Post by Head Moderator on Jan 28, 2012 4:22:49 GMT -5
ABOUT THE KINGDOM
Climate: Cool winters, mild summers. Further south it is Mediterranean; wet winters & dry summers. Occasional strong, cold, dry, north-to-northwesterly wind known as mistral wind causes sudden storms in winter and spring.
Language: Bryonish
Capital City:
The land of Bryony is ran by an elite group of mages called the Council of Wands. Magic users of all kinds have gravitated to this small land over the years.
Their magic college is well known and many court mages study in the College of Magic before taking posts in other kingdom's courts. It is also not uncommon for elves from Kir'viir travel to Bryony to work on their magical prowess.
The land itself is fitting to be a kingdom of mages for it is the home of some of the most unique landscapes in all of the land. From entire cities carved into rock, layers of hot springs, to strange natural formations this kingdom is worth a visit if only to gaze upon the interesting sites.
They are light-skinned, with blue and gray eyes and red, blond, or light brown hair. They tend to be tall. Some men wear beards, others prefer just a mustache. Bryony women rarely cut their hair, whereas the men rarely allow their hair to go beyond shoulder length. Many Bryony men cut their hair short and wash it in limewater to give it a spiky appearance.
They generally wear long-sleeved shirts or tunics (usually in bright colors and richly embroidered) and long trousers. Over this was worn a cloak, fastened at one shoulder; light of weight in summer and of heavier fabric in the winter. The cloaks were of striped or checked design, the checks being close together and in many colors. Clothes are made of lightweight material like linen, with some silk being used by the rich. Mantles are also worn. Brooches and armlets are used but the most famous item of jewellery is the torc. The kilt is popular in some areas. Many women wear what is known as a bog dress, or a long tunic with a mantle.
Those who are part of the Council of Wands wear brooches that denote what area of the council they are part. An actual member of the thirteen member Council wear robes and cloaks in a deep shade of green with gold accoutrements.
"Keep quiet and people will think you are a philosopher." - Bryony Saying
IMPORTANT FAMILIES & TITLES
Council of Wands
1. Tegan
2. Shaloma
3. Evanka
4. Julietta
5. Pendragon
6. Evrain
7. Firesay
8. Maidenlee
9. Jothan
10. Percival
11. Lacheau
12. Gor'Lois
13. Kaherdin
Important People
Other Rank Titles in Bryony
•0 - Commoners.
•1 - Citizen
•2 - Merchant - Being a registered property owner is enough to qualify one for the title of Merchant. Most shopkeepers, traders, and others who earn their living through commerce fall into this category. Being of this class ensures one of ample protection from the Defenders of the Council of Wands, and discounts on mercenary protection while within the Council's political boundaries.
•3 - Mage - Those with the ability to use magic and who swear loyalty to the Council of Wands are immediately accorded Mage status, even if that magic is divine in nature, or derives from spell-like abilities. A Mage is expected to serve the best interests of the Council of Wands (which, thankfully, usually means the best financial interests of the Mage as well), and to be a dutiful, loyal citizen. A Mage is able to aspire to any level of additional prestige in the Council of Wands without restrictions, provided that the Mage meets the necessary requirements.
•3 - Defender - Defenders are those with significant martial ability, or the ability to command those with such abilities, who have pledged their loyalty to the Council of Wands. In exchange for their complete loyalty, Defenders are given minor property and a salary sufficient for their own basic needs, but not sufficient to cover those of any soldiers under their command.
•4 - Landholder - Anyone who owns significant property and has a high level of wealth can register as a Landholder. Landholders usually own the land farmed and the industries worked by more common laborers. This is equated to a Gentry type title.
•5 - Solicitor - These are the lawyers of the Council of Wands, those who have gone through the schooling necessary for the position, and then have tested sufficiently well to qualify as Solicitors. This is the lowest-level position that requires testing so as to become a part of the actual ruling government structure of the Council of Wands. They are low- to mid-level officials in the government of the Council of Wands, and are usually tasked with running townships and districts of larger cities, besides also acting as legal representatives for clients.
•6 - Accountant and Judges - This is the highest position to which a non-Mage in the Council of Wands can ever aspire. Accountants are essentially low-level Auditors. They go through a series of tests and background checks to ensure their ability and trustworthiness, though these are not as stringent in requirements as for an Auditor. The duties of Accountants are to oversee various public works, ensure that fiscal accounting is kept accurately, and to manage a variety of government positions of mid- to high-level importance. Judges are the higher levels of the legal factions, and their duty is to make decisions on any disputes of the law.
•7 - Auditors - These are the financial watchdogs of the Council of Wands, the ones who decide the financial fate of all its citizens. This is an earned title, like most in the Council of Wands, acquired through extensive education, a rigorous battery of tests, and then acceptance by the other Auditors into their ranks. Those who are not accepted, but meet all other qualifications, become Accountants instead. Auditors are tasked with overseeing all other political and financial positions and institutions in the Council of Wands, including the Council itself, and are hence held to a very high standard of incorruptibility to compensate for their immense judicial powers. Any hint of corruption in a member of the Auditors is enough for a demotion to the rank of Accountant or even complete expulsion from all rank.
•8 - Council of Wands - The Council itself is composed of thirteen of the most financially and magically powerful mages in Bryony who desire political power, and are willing to go through the strenuous examinations and audits of the Auditors into every aspect of their lives to ensure their loyalty to the Council of Wands and competence to rule. Lack of corruption is admirable and desirable, but does not necessarily disqualify an aspirant to this position. Those who become part of the Council are given great powers to decide the fates of all those within the borders of the nation and set the laws of the land and of commerce. They are expected to work closely with experts in various fields when making decisions on specific subjects, but are not required to do so.
IMPORTANT CITIES, TOWNS, AND VILLAGES
Hissing Villas
The ruins of ancient villas dot the hilltops along the Bryony side of the Ballari Ridgebacks Mountains. Many of these villas have been claimed by the ruling nagas and yuan-ti. The new owners typically leave the surface structures in ruins but make extensive changes to the dungeons that lie beneath. Many such subterranean complexes are linked via the Twisting Tunnels to sites elsewhere in the mountains.
TUCKBURY
Tuckbury is is a perfectly normal village, they farm, hunt and have cattle. The only out of the ordinary element of this town is a charred, black tree in the center of it. Nobody remembers what burnt the tree and why. But everybody agrees that it must never be touched or spoken about. This strange custom is still thriving and will probably continue to do so.
Fryer Tuck Inn
The local inn and tavern in town.
The Bottle Seller
If one falls into certain company, it is said that they may introduce one to an unmarked shop. This shop sells bottles which contain beautiful youths, either male or female as one chooses. They are less than an inch in height. They sing like birds, and require only a few drops of blood from their owner's fingertip each day.
Another version of this story says that the bottles appear empty, but if one looks at the glass at the right angle, then a beautiful youth may be seen standing in a room or garden of equal beauty. This version agrees that the youths require blood to be dripped into the bottle, and that they sing.
What would happen if the bottle was not fed is unknown. There have been cases of deaths where the deceased was rumoured to own such a bottle, but one was never found.
Silver Dungeon
East of Tuckbury a few days journey into the craggy precipices of the mountains surrounding the Bent Elbow Pass there is an abandoned gnome silver mine: several underground rooms connected to a worked-out shaft. It served several adventuring parties as a home before the Cult of the Serpent found it - infested with monsters. Still unscoured after the deaths of several Cultists, it's said to hold in its depths a one-way portal to the catacombs outside Navahla.
"Unless what we do is useful, glory is vain." - Bryony Saying
ELD GROVE
Eld Grove is the center for the wine-making industry in Bryony. The local hills and valleys are covered in lovely vineyards, or meadows of poppies and other colorful flowers. Villas dot the countryside.
Cock and Bull Inn (Good)
Winterwood
A ring of completely albino oak trees surrounds this thick forest near the border of Rumeria. Inside the ring of white trees exists numerous petrified trees amidst the thick forest. Though if one were to measure the circumference of Winterwood they would find it to only measure five miles, those who enter find that it expands as they travel deeper into the forest for miles. In the very center is a stone monolith that emanates magic. Certain aberrations have found a home within the Winterwood, but once they enter they find they are incapable of passing out of it's borders. Strange and chaotic weather, the wood's major supernatural effect, occasionally soars out of the Wood and into the rest of the surrounding forest, blasting the area and its inhabitants with weird magical phenomena such as (but not limited to) red snow that smells like blood, rain of frogs, acidic rain, and thick black mist.
MIDDEN SHRINE
The capital city of Bryony is the opulent city of Midden Shrine (known simply as Shrine), which sits, as it should in the centre of the country. It is generally seen as one of the most beautiful constructions in the history of Arith and although construction is no longer wrought upon the structure, it is a sight to behold by any traveller.
HISTORY
The construction of Shrine was conceived by Meril Starmist, the first speaker for the Council of Wands. Its purpose was to serve as a refuge for all races and creeds of Arith who could wield the most powerful of magic’s and abilities. However, the more people that arrived, the larger Shrine needed to be, and it was only until _________ era that construction finally halted due to an explosion that destroyed a section of the city and all of the Mages that were working in the area. It shook Shrine and its inhabitants to the core and it was only then that the city was left to settle into a relative peace.
THE CITY
The city is split, with natural borders rather than walls, into four quarters with the College of Magic and the Council of Wands serving as a centre piece to the city. The first section is the Merchant Quarter, the second the Administration Quarter, the third the Magic Quarter and the fourth is the ruins of Starmist. Although it is denied in official records there is also an under quarter, where the dark denizens of the Nightshade Covenant and The Hallowed Death hold court.
Centre Quarter
College of Magic – The centre piece of Shrine is the College of Magic. It towers above the rest of the city and it is the only part of the city to be walled in. To enroll in the College one must have a modicum of magical ability and must be willing to swear allegiance both to Bryony and the Council of Wands.
Shrine Arms (Noble) – The Shrine Arms serves as the ‘official’ inn of the city. It is a high class establishment that was built into the city of Shrine, rather than as an addition to it. It is the only Merchant establishment that can be found in the centre of Shrine along with the Council of Wands and College of Magic. Diplomats, Royalty, High Class Bards can generally be found at the Shrine Arms, where the beds are warm and the service is next to perfect.
The Arcane Distillery – The Arcane Distillery is the main distillery for magical potions, alcohols and drinks in Bryony. It is primarily manned by academy students, overseen while they perfect their craft. Some of the rarest herbs in the land grow in the Distillery's greenhouses which open up into a centre courtyard in the College of Magic, for the entire student body and the Council of Wands to enjoy.
Council of Wands Tower – The twelve highest members of the Council of Wands live and work in the highest tower of the College of Magic, where they oversee not only the students learning but the whole of Bryony. It is here that the Council decide the fate of the kingdom, pass laws and attempt to keep the mageocracy safe. When meeting, it is said that the Council of Wands sit around a round table, with only the speaker elevated for the sake of being heard.
Merchant Quarter
No official quarter of Shrine can be considered poor and run down but the most chaotic of the cities quarters is the Merchant Quarter. All manner of businesses can be found here from fishmongers from Arrowtree, to the Wandmakers of the College. The wealthiest of the merchants host their wares in shops built into the city of Shrine but it is the Marketplace where one finds the biggest throng of people.
Marketplace – The Marketplace is made up of brightly clothed tents and stalls, with merchants from all over Bryony and Arith come to sell and trade their wares. It also serves on important days of the year as the centre of celebration and is generally decorated accordingly.
Harrington Wands – Harrington Wands are the premier Wand Makers of Bryony and their wares are shipped across the breadth of Arith. Wands of their making are generally centric to an oceanic theme but that does not detract from the potency of their creations. The Council of Wands are known to frequent this establishment.
Bettelheim Brooms – Bettelheim is a one man made business and is the place to go to have a special order broom made. Bettelheim only uses the best of the best in materials and if a customer is not happy with his creation, then he will create their replacement for free. However, no one in the history of the business has been unhappy with one of his creations.
Bryony Trinkets and Charms – The Charms and Trinkets that can be found in the He’cta’te Trinkets and Charms are some of the most powerful artefacts ever to be created on the surface of Arith. The owner, Misty Montrose, also travels to other planets in the multiverse to secure materials and artefacts for sale and study.
The Broken Broom (Common) – The Broken Broom is not as prestigious as The Shrine Arms but it is a comfortable and clean inn that is quite happily situated in the Merchant Quarter. It hosts all manner of individuals and it is generally where one finds the Bards of the College of Harmonic Lore. It is also where the students of the College of Magic frequent on their off days and sometimes, one can even find an elderly Council of Wands member regaling travellers and merchants with tales of old Bryony.
Administration Quarter
The Administration Quarter is exactly what its name suggests! This is where all the lawyers, judges, auditors and accountants live and work. It is also the home for all manner of headquarters for some of the most notable organizations of Bryony and Shrine.
Magistrates Court – The Magistrates Court is where all non-treason crimes are tried such as theft, adultery and physical and mental attacks. One Judge of the Council of Wands controls the proceedings and most crimes are brought before a jury of their peers.
Council Court – The Council Court oversees the trying of the most serious of crimes such as the misuse of Magic, treason and murder of a member of either of the Council of Wands or a citizen of Shrine, and its outlying villages. Three of the main twelve Council of Wands members oversee this Court, there is generally no jury.
College of Harmonic Lore Library – The vast libraries of Bryony can be found in the headquarters of the College of Harmonic Lore. Special permission must be sought from the Council of Wands before one can enter the grand building for it holds all magical and written records of the kingdom, its written law and every historical tome on record within its walls.
Barracks and Armoury – The Barracks and Armoury is where the vast majority of the Shepherd Knights of Bryony can be found. Not only do they protect the citizens of the Shrine but also the Council of Wands, and the most dangerous of the kingdoms magical weapons and artefacts.
Bryony Arcane Academy – The Bryony Arcane Academy is a separate entity to the College of Magic, where all manner of student can apply and be accepted. Only the best of the best are able to join the Academy and it is invitation only. The Academy itself is a small building that is generally noted to being bigger on the inside by past students. Visitors are not allowed inside the Academy, so little can be said about what happens there.
The Ruins of Silvermist
The Ruins of Silvermist are magically sealed from the rest of the city but there are small patches of the spell that have weakened over the years. It has become something of a playground for younger members of the Shrine society, most often they go to the ruins on the back of a dare. The ruins of Silvermist are the remnant of the explosion that halted construction on the city and it is whispered that the mage’s that lost their lives in the blast can still be seen wandering the streets at certain times of the day. The cause of the explosion is still unknown but has been attributed to a spell gone wrong for there is always a strange pink mist hanging over the ruins – so far, no harm has come from inhaling the mist.
The Under Quarter
Officially the Under Quarter does not exist and as such there are no detailed accounts of what the Under Quarter looks like. Rumour has it, however, that this is where The Hallowed Death and the Nightshade Covenant practise their dark arts and necromantic spells. It is also a training ground for thieves, pick pockets and those members of the Shrine that do not fit with the picture perfect white city above them.
ARROWTERE
Arrowtere is on the coast of Lake Shivering. The main draw for Arrowtere are the unique naturally terraced hot springs that are said to have various powers including healing. These blue pools of water, one atop the other, made of a white stone called travertine, overlook Lake Shivering. It is a place that has to be seen, rather than merely imagined. Though it is a moderate climate, these terraces look covered in ice with ice blue pools of hot water in each pool.
Medusa's Head Inn (Noble-Good)
Pools of Arrowtere
Arguably one of the most amazing sights in Bryony if not all of the lands, it is slightly more dangerous than it looks. This unique hot spring is 2,700 meters long and 160 meters high and can be seen from a great distance. About 250 liters of hot water that contains large amounts of hydrogen carbonate and calcium rises from the spring every second. This natural phenomenon leaves thick white layers of limestone and travertine cascading down the mountain slope, which resemble a frozen waterfall. Not all of the pools have positive effects to them, but 1 copper can buy you a map of the various pools and what effects they have. More unscrupulous folks of the area have taken to selling fake maps, causing more than one visitor to leave in quite a different state than they came, or to seek out a mage to pay yet more money to remove the effect of the water.1. The Spring of Melancholy
This was never one of the more popular geysers to visit and gather water from, for drinking it made the drinker, for a short time, feel sad enough to cry. Should the person already be upset enough about something, such as a dead friend or relative, it could make him or her upset to the point of alcoholism or even suicide. If drunk in the open air at a full moon it gives the drinker a vision of when and how he or she will die.
2. Poisoner's Bane Springs
The bright blue waters of this pool change color to black in the presence of poison.
3. Pool of Adonis
Said to be blessed by the god of love, when collected, cooled and mixed with various other magical ingredients it can make a very good love potion, but drunk on it's own it makes the drinker tremendously horny to the point where he or she cannot control the urges in public.
4. Sobering Pool
This pool's water fights the affects of drunkenness, causing the imbiber to become sober on the spot.
5. Morphing Pool
This is popular with bored nobles. Those who imbibe from it's waters will be partially polymorphed into a randomly determined creature, usually an animal. The 'partial' part is how much of their anatomy is affected. Some nobles may use this to indulge in unspeakable acts.
D% roll Effect
01-20 Head only
21-30 Top half (waist up) only
31-50 Bottom half (waist down) only
51-70 Torso only (no limbs or head)
71-80 All Body except head
81-90 All body except face
91-100 Left side only
Final size will be the smaller of the original or intended form.
Abilities tied to specific bodyparts will apply. Wings are considered limbs.
6. Swapper's Spring
The effects on drinking Swapper's Spring water for the first time is to make the male female and the female male. This only works for a few hours though. Subsequent use of the water only makes the person think he or she is changed which has led to one or two hilarious results.
7. Regular Hot Springs
8. Healing Springs
A vial of this water cooled down and imbibed will cure light wounds. Swimming in this spring, though, has an unusual effect. All wounds and illnesses, even blindness, deafness, etc are cured... only when you are in the water. When you climb out within 3 minutes all wounds come back.
9. Arcane Springs
This water seems to absorb magic from the world around it, and drinking from this pool, or from a vial of this pool's water allows you to recast one spell you've already cast per day. It only seems to give you a boost once per day, no matter how much of the water you imbibe.
10. Suicide Springs
Those that drink from this water cannot be healed by magic for 12 hours, and cannot be raised as an Undead if they die within that time. Several in the past have used this pool to commit suicide by drowning themselves in it, thinking if they die in the pool they would not be able to be healed or rezzed, giving the pool it's macabre name.
11. Wanderlust Pool
Most who have tried a little sip (a reasonable tactic in this dangerous place), have usually concluded "Nah, this does nothing, let's go try something better." If somebody has a really good drink, they would suddenly find their lives not interesting enough, and start wandering, enjoying the mere fact of being on the road. It is unknown if a large amount can have permanent effects, or if the person just finds it outside better.
The water of this stream has been used at least once to cheat someone out of their inheritance, or to get rid of people that stand in the way.
12. Moonshine Springs
The water from this pool, while drinkable by itself, makes alcohol four times the strength. Weak beer becomes like wine, wine becomes like vodka, and vodka becomes highly dangerous and possibly deadly.
13. Pool of Euphoria
A sip of water from this pool sends the drinker into a euphoric state of being, totally at peace with the world. This water seems to be addicting as after it's effects fade in 6 hours, the drinker has a terrible headache and wants more of the water. You know a person has drank of these waters when you hear them arguing with the guardians of the pool for "just one more sip".
14. Ladybane Pool
Women who drink the waters of the Pool of when undergoing childbirth find the pains of childbirth are lowered to a dull ache and it does not harm the baby at all.
Should a male drink the water, he suddenly acquires a hatred of women, even if they are his sister or his beloved girlfriend. If he already has a deep enough dislike of women through jealousy or his upbringing, the effects, which last for 6 hours, can lead him to be violent or even commit murder.
15. Kiss of the Gods
This pool is well-known as a holy site, as during certain times of the year the water allows communion with the divine plane. Different deities are reached at different times and only the clerics of these deities know the well-guarded calendar. You will still find people who are seeking to know the will of the gods praying in or around this pool.
16. Null Springs
A magic user who is tricked into drinking some water from this geyser will be unable to cast even simple spells for hours.If a magical weapon comes into contact with the water, the magic will be destroyed and it will become just a normal weapon.
Spells cannot pass through or over it so a circle of it can act as a protective force as long as the person inside remembers that it's effects go both ways.
If forced to drink it for long enough, a magic user will lose his or her gift of magic permanently.
"I don't want the cheese, I just want to get out of the trap." - Bryony Saying
IRONBURN
Ironburn is a city carved of stone located on Tor's Ridge. The stone juts up from the lightly forested area around around it, and intricate dwellings, homes, business, terraces, patios, stairways and trails have been carved right out of the stone. Perhaps this is one of the reasons the elves find a certain kinship with the area.
Patios with cushioned pillows for seating, open air hearths and couches line the area as most of the living is done in the open when it is warm enough.
There are various temples and a monastery in central Kynthia as well, all carved into the stone hills.
Tor's Crest Inn (Noble)
The chosen inn by the nobles and wealthy of the land. All rooms have private baths, many have balconies and sitting rooms.
Nine Knights Inn (Good)
Another choice in hospitality, not quite as noble and luxurious as the Tor's Crest, but not a bad place to stay!
Dew Drop Inn (Common)
A moderately sized inn, with a friendly innkeeper and staff.
Curiosity Shop
Relics, treasures, imports and other curious items from the lands.
Bastion of the Arcane
This monastery is carved into the rock as are all the other urban dwellings and buildings in this area, though the monastery was carved from one tall spire of rock shooting from the ground. It is warded against teleportation, and those that attempt to gain access find themselves at the base of a long set of stairs at the bottom of the monastery.
Broken Monk Inn (Poor)
Located within walking distance to the monastery. It is clean enough, with decent food, but lower priced and smaller than others in the area. The innkeeper was once a monk in the nearby monastery, but left for his own reasons and started the inn. He is still referred to as "Brother Jove" though, by everyone except any local monks that stop in. Some say he was booted from the monastery for lacking the arcane skills necessary.
DRAKKUS
The rolling hills, farmlands and vineyards make this a very picturesque town in Bryony. Drakkus is a little different from the rest of Bryony in that it is run by a small council of merchants and while the Council of Wands holds dominion over the town they defer to this small council in terms of what is best for the import and export of wines and spirits.
COUNCIL OF MERCHANTS
Portus Cane
Cocal Promley
Deacon Risley
Magic is still important to the folk of Drakkus but it is to this town that Merchants favour, rather than the grandiose markets of Shrine. It is in Drakkus that they are able to wheel and deal their wares without being subject to the mageocracy and the rules that better suit mages than merchants.
BUSINESSES OF NOTE
Promley-Cane Winery
The Promley-Cane Winery is celebrated from the far reaches of Arith and beyond. It is here that the famous Bryony Nectar, Bryony Red and Bryony White are distilled. The process can take up to one hundred years to allow the grapes to fully ferment and give the rich luscious taste to the wines.
Dragonstill Distillery
Not a lot is known about the owners of the Dragonstill Distillery but it is here that they make SyllinBlood Wine. The wine is said to give the drinker a glance into their future and for a short time, the wisdom of the ages. It is very expensive and generally only the nobles of the major kingdoms can afford to keep a bottle in stock.
SyllinBlood Wine
SyllinBlood Wine has one ingredient that has become the biggest guarded secret in Bryony. While there is nothing special about the grape of the wine, the blood of the sleeping emerald dragon Syllin has been added to the fermentation process. It is the blood that gives the wine its heady flavour, and the after effects. ( DC 16 - +5 Knowledge Rolls / One Future Hint either for the character or an Adventure ) – 10, 000gps per bottle.
Three Fountains Inn (Good)
The Three Fountains Inn is owned by Deacon Risley and has become the premier Inn in all of Drakkus. Travellers who stay here have access to all the newly branded bottles of wine from the Winery. The live in Bard, Dorkus, can spin a tale so captivating, that even the most troubled of soul will feel better after hearing his voice.
BLACK MARKET
As with every budding merchant town, there are those that think they are above the rules. The Black Market of Drakkus is infamous amongst those that partake in the darker magical arts; whatever a caster may need, but cannot get a hold of legally can be found here… for a price. The Council of Merchants have no control over the Black Market and generally ignore its existence.
Eye of Drakkus Tavern (Evil)
The Eye of Drakkus is owned by a member of The Hallowed Death, a major underground organization of Bryony. Weary travellers who are just looking for somewhere to rest their feet sometimes find their way to the Eye but generally never leave. It is here that all the major black market deals happen. It is also the place with the highest death count in the whole kingdom.
Protuus Wines (Poisons)
An innocent enough merchant on the surface, Calie Protuus deals in the development of poisons and powders that could fell even a giant of the frozen kingdoms. These poisons are generally masked by a nice bottle of wine, which accounts for the front of her shop. The people of Drakkus know to avoid this place, if they want to live.
Mistress Meldy’s House (Hexes/Curses)
Curses and Hexes are Mistress Meldy’s pleasure and there is no better place to go than to her if you want someone to suffer for the things they have done to you. As long as you have coin, then the Mistress will cast whatever horrific incident you want to happen to the unsuspecting target. She will also, for a price, twist the Bryony Bonding Potion so that only the counterpart is put under its spell; the customer would be in full charge of their faculties and can continue to do as they wish.
PORTAFINA
This is a small fishing village on the coast of Bryony. Much of it has been carved right out of the cliffside and many of the homes have staircases right down to the water. It is colorful, the usual colors being blue, orange, yellow and pink.
CASTELLA
Castella is a popular vacation spot for inland Bryonish folk. It is known for it's lavish villas, beautiful gardens and parks, white mild beaches and the ruin of an old castle that towers on a cliff overlooking the entire city.
SUNHILL
Sunhill is a small, sleepy village located by the banks of a small river on a small hill. The houses are composed of whitewashed bricks. The people living there are mainly fishermen or farmers. The interesting thing though, is that Sunhill is built upon ruins, ancient beyond reckoning. Scholars come to the village to examine the remaining ruins and treasure seekers often visit to find the way into the lost catacombs, reportedly sealed long ago and filled with riches. Whether or not these catacombs really exist, the Sun-Hillers make a fair bit of coin selling "authentic" maps to credulous visitors.
MAIDENHEAD
Maidenhead Villa (Good)
A beautiful villa that takes in travelers, and has a small tap room available to the town and occupants.
Spiralling Staircase
This broken travertine marble spiral staircase rises out of overgrown foundations on a ridge northeast of Maidenhead. It was once the mansion of Vividius, a sorceror who founded a mage school for young women here. Their fading spells hold aloft the fragmentary staircase, which leads up to nothing (it seems), where a will-o'-wisp lurks. The staircase is also haunted by a murderous ghost: a floating, glowing gauntlet holding a magical sword.
Its other end descends into extensive tunnels, haunted by such apparitions as a disembodied human hand cupping a glowing selection of (sometimes whirling) gems; a dark, shadowy, and swift gliding cowled human figure that points or beckons; and a wild-eyed, finely gowned lady elf in chains, who screams soundlessly and gestures imploringly to be rescued. Their origins and purposes are unknown, but some of them lure intruders into deadly traps. The cellars are prone to ceiling collapses, and may harbor beholders.
DUSK, DAWN & MOON
The cities of Dusk, Dawn, and Moon were caught in the tide of great magics unleashed long ago and turned into ruins. The ghosts of the cities live on, but only for fleeting moments. For most of the time each is nothing more than a pile of ruins. Yet, during certain times each briefly comes to life. Dusk lives between the time the sun sets and when full darkness falls. Dawn lives between the lightening of the sky and the first peek of that fiery orb above the horizon. Moon lives only during the full moon, but never before the sun sets or after it rises. They each spring to life, packed full of people oblivious to their plight. When their times finish, they slowly fade away, until nothing remains but crumbling abodes.
Dusk and Dawn were once sister cities on either side of a large river, in a valley a good way up in the mountains. There was a healthy rivalry between the two, yet being so near the barbarian tribes they would often band together to repel raiders.
Moon was a smaller settlement well within a hard day’s ride of the other two cities and home to an order of mystics who sought enlightenment in the powers of the moon. The mystics were more than fair brewers of ale and would often trade casks of the stuff for supplies from Dusk and Dawn.
Travelers who come upon any of these cities will be warmly received. They are remote enough that they saw few outsiders during their original time. Visitors are surrounded by folks curious about the outside world, yet strangely unaware of the state that they have been living in. Travelers may buy supplies, drink in a tavern, or rent a room in an inn. However, everything that came from the city will fade away when the time comes, including ale, meals, supplies, and beds. This can mean suddenly empty bellies, lightened packs, and surprised sleepers.