Saturday, January 28, 2012

Locale - Demon Whelp Caves

The Demon Whelp caves are located just South of the Tower of Four Winds and East of Scarborough around the South end of Scarborough lake. Relatively uninteresting and bland themselves, the caves are named after their inhabitants, the diminutive demon whelps. The whelps can hardly be called proper demons really. They're mostly just a nuisance for anyone who intrudes on their territory and only slightly hostile.

The caves are a natural formation from water dripping from the small mountainous area between the caves and the Tower of Four Winds. Deep below the caves lies a hideout built by the whelps under the dictatorship of Meezil. A castle built out of stones hewn from the caves themselves, this keep serves as the center of the very, very small kingdom. This keep is guarded by the strongest whelps, led by a legitimately demonic whelp guard captain.

Well beneath the entrance to the caves, there also lies a forelorn graveyard. Those buried here are a mystery, as is what befell them. Some have heard the sounds of damned souls rising up from the caves, distinct from the chatter of the demon whelps. The whelps seem not to mind, but generally steer clear of the area.

Locale - Scarborough Faire

Scarborough Faire lies South of Necropolis bordering Scarborough lake to the East, and the forest said to contain Shadow Raven's hideout to the West. The Faire is really a makeshift settlement set up by refugees of Scarborough.

The town of Scarborough now lies in ruins. The faire, set up along the southern edge of the smoldering remains of the town, holds most of the living refugees. While some decided to pull up their roots and move to more hospitable locations, others have remained. The faire is comprised mostly of large tents erected to house the citizens. Small amounts of commerce have emerged in Scarborough Faire. A single restaurant, a barber, a local magician, and a smith all operate from within their tent-homes.

The town of Scarborough, just North of the faire, is a burned out husk of its former self. The ruin occurred when a large group of manticores thought the town a perfect site for their new home. Now the streets and some of the larger buildings are filled with the flaming beasts preventing entry to any except the strongest and most flame-retardent adventurers.

Locale - Ferrain Forest

Ferrain Forest, and Ferrain Mountain lie to the West of Necropolis. Bordered by sea to the East, Ferrain is a diverse ecosystem. Traditionally the land of the Kobold tribes, changes have occurred recently. The tribes seem to be hunting only in the South part of the forest never venturing too far out of their small territory. Other animals, especially various loose groups of goblinoids inhabit the forest along with the Kobold tribes.

Ferrain is also home to other races. Trisfeln, city of Gnomes exists within the caves below Ferrain Mountain. The gnomes spend their time as many gnomes do, tinkering and digging. While not as industrious in excavation as the Dwarves, the Gnomes of Trisfeln have dug a complex tunnel network deep below the surface. The city is guarded by a combination of the strongest fighters the diminutive Gnomes can muster, mechanical combat automata, and summoned water elementals. The city is ruled by a patriarchal monarchy. Notably, the Gnomes posses one of only two working Airships in the land of Tirnaill (as well as plans, parts, and prototypes for many failures.) This airship is only used once a year for transporting the royal family to the local establishment, both to establish healthy trade and to satisfy the royal family's collective ego.

The peak of Ferrain mountain is a desolate place with little life save for some shrubs and stunted trees. The extremely rocky terrain is harsh and little soil exists for plants. It is said that the great Dragon Lord, Phirantes once inhabited the peak but has not been seen in many years.

Major Locale - Necropolis

Fortress city and mass crypt, Necropolis stands as perhaps the most terrifying, and populated city in all of Tirnaill. Risen by the Lich Karreln who's mansion floats above the city, Necropolis now boasts a large population of human inhabitants. Owing to it's strong defenses, powerful guardians, and, surprisingly, long history of peace, Necropolis has become a bastion for refugees, escaped criminals, and those seeking a new life on Dasarch.

The chief administrative duties of the dead Necropolis are performed by one...former man. Known only as the Archlich, undead slave to Karreln he neither speaks nor interacts on a physical level with any of the tens of thousand of undead minions in the city at any one time. He shambles around aimlessly wandering the city alone, undisturbed. Karreln itself (no one knows its gender in life) never leaves the mansion floating high above the city.

Most living people know that the man to talk to is Pelion if you want something done. This hell-blessed man performs the duties of minister of trade, commerce, and captain of the guard. Visits from foreign dignitaries is tended to by the...Archlich.

Foreign relations in Necropolis have been generally peaceful. Neither Karreln nor the undead inhabitants of the city are openly hostile using force only in defense. Human presence in the city is well tolerated and no undead on human violence has been reported save for some aggressive wights around the city borders.

Locale - Orc Camp

Located directly north of Certhan the Orc Camp has been around since anyone can remember. It is tucked away in a small outcropping of forest with a small cave in the rear of the camp. It is surrounded on all sides with a primitive wooden fence. Sentry towers dot along the primeter which always have at least 1 orc keeping watch. Deep resonating drums can be heard playing before a raiding party is sent from within the camp. It is said that the orcs sacrifice their captives in the middle of the camp as if it were a display of joy for them.

No one knows what is in the darkness of the cave. Some say their king lives in the depths for protection while others say a powerful ogre is housed as the orcs minion.

Sunday, January 8, 2012

Common Races in Tirn Aill

Tirn Aill has many races that call its lands home, but some are much more common than others and tend to overshadow the less potent races. Some of the more common races that have been logged in Certhan's Library are; Humans, Elves, Dwarves, Kender (Halflings), Gnomes, Orcs, Telinarius (Ice Elves) and the massive Ogres.

Many other races exist in Tirn Aill, but are far less prevalent. Minotaur have been found in some major cities, but only a small handful at that. The Lizardman, a human sized lizard that stands upright with razor sharp talons and a tail, are found in the depths of some swamps or even a few cave networks scattered across the lands. Aroca are a rare race of bird people that make there homes in great forested regions. The Aroca have a sleek humanoid face, a wing-arm hybrid, and can be found with plumage ranging from a pristine snow white to a more mottled brown-black combination depending on where they live. Drakkar are a dragonborn race, but not many have seen the elusive race. Scholars say that the Drakkar could have been the first inhabitants of Tirn Aill back when Dragons ruled the realm, but no one really knows for sure.

Centaurs and Wemic (lion-human hybrids) have been seen far and few between in the great plains of Charmack. Trolls also make their homes along side the Lizardfolk in massive swamps, but most other races tend to disregard Trolls the most they can as Trolls tend to be quite hostile (and stinky!). Drow, Emengo (Dark Dwarves), Goblins, and the Molenese (Mole people) can be found deep in the darkest caverns. Yuan-Ti (people with the lower-half body of a snake with a snake head, and a humanoid body) are rare and sinister but can be found in a variety of places, such as the vast desert of Skyrao or in a few swamps. Nagas, the Yuan-Ti's sea fairing cousins, are found roaming some coastal regions of Tirn Aill or even swimming the high seas preying on merchant vessels and travelers.

Wednesday, January 4, 2012

The Northern Continent of Sairen

The world of Tirnaill is split in half, forming two continents. Sairen is the northern continent which is home to the largest port city in all of Tirnaill; Certhan. Many other large scale cities are also on Sairen, such as Asmenoth; the great fortress of the Ogres, Dumathoin; a large scale underground city-mine hybrid in the furthest northern reaches of Sairen and the great city of the mages, Twin Star. To the east lies the great plain of Charmack which hasn't been fully explored to date. Some say that in the deepest reaches of Charmack houses a eerie shadow "black hole", but no on really knows for sure. The northeastern stretches of Sairen are covred in a dense impenetrable forest that houses the great kingdom of the Elves, Sylvari.

On a smaller scale, just outside of Certhan to the northeast is Mt. Takarius which is home to the Telenarius, more commonly called Ice Elves. Zuthustra, a powerful mage, has a tower just to the southeast of Mt. Takarius nestled in a small mountain range. Far to the north of the mountian is the Valley of Daedra, a sun scorn harpy infested scar carved out by an ancient battle when Dragons were the only power on Tirnaill. Some even say an ancient blue dragon still resides within the caverns of Daedra.

There are other locations of interest on Sairen, some discovered while others lay dormant waiting to be found by worthy adventurers. Either way it be, adventure is to be had in any direction.

Major Locale - Certhan

Certhan is the trade and political capital of the North continent. Certhan sits as a major port, the only true port in the North. The small but serviceable harbor provides safe haven for ships. The surrounding forests provide protection from siege.

The population is extremely cosmopolitan with only some racial tensions. Dwarves, elves, humans, orcs, minotaurs, centaur, live in relative harmony. Even the ellusive drow or yuan-ti can be found among the citizens of Certhan. Many facilities exist for families as well as travelers, refugees, and adventurers.

Certhan is protected by a strong and organized military force. The Ranger Corps protect the forest roads leading out and the Cityguards keep the peace within. Many guilds also hire their own private security often boasting more power than the city watch. Guild enforcement of their own rules is generally tolerated as long as violence does not spill out on to the streets.

The Explorer's League provides quests, sells treasure maps, and serves as a hiring agency for daring adventurers of any persuasion. The seat of power in the city is split between the town square, home of commerce, and the mayor's manor, central political meeting locale and residence.

Certhan is relatively safe and has enjoyed a mostly peaceful era under the current administration. The largest conflict is a series of ongoing skirmishes with orcs to the Northwest. Neither side has launched a full fledged offensive and Certhan's strategists expect the orcs to get tired and try attacking someone smaller, possibly the Heaksins of the nearby Shrouded Mountain.

Certhan is surrounded by forests on three sides. The forest is thickest to the East but only the southern port of the city is free of dense trees. The Certhan Ranger Corps patrol the forests. The ranger training sessions, lead by Ranger Captain Redmond, serve as a public service protecting travelers, and as a way to keep the military prepared. The rangers also serve as protectorate of the forestlands and keep strict regulations on logging, trapping, and hunting.

The southeastern part of the forest, the densest corner, has been taken over by an old witch calling herself Abaddon and her army of crazed, semi-intelligent monkeys. Wild flora and fauna of all types roam the forests giving Certhan a diverse ecosystem and a burgeoning fur trade.

Due to the constant ranger presence the forests have been considered mostly safe. However, recent reports indicate an increase in the number of raids on traveling merchants. The mayor has ordered that ranger guard patrols be increased to combat this threat and assuage the fears of unhappy travelers.

Monday, January 2, 2012

Technology in the Land of Tirn Aill

The extremely high reliance on magic in Tirnaill has somewhat stunted opportunity for invention and technological innovation. Trisfeln, home of the Gnomes, is without a doubt the central locus of technological advancement. Having one of the only two operating airships in the land of Tirnaill, Trisfeln dwarfs every other civilization in terms of technology.

Technology elsewhere is fairly limited. Rudimentary firearms are uncommon but not completely absent. Siege technology extends only as far as slightly mechanized trebuches and cannons. While metalwork is used extensively in the land of Tirnaill, much of this is in simple tools such as wheels, metal plating, and mastercraft armor. Certhan possesses some budding naval technology, including steam powered ships and swift clippers, but little else. The Dwarves of Dumathoin have built basic elevator systems to enhance their mining efforts but are weary of sharing their technology.

There are many unexplored sources of technology in the lands, but they still remain to be discovered.

Magic in the World of Tirn Aill - Part 2

Magic in the land of Tirnaill is not just limited to arcane locations. Magic items exist in massive quantities. One theory presented by the top mage-scholars posits that the portals leading into Tirnaill are caused by vast quantities of magical power in other realms bleeding through, eventually reaching a critical mass.

The Great Library of Certhan houses a special wing dedicated entirely to the research and archival of magical-item knowledge. Shelves of tomes detail knowledge of the origin, and function of magical devices, arms and armor. The craft of magic items, while not studied as intently, is still a viable trade in the land of Tirnaill primarily practiced by arcane-canny smiths and alchemists.

The nature of Tirnaill is magic itself, everywhere there is adventure, there is treasure to be had, stockpiles to be pillaged, and unknown power to be discovered and wielded for good or evil.

Magic in the World of Tirn Aill

Magic abounds in Tirnaill. From the arcane forests of the Elder Land to Zuthustra's mage academy, Tirnaill is a land rich in magic, magical beasts, and great magical artifacts. The mage's guild provides instruction to the vast majority of arcane spellcasters in the land of Tirnaill.

Several locations around the world are of special interest to those seeking out the greatest magical energies. Zuthustra's tower just to the East of Certhan, training and proving ground for the most promising of mages is the most readily accessible of these locations. Admission to the lower quarters is open to those who can pay the tuition. The upper levels are only available for those selected by Zuthustra himself and are commonly known as his apprentices although that term is somewhat inaccurate.

The portals that shape the land of Tirnaill bring with them the magics of their origin realms. While the portal magic remains strong, the magical properties of the lands remain intact and can vary widely across sharp borders. As the portals begin to fade, often times the magical properties of a land are lost, less often they remain creating hot spots of wild magical power or null zones where even the greatest wizards find themselves powerless. Other, more unique magical locations exist with a myriad of effects. Some of these have been cataloged in the Great Library of Certhan or by Zuthustra himself. Others remain undiscovered, perhaps by chance or perhaps by their own design.

Tirn Aill - A Brief Overview

Tirnaill, as its native inhabitants are likely to call it is also known as The Otherworld. The very nature of Tirnaill is in itself mutable. The landscape is, for the most part, created not by the forces of wind and rain but by the permeability of the fabric of reality itself. "Portals" to other worlds are rent open periodically pulling through land, weather, life and magic from the worlds beyond.

The cultural and racial tapestry of Tirnaill is extremely diverse boasting a large number of advanced, intelligent species. It is said that all of the current inhabitants of Tirnaill are descendants of creatures pulled from other worlds into one ecclectic mix.

The portals are not permanent and their power eventually fades from an area taking with it local weather patterns and, as often as not, the magical properties unique to that landscape. After this final stage the land is truly a part of The Otherworld and is integrated by time and the elements.

Portal activity has seen an increase in the past fifteen years although no other effects have been noted. Mages from Zuthustra's tower, the Mage's Guild, and various magical and clerical societies around the world have attempted to investigate these portals with little success.