Ruins of Einjar.

The dwarven city of Einjar encompasses the inside of the massive cavern from which the jeweled falls flow and curves around the mountain cliffs and peaks as well. The dwarves who used to call Einjar home scattered across the mountain ranges since the extinction of dragons, seeking out newer, more abundant caverns to harvest minerals, stone, and gems from. Due to over-harvesting, it was no longer a sustainable living environment for the large population it once housed. Einjar remained home to a group of dwarves and kobolds who had intended to keep the city a functioning and beautiful reminder of dwarven strength and accomplishments for a long time, but recently they were mysteriously wiped out or turned to stone. Now the ancient smelters and smitheries within the city's protective walls are cold and empty and the city is abandoned, its once-mighty doors destroyed and its buildings and streets overtaken by undead draugs.
⤛ Mount Natusmater.

Known as the birthplace of all dragons this dormant volcano now holds a massive lake in its crater. Dragons no longer soar the skies but other large, flying predators have swooped in and taken their place in the food chain.
⤛ The Dragon Graveyard.

The cliffs around Mount Natusmater are home to a little over a dozen skeletons of dragons hunted down and killed following the war. Their skeletons, some headless, remain strewn across the mountainside, bleaching in the sun. They serve as a reminder to any who travel there of the creatures that once soared across the skies of Idan.
⤛ Anamcara.

The elven city of Anamcara lays forgotten and nearly unreachable in the Great Wild Wood. The ancestral home of the elves remains untouched and the forest around it is silent, devoid of any sign of life. Everything is cast in darkness by the dense foliage of the towering trees and even the air itself feels heavy and still. Beyond the scope of the city the Great wild Wood is teeming with aggressive life. Even the plants seem to have gone feral.
⤛ The Swamp of Lost Souls.

The swamp did not get its name from any haunting presence it may have. The coastal winds whipping through the swamp trees cause the entire area to moan and howl like the voices of the damned. It is an unsettling place filled with as many environmental dangers as living ones.
⤛ Dragon's Blood Forest.

A living marsh forest fed by the foothill stream, the forest soil and waters run red with clay washed from the hills along the stream's path. It gives the forest the unsettling appearance of being perpetually bathed in blood.
⤛ Spear Valley.

Spear valley was created during the same earthquakes that split Idan many centuries before the Last Great War. The jutting rocky outcrops sticking up out of the earth resembled spears shoved up from beneath the lands.
⤛ Lake Atéleio.

Known as the bottomless lake, the waters have never been fully explored but a cave system along the sheer drop off just past the lake's shores leads all the way out to the ocean.
⤛ Preciposte.

The Northern outpost between Krimnos and Einjar serves as a resting point for travelers between the ancient dwarven city and the cliff city. Preciposte is a small outpost rich in metal and gem trade as well as a popular residence for more reckless and fearless hunters of the dangerous creatures of the mountains. The outpost is not accessible from early December until early March due to the hazardous weather conditions. It is always covered in snow and temperatures never drop below freezing. The altitude of Preciposte causes many unacclimated to suffer loss of breath, lightheadedness, and a somewhat giddy recklessness. The outpost is built near a natural hot spring and the hot springs are a favored escape for those willing to take the risky trip to get to them.
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