Post by Oniryukain on Aug 9, 2006 21:02:39 GMT -5
Additional Locations or Information:
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The Gate:
A teleportation gateway between Faerun and Fenmyr, this one being between the northern Moonsea (FR) and the Pherin (Fenmyr) regions, the gateway is instant and goes both ways, but it is a guarded location.
Verzhul:
Once the rich capital city of Arbon, the holy city for those of the faith of Adonis. Even now in ruins, many make journeys to the ruins as part of a testament to their faith. They would travel to the ruins of the once grand Cathedral of Sol, the primary temple to Adonis, it was a large gothic-style building whose steeple could be seen from nearly anywhere in the city. The city is obviously haunted by spirits of the fallen and fell beasts who prey upon the travelers - a profitable business of hired bodyguards has come result of this. Many say great riches lie in wait for those brave enough to plunder them.
Fjords of Kira:
High red rock cliffs where deep running inlets from the Western Sea thrust into the coastline. Some of the larger and deeper inlets are said to be used by the Celestial Leylines, but the inlets are rather numerous thusly making this hard to confirm. The inlets are named after the first wife of Quain Dracheklinge - it is where she threw herself to the waves following a curse placed upon her, by a rival, to ruin Quain.
New Pherin:
A young budding city found within the Pherin region, it is the growing capital for this nation. It has political control over the Gate and is where nearly every traveler from Faerun ends up at one point or another. The city has impressive trade and services, including bodyguards that one can hire from the Wandering Bulwarks guild. Its is located fairly close to the ruins of Verzhul, within two to three day’s walking distance.
Ark of Quain:
A massive burial crypt of the first emperor of the Empire of Sol, Quain Dracheklinge, he who united the entire region of Fenmyr all under his iron hand and became much like a living god during his rule. It is a large pyramid made of precious metals, yet it is suspended high up in the air by unknown forces and seemingly anchored by four heavy metallic cords of easily a full grown tree’s width. The Ark seems to have a heavy tie in with the Demonic King Genarml - it is the location of both failed resurrection attempts. The Ark in addition to the last statement seems to have negative reaction to massive amounts of energy being near it as it reacts violently causing a catastrophic series of events, which renders Fenmyr near death. To even reach the Ark one must travel across the badlands and the sand seas to reach the ring of the Larberius Mountains, which are some of the tallest mountains in all of Fenmyr. Once those are passed, the traveler must travel the valley to reach the anchors and thusly the Ark.
Larberius Mountains:
A mountain range that forms a complete ring encompassing the Ark of Quain, they are the direct result of the first Ark incident – they were formed from the movement of the land in reaction to the blast of raw magical energy into the earth. They are among the tallest mountains in Fenmyr, making overland travel difficult, it is said the Lodestone Dwarves have passages through them via underground tunnels.
Arbon:
A now dead nation, it was once the most powerful empire on the face of Fenmyr, ruled by the God Emperor Ensis who is said to have been appointed by Adonis himself. The nation was heavily church based, a theocratic society, and often would be forced into religious wars with other nations in order to spread the rightful teachings of Adonis. Its capital was the grand city of Verzhul where the Cathedral of Sol was located, now in ruins due to the eruption. Was involved in a costly war with the nation of Jaia and people of the northern Moonsea (FR) through several controlled gates. The nation of Arbon originated from a country that included Jaia, this was before the time of Quain Dracheklinge.
Jaia:
A nation destoryed by Arbon in a massive religious war before the death of the God Emperor Ensis, of whose survivors scatter the northeastern lands of Fenmyr. It was originally part of a country that included Arbon, religious and political reasons drove the two apart and eventually at one another’s throats. Had a part in the Faerun campaign launched by the Arbonians, the Jaians worked briefly with the people of the northern Moonsea. Jaia is also the namesake of the traditional language of most of Fenmyr, the modernized version referred to as Jain is the new “Common” used by people of Fenmyr – it bears numerous similarities to Thorass of Faerun.
Indarkul:
An ancient city of legend, it is said that the process of Soul Pacts originated there. It was home to the great guardian beast, the Ikus, which can only be described as a wyvern though far stronger. Near the completion of the fearful project, the Abyssal Well, it is written that Kale sunk the city into the heart of Fenmyr in effort to keep the Balance from being undone by a sudden increase of evil flowing into the world. Rhion, protector of the Arcanic lores, took interest in the city once it was sunk and by legend has preserved it for those who seek the mysteries of magic. Few documents can be found in relation to Indarkul without mention of the warlock Amun'nath, and those few copies that remain are not openly show in fear they will be destoryed.
Western Sea:
The great western sea that lies to the west of Fenmyr, those of Kara-Tur also know it as the Eastern Sea. In ancient times, people from Kara-Tur sailed to Fenmyr from across the sea, spreading a culture that still lives in the Sillilnyme Elves and the Celestial Leylines. Sometimes referred to as the Shadowluren Sea in the southwest.
Sweet Sea:
The northern sea that borders Fenmyr from the north, it is surprisingly warm. Also called the Sea of Bragail by some of the survivors of Jaia.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
The Gate:
A teleportation gateway between Faerun and Fenmyr, this one being between the northern Moonsea (FR) and the Pherin (Fenmyr) regions, the gateway is instant and goes both ways, but it is a guarded location.
Verzhul:
Once the rich capital city of Arbon, the holy city for those of the faith of Adonis. Even now in ruins, many make journeys to the ruins as part of a testament to their faith. They would travel to the ruins of the once grand Cathedral of Sol, the primary temple to Adonis, it was a large gothic-style building whose steeple could be seen from nearly anywhere in the city. The city is obviously haunted by spirits of the fallen and fell beasts who prey upon the travelers - a profitable business of hired bodyguards has come result of this. Many say great riches lie in wait for those brave enough to plunder them.
Fjords of Kira:
High red rock cliffs where deep running inlets from the Western Sea thrust into the coastline. Some of the larger and deeper inlets are said to be used by the Celestial Leylines, but the inlets are rather numerous thusly making this hard to confirm. The inlets are named after the first wife of Quain Dracheklinge - it is where she threw herself to the waves following a curse placed upon her, by a rival, to ruin Quain.
New Pherin:
A young budding city found within the Pherin region, it is the growing capital for this nation. It has political control over the Gate and is where nearly every traveler from Faerun ends up at one point or another. The city has impressive trade and services, including bodyguards that one can hire from the Wandering Bulwarks guild. Its is located fairly close to the ruins of Verzhul, within two to three day’s walking distance.
Ark of Quain:
A massive burial crypt of the first emperor of the Empire of Sol, Quain Dracheklinge, he who united the entire region of Fenmyr all under his iron hand and became much like a living god during his rule. It is a large pyramid made of precious metals, yet it is suspended high up in the air by unknown forces and seemingly anchored by four heavy metallic cords of easily a full grown tree’s width. The Ark seems to have a heavy tie in with the Demonic King Genarml - it is the location of both failed resurrection attempts. The Ark in addition to the last statement seems to have negative reaction to massive amounts of energy being near it as it reacts violently causing a catastrophic series of events, which renders Fenmyr near death. To even reach the Ark one must travel across the badlands and the sand seas to reach the ring of the Larberius Mountains, which are some of the tallest mountains in all of Fenmyr. Once those are passed, the traveler must travel the valley to reach the anchors and thusly the Ark.
Larberius Mountains:
A mountain range that forms a complete ring encompassing the Ark of Quain, they are the direct result of the first Ark incident – they were formed from the movement of the land in reaction to the blast of raw magical energy into the earth. They are among the tallest mountains in Fenmyr, making overland travel difficult, it is said the Lodestone Dwarves have passages through them via underground tunnels.
Arbon:
A now dead nation, it was once the most powerful empire on the face of Fenmyr, ruled by the God Emperor Ensis who is said to have been appointed by Adonis himself. The nation was heavily church based, a theocratic society, and often would be forced into religious wars with other nations in order to spread the rightful teachings of Adonis. Its capital was the grand city of Verzhul where the Cathedral of Sol was located, now in ruins due to the eruption. Was involved in a costly war with the nation of Jaia and people of the northern Moonsea (FR) through several controlled gates. The nation of Arbon originated from a country that included Jaia, this was before the time of Quain Dracheklinge.
Jaia:
A nation destoryed by Arbon in a massive religious war before the death of the God Emperor Ensis, of whose survivors scatter the northeastern lands of Fenmyr. It was originally part of a country that included Arbon, religious and political reasons drove the two apart and eventually at one another’s throats. Had a part in the Faerun campaign launched by the Arbonians, the Jaians worked briefly with the people of the northern Moonsea. Jaia is also the namesake of the traditional language of most of Fenmyr, the modernized version referred to as Jain is the new “Common” used by people of Fenmyr – it bears numerous similarities to Thorass of Faerun.
Indarkul:
An ancient city of legend, it is said that the process of Soul Pacts originated there. It was home to the great guardian beast, the Ikus, which can only be described as a wyvern though far stronger. Near the completion of the fearful project, the Abyssal Well, it is written that Kale sunk the city into the heart of Fenmyr in effort to keep the Balance from being undone by a sudden increase of evil flowing into the world. Rhion, protector of the Arcanic lores, took interest in the city once it was sunk and by legend has preserved it for those who seek the mysteries of magic. Few documents can be found in relation to Indarkul without mention of the warlock Amun'nath, and those few copies that remain are not openly show in fear they will be destoryed.
Western Sea:
The great western sea that lies to the west of Fenmyr, those of Kara-Tur also know it as the Eastern Sea. In ancient times, people from Kara-Tur sailed to Fenmyr from across the sea, spreading a culture that still lives in the Sillilnyme Elves and the Celestial Leylines. Sometimes referred to as the Shadowluren Sea in the southwest.
Sweet Sea:
The northern sea that borders Fenmyr from the north, it is surprisingly warm. Also called the Sea of Bragail by some of the survivors of Jaia.