Battles for the Islands of Aerenal
From upon his gold throne secluded deep within the castle at Shae Cairdal, King Wolfric Angoril has ruled the Islands of Aerenal for many decades. The King has ruled with a leather fist for many years, relying heavily on his Crimson Knights to keep a vigilant eye on the lands. For many years, the people were appeased with King Angoril’s rule as well as how the Crimson Knights had been treating them. But such lax treatment and stringent divestment of resources would breed resentment in the upper class and bring them to expend their funds in a more forceful manner. The King was blind to the birth of The Children of Archimenon.
With the revolution begun, the Children of Archimenon spend their days gathering support and supporting anarchy across the land against the King and his soldiers. Because of this it is not uncommon for individual combats and even small scale combat situations to erupt far and wide. While not every subject of Aerenal is privy to the ways of the Children or even necessarily agree with their mission, the Children have become a source of daily news for everyone. During the Age of Strife, everyone will suffer until the King begins to rule for the people instead of ruling over the people.
With the revolution begun, the Children of Archimenon spend their days gathering support and supporting anarchy across the land against the King and his soldiers. Because of this it is not uncommon for individual combats and even small scale combat situations to erupt far and wide. While not every subject of Aerenal is privy to the ways of the Children or even necessarily agree with their mission, the Children have become a source of daily news for everyone. During the Age of Strife, everyone will suffer until the King begins to rule for the people instead of ruling over the people.
Nearly due south of the capital Shae Cairdal the Sundering Mountains are the only geological phenomenon to raise towards the heavens, acting as a the subject of many local legends and other tales. While civilization is all but lost in the mountains there are few tribes that call the mountains home. One such tribe, the Dead Hand Horde is known to be particularly brutal boasting as the strongest, claiming strength in surviving the perils of the rocky mountains with only one hand. It is true that every member of the horde at the coming of age has their hand removed. It is in this particular locale that their territory falls.
This particular area possess a warm windswept plain. The lush grass is thick yet maintains a short length due to the wildlife that roam the area. The plain carries for only a few hundred yards in all directions except one. Providing a splendid view of Shae Deseir the plain sweeps upward in an unpredictable slope that quickly drops leaving a massive cliff overlooking the terrifying rocky crags immediately below. It is at this site that the Dead Hand Horde is known to throw those of their own whom do not meet standards (the innately disabled and those unable to muster the fortitude to forgo losing their hands.) The winds’ chill was amplified missing the warm kiss of the sun. The sky was overcast blocking out the sun and enshrouding the plains in shadows.
This particular area possess a warm windswept plain. The lush grass is thick yet maintains a short length due to the wildlife that roam the area. The plain carries for only a few hundred yards in all directions except one. Providing a splendid view of Shae Deseir the plain sweeps upward in an unpredictable slope that quickly drops leaving a massive cliff overlooking the terrifying rocky crags immediately below. It is at this site that the Dead Hand Horde is known to throw those of their own whom do not meet standards (the innately disabled and those unable to muster the fortitude to forgo losing their hands.) The winds’ chill was amplified missing the warm kiss of the sun. The sky was overcast blocking out the sun and enshrouding the plains in shadows.
Character Sheets assembled prior to the discovery of this thread or this particular world can be posted as such. However, if something particular is missing from your character sheet that I would like to see please include it. Finally, if you would prefer to use a character sheet from a game such as Pathfinder or Dungeons and Dragons that is acceptable as well as long as all the information I would like to see is present.
- The typical biological information including name, age, sex (gender plays no role here), height, weight, eye color, skin color, hair color, alignment, and deity (if applicable).
- Physical Appearance in a written form or a decent picture linked through the internet.
- A written list of the character’s weapons as well as any latent abilities or powers that may be associated with those weapons.
- A written list of the character’s armor as well as any latent abilities or powers that may be associated with that armor. This also includes accoutrements such as rings or necklack that may also indicate some particular use as armor.
- If the character is a magic user, psionic, or otherwise supernatural a list of memorized or known spells (if applicable.)
- Any other items of significance relative to combat.
- If preferable (which I prefer) a short history or reason why the character may be found in this setting.
You may note the flowery language I’ve chosen for this particular section. This is because I am not wasting time arguing and I am not wasting time with battles that last longer than Goku fighting Frieza. If there is an issue that falls outside of these guidelines and we cannot come to a mutual decision, we will use the Guild’s available dice roller and have a D20 roll off where the highest roll wins. Otherwise, I will try to keep it pretty simple.
- Do your best to maintain at least a high school level grasp of both the English language and grammar. I don’t expect to write a book and I don’t expect you to either. However, if we can’t make sense of what each other is trying to do then it is going to be rather difficult to do battle.
- No god-moding which in this case will be defined as when a character is given the power to do practically anything without boundaries or limits. This also includes making use of powers, weapons, et cetera that have not been previously defined in your character sheet.
- No powergaming which in this case will be defined as attempting to break the arena combat sequence in order to reach the ultimate conclusion of victory while forsaking storytelling and writing. Both the story and the writing are much more important to me than the victory.
- No metagaming which in this case will be defined as using information obtained through Out-of-Character discussions or research while writing In Character.
- Please do your best to maintain a common grasp of general physics, you won’t be running through five feet of water in full armor without magic. And you won’t be dodging a crossbow bolt from five feet away. I don’t expect a degree, just a shred of common sense.
- Once again, let’s use common sense here and remember that this is combat and quite frankly I am not looking to spend the length of time Goku fought Frieza not hitting anything with a constant dodge/strike routine. I’ll be expecting to take just as many hits as I dish out. I’d offer you to do the same.
- Finally, while I will not ask anyone to use the same mechanics I do in determining how I write my battles - I do use a D&D 3.5 edition character sheet. I will be exploiting it. I will also be rolling dice. The results of those dice rolls will be presented to you in a hider with a small description of what that roll might represent. In no way will I be asking or requiring you to do anything with these rolls or even the information that comes with it.
If you wish to follow suit with the way I do combat you can ask for a brief explanation and we can discuss it. Otherwise I will not ask anyone to use it as I do. As it were, I will be rolling dice for my own personal enjoyment in conjunction with the character sheet (modifiers included) to determine certain aspects of battle which at this point mirror Dungeons and Dragons 3.5e combat to extent. I have tweaked them for use here to accommodate everyone's play style as best I can determine. I will include the rolls in my posts as well as a brief explanation with regards to the implications of these dice rolls for you to use as you will, or ignore and not use at all. As always if you have any questions please ask.
- Age of Strife - The current era of existence upon the Islands of Aerenal, with no particular date to add a definitive timeline too. It marks a time where men stood against Kings to take back what was taken from them, what was rightfully theirs. It marks a time when the people stood up and demanded their fair share calling out that they would not be oppressed anymore.
- Aeren’s Sound - As the stories are told, Aeren was the first to discover the Island of Aerenal and had did so by passing through the islands to the northeast. Aeren’s sound is named for such a hero and represents the small sea that separates the half a dozen islands from the mainland.
- Archimenon Zehir - Previously the Archmage of the College of Arcane Might, and counsel to the King but has since abandoned his previous positions and had now taken up residency in Shae Deseir and has since amassed a hidden army known as the Children of Archimenon. His belief in a better society and his charismatic personality brings the masses together in hopes to obtain that better society. He turns conscripts against their squires, squires against their knights and even on occasion has turned knights against their King. But mainly he exploits those who have distance from the King to bolster his army in the surrounding area with the goal of uniting the Island against a few strategic positions to avoid unnecessary casualties. Of course, that doesn’t mean the battle won’t be brought to his doorstep.
- Archmage Olivaster Wrathmont - Olivaster Wrathmont is the current Archmage of the College of Arcane Might and has been since Archimenon Zehir had stepped down after nearly two decades ago when the King failed to heed his words. Olivaster Wrathmont had stepped up and taken over the College. He is a most powerful spellcaster perhaps equalled by Archimenon Zehir, of course he happens to be a sorcerer. Inhabiting the College of Arcane Might, it is Olivaster’s duty to maintain the daily happenings of the College as well as mentor the more powerful magic users that successfully complete the regular curriculum. It is also his duty as with the other leaders of their respected groups to advise the King on various matters as counsel. One particular dangerous power of the Archmage is his ability to command the other magic users one way or the other should the King require their assistance. Of coures, if Olivaster responds as Archimenon had, he too would be swiftly removed.
- Baron Ryland Vayshan - Leader of the village Var Shalas, the Baron is a known supporter of the King as is backed by the strength of Taer Senadal. The castle happens to be the main economic supporter of the city. The Baron’s lavish lifestyle is a source of contention for the villages as it has placed the villages in a poor state, which is to say the people are barely making ends meat.
- Baron Verick Nedhelom -
- Baroness Fynelda Servos -
- Baroness Caitlin Godros -
- Blackwood Bay - A break in the southeastern shoreline between Shae Deseir and the Blackwood Jungle.
- Blackwood Jungle - A stretch of jungle that engulfs the southwestern reaches of the island wrapping around Sundering Peaks. Home to a tribe of people known as The Risen, the Blackwood Jungle is known for its trees with bark as black as night, capable of holding an edge as keen as any smithed dagger and if prepared properly (a process known only to The Risen) can defend just as well as some of the best medium armors but nearly half the weight. Often acclaimed to be haunted by the undead few colloquial stories about this area exist outside of books.
- The Children of Archimenon - Lead by Archimenon Zehir, the Children of Archimenon represent a large underground organization that opposes King Wulfric Angoril and the oppressive manner in which he maintains a stranglehold upon the economy of the island. Their views are rather socialistic in which everyone should at least be given a minimum standard of life while they work either as indentured servants or in other fields as opposed to the King’s current system which is take care of his and his own (including the Knights, Lords, et cetera) and then allowing a bastardized form of trickle down economics take hold, which is not truly working. Despite many times that Archimenon Zehir has attempted to guide the King in the right direction, the King has failed to listen as if persuaded by some superior mind. So the Children fight the best they can using gorilla warfare, stealth tactics, and superior skills to overcome to the sheer numbers that the Crimson Knights often command. Currently, the Children of Archimenon have established superior support in Taer Kalindal and Lord Ector Flint, Shae Thoridor and Lady Adelaide Rutger, the wild elves of Jaelarthal Orioth, and of course those who have gathered at the foot of the movement in Shae Deseir.
- College of Arcane Might - Home to the Archmage, the College of Arcane Might is the leading providing of arcane education across the Islands of Aerenal. The structure itself seems almost too impossible to exist. A large crystalline structure that seemingly levitates above a pool of crystal clear water. The entrance is a descending staircase that leads beneath the pool. The depths of which are truly unknown except to the Archmage past, present, and future. To be accepted one must first pass a rigorous entrance exam to prove they are worthy and not just mere street magicians. Subsequently, a wizard or sorcerer could excel ten times faster than if they had chosen not to go through the rigors of the curriculum that is conducted here.
- Crimson Knights - The Crimson Knights represent the forefront in offense and defense against all of those that would oppose King Angoril. While their armor is not always uniform, the Crimson Knights are always equipped with a cloak and/or tibard of red sometimes with colored embroidery. While many knights maintain service in the capital and other cities or towns under control of the King, a lot of knights are sent to scour the land for those who would speak out against the King - currently the Children of Archimenon. While finding a group of knights in the double digits in unheard of outside larger battles, often times parties of three will travel together while leading anywhere from ten to twenty-five squires (Crimson Knights in training) a piece and any number of conscripts that may have been enlisted. The live by the whim and command of the Grand Master who is realistically controlled by the King. Of course, their mission is clear and their faith is nigh unshakable.
- Dajar Orioth - Colloquially known as the Jungle of Daggers, this forest is particular unforgiving. Most commonly grown in this forest is a form of briar that creates dagger size thorns nearly as sharp and trees with branches so slender they are capable of drawing blood if pushed against flesh by a strong breeze. Nearly consuming the western reaches of the island beside the Jaelarthal Orioth, very little is known about the inhabitants of the forest intelligent or otherwise. Due to the hostile nature of the flora that grows in the region it is difficult for explorers to investigate.However, two villages that exist on the eastern fringes of the forest tell stories of elf raiding parties very different than the Elves of the Moonsword. However, they are still shrouded in mystery.
- The Dead Hand Horde - A small nomadic tribe said to live in the Sundering Peaks, members of which are denoted by a dead hand, which in most cases is either burned beyond use or is removed all together. When the hand is removed it is not uncommon for the owner to wear it around his or her neck. While the hands essentially become useless for grasping it is not uncommon for them to use this arm to bear buckler or shield. As it were the tribe is comprised of an unknown number of members spread across the mountains in small subgroups which have typically ranged around fifty members. Most would be considered barbarians or fighters but it would not be unheard of to find a druid or shaman potentially leading the group.
- The Elves of the Dagger - Indigenous to Dajar Orioth, the Elves of the Dagger represent a most feral and wild elf very much unknown to the more civilized locations on the island. While little is known of these elves, it is believed that they are some of the more savage beings on the island favoring little civilized measures and clinging to their old ways exploiting what the lands have to offer. Rumors suggest they often raid Pylas Talaear and Pylas Zirinth, quickly slaughtering those who get in their way stealing their corpses along with as much as they can get their hands on before being chased off. Their raiding parties often exist of small groups of ten which lead people to believe they are nomadic in nature. However, what little information exists suggests they are no different than the other tribes of the island existing in unknown numbers but commonly living in subgroups of around fifty members.
- The Elves of the Moonsword -Known to most simply as Wild Elves, the Elves of the Moonsword have acquired their name from five swords that each tribal leader carries with them. Swords that were carved from the very stone that fell from the sky, from the moon as the legend goes. The despise outsiders. However, Archimenon has been able to exploit his connections made over the years to gain their trust and their support. The five leaders command an unknown number of troops, but stories suggest that they all gather in one location is possible twice a year in the spring and the fall. Otherwise, the tribes remain in the seclusion of their cleverly hidden villages.
- The Gates of Sorrow - A break in the southwestern coast of the island between the Sundering Peaks and Dajar Orioth, which feeds many of the island’s inland waterways.
- The Golden Moon Tribe - A small nomadic tribe said to live in the Sundering Peaks, members of which are denoted by a golden crescent moon tattoo that is typically displayed either on their forehead, their upper back, or their chest. Little is known about this secretive tribe, far less than the others that inhabit the mountain range. As it were the tribe is comprised of an unknown number of members spread across the mountains in small subgroups which have typically ranged around fifty members. The most important part of information gathered about this tribe is that most of the members are magically inclined in some way, harboring the blood of sorcerers, the skills of wizards, or the faith of clerics.
- Grand Master Ingbert Telsek - Ingbert Telsek is the current leader of the Crimson Knights making his home in the Spire of the Crimson Knights. Aside from act as the King’s direct liaisons and leader with the order of the Crimson Knights maintaining their training regiments, recruitment scheme, dispatch, and other daily activities it is his job from time to time to act as counsel to the King. Unlike, the Master Keeper or the Archmage, Ingbert Telsek holds this position out of respect and admiration for the great deeds that he had accomplished in his past as there are many knights that would have no trouble defeating him in one on one combat; but few knights if any could boast the lifelong reputation and experience that he has acquired over the years.
- The Great Hall of Records - The Great Hall of Records makes its home in the capital city of Shae Cairdal, housing the Master Keeper. A relatively simple looking building, the triangular building hosts a solid first floor with three towers raising three additional stories from the first in similar shape to the angles they stem from. Their highest levels are connected to each other by an open stone walkway that overlooks a great deal of the city. Each spire represents a different school of thought, allowing members to specialize in one section before moving on to the next without being distracted by other information in between. Much like Ryrestone Keep, no one can be certain of its descent beneath the surface of the city.
- The Grim Scars - A small nomadic tribe said to live in the Sundering Peaks, members of which are denoted by the grim scars that cover their body. It is believed that the more grizzly scars a member has the more respectable they are, regarded as becoming closer to immortality. As it were the tribe is comprised of an unknown number of members spread across the mountains in small subgroups which have typically ranged around fifty members. Most would be considered barbarians or fighters but it would not be unheard of to find a druid or shaman potentially leading the group.
- The Gulf of the Moon - A break in the coastline along the northwestern shore, it allows the ocean to flow inland past Shae Thoridor and further inland to the capital of Shae Cairdal. It also acts as a natural border on the Moonsword Jungles northern reaches.
- High Priest Nazibar Iscandel - Nazibar Iscandel represents the leading male mind amongst the domains of death, evil, and trickery as well as all those domains that might draw upon Nerull’s influence. He represents the most powerful priest or cleric of Nerull on the Island and as such is a common name amongst those that worship Nerull. He makes his home in Shae Mordai and commands a hefty following that inhabits the city of the dead which help her maintain control over the less enlightened.
- High Priestess Petula Iscandel - Petula Iscandel represents the leading female mind amongst the domains of death, law, and magic as well as all those domains that might draw upon Wee Jas’ influence. She represents the most powerful priestess or cleric of Wee Jas on the Island and as such is a common name amongst those that worship Wee Jas. She makes her home in Shae Mordai and commands a hefty following that inhabits the city of the dead which help her maintain control over the less enlightened.
- Islands of Aerenal - The collection of islands that act as the main environmental setting for the duel, battle, war, et cetera.
- Jaelarthal Orioth -Otherwise known as the Moonsword Jungle, this particular humid area of the Island is known only for the wild elves that inhabit the forest. Just due west of the capital Shae Cairdal, it is one of the largest gathering of trees on the entire island. Other than the large collection of vines that cascade around the forest, on the floor and in the trees there is nothing more simple than this particular jungle. Of course, as with most wilderness areas it is sometimes quite easy to get lost.
- Kathuran - A racially integrated village east by southeast of the capital Shae Cairdal with a population of around forty-three hundred people. In the best of case, the village acts as an overflow for the people who are unable to find prosperity in the capital. This port village with access to the ocean through the Madwood Gulf. Under the control of Baroness Fynelda Servos, she sides with King Angoril, althought she does not necessarily agree with his mandates. However, because of the close proximity to the capital, she realizes the danger of allowing the Children to fester within her limits and subsequently has quickly destroyed any attempted uprising of the Children of Achimenon in her village. Kathuran’s people while not oppressed directly, tread lightly.
- King Wolfric Angoril - King of the Island of Aerenal, and leader of all free people upon the island. Or so he proclaims. Seated on the golden throne within Ryrestone Keep in Shae Cairdal, King Angoril is in change of all that occurs within the boundaries of the island nation and furthermore is the source of life that brought about the movement known as the Children of Archimenon.
- Lady Adelaide Rutger - Lady Adelaide Rutger just like Lord Flint was labeled a traitor by the crown after defecting to support the Children of Archimenon. She holds ladyship over Shae Thoridor and acts as a safe haven for those who seek out refuge from the oppression of King Angoril. However, given her proximity to the capital, the nearby cities, as well as the lack of defensive strength she maintains a payment schedule with the King to ensure he gets his tribute and the people of Shae Thoridor survive unscathed.
- Lord Ector Flint - Lord Ector Flint was labeled a traitor by the crown after defecting to support the Children of Archimenon. He holds lordship over Taer Kalindal and acts as a safe haven for those who seek out refuge from the oppression of King Angoril.
- Lord Galthran Korbac - Lord Galthran Korbac is a known supporter of the crown and holds lordship over the northern castle of Taer Senadal. It acts as a bastion in the northern lands to hold dominion over the surrounding lands. Given his history with Lady Rutger, his forces are constantly giving the Lady and her town trouble.
- The Madwood - A dense land of trees that is said to be mysterious in a way that leads people to get lost swiftly and are driven mad as voices invade their head. The Madwood exists due east of the capital Shae Cairdal finding its name in the colloquial tales of people adventuring into the bowels of the Madwood in search of treasure, fame, or some other obscure measure only to come out insane and mentally shattered, a shadow of their former selves yet different all together as they enraged by the effects of the wood. The reason behind such madness is unknown. While these voices are said to be different from one person to the next, little else is known about what sort of experience this truly is. Rumor has it there is a group of barbarians known as the Tribe of the Whispering Demons dwell near or within this forest, feeding off of the insanity that exists within.
- Madwood Gulf - A break in the coastline that acts as a natural board along the south and western sides of the Madwood.
- Master Paur-Rion Raithen - The leader of the Order of the Sleeping Dragon and is generally shrouded in mystery. Few people actually meet this individual but instead typically deal with one of the other monks or if they are lucky may deal with the second in command. It is rumored that the Master spends his days deep in meditation attempting to influence the powers at be to act through his collective consciousness. But no one can truly say for sure what lays behind the door to his chambers.
- Master Keeper Quintis Jubal - It is the Master Keeper’s duties to ensure the preservation, integrity, and integration of records of knowledge in all forms on all mediums with the Great Hall of Records found in capital city of Shae Cairdal. Often times, it is part of his duties as Master Keeper to act as counsel to the King in his time of need. It is said that the knowledge and memory of the Master Keeper never fades even as his physical body dies and a new Master Keeper is appointed.
- The Order of the Sleeping Dragon - The Order of the Sleeping Dragon is a small group of monks that has taken up residency in the Monastery as Zaenya’s Well. Allegedly founded by the fabled Zaenya centuries ago, the monks can generally be described as peaceful remaining neutral in the face of this age of strife. Lead by Master Paur-Rion Raithen, the order takes in refugees who are looking to escape the war. The monks themselves are renowned for their skills in combat and well known for the dragon paraphernalia that they often adorn on their person in some form or another. They encourage those who live in their monastery to train with them and require them to be a contributing member of the monastery. The Order is known to actively seek out the elves of the jungle in order to aid in their economic needs as well as for protection and information.
- Pylas Talaear - Baron Verick Nedhelom, racially mixed around 3000 people
- Pylas Zirinth - Baroness Caitlin Godros, racially isolated, around 2700 people
- The Risen - The Risen are a small tribe that take up inhabitants in the Blackwood Jungle. While a normal wild man until the age of ten when a coming of age ceremony is takes place in which the children ingest the poisonous flower of the Blackwood trees which essentially puts their body in a state of shock, dropping their heart rate and lowering their breathing that mimics death. Surviving turns the childrens typically ruddy skin nearer to an ashen white, which is than able to be covered with black tribal markings. Subsequently, this process which forces the body to age more quickly also allows the body to deal better with physical abuse making them fairly prominent warriors. It is not rumored that the members of the Risen specialized in necromancy, favoring the presence of the dead over outsiders. Surviving an encounter with these men is little less than a miracle. As it were the tribe is comprised of an unknown number of members spread across the jungle in small subgroups much smaller than those of the mountains.
- Ryrestone Keep - Home of the golden throne, seat of King Wolfric Angoril Ryrestone Keep is a structure known well across the island. Comprised of black stone, the structure is made of steeply angled exterior walls, two high guard towers, and raises for many stories above the ground. From one corner to the next, the building is covered in ancient symbols the mean of which has been a project for the College of Arcane Might for many, many centuries. It’s footprint is rather small favoring a vertical build instead of being expansive. The main entrance into the Keep is positioned on an elevated bridge, surrounding it is a massive descending staircase that provides seating when the King should choose to address the people. It’s descent beneath the surface is unknown.
- Shae Cairdal - The Capital of the Islands of Aerenal, it is the largest gathering of people on the entire island and the home of the throne of the King. The capital maintains a racially integrated population of nearly 75000 people. Much like the Shae Mordai, it would not be unheard of to see any number of those who sympathize with the Children of Archimenon. This city is home to many important buildings including: Ryrestone Keep that houses the seat of the King; , the Great Hall of Records, home to Master Keeper Quintis Jubal; the College of Arcane Might, home of Archmage Olivaster Wrathmont; and the Spire of the Crimson Knights. Home to Grand Master Ingbert Telsek. The capital’s reign of patrol is from coast to coast, where large patrols or even small armies are capable of moving across the land.
- Shae Deseir - A castle left in ruins from a war long since passed, Shae Deseir is sparsely remembered as anything more than the site of a great battle that left the castle in ruins. However, it is home to the movement known as the Children of Archimenon and their leader Archimenon Zehir. The castle ruins maintain a very racially integrated population of 675 people. They reign in this area as far northeast as the Madwood Gulf along the eastern shore and along the Blackwood Bay as far as the Blackwood Jungle and west up towards Taer Kalindal. However, they typically maintain a healthy distance from Shae Mordai.
- Shae Mordai - Better known to most of the city of dead, this town exists in the remnants of an old stone city surrounding the base of a temple. The town is ruled by Nazibar and Petula Iscandel, High Priest of Nerull ad High Priestess of Wee Jas respectively. The town has a rather mixed racial community of 10000 people. The town is still under the sway of King Angoril. However, while the Crimson Knights do have a presence here the majority of the town’s inhabitants are made up of clergy, or other religious oriented classes of individuals. Any number of those individuals may sympathize with the Children or Archimenon. Patrols that extend beyond town’s walls usually go no further west than Zaenya’s Well, which is the furthest out the guards go in any direction around Shae Mordai.
- Shae Thoridor - North by northwest of the capital Shae Cairdal, this walled city sits on the shores of the Gulf of the Moon and acts as one of the most prominent ports on the island. The town is ruled by Lady Adelaide Rutger, a delicate woman who had spent more than a decade at the College of Arcane Might and still to this day is famed as being a most fierce wizard. The town has well integrated racial mix of around 11000 people. While the town does support typical structural integrity, its position between Shae Cairdal and Var Shalas as well as its close proximity to Taer Sanadal, Lady Rutger has had to suspend any measures to aid the progress of the Children of Archimenon. While she is a known supporter of the movement, she still maintains tribute to King Angoril as a means to suspend his full forces from removing her from power, or at least attempting to.
- Spire of the Crimson Knights- The Spire of the Crimson Knights is located in the capital city of Shae Cairdal. It is a pinnacle to what a collective group can do should they put their mind to it. A strange fantastic building with a central spire high enough to see out over the city walls and the lands surrounding for miles. The main building appears quite stalwart in its defenses boasting better defenses than the castle itself. Murder holes, arrow slits, iron gates, bolt throwers, trebuchets, hidden passage ways that reach out beneath the entire city and then some. It is the ultimate fortress and in a siege has enough supplies to last for years. While there are more member of the Crimson Knights than bed in the building, At any given time there could be as many as five hundred squires and two hundred knights as well as three hundred others who are at least to some level trained to fight in some capacity.
- Sundering Peaks - The range is named as such as it separates the Blackwood Jungle into two portions. The mountains provide some of the most rugged terrain the island has to offer, the Sundering Peaks exist only on the southern most reach of the island. It is one of the few places that have not been entirely explored on the main island. The mountains are typically extremely dangerous with a weather pattern and an amount of geothermal activity that is so unpredictable that most inexperienced adventurers who journey in without guidance are rarely seen in one piece again. It is also home to a small collection of mountain-men that are colloquially known as wildlings but typically belong to one of three clans that inhabit small nomadic villages known as the Grim Scars, the Golden Moon Tribe, or the Dead Hand Horde. There are also rumors that beneath the rocky terrain exists the indigenous home of the dwarves that are often seen in some of the larger towns across the island. Little is known about in regards to the dwarves but even the tribes are rarely written about in the records.
- Taer Kalindal Castle - A castle south by southwest of the capital, Shae Cairdal ruled by Lord Ector Flint. The Castle has a racially isolated mix of races that make up the 575 people. The Castle fights for the ideals upheld by the Children of Archimenon. Those that fight for Lord Flint run the gamut from barbarians to sorcerors, even a few renegade knights. The Lord's territory extends as far north as Zaenya's Well and south as the Sundering Peaks. They typically reign between the river just west of the castle to as far east as the ruins of Shae Deseir. More often than not they do well to stay clear of Shae Mordai, for the City of the Dead still finds itself under the control of the King.
- Taer Sanadal - A castle north of the capital northeast of Shae Thoridor ruled by Lord Galthran Korbac. The Castle population is racially mixed and comprised of around 750 people. Those that fight for Lord Korbac are typically trained fighters, with few who fit outside the scope of civilized society. The Castle fights for the crown and answers the beck and call of King Angoril. The Lord’s territory extends as far south as the Madwood and runs from shore to shore. In times of peace the castle had worked side by side with Shae Thoridor, in fact Lady Rutger was at one point engaged to one of Lord Korbac’s son, Drovas. Of course, relations went sour when Drovas inadvertently became the victim of one of the Lady’s experimental spells. Ever since, Lord Korbac has been sending warriors to stir up trouble in Shae Thoridor, which has been going on for much longer than troubles of the Children versus the King.
- Tribe of the Whispering Demons- The Tribe of the Whispering Demons make their home in the Madwood, east of the capital Shae Caildar. Allegedly driven mad by the voices that stir up trouble in the forest. There have been reports of tribesmen exhibiting signs of possessing special powers and exploiting those in combat. The number of such tribesmen are unknown but nomadic groups that have been encountered exist in small numbers of around ten. There is no knowledge of any villages in existence.
- Var Shalas - Positioned between the castle Taer Sanadal and the town of Shae Thoridor, Var Shalas acts as an economic center for the castle as it sides with King Angoril and regardless has always been in the employ of Taer Sanadal. The town is under the control of Baron Ryland Vayshan, whose concern about the towns well being only goes as far as to maintain his own preferred lifestyle, which is leaving the town itself dangerously poor if barely surviving. The town has a population of around 2100 people. While fairly removed from the war it would not be difficult to believe that the town has grown a small following for the Children as well hidden as they may be.
- Zaenya's Well - Zaenya’s Well is a place right out of a children’s story book. It is a single monastery near the center of the island deep within the Moonsword Jungle. It is home to the Order of Sleeping Dragon. The monastery is lead by Master Paur-Rion Raithen who has vowed to remain neutral amongst the ongoing civil war. Taking in anyone seeking refuge from either side, Zaenya’s Well has collected nearly nine hundred people. While two hundred or so may be well trained monks the others are always encouraged to participate in the monk’s training regiment. Any number of the remaining could be fighters used to defend the monastery should it be attacked. It is nearly entirely self-sufficient relying on the natural defenses of the jungle as well as the elves for economic assistance.
@Doc Doctor