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General Information - LocalesUpgraded for Third Edition Dungeons & Dragons
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Beginning adventurers will start the campaign in the vicinity of the Dragon Coast. From Donegal, a large coastal town, they can find passage to Thaybet, the capital of the Taean Empire. The village of Hoch is located southwest of Donegal approximately 4 days march. Further south Soleathar, the Wyrmwood, is home of the elven nation of Sondabarr. To the east the Karaok Mountains form a natural barrier from the sweltering Crystal Sands Desert. Nesel, located to the east, sits on the trade route from Donegal to Kali in the Crystal Sands Desert. DonegalThe town of Donegal is a coastal fishing/trading town in the heart of the Dragon Coast. It functions as a trade post and commercial link between the Dragon Coast region and the larger cities of the Taean Empire to the southwest. Ship passage is available from here to many locations. Approximate population is 2000. HochThe town of Hoch sits on the shores of the Calmyr River. Small ships can travel from here to Donegal and back transporting the few trade items that Hoch has to offer. Population 200. NeselThe town of Nesel serves as a trade outpost between the Dwarven Nation, the Taean Empire and the city of Kali on the Crystal Sands Desert. Human, half-elven and half-orc characters can come from the town of Nesel. Even though it serves, as a trade outpost the amount of goods traded is minimal thus the town is not very large. Willing guides knowledgeable with the desert can be found here for a price. Total population is close to 200. Karaok MountainsThe Karaok Mountains serve as a natural barrier between the Taean Empire and the Crystal Sands Desert. Extending for hundreds of miles from north to south they are home to many of the goblinoid and giant races. Trollmouth Pass provides the only, relatively safe and well traveled, means to cross from east to west across the mountains. The citadel city of Kar Dumathoin, home of the mountain dwarves, guards this pass. Crystal Sands DesertThe crystalline sands of this desert make it extremely harsh. Nighttime temperatures can drop significantly and few creatures attempt to cross this desert without a competent guide. The closest established settlement is the city of Kali. However, a nomadic camp can usually be found on the edge of the Trollmouth Pass. |
Kar DumathoinKar Dumathoin, the citadel of the dwarves, is the capital of their nation. Dwarven characters will usually begin their adventuring careers from Kar Dumathoin. The citadel is carved into the living rock of the Karaok Mountains and in times of war the gates can be closed making them imperceptible from the surrounding rock. This makes the citadel extremely hard to penetrate and the most defensible position across the Trollmouth Pass. WyrmwoodMost legends of Wyrmwood claim it is haunted. Few choose voluntarily to enter it. The elven city of Soleathar is considered the capital of the Sondabarri Nation. The elven name of Soleathar has been discarded or lost by all except the elves. Now, the woods surrounding Soleathar are known as Wyrmwood. Few non-elves have ever seen the city of Soleathar and to many it is only a legend. Elven and Half-elven characters can come from Wyrmwood. However, this is rare. Few elves from Wyrmwood have been spotted for the last few decades. The Calmyr River crosses Wyrmwood and a road parallels the river on the east side. Trade is maintained using the river as well as the road. The Taean Empire claims Wyrmwood as part of its territories. This, of course, has never been contested by the elves that live within its boundaries. The Taean Empire has never tried to press the point and the Sondabarri elves dont seem interested in the politics or territorial claims of human nations. Thaybet Originally established as Te'a, the city state of Thaybet is the capital of the Taean Empire. Thaybet is a center of knowledge, trade, magic and adventure. It maintains trade routes all along the coasts of the Empire as well as with other nations and locales. The Acron Merchants Guild monitors and guards commerce across the region. MeriliaThe free-port of Merilia evolved from three cities; Bosak, Sodan and Merilia. These cities, which borders were in very close proximity, have grown into the commercial capital of the Taean Empire. After fifty years of commercial feuding between the cities, the Acron Merchants Guild decided to annex all the cities into one, Merilia. With their borders so close to each other it was not very difficult to accomplish and now the three cities function as one. Merilia serves as a port of entry for goods that travel overland or by ship to other points across the Taean Empire, as well as other territories. |
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