Aldaara - small village in the northwest part of the mainland. The locals aren't that wise in the way of the world, but they're very devoted to the large Holy Temple that was built a few generations ago. {Back to Top}
Aldaara Temple - a large, apparently Holy, Temple. In reality, it's an Unholy Temple. The locals are unaware of this and anyone telling them any differently will be tossed out of town. Of all the devotees of gods and demons, clerics at the Aldaara Temple are the only ones who realize how similar the two religions are to each other, given their loose charade.
Cinorra River - named after (and by) Dien Cinorra, who believed he'd discovered an entirely new river, not just a tributary off of the Clearflow. The elves (who named the Clearflow) called it Rockfoam for its numerous rapids (and they still do). Most humans know it only as Cinorra, though the dragons and dwarves will also call it Rockfoam. (Sometimes the dwarves call it Cinorra around the elves, just to needle them a bit.) The Cinorra/Rockfoam River flows through the Stronghold Mountain range, the home of the Dwarves. {Back to Top}
Clawmoore - the ONLY city in the Dragon Isles. In fact, the only sort of settlement. This is the face of the Dragons to the world. Large ornate buildings made of unusual material (moonstone, onyx, and other beautiful yet hard stones) dominate the city scape. All Dragons in the city take human form, naturally. Clawmoore has an air of feral beauty. If you are not a Dragon, you are meant to be (and most likely will be) intimidated.
Darak Nil (Temple) - Unholy Temple. Medinova is the Dark Paladin temple, but Darak Nil is the Unholy Temple: large, ornate, and (appropriately enough) Gothic. A sort of city-town has sprung up around the Temple - it's small in size but has a fairly dense population. Villagers from Kerinton make a pilgrimage to Darak Nil at least once in their lives. {Back to Top}
DiCi (DeeCee) - Largest city, where almost every race (and everything) can be found. It is literally in the dead center of the mainland, making it highly accessible. Named after its founder, Dien Cinorra, the first cartographer. "If it's not in DiCi, it's not in the world," is the claim, and it's largely true.
DiCi Temple - Holy temple. Not a paladin training temple; something of a "party" temple. {Back to Top}
Dragon Isles - as it sounds: most Dragons live here, and this is the only breeding grounds suitable for hatchlings (who are fairly vulnerable by Dragon standards). {Back to Top}
Dragonmouth Bay - A huge bay in the southern end of the main continent. Though it is, as expected, a major trade port, it is also the location of the ferry to the Dragon Isles, or, rather more specifically, to Clawmoore. The ferry, to be precise, leaves from Covington, near the eastern end of the bay. Covington is the biggest city in Dragonmouth Bay, but the other two major population centers are Baycentral (its name should tell you where it's located), and Dragon's Port, which is merely a pun on "port" being the "left" side of the ship (because, coming into the bay, you'd go left - west - to get to it). Dragons themselves, by and large, come to and depart from Covington.
Fairgreen Forest - once known for its lush, tranquil foliage and the gorgeous ruins of an abandoned (and, due to earthquake, fallen) temple, Fairgreen is now known more for the Extinction of the Sacresan than anything else. Many a paladin or other swordsman will stop to pay their respects at the battleground and final resting place of so noble a clan.
Frozen Bay - both the northernmost bay and the docktown serving it. It's not far from Pallor, and actually manages good trade with them. Fishing, merchantry, and some small, family-run manufacturing makes up the majority of the business. Fishing is the most difficult, actually - Frozen Bay didn't get its name for nothing. But it's also the most lucrative - certain fish found only in those waters are considered great delicacies. Frozen Bay has certain trade agreements and deals with high up Pallor residents to keep their fish cold and fresh for delivery to major destinations (DiCi, Northport, Qua'Nath). {Back to Top}
Isola Temple - The paladin training temple. Isola paladins are uber-righteous, deeply religious, and nearly invincible (note the nearly). However, getting into Isola is difficult at best and surviving training can seem impossible. {Back to Top}
K'Nuarr Temple - the only Elven Holy Temple. Elves are welcomed at all temples, but K'Nuarr is almost exclusively Elven. If you can speak fluent Elven and show interest in and respect for the culture, they MIGHT let you in. Otherwise, train elsewhere. {Back to Top}
Kerinton Village - the quiet, seemingly normal villagers of this town hold a secret: they are all Unholy followers, involved in demonic rites. There is a small temple here, but it exists only to serve the needs of the villagers. {Back to Top}
Medinova Temple - Unholy temple, one of only 3. It's right outside DiCi city limits, and is considered the Dark Paladin training temple. {Back to Top}
Meria (Temple) - another town that grew around a temple. Meria Temple is on a cliff overlooking the Western Sea; novices have carved simple stairs down the cliffside. The temple isn't very large, but it is tall, and the topmost tower doubles as a lighthouse, manned by novices under experienced supervision.
Milleton Temple - the last holy temple before you reach the Eastern Sea. On days when the wind blows inland, you can smell oceanic air while outside doing chores. Milleton is a very strict temple and is a paladin training temple as well. A Milleton paladin is more like a warrior monk than a warrior priest - the influence of the East's emphasis on the Elements and hand-to-hand combat. {Back to Top}
Mirror Lake - frozen clear in the winter, this lake is the source for two rivers: Clearflow and Cinorra/Rockfoam. {Back to Top}
Northport - largest port of call in the North. Huge merchant population. Since the crackdown in Rogue's Cove, most pirates now go to Northport. Boosting from an already docked merchant ship is harder than it sounds, but preferable to meeting the hangman. {Back to Top}
Pallor - the first (and hopefully only) undead city. If you're not undead here, you're under the protection of one who is...or you're just flat out dead. The city is safest during the day, naturally. During the sunlit hours, the city looks as if it were once stately, yet small, and spralwed as it grew. Now it appears abandoned and run-down, quiet and lifeless (true enough on that last). At night, the city returns from the grave, attracting the weary and unwary.
Plummet - a town at the base of a rather tall waterfall that's turned its major feature into financial gain. Tourists come to take in the beautiful view and thrillseekers come to throw themselves off, go over in a barrell, or otherwise defy death. The town changed its name to Plummet (and the falls' name to Plummet Falls) to further cash in on these outsiders' money. (It used to be named Smallton, and the Falls were, as they should properly be called, the Clearflow Falls, as they spring from the Clearflow River.) The town is entirely devoted to souvenirs, information on and tours of the "Plummet Falls" - tourist trap extraordinaire. {Back to Top}
Qua'Nath - an Elven city gone commercial, the weekly Bazaar is the best place for Elven made goods (or anything else exotic). Once a year Qua'Nath holds a Grand Bazaar, attracting merchants and entertainers from near and far.
Rockfoam River - see Cinorra River.
Rogue's Cove - used to be a popular pirate hangout. Now the only pirates who go there are rookies who don't know any better. Any pirate caught in Rogue's Cove will be hanged. {Back to Top}
Shadeleaf Temple - some very many years ago, a group of Holy Clerics decided they wanted ot build a temple - in the middle of Shadeleaf Forest, which has a not-insubstantial Elven population. They wanted to build in the clearing at the heart of the forest. This did not please the elves, and a long and bitter conflict ensued. Eventually, the temple was built only in the clearing, with no wood, and not a single tree cleared. The elves call it "Shadeleaf Temple", as do most outsiders. Officially it is "The Temple of the Holy Light" and the priests there will Insist you use its proper name. As part of the agreement, the elves may use the temple for their own celebrations, and quite a few other compromises along these lines had to be reached. {Back to Top}
Sie Temple - (pronounced "see") a very, very small Holy Temple. They'll extend their required hospitality to travelers, of course, but it's rare that they take in novices. They claim to want a simple, laidback life away from large crowds of people. Their lifestyle is indeed quiet, slow and highly ritualized, but in reality, the reason they discourage novices is so as not to antagonize a nearby tribe of cannibals, with whom they have an uneasy peace. So long as the temple stays small and keeps to themselves, the cannibals leave them alone. Sometimes they even stop by for guidance and counsel. But that is at their discretion, not the temple's.
Temple of the Holy Light - See Shadeleaf Temple. {Back to Top}
Stronghold Mountains - Home of the Dwarves. The Stronghold Mountain range zigs a gentle zag along a southwestern course, starting about 5 days' ride south of Milleton Temple and ending about 2 days' ride north and east of Dragonmouth Bay. The Clearflow's tributary, the Rockfoam (or Cinorra) River, winds along the base of the range for a while. Some Dwarven villages are found nestled in valleys or foothills, but many are located within the mountain range itself, where the Dwarves have carved an extensive network of caves. Most of the mountains are easily scalable, but Mount Denaugh (Den-ahg), the tallest mountain in the range, has well earned its reputation of being a killer. {Back to Top}
.:Main Index:.
If you are a Dragon, you will be required to take human form while inside Clawmoore, and stay in it. Period. This is why the southernmost city limits are so clearly marked (as the city is otherwise bounded by water). {Back to Top}
Dragon's Port has a reputation for being for seedier transport, though most of its imports and exports are on the up-and-up. Most of them. Covington is nice, clean, and pretty - and also expensive as hell. Thus, most traffic comes through Baycentral unless someone is looking to specifically head to Clawmoore. {Back to Top}
Other than its recent ominous history, Fairgreen is still sun-dappled and friendly, with calm pools of clear water and sweet birdsong. Anyone with any affinity for trees and forests will detect great sorrow from the trees around the ruins (where that last desperate battle took place). Anyone with any affinity for souls and ghosts will detect sorrow and rage around the ruins from the souls of the slaughtered Sacresan. {Back to Top}
The town lies behind the Temple (from the sea), and is, naturally enough, filled with fishermen and sailors, as well as artisans who work with driftwood and seashells. It's a nice place for tourists to stop, though the villagers are content to lead a peaceful existence off the sea. {Back to Top}
There are living residents, but they are servants of the undead - some willingly, some not so much so. Either way, don't look to them to protect you come darkfall. {Back to Top}
Originally Qua'Nath was meant to be the Elves' ambassadorial city to the human world, just as Clawmoore is for the Dragons. It was meant to be a showcase of the culture and spirituality of the Elves, and it was built very much in that style. But now it is more business than anything else, though there are still Elven plays put on, Elven food served largely at the pubs and inns and some beautiful museums dedicated to Elven history and artifacts. The Bazaar is what has always kept Qua'Nath alive though, and it has become the city's reason for living. {Back to Top}
In spite of themselves, the Sie Temple has a cozy, rustic charm that's very soothing and attractive. Anyone with any interest in being a Holy Cleric or who has recently gone through stressful/depressing events will want to stay there, at least for a while. Naturally, the priests will discourage this as much as their Vow allows. {Back to Top}