Post by Head Moderator on Jan 28, 2012 4:19:41 GMT -5
ABOUT THE KINGDOM
Climate: Very long, cold winters and short cool summers.
Language: Rumeric
Capital City: Dove Tors
IMPORTANT FAMILIES & TITLES
Meet the Royals
Zar Aalbert Da Behr IV
Zaritsa Gisela Da Behr
Zarvek Aalbert Da Behr V, The Heir
Zarvena Aafke Da Behr
Zarvena Aadina Da Behr
Zarvena Aarnt Da Behr
Important Nobility
- Viceroy Bastiaan von Gerrit
- Viceroy Issac von Pieter
•Grand Duke & Grand Duchess Sven & Lieke von Lockhurst (area)
•Grand Duke & Grand Duchess Fynn & Lesa von Rappard (area)
•Duke Oriel von Banaart (area)
•Duke Luuk Egill von Foreest (area)
•Count & Countess von Gevers (area)
•Countess Geira von Skaldorn (area)
•Count Ulfr Vigdis von Hooft (area)
•Baron & Baroness von Ravn (area)
•Lord Bram von Doorn
•Sir Jesse Agnarr, Leader of the Guard
•Sir Leef Kolgrimn, Cavalier
•Dame Lotte Grimhildr
The Boyar - Social Heirarchy
- Zar, Zaritsa
- The Heir
-
- Viceroy
- Grand Duke, Grand Duchess
- Duke, Duchess
- Count, Countess
- Baron, Baroness
- Lord, Lady (landed nobles)
- Cavaliers
The Middle Class
- Knight, Dame
- Squire
- Vaekur (cavalry)
- Kriger (warriors, fighters)
- Burghers (wealthy merchants & Middle class)
The Lower Class
- Kleinn (artisans, workers)
- Peasants
- Graw (the rabble)
Special Ranks
• Cavalier or Squire - Any soldier who serves Rumeria for at least twelve years receives the title of Cavalier, and is provided with weapons, armor, and a mount at the expense of the kingdom, presented by a viceroy or even the king or queen. This is also awarded to heroes of the nation. Higher nobles may or may not be cavaliers, as it is a title only awarded through military action, making it a title of significant prestige, often appended to or replacing other titles, if any, depending on the tastes of those who have it. Squires are young nobles who have not yet acquired their full titles. Many nobles, especially younger children who do not receive a full inheritance, can remain squires for life.
• Knight or Dame - The lowest grade of hereditary nobility in the kingdom, this is the position to which the especially worthy are raised by those who are of the rank of Baron or higher.
• Viceroy - The viceroys are special counselors to the throne, personally selected by the King or Queen. They do not require noble titles before ascending to this position, though they most commonly do.
This northern kingdom is a harsh kingdom of tundra, moorland and alpine forest. While this is a kingdom and ruled as such, the sparsely populated regions are host to a number of nomadic and more primitive tribes.
Upper Rumeria is known as the "Frozen Forest". Middle Rumeria is known as the "High Moor", Lower Rumeria's moorland is known as "The Barrens" where cold prairies and meadows get warmer as you approach Doxenia. Much of the land is covered in alpine forests, and there are mountains to the west and to the east.
The Rumerian Steed is well known throughout all of the world; the best horses are produced in Rumeria and they are so famous that the royal flag carries the depiction of a horse with flowing mane and tail.
Within the civilized areas of Rumeria, the traits most admired by the Rumerians are honesty, humor, modesty, and good education. Social status is measured mostly by occupation. Eye contact and facial expressions are important, though one should not stand too close to another person when speaking. It is impolite to pass between conversing individuals. Pointing the index finger to the forehead implies that someone is crazy and is an insult. Unannounced visits are not common, except between very close friends or relatives. It is important to be punctual. Guests shake hands with everyone present, including children. It is impolite to begin eating before others. One leaves the table only after all have finished eating.
The Rumerians have strong families, which are moderate in size. Most have only one or two children. People generally live close to extended family. Many holidays emphasize family gatherings. Male children are expected to be apprenticed and leaving home between ages 16-18, though most return to live near or with their families when their apprenticeships are complete. Female children learn their crafts from their female relatives. Arranged marriages are common, and apprenticeships are occasionally taken with the intended match in mind. The Rumerians celebrate births with rusk, a type of hardened bread topped with either pink or blue (depending on the baby's sex) sugar-coated aniseed.
Bread or toast with jelly, cheese or meats, boiled eggs, and coffee or tea are the most common foods for a Rumerian breakfast. The most popular breads include multigrain and dark-grain varieties. Most people eat something sweet on their bread for breakfast or lunch; hagelslag (chocolate sprinkles) or chocolate spread is most common. Children often eat hot cereal for breakfast. Krentenbollen (raisin rolls) are also a favorite. Open-faced sandwiches are common for lunch, as is kroket (a deep-fried sausage). A typical meal may be groentesoep (vegetable soup), gekookte aardappelen (boiled potatoes), karbonade (a pork chop), bloemkool (cauliflower), and yoghurtvla (yogurt pudding). Their pastries are famous the world over.
The Rumerians enjoy their winter holiday. Santerklas in his blue suit also rides in parades and visits children. His servant, the Snowmaiden, throws small pieces of pepernoten candy (gingerbread) for children to gather and eat. Family members and friends who exchange gifts at this time must disguise or hide the presents. They are all anonymous (said to have come from Santerklas) and are accompanied by an amusing poem about the receiver. Good-natured teasing accompanies this festivity.
TRIBES of RUMERIA
HUMANOID TRIBES
The main humanoid tribes of Rumeria are:
- Orckiller
- Bearhunter
- Stormcaller
- Cavedelver
- Snowhome
- Treeshadow
- Seafisher
- Iceshaper
- Hawktamer
- Wolfhowler
- Foxwalker
- Eaglewatch
The leader of a tribe in Rumeria is called Khu. His wife is known as the Khulan. The tribes of Rumeria are fiercely independent and skilled with horse and bow. They have no concept of land ownership, as they can pack up their circular tents and relocate whole communities in days. Each clan moves their vast herds of goats and sheep two to three times a year.
Toughened by the extreme conditions of the land, the hardy and keen-eyed tribal people have earned a reputation of unparalleled archers. Their far vision, and recurved bows let them fell distant targets while galloping away from them.
Each tribe has a certain way that their males become "men", such as the Hawktamer who give a young hawk to a son, and when that hawk is fully trained, the boy is considered a man.
If they were ever unified under one great khu, they could sweep across the land with thunderous speed and force and subjugate all they encountered.
ELVEN TRIBE: The Windrunners
These Wild Elves, though few in number, defend their grazing lands and herds of antelopes from a unique vantage point. Using pale blue scout kites, they launch themselves into the air to gain advance warning of threats. This remarkable feat, coupled with their keen senses and skill with the bow often means raiders are caught off-guard.
Those seeking to raid a Windrunner elf camp may first learn they have been observed when a warning arrow flies out of the clear sky - if they are lucky enough to get a warning.
CENTAUR TRIBE: The Magarre
The tribes of the centaur are called the Magarre The infamous tribes of the centaur resist all attempts by any of the other tribes or peoples to subjugate them. These infamous bandits and raiders take full advantage of their unique speed, endurance and intelligence. Even the best horseman struggle to match a centaur in these attributes.
Centaurs guard their independence fiercely and have little mercy for slavers who target their kin. They have an uneasy peace with some of the humanoid tribes, whom they trade with. They are sometimes rivals and sometimes enemies of other tribes, including the elven tribe, but the enmity between the settled folk and nobility of Rumeria is legendary, running old and deep. The towns and caravans of the Rumerian people have long suffered the depredations of centaur raids.
Centaurs are slow to mature physically, and most often the younger tribe members are found away from their home, seeking challenges, adventures and riches to bring back to the tribes.
"The buyer needs a hundred eyes, the horse thief not one."
IMPORTANT CITIES, TOWNS, VILLAGES
FRIGID BLUFFS
Frigid Bluffs
This small mountain range is known for the sudden and devastating winter storms that batter them at all times of the year, these wild and unsettled mountains are home to tribes of orcs and goblins that bear no love for Rumerian rule. The humanoids raid settlements constantly despite patrols, and travelers are advised to go armed and wary. The mountain passes are blocked in the winter by snow. The inclement weather makes large-scale mining operations difficult, although solitary prospectors some times return with silver nuggets the size of fists. Many never return at all, some due to an unfortunate meeting with Diverk the Lich.
Lich Cavern
A small "natural" network of caves in the Frigid Bluffs of Rumeria, cut by the streams that still trickle through them. The former wizard Diverk, now a lich, guards his home against intruders with a collection of monsters brought from all over the lands. He's reputed to have driven off several determined Rumerian attacks, and on several occasions unleashed monsters to roam the Moors and imperil Rumerian patrols, caravans, and barbarian tribes.
Glacen, City of Ice
In the middle of the Frigid Bluffs runs the Chasm of Ice. It runs the entire length of the mountain, and travels so deep, that in some places you can only see the sun when it is directly above you in the sky.
In this place, the temperature is freezing, but the lack of wind keeps the temperature manageable. The floor of the great Chasm is a great river, or would be, if it wasn't perpetually frozen all year round. Walking on the chasm floor is like walking on glass. You can see down into the abyss as if you were walking on a glass bridge.
Glacen is a small but robust city. It is located directly under a massive, natural bridge made from ice and rock that crosses the chasm. This bridge blocks out the sun, even at high noon. Because of the pass, there is never any sunlight at any point in the day upon Glacen.
It is not immense in size, or wonderous in craftsmanship, but it is made entirely from ice. This ice never melts. Buildings are made from large blocks of the ice, and in such a fashion that the ice remains transparent. Large, decorative tapestries are used to cover the insides of buildings to allow for privacy, and as such, this city is extremely brightly colored.
A large lighthouse is the focalpoint of Glacen. Placed at the center of the city, it's magical light shines all year round, with a reflective dish over top to act as a spotlight if needed. It is also here where political decisions are made, due in part to it's communal origins. Unlike many cities, Glacen is, by itself, a sovereign nation. It would be difficult to capture, strategically worthless to hold, and would only result in a disruption of trade. It was originally founded by a group of gnomes without nation. It is a commune, and members of the city spend at least one year in ten as a member of the city council.
Over half the city is gnomish, and as such, it is well equipped with innovative inventions, like the air-pressure elevator that goes from the valley floor, to the top of the mountain, or the large mining track that leads out of the Ice mines. The artistry is truly magnificent. The entire city is a work of art.
Although hunters do gather food at the top of the chasm during the summer, Glacen also has to trade for many kinds of food not found in the area to maintain a steady diet. The same holds true for many kinds dyes and spices.
The ice itself is a phenomenon, and not one artificially produced. Unlike normal ice, it is not usually cold to the touch. Unlike normal ice, it will not melt, but when it comes under heat, it turns black. However, when in direct sunlight, or large amounts of ambient sunlight (like a bright sunny day under a tree) it becomes like normal ice, cold to the touch, and able to melt normally.
This unique property makes the ice extremely useful and durable. It is the chief export for Glacen, exported in two ways. In it's first, it is sold in large blocks. These blocks are most often used as an air conditioning system. As long as they stay covered, they will endure long trips to hotter climates, where they can be uncovered, and become a very effective coolant and refrigerator.
Also, they work as great heat tempered components to kilns, forges, and other high temperature environments, remaining black but solid at all times. Gnomes find particular use for this ice in some of their gadgets, like their famed zeppelins, and as storage for fireworks, as well as critical components in the forging process for high end, composite metals.
Additionally, the ice is a perfect insulator. Gnomish sculptors use a specific sculpting tool required to mold the ice. The tool is a small, bendable rod that fits snugly in the hand. Protruding from the rod is a thin wire, with an endcap. When activated, the rod produces fire and daylight that runs along the wire, unto the endcap. The light and fire are unable to extend past the proximity of the rod's width. These rods are made in a variety of sizes, allowing for the crafting of extraordinarily large or small items.
Glacen is a free city. It has stayed so for several reasons.
First,Glacen is somewhat hard to get to. It is up a mountain. And this particular mountain gets a lot colder than others. That may not seem like much of a deterrent, but it is. First, you have to keep the army supplied and fed. That is impossible to do in a valley made of ice, and if you try to enter the city from above, where the food is, you have to either take the elevator, or you have to brave the mountain path down the cliff-side, which is made of ice. However, in the case of an invasion, Glacen just disable's the elevator, and melts the cliffside path with a powerful sunlight spell from the tower (nicknamed the sun cannon), so that an army can't proceed down. If the army tries to scale the walls with rope, the sunlight cannon can be modified for a more focused heat, which is capable of burning through rope in long sweeps across.
So an invading army has to bring all of it's food with it, and find a way to keep it cooking, without lumber, while they literally scale a mountain.
WITHERDELL
Witherdell is a town at the northernmost reaches of Rumeria, in the foothills of the Frigid Bluffs. It is a small settlement, sparsely populated in the winter months but the short summers do see an influx of prospectors looking for ore and gemstones in the hills and mountains nearby.
Witherdell Astrological Observatory
Upon a high hill several miles out of Witherdell sits the Astrological Observatory. It is well equipped to view the stars and night skies and pulls astrologers, diviners and oracles from all of Arith on occasion. It is also famous for it's "night room" in the basement, sealed of all light, painted black, with a magical lantern that projects the sky onto the ceiling and walls creating a sense of being in the middle of the sky.
"The horse would graze where it is tethered." - Rumerian Saying
KILPOOL
Valley of the Primitive God
The gods of olden times were beings of wood and stone. The Primitive God remains, its face a huge wooden mask and its body composed of massive timbers and boulders. The Primitive God doesnt leave its broad valley, where a small population lives in its thrall. The God can fight, enjoying wading into combat with maul like fists capable of smashing a man on horseback or crushed a wagon with a two handed strike. The Primitive God demands sacrifice, and is largely immune to low and middle level magics and cannot be harmed by non-magical weapons. It regenerates rapidly. It has to be appeased by the local priest of the god through sacrifice to the god themselves. The god favors young girls or virtuous young men.
SOUTH CHILLWOOD
GOLDHAVEN
Greenmist Vale
This unique area of Rumeria is continually warm and green even when the snows and ice of winter reach the area around the vale. This ever spring-time temperature is due to hot springs and a slight bit of volcanic activity; various sized vents of steam are commonplace and often fill the vale with a slightly green tinted mist.
COLDROSE HEDGE
Spiderwood
This dark forest of tall evergreens is host to spiders of all kinds, including giant spiders. There are also tales of intelligent spider-like creatures such as ettercaps or araneas live here. Sorcerers and wizards whose spell components call for the webs, eggs, or fangs of giant spiders have cause to venture into this dark forest. All others are well advised to keep a wary eye on the tree line as they ride along the road towards Coldrose Hedge. Ettercaps and chitines are known to swarm out of the woods to seize captives and drag them away. There is a massive system of underground tunnels beneath this forest, connecting to the Underdark and more than one drow has been seen in this area. Rumor has it that a village of surface drow exists in the Spiderwood, as well as temple ruins.
WESTERVIEW
BRIGHTEN COVE
DEEPLY CROSSING
Deeply Crossing is the only actual town on the shores of Whitemyst Lake, and it's residents swell and fall as the seasons change and nomads come and go.
Whitemyst Lake
This fog-enshrouded lake is named for the eternal flow of cool mist that rises from the water's surface. The lake is a popular watering spot for monsters that lurk the Barrens, as well as the local tribes and bandit gangs that roam. Few dare to actually sail the large lake, preferring instead to hug closely to the shore. The constant steam rising off of the lake hides a number of predatory water creatures, notably a pod of elusive plesiosaurs.
HIGH MOORS
The reaches of the High Moors are desolate and rocky. The small ravines and narrow ridges that mark this portion of the wilderness make it quite dangerous. The moors are home to numerous hobgoblin tribes as well as savage human tribes that war amongst themselves. There is lore that a yuan-ti settlement hides in these rocky areas as well.
DOVE TORS
Dove Tors is the main horse producing area of Rumeria, though they come from all over Rumeria the most hail from the area of Dove Tors. It is also the biggest city of Rumeria, and the capital of the kingdom.
JUSTGARD
Bard's Britches Inn [Common]
DEEPHOLT
Deepholt is a river town, lying at the foot of a centuries old dwarven bridge called Deepenhold Span. Sometimes, visible spirits of long-dead dwarves are seen guarding the bridge; no priest has been able to completely cleanse this bridge of these guardian spirits. This town caters to the ever-increasing merchant traffic that flows along the river as well as from the land around it.
The Wolfhead Heath
The High Moors are known for mists, rocky outcrops, and sheep. The Wolfhead Heath is a broad expanse of rocky terrain pock mocked with deep fissures and ravines that lead down into large limestone caverns. These are dens to a group of wolfweres, werewolves born of wolf stock. These canny predators have created a Kingdom of the Wolf in the high moors, stalking and hunting humans and their flocks that wander too close. A few have taken the time to learn the common tongue, and few have learned how to use ranged weapons like bows and arrows. In typical pack fashion, a pair of human archers will distract the party to be attacked, while the rest of the pack circles and attacks in their hybrid and dire wolf forms with teeth and claws. The first round is used to inflict injuries, cripple pack animals, and steal livestock if present.
NORTH CHILLWOOD
LEAFSLADE
Shimmergrove
This valley is covered in a grove of stunted and frost edged pine trees and lies about a quarter day's ride east of Leafslade. This grove is beset with many small, drifting patches of wild magic, along with a large fixed patch of dead magic within the stunted grove. Strange magical effects plague this area, and twisted and evil creatures of all types tend to congregate in the grove. The wandering patches of wild magic cause a rippling effect in the air much like heat waves, giving the grove it's name. There is a warning rune that has been placed at the site in recent years, which appears as a creature of higher intelligence than the local animals approaches in any direction. A magic mouth appears and speaks in a firm but kind voice, warning of the dangers by saying "There are perils ahead, do not trust in the Art." Though not all heed the warning as there are rumors of relics and treasure hidden within this grove.
NORTH PINES
White Ring
In North Chillwood lies an ancient druid circle. Unlike most circles made of runic stones, this is a circle of living albino redwood trees. Each tree has a runestone embedded into it's trunk. This largely forgotten druid circle simply referred to as the White Ring is visited mostly by elven druids. It has been there so long that many other trees have grown up around the circle, though the white leaves of the albino redwood are unmistakable even from a distance. The druids believe that being in the midst of the White Ring is the safest place on in the lands. Also, quite oddly, regardless of the weather or temperature outside of the ring it is always spring-like weather within the ring.
BALD CHANTRY
Bald Chantry is a small and up and coming seaport town located in the far north of Rumeria. It is a cold, harsh, dangerous and dirty seaport town. When the oceans freeze in winter, most have left for warmer areas leaving the streets nearly deserted. The town itself is old and dark, and battle-worn from the years of ice and cold.
Red Shutters Inn & Tavern [Common]
In a city of dark colors, the red door and shutters of this inn stand out even in the winter's snow. The innkeeper's name is Devon and he has been there many years. His wife died several winters ago, and he will tell anyone that listens he is far too old and stuck in his ways to remarry. He is hardened, but friendly. He has children but he rarely speaks of them, none live in Bald Chantry.
Northstar Brothel
The hard men of the north aren't immune to the wiles of women, but very few women spend the icy winter in Bald Chantry - except for the lovely ladies of the Northstar. More than one northman has claimed he only made it through the winter at the hands of a Northstar vixen.
FALCONHURST
Falconhurst is a sleepy little town built to withstand cold winters, populated with hardy folk. It is in the hills of the Knockskull Mountains.
Falcon Cry Inn [Common]
UPPER KNOCKSKULL
GRAYSAGE
Graysage was once a jewel nestled in the mountains. It was a city that was built on an idea, and built with wealth, and great royal pride. It is a city of palaces and towers and cathedrals, all of monumental stonework. Flying buttresses, scalloped pillars and ribbed arches turn heavy stone into something almost whimsical and light. The Plaza Central is the epicenter of Graysage, both in terms of construction and in layout. The Plaza alternates between market days, open days, and for use in noble and royal festivities. Because of this, the Plaza has a high gated wall around it. If there were more towers, and fewer broad windows of colored glass, it would be a castle built around a large bailey.
Radiating out from the Central Plaza is a ring of large and impressive buildings. These are the mountain chalet/palaces of the various nobles who maintain (or maintained as some are empty) a residence in the city. Each of these ornate buildings is named, and built around some sort of artistic motif or theme. The two largest structures are the Royal Palace, and the Cathedral.
Notable Palaces and Structures:
The Palace of Griffins - The Palace of Griffins is the Royal Palace, only used by the King, Queen, or their heirs. It is a massive and ornate building with many pillars and balconies. The cornice work and railings are dripping with gold paint, while the walls are washed a brilliant blue color. There are statues and gargoyles fashioned after griffins adorning the building. Inside, the three story structure is a study is expansive rooms. There is only one floor, the ceiling is nearly 30 feet overhead throughout the palace. The only areas where this changes is the Solar, where it rises to some 60 feet with a domed tower that is as much glass as stone, and in the Tower of Feathers, where messenger birds are kept for royal use.
The Cathedral of Graysage - A very traditional cathedral, this building is massively built, with thick walls, heavy doors, and few windows reachable from the ground. It is easily the most defensible structure in the city. Laid out in a cross shape, the north to south axis houses the center of worship, the inner mysteries, and the rectory and dormatory for the clergy residents. The east to west axis houses store rooms, spare rooms, the arsenal for the Arms Militant, and the galleries of art produced to pay homage to the divine.
The Red Palace - The Red Palace has red lacquered panels that cover it's outside walls, giving it a glossy red color. The interior of this middle sized palace has been decorated with a rainbow of reds in terms of tapestry, carpets, and brocaded wallpapering. The most breath taking aspect of the palace are the chandeliers made of white and red crystal. The Red Palace is the traditional home of the King's Mistress when he stays in Graysage.
The Palace of Trees - Created by a noble of elven blood, this palace has pillars and columns that resemble trees, and the ceilings are painted to resemble the canopy of a forest. Beyond the central rooms, the Palace of Trees is considered mundane as the arboreal theme is only carried on in color selection for wall painting, and scattered sculptures of forest creatures. [Abandoned]
The Beggar's Palace - Large, but drafty, purposely made with leaking spots in the roof above the beds, the Beggar's Palace is a place of blue blooded penance. There are no servants, and one fireplace in the central hall. A noble or royal heir who has displeased their betters can be sent to the Beggar's Palace to be reminded that their privilege can be removed easily. Most return thankful for the amenities of servants, and thick soft beds. Some return, realizing that they do not need constant pampering by servants.
Palace of 1000 Pleasures - More than one noble mistress or concubine has been abandoned in Graysage. These cast aside women found a collective where they ply their old art, prostitution, for the middle nobility and wealthy of the area.
Blue Pools
The Blue Pools are becoming popular with the people, and in the warmer parts of the years you'll find brave souls and explorers coming to view the Pools they've heard tavern tales about. These beautiful blue pools are fed by hot springs reputed to have healing properties. The mist rising off the pools are one of the more amazing sights to see in Rumeria. Even in the middle of the coldest winter, some of the more hardy folks of Rumeria will be seen swimming or bathing in the Blue Pools.
The Gromtower
This dwarven water works is a day's journey east of Graysage is an ancient water tower carved from the stone of the mountain. The lore is lost on this place, but some say it was named after a dwarf or dwarven king named Grom.
Blood Falls
Legends abound about why this waterfall's water turned to blood, but what is strictly fact is that several times a year the river above the falls and the falls themselves run with bloody red water. It happens at various times of the year, usually in spring when the snows begin to melt. Some have conjectured that it has something to do with the underground mining in the area.
Halls of the Entombed
The ancients of this area had an interesting way of burying their dead. These honored dead were entombed in tombs carved of glacial ice. Priests would often go into the tomb and "converse" with the spirits of the long-dead. Though lore states there are more than one of these tomb complexes in the Rumeria and Alzorc, only one has been discovered, simply called the Hall of the Entombed. Nearly three hundred bodies are entombed, standing in the ice as if alive, their hands crossed over their chest, dressed in finery, gemstones, silver and gold. Those who have attempted to chip these dead out of their icy graves to steal their goods claim the Entombed themselves protect their grave.
KNOCKSKULL MOUNTAINS
These impressive mountains are forbidding and sharp with jagged and broken peaks laced with ice and snow. They form a wall between Rumeria and Alzorc. These mountains have limited expansion, meaning just into their base, due to their sheer difficulty to maneuver. There are only two passes through the Knockskull due to how high these treacherous peaks rise into the sky and the lack of oxygen at their tips. The first, is Stonebone Pass, guarded heavily on either side by the respective kingdom. The second, often referred to as the Frozen Gate, is the only break in the mountain chain that forms a nightmarish gorge southwest from Alzorc Keep.
There are several dwarven kingdoms in existence in the mountain as well. Well-armed dwarf patrols keep the monsters at bay around their kingdoms. The Underdark is close by, and the inhabitants of drow, derro, and duergar cities also mine deep veins under these mountains. The mountains are also home to orc tribes that have fled north, as well as dragons, giants and goblins.
The Knockskulls are home to white dragons, despite this they are mined for gold, precious metal and even some gems. Monsters from the mountains threaten anyone who settles too close to the mountain range, and orc hordes and giant clans sweep from the mountains to decimate the nearby towns.
LOCHSPELL
Lochspell is a fisherman's village. The clean and clear waters of Lake Shivering produce. abundant fish, crabs, and eels every year. In the morning the water is covered in a thick fog, and fishermen who rise early to fish the lake are known as mystfishers in this area.
SHORN ABBEY
The Rotted Corpse (Common)
Nasty name, decent inn and tavern, "The Corpse" is the only inn in town and a favorite of adventurers and bards.
Shorn Crypts
This sacred necropolis is about an hour away from Shorn Abbey where the royals and prominent citizens of Rumeria have been laid to rest since ancient times. It is an eerie system of above and below ground crypts. The crypts above ground are in use still by the royals of Rumeria who have carvings of themselves created to stand over their coffins. It is an expansive basilica of carved rooms, the windows fitted with colored mosaic glass. The crypts below ground are much older and creepier as those buried were left in the open, in rows, carved shelves and open coffins leaving skeletons and mummies everywhere. Skulls and bones have been used to create intricate patterns upon the walls and ceilings. Many of the dead still wear the garments and jewels of their station. It is heavily guarded, to stave off looters.
Crystal Mountain
This mountain is unique in the lands as huge crystals (some the size of human cottages) sprout from the mountain's slopes. These could be dwellings or fortresses, though none look inhabited. All of these crystals create webworks of reflected light when moonlight strikes them. When the moon is full, a certain small central peak is covered by patterns of light. These full-moon radiances are said to either open a portal to another plane, or to have the power to resurrect any creature laid within the spire-shaped ring of standing stones at the top of this peak.
Travelers upon the Crystal Mountain tell of the crystals resonating with light and heat, softly “singing” as the sun passes over them. If the traveler is lucky enough to discover one of the natural caves riddled in the mountain, he will often find it filled with these crystals in many sizes and colors. Travelers beware: sleeping in one of these caves at night is dangerous, as the cave will come alive with ringing tones in the morning when the sun warms the crystals at the cave mouth. The crystal tones are amplified many times as they bounce through the cave, resonating with other crystals and causing them to add their own voices. The music is breathtakingly beautiful but unsafe at close range for mortal ears. Eardrums will begin to resonate with the predominate tone, causing dizziness and possible short-term deafness. If the traveler remains for too long without special hearing protection, his eardrums may actually shatter, causing permanent hearing loss.
THE BARRENS
This part of Rumeria is a place of ancient, dark hills, old stone monoliths, and wild magic. It is home to kobolds, goblins, trolls, wolves, winter wolves, and the ghosts of Rumerian dead. It is sparsely inhabited by grim hunters who prefer solitude.There are only a handful of established towns. Ruins of old human cities peek out half buried here and there.
DRAKWELL
Drakwell is a town built within the bones of a massive dragon.
DEEPLY CROSSING
Deeply Crossing is located on the edge of a large lake. In summer, it is sparsely populated but in winter many tribes move south and set up their tent villages around the lake.
ORCJAW
A small settlement in the Barrens famous for it's cheeses made from goat's and sheep's milk.
The Angry Orc (Common)
Inn and tavern.
Orcjaw Creamery