Geography and Environment (LAI Supplement)
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|Thunder Valley Ref.|
The geography of Ourland is made up of mostly igneous rock from the Underdark, though if one where to dig deep enough and reach the Primordial Canyons they would find the celestial metal, known as Soulbreasted metal, and even deeper they would reach the gigantic magma chamber-esque chasm of the Elemental Chaos, and if they were to follow a path of solid darkness provided by the evil gods they would reach the Abyss, where the most powerful material found in the universe, Arcane, or solidified magic can be found. The Shadowfell and Feywild geography mirror the world exactly, if some plants and textures differ. Throughout the natural world, there are places where magic infuses the world in the extremes. Mountains floating in the air, rivers of lightning and auroras of fire and magic frequent places where magic is strong, such as in the polar regions or places of great significance.
A city located on the artic polar region of the world, this city is protected by great ice mountains which are rich in the rare Astral diamonds that exist on the world. Whitedeep otherwise has no other income besides their salty artic fish that habitate the frigid sea and the hot springs around the city. Snow is common here, and grass only grows during the summer.
Common Terrain: Ice, Snowdrift, Grass, Dirt, Gravel, Treacherous Ice, Water and Loadstone.
Population: 25000 people
Defense: The local Lord can muster 1300 soldiers, and 50 personal gaurds. There is also a milita, which is basically the watch, consisting of 500 members. 10 meter high stone walls surround the city.
Sardia is the home city of the elves of the world. The city exists near a group of sea cliffs and on an penninsula facing the sea in the home of one of the seven. The elves are known to be proud and prejudiced against other races. The city trades mostly the clay found in it's cliffs, as well as silk and a host of magical items.
Common Terrain: Grass, Gravel, Dirt and Water.
Population: 50000 elves, 2000 other races.
Defense: The local Lord can muster 2000 soldiers, most of them spellcasters. The member of the Seven also has 200 personal gaurds of the fortress, and almost all of the commoners are in possesion of protective magic and weaponry. 10 meter high stone walls surround the city.
Located on the southern continent of Promnence, this city is a well known thieves den. Recently attempted by a local Seven, leader of their government, the city has been cleaned up, though slums are still existent at the eastern most side, away from their docks. Endrain is not in possesion of much goods, though it is still a wealthy and prosperous city due to it's location near the only opening to the wealthy city of Portsea. A group of tunnels are existent underground that leads to a blackmarket and other tunnels rumored to hold treasures.
Common Terrain: Rock, Sand, Trees, Grass, Water, Cobble, Gravel and Tunnels
Population: 34000 Halflings, 6000 Tieflings and 10000 Humans.
Defenses: The local Member of the Seven can muster 3000 soldiers, 200 militia and can, though dificultly, conscript the population into temporary service for defense only. All the commoners have at least a dagger, commonly a sling or short sword, to protect them from the many thugs and thieves. 15 meter high stone walls surround the city.
Portsea is a city located in a secluded inland sea that has rich fertile lands on one side and the ice of the antartic polar region on the other. Their crops are highly desirible, and they also have a rich vein of iron on the clifs the city is built on. They are commonly visited by the Quadmire, who come to trade. Portsea is the only true neutral city, no one attacks it and it offers trade to all. If a dispute between two forces happens within it's walls a trial is usually the most appropriate course of action.
Common Terrain: Snow, Grass, Water, Gravel, Dirt, Trees and Treacherous Ice
Population: 50000 citizens of all races.
Defenses: None, as Portsea is neutral, though there is a powerful watch of 2000 guards. 5 meter wooden walls surround the city.
A city located in a swamp, this is a jewel in the wastelands of the world. Built atop precious mineral springs, this city is walled with primarly wood, though it's goblin owners will fight to the death. Usually hostile to anyone, the city does allow trade between Portsea and Reeta Via, and these three cities are the only places to aqquire Sassla goods.
Common Terrain: Swamp, Grass, Dirt, Wood, Pit, Quicksand and Trees.
Population: 10000 Goblins, 5000 Hobgoblins and 1000 Yuan-Ti.
Defenses: All of the inhabitants are members of the defense and army force, and they are all treated as part of a millitary group. 10 meter high wooden walls surround the city.
The desert city of the dwarves. This city is built into cliffs in the northern desert, where dwarves spend their days meddling with arcane magic. This idea was spread by the actions of the local Member of the Seven, an Archmage traditionally. They trade the traditional weapons of dwarven masters, as well as enchanting these weapons with magic.
Common Terrain: Sand, Rock, Stone, Gravel and Underground Water.
Population: 20000 Dwarves, 10000 Other Races exluding Tieflings.
Defenses: The local Member of the Seven can muster 2000 Mages, and the watch has 1000 gaurds that focus on melee. The cliffs make up natural stone walls of 5 meter thickness.
A ruined city of necrotic magic, this city was destroyed by the Quadmire. Despite being in ruins this city is still gaurded by the immortal ghost of a member of the Seven, a halfling who immortalised his power into an Skeletal Devourer.
Common Terrain: Bloodrock, Stone, Cobble, Loadrock, Dirt and Gravel.
Population: None, though the ghosts of the citizens haunt the city
Defences: Undead Encounters and some raiders.
Capital city of the Quadmire Empire, this city is a momument to generations of bloodthirsty war. The Quadmire still use slaves, which they trade to those who can afford and get away with them. They also have a promiment mining market, their slaves work for free and they sell premium grade and precious metals. A member of the seven works on the council of elders, a knight of the Raven queen.
Common Terrain: Gravel, Rock, Stone, Grass, Dirt, Sand, Loadstone and Bloodrock.
Popukation: 50000 Tieflings, 5000 Humans and 5000 assorted races.
Defenses: The Quadmira Elders can muster 10000 Soldiers, and they have a Watch that has 2000 members, all with a off-hand view on crime in their 'glorious' city. 20 meter high iron and stone walls surround the city in wards, from the innermost nobility to the outermost slums.
Located on the north-west side of the continent of Terra Colo, this city is a prominent trading outpost. Currents from this city lead from all over the world, heading towards it during winter and away from it during summer. The city trades in fish, timber, stone and potions. Farms lie on the outer rims of the city's reach, providing the city with well grown grains.
Common Terrain: Rock, Water, Grass, Trees, Sand, Timber, Cobble, Croplands and Underwater Caves.
Population: 40000 Assorted Races, majourity of which are Half-Elves.
Defenses: The local council can muster 3000 soldiers, as well as a group of elite militia that work as generals in war and heroes in peace. 10 meter high stone walls surround the city.
 Reeta Via
Atop the mighty mountain of Teedor, it's origin tracing back to the deep dungeon of Teedor, Reeta Via is the last remaining city of the mysterious Geiling. Only one breed of these mysterious creatures exist in pure Geiling form, a species of cat humanoids. They trade in the rich minerals availible to them from the mountain, ore and a vein of gold.
Population: 25000 Geiling
Defences: The local King and Queen can muster 1000 soldiers apiece. 5 meter high stone walls block most paths up the mountain.
Tirst is a city built among the trees. Eladrin and Elves alike flock here to trade, commune and live. The city trades mostly timber given to them by the druids and dryads of the forest who allow certain branches and grow trees for them, in exchange for protection. The city exists in two parts, a lower city on the forst floor and a platformed upper city where a member of the Seven acts as ruler.
Common Terrain: Forest, Trees, Dirt, Loam, Timber, Pit and Water
Population: 40000 Elves and Eladrin
Defenses: A watch/militia of 2000 members protects the forest and city, and 50 personal gaurds work for the member of the Seven. The trees act as 20 meter high wooden walls.
Paramai is located in the centre of a large plain, home to many farmers and storekeeps. Paramai is well known for their horses, the only place where you can get a good horse for cheap, and they trade them along with excess food, mundane gear and carpets. Paramai is a loyal follower of Avandra and regulary sends teams to explore and colonise areas.
Common Terrain: Dirt, Gravel, Grass, Shrubs, Bushes, Farmland and Water.
Population: 25000 Humans
Defenses: Paramai has a cavalry of 1000 horsemen, and their watch consists of 100 archers.
 Port Sar
Port Sar is one of the biggest trade cities around. Situated on a basin that leads out to the Opal Sea, the currents flow in and out on a binary system with Searock. Port Sar is rich in fish, timber, salt, spices and, in underground markets, slaves. A member of the Seven delegates the city as a Lord Protector, in service to the Lord of Port Sar.
Common Terrain: Grass, Water, Gravel, Cobble, Trees and Sand.
Population: 20000 Humans, 10000 Halflings, 10000 Elves, 10000 Dwarves, 2500 Tieflings
Defenses: The Lord can muster 10000 Soldiers, The Lord Protector can muster 3000 Specialised Elite Soldiers and there is a watch of 2000 men and a customs group of 300 archers.