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MAIN CONTINENT

    First off i wish to apologize for making your eyes bleed, god damn Paint can NOT be reduced in size ratio without screwing up EVERYTHING. So unless your willing to pay for me to have a new computer, you are stuck with maps of this insanely huge size. Of course, since my computer is so old the map may not take up more then your screen on your computer. Anyway, this is the main continent of The Gods Fallen, there are others, the underdark included, but for now i am simply keeping this up since the others have no players on them or are far to dangerous for me to allow to be played on, as of now. I have kept the information of each of the places fairly slack and non defined, since your person is at most going to know a few cities loosely, i will get into more specifics with you personally when we play. Even though i have much listed here, this is still much witch is not listed. When looking over the map you should not consider it when in character, as your person will know of very little of these places and know the specifics listed below even less. Overall i hope this gives some sense of the atmosphere and basic layout of my world. Have fun, and for gods sake, be careful in what you do.
    The locations are listed from 1 to 25 corresponding to the number on the map. The numbers imply nothing as far as importance or such, they are just a means to organize the various places.

    1-Bagode-This ancient and cursed land is forbidden to all and a serious hazard to those who dare the outer wall of trees or happen to stumble inside. This mysterious place has been forgotten by all but the elves of Jezebal, and even they only know of historical rumors. No one has ever made it inside more then a few dozen feet and returned, rumors speak of a endless desert inside, of a sheer drop off into nothingness, or even of a living foul forest, witch is true, if any, is and shall probably stay a mystery.

2-Drenkin-The city of Drenkin is ruled by a powerful and rarely seen wizard king who long ago established the worship of the Green Dragon God as the cities only deity. Surrounding the city is a huge circular wall several houses thick, people actually live inside of it, this defense provides the elves with just what they want, complete and utter assurance that NO ONE will enter their society. Punishment for entering the city is death, as is punishment for leaving it, the most common form is to "feed the dragons" where as several guards transport the condemned south to the lairs of the green dragon and let him loose in the wild. Rumor has it that the ruler of the city is...diffrent then the other elves.

3-Evil Monastary-This quiet and self contained monastery is ran by 4 masters who help members onto the road of enlightenment. The monastery also provides the orc empire with several services, from the unmentionable ones to simple transferring of goods bought at human cities. Membership is "free" but all members are required to do jobs and various task for the 4 masters, most often involving things witch in some form or degree would be considered "evil."

4-Faust-This king ruled luxury city is well known for a oddity, you must buy a passport to enter faust. Generally the passport cost between 5 and 10 gold, a high amount or common people, and you must keep it on you at all times (just in your possession). Faust is known for its few but friendly and well stocked magic shops, its furniture and jewelry shops as well as its adventures guild known as the "Job Agency."  Their are 3 public temples in faust, a large temple to Pelor, a modest temple to Heironeous and a small temple to Fharlanghn. It is well known that a temple to Olidammara exist within the poor sector of the city, but its specific location is known only to those who have connections to it.

5-Forest Of Green Dragons-South of Drenkin and East of Faust is the forest of green dragons, aptly named for their being a large collection of green dragons inside. Though it is safe to go a few miles into the woods, any further and the forest structure changes, pools of poisonous liquid pop up here and there, the trees are spaced out more and huge burrows come into sight. The green dragons are unfriendly and known to attack and kill everyone that tries to pass, as such little communication and no trade is established with the large city Gritz on the other side, but every now and then a person gets through and tells wondrous and frightful stories of the great green beasts.

6-Forest Of Loual-This forest, east of Thorban is said to house a old temple to the elven god Carelon Larcthan. The elves of Jezebel long ago abandoned visiting the temple, and now it sits in the forest, attracting what ever wishes to lair within it. No one travels within the forest, few people even recognize it's existence, better to leave ancient powers sleeping. The forest is fairly clean of evil but slowly becoming corrupt, or so the reports of a lone ranger say.

7-Forest Of Thought-The wood elves and wild elves inhabit this forest, and not peacefully. To the north of the forest, spanning nearly all of the woods till a few miles near the wood elf city, are the wild elves tribes. These tribes resemble those of barbaric indians, often groups from one specific tribe attacking passerby's on the road right outside of the forest. Constant strike and combat goes on between the varying tribes, rumors of cannibalistic elves have floated out from encounters with the creatures from these woods. Few people confront the danger of the woods, no legends, dungeons or temples ever adorned these woods, and so the adventures stay away. South of the tribes is the great city of the wood elves. Rivaling Drenkin in size, these elves has kept to themselves for as long as their history, and others, have recorded. Few people know the city exist, and none have seen it other then the inhabitants and the wild elves. Bread for combat, they constantly strive to push their kindred forward in battle prowess for the day they decided to cleanse the forest of all that is barbaric.

8-Forest South Of The Great Stone Lake-Having never had a name, to the few who speak of or visit this forest, such a name is known. At the foot of a great mountain stretch and brimming with 2 powerful rivers, this forest bursts with natural life, the heavy collection of friendly but protective druids assuring  it suffers no harm from the orcs in the far north.

9-Gritz-The legendary and huge city of Gritz is famous for its luxury, opportunity, council of wizards and the impenetrable wall around its city mounted with magical towers capable of expelling flames. Gritz has used its magical capabilities to form a sort of technological like atmosphere, made to protect and serve. The sheer size of the city surpasses that of several smaller cities added up, and also draws many different types of people, if you wish to ever see a halfling, dwarf or even a gnome, then this is the city to come too. Drawing so many people of different faiths, Gritz also boast the largest religious community on the content, having temples to nearly every deity within its walls, as well as a temple devoted to all of the gods. As of the past month, the defensives of the city have been remotely active, as strange demonic like creatures have been crawling and flying from the south, reports have come in of a darkness swelling from the wastelands, and of a change in the air...

10-Helafax-East of Thorban and west of Faust, Helafax is a heavy trading town with a large religious community. Though there is no actual law witch governs the city, most of the merchants hire mages to help them protect and prosecute thieves, often several less wealthy merchants will put money together to try and get a group of mages to protect all of the members of the merchants pooling money. There are a decent number of inns in the town, but the two things it is famous for are the large amount of magical weapons available for purchase and the temple of Hextor. As close to a dominate order in the city, other then the merchants, are the clerics of Hextor, who wield their religion as a crazed man wields a axe on a group of people. Though not quite destructive, the clerics of the god of tyranny are all very devote and tend to be evil and malicious, but at the heart of their actions they end up keeping "order" in the city, as few of the merchants care what happens to thieves or those who cause them trouble, often they tip off the order of Hextor about a "nonbeliever" and let them take care of the rest. Helafax is a prime place for traders, often coming from Faust to deal directly with the city, or passing through on the way to Thorban, either way the use of the towns clerics, who possess healing capabilities, is very common and a profitable, as well as any shop witch keeps items witch may be used to repair broken trading equipment such as wagon wheels.

11-Lake East Of Pacolob-Little is known of this lake by even the most adventurous of adventures, and common day towns people hardly know it exist. What is known is the river leading up to it only gets worse the further south and east you go, large crocodiles and other "giant lizards" appear.

12-Lake North Of Faust-The townsfolk of Faust often come to the river just south of the lake for "water runs" but none are found here for any other reasons as people who go to close to the lake or go on "trips" sometimes don't return or return, different. What exactly is in the lake, around it, or why people go missing is unknown, legends abound from dragons laying enchantments on those who come near, fairy kingdoms making their home in the lake, to demons wandering around. But the fact remains it is dangerous to go near the lake, though the draw of the unknown and adventure still attracts some few people.

13-Lake West Of Pacolob-This lake houses a large kuotoa community, a problem the people of Pacolob have tried several times to fix but with less then permanent results. Just how large their city is, assuming they have one, is unknown. Why they raid Pacolob is also unknown, but it is well known in the village and to travelers, that danger walks west of Pacolob, and danger sleeps in the lake, woe to those who would get to close to the mysterious lake.

14-Jezebal-Jezebal is in large part a mystery to outsiders, entrance to the city by non elves other then specific guest is forbidden, and a heavy well trained force spread out in the forest makes sure that no one sneaks into even the furthers outskirts of the land around their home. What is known about Jezebal, or thought, is that it is a strict elven city with high importance of social structure and class, nearly all elves that come out of it, generally for little to no other reason then trading, are haughty, rude and self assured, looking down upon all other races for their "low key" societies and "barbaric" lifestyles. Yet the elves still come to Thorban, trading their goods and returning back home, many humans say they hide something in the forest, something important, but the elves just ignore those people who speak of such things, and stress the fact they wish to get back as soon as possible.

15-Mika-The large and lively, if not risky, city of Mika is home to more thieves and merchants then any other city on the continent. Ruled by the merchants collaborating with the many thieves guilds, the city is deadly with its application of law enforcement, though what is "illegal" varies greatly from most other cities, and often having collaborations with the thieves guild can allow you to get away with even things witch are against the "law". A decent religious sector populates this town, with its most noticeable temple being a 3 story temple to the road god Fharlanghn. Great money but large risk is the theme of this town, yet for some reason it boast the largest community of nonhumans in any "human" settlement.

16-Monastary In South-This secluded monk temple allows only the most devote people to join their ranks, rarely accepting such "bribes" as they consider money or objective wealth. Visitors are all but banished inside the walls, and the place requires strict obedience. Mostly lawful neutral and lawful good monks reside here, due to the remotely "friendly" environment. The schedules and learning of apprentices and even new disciples is often more then 50% determined by the master of the monastery, with the other parts being up to the individuals personal search for enlightenment.

17-Pacolob-A small village south of Thorban, Pacolob is little more then a collection of houses and farmers living on their own with help from a kind and well learned cleric. The town is very open but suspicious of travelers, and as such though everyone is welcome, to outsiders it may seem as if the town tenses up around them, though such is just the looks of it, and is not the actual case. The village is completely lack of spell casters and most newer developments in technology or technomagic, the single clerics tends to the mishaps and wounds of those who live here, offering aid and leadership where needed, but in no way is she in control of the town, they follow her ideologies out of respect and trust.

18-Rezzel-A small farming town east of Mika and south of the Wasteland of Gritz, the people here are very cautious of outsiders and slightly rude, though some of the shop owners are more open to travelers. The people of Rezzel are known for seeing odd and mysterious sites, from demons attacking the village, to half angels, to wandering dragons, stories are always coming out of this farming community of strange happenings and oddities...perhaps some of them are even true. Other then the stories witch come out of here, little more is of notice.

19-Road Between Helafax & Faust-Joking, but fearfully, called Ankheg road at times, this place is a breeding ground for the large bug like creatures, but it is a very important road for trade. As such at almost all times heavily protected caravans with guards of all types are constantly seen going one way or another, hoping for a trip with no incidents, yet  ready for the worst. Ankhegs are known to attack large groups of people in groups themselves, though lone travelers are besieged by fewer...yet few people can withstand a one on one battle witch such a beast. Though it is said that the Ankhegs are smart and set up traps for their pray, the truth is that the beast simply lair where their pray is, and now and then one will dig a hole under the road witch just happens to collapse when a wagon goes over it, this is not a intelligent act, just a happenstance.

20-Seirval-South east of Mika and south of Rezzel, is Seirval, the only known port city on the continent. The port city is not to be mixed with a trading port city, nearly all of the business on the port comes from fishing, as their are no other known ports, at least publicly, other then far off to the east on the undead continent. But one man travels to the continent and his prices are high, for the risk is great and the rewards only minor. The city is ruled by the Elite Hand, a group of retired adventures who overthrew the oppressive thief prince nearly 20 years ago. The adventures rule justly if not harshly, crime, especially thievery, is dealt with no mercy, and often lethally. Their is a thieves guild in the town none the less, even with the "oppressive" punishments, all members are very skilled and VERY underground, penalty for even mentioning the thieves guild upon being apprehended is equivalent to signing a death warrant by the other members. The Elite Hand is aware of the underground thieves guild and constantly works against it, each member of the group is a powerhouse of skill and magical equipment, one being far more effective and deadly then a platoon of a normal cities regular guards.

21-Sephrun-This smithing town deals only with Mika, primarily due to the fact it is the closet city and the next closet, Thorban, can only be reached by long travel through dangerous lands. Sephrun numbers less then 40 people, and as such is more a village then a town, but the members are fairly wealthy as nearly all business is blacksmithing. All members of the town are taught how to blacksmith at a young age, even those who will grow up to do other jobs, and as such not only is the degree of skill amazing, but the amount of lore regarding the "art" is impressive and almost "magical". The general "deal" with Mika is that the large city transports ore to be refined and shaped in the village and then the caravans from Mika come back and get the newly made equipment. One of the most unique aspects of the smithery of Sephrun is that some of it is magically enhanced and helped, though not quite creating magical equipment, the help of magic induces more durability and reliability in the equipment, and such is the reason they can charge so much from a much larger location.

22-Thorban-North of Pacolob, east of Helafax and south of Jezebal, Thorban is a modest sized trading town. Trade is the name of the game in this town, it is the life blood of all who live here, almost no one other then traders live in this place, the few others tend to be adventures with a permanent location offering services and thieves. Though much smaller then many large cities, such as Gritz, Mika, Faust and even Seirval, Thorban brings in ratio far more profit and business. Thieves are rare in the town, due to the lack of guards and lethal retaliation almost all merchants have learned to enforce. As the "spoke" of Jezebal and Pacolob, Helafax and even Faust caravans make their way here to deal and trade with the elves and locals. Another thing of note is the Adventures Guild in the town, offering jobs for would be adventures or people who just need a little cash or want varying degrees of danger.

23-Wasteland Of Gritz-Once a swamp for as far as the eye could see and longer then any mortal could travel without succumbing to the forces of it, now the wasteland is dry, a endless sea of baked mud...and something else. Here and there are signs witch suggest the change from swamp to hard mud was sudden, trees half embedded in the dirt, skeletons laying as if they were in a pond, and "waves" in the ground. What happened here within the past month is a question, but the answer is foreboding. Darkness visibly gathers south, near the middle of the wasteland, and "things" have been coming from deep within the territory and causing havoc to gritz, could it have something to do with the sudden change...

24-Orc Empire-Little is known about the orc empire except for that many many years ago, over a hundred, the orc forces spilled from their reclusive home in massive numbers, attempting to take over and destroy all cities they came across. Due to the human resistance as well as the lone attempts of the various elven cities to form counter offensives, the orcs eventually receded back into their homelands. What goes on in the mountains near their home is unknown, but those who have gotten close enough speak of constantly billowing black smoke poring from the huge fortress city, and rumors of large metal suits of armor, metal wagons, and odd weapons leak about to those willing to look towards the darkness floating over the Empire.

25-Great Stone Lake-Known even less then the Orc Empire, the great stone lake is a mystery to even the orcs and the Evil Monastery, what goes on their is secrete and hidden. Rumors speak of a huge city of fishmen, of creatures made of pure stone, and of less definable things. What ever is at the Great Stone Lake is powerful, and sleeping...or perhaps waiting.