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18:13, 9th May 2024 (GMT+0)

Important locations:

Posted by GMFor group 0
GM
GM, 3 posts
Thu 29 Dec 2022
at 12:07
  • msg #1

Important locations:

Important locations and places within the Baronies and the greater world beyond.
GM
GM, 7 posts
Thu 29 Dec 2022
at 22:45
  • msg #2

Important locations:

The Baronies: A scattered patchwork of fiefdoms, territories and cities on the edge of what could reasonably be called the civilized world. The different realms are traditionally in a state of near constant flux, with each seeking to expand their sphere of influence, either through trade, alliance or military force.  Though smaller skirmishes are commonplace  it is rare to see any larger scale military conflicts. Such threats have in the past usually ended with other baronies banding together to eliminate the aggressor before the conflict grew to large to handle, and so the basic status quo is maintained.
This message was last edited by the GM at 16:45, Fri 06 Jan 2023.
GM
GM, 8 posts
Sat 31 Dec 2022
at 16:14
  • msg #3

Important locations:

North Moor Barony:

Darkwall:
As one of the most largest cities in the region, Darkwall sits at end of the Iron Pass, so named after the high iron content of the stones that make up the sides of the pass and colouring the ground and walls red with rust. The Iron Pass is one of the main thoroughfares through the Gravestones and is a important trading hub for many of the surrounding areas. This has seen the city's fortunes rise and sparked an expansion of its population as more people are drawn there to looking for work and a new life. Unfortuantely such a rise in wealth has also seen a rise in the city's criminal element. Though House Trenion, under lady Grenna, have been diligent in trying to root out this dark underbelly, some whisper that despite her efforts, the Rat King, the mysterious leader of the local thieves guild, now controls a significant part of what goes on in Darkwall, and that his power is growing with each night.
- The Hollows:
Located in the lower districts of Darkwall, the Hollows is a small area of tangled streets and houses near the eastern part of the city wall. Strange lights, haunting screams and seemingly shifting streets, have made the area infamous among both the inhabitants of the poor neighbourhoods and the patroling Stormcrows. Supposedly built on an unmarked Fleck graveyard, the place is now haunted by dark creatures from beyond the grave.



Oakfield:
A small village near the northern border of the barony, no one now living remember when Oakfield was founded. Comprised mostly of farmers and miners, the remote village has relatively little contact with the wider empire. Built near the mineral rich Gravestone foothills, the village's main export has always been coal, destined for the forges and smithies of the capitol of Darkwall. Home to the Cracked Mug tavern, the village did attract people once, but has in recent years seen a decline in travellers.
Oakfield falls under the rule and protection of House Trenion, the rulers of Northmoor, currently led by the elderly Lady Grenna Trenion as well as her son and heir, Lord Kohn Trenion.
- The Cracked Mug:
- Shuster Mine:
This message was last edited by the GM at 20:37, Tue 24 Jan 2023.
GM
GM, 18 posts
Fri 6 Jan 2023
at 21:00
  • msg #4

Important locations:

Selincourt Barony:

South along the Gilded Shore lies the barony of Selincourt, or as many of the locals call it, the Land of Chivalry. Located on narrow peninsula named after the barony, Selincourt is one of the oldest baronies in the area. Tilled fields, neat rows of grape vines, as well as small farming villages cover areas around the larger towns and cities that dot the settled areas of countryside. Famous for it wine and food, Selincourt chefs and cooks are a somewhat common outside the barony, working in both noble houses as well as the inn and taverns. Maintaining a strict feudal system going back to its founding, the Barony is further divided into smaller fiefs, each with a local lord or knight charged with maintaining it and to provide taxes and raise men-at-arms from among the peasantry should to need arise. Though these civilized areas cover much of the peninsula, there are is still large areas of rough wilderness, deep forests and fog covered marsh lands.

Abouline:
The capitol of Selincourt, Abouline sits at the neck of where the peninsula meets the mainland. A starkly beautiful city of white stone and glass, it lies up the side of a large hill it winding sreets stretching from Castle Abouline at the very top, to the noble quarters surrounding it, further down into the deep slums, before finally reaching the trade quarters and large harbour near the base. It is because of this harbour that Abouline is the starting place of many of the trade routes that cross the Baronies. Something that has provided ample opportunity for its nobility to deal and trade, and is the cause of much of the barony's wealth. It is also for that reason that the city is considered one of the more metropolitan spots in the surrounding countryside.
GM
GM, 26 posts
Sun 8 Jan 2023
at 01:22
  • msg #5

Important locations:

Fauna High Barony:

Fauna High, or Sel Syol Faen as it was known in the elvish tongue, was once a peaceful barony covered in welcoming green forests on the eastern side of the Baronies. This predominately elvish barony was known for its places of learning and prowess in the arcane arts. So much so that scholars from all over the Baronies and beyond sought it out for the chance to peer through its knowledge and libraries. This prosperous state of affairs however, was not to last. While few know what excactly started it, a vicious civil war erupted among the inhabitants, quickly spreading through the realm as brother and sister turned on eachother. As time wore on, month after month, the war turned more and more vicious, with neither side willing to back down or submit, and the barony seemed primed to selfdestruct in blood and spell fire.
It was at this tipping point something changed. A wave of energy washed across the lands surroundings the capital of High Spire, twisting and shifting the very ground and forests. What happened after that is only recounted in the terrified tales of the survivors that made it out. Stories of dark creatures and entities stalking homes and halls, of well known forests warping beyond recognition. Stories of dark eyed elves stalking the remaining refugees, their gleeful laughter echoing under the writhing branches.
In present day Fauna High is considered a cursed land, shunned by all who know of it. The once green forest have now turned dark and twisted. The near black leaves casting the ground beneath them in seemingly perpetual shadow. Rumours and stories surface once in a while about the few intrepid souls who brave its overgrown roads and paths, never to be seen again.

High Spire:
Once the capital of Fauna High, High Spire was once a beautiful elven city, the spire for which it was named reaching into the sky, visible for miles around. Built in harmony with the surrounding forests, many of its building incorporating the trees into their construction, creating many layered streets and walkways though the city.
What it is now though, no one knows. None that have gone in search of it have been heard of since. Even those practiced in the mystical arts have not been able to pierce the veil that seems to have drawn across it.
This message was last edited by the GM at 01:28, Sun 08 Jan 2023.
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