Dawn Sea Region

The Dawn Sea region refers to the Southern edge of the Eldermaign Empire and the surrounding waters. The most prominent settlement of this region is the city of Star Harbour, which stands as the entrance to the Astrellus inland sea that flows to the imperial capital of Eldria.

The Empire Trading Company (ETC) is the major faction in this region. Headquartered in Star Harbour, the Company enjoys exclusive trade rights in the west due to an Imperial Charter by the Empire. This has allowed it to grow massive power and influence at sea, including a privatized fleet that patrols its trade routes and manages the Empire’s oversea colonies in Sacaara. Adventuring crews may pick up bounties placed by the Empire Trading Company to eliminate pirates or monsters that may interfere with their business.

Adventurers can sail in the Dawn Sea to explore fantastical islands, complete contracts to hunt pirates, hunt monstrous sea creatures, and fend off deep sea raiders from small island towns.

## Aglarond

Aglarond is known in legend as the island of mists and fairies. The fairy island is the home to the ancient Elf city of Aglarond. On the Moonstar Throne is the Dreaming King Yancar the Forestlord who rules the elves of Aglarond along with the Council of Elders.

The Elves of Aglarond are known to either be fickle or whimsical as a spring breeze, and hold little regard to outsiders. Travelers often must be invited, or have some kind of standing within the city.

## Eldria

*(Main Page: Eldria)*

Eldria, or the Capital, is the metropolis-sized imperial capital city. The largest city in the known world sitting at the heart of the Eldermaign Empire, and rules as a global power. Positioned lakeside near the mouth of the river, the city serves its denizens inland while also able to extend its influence out through the Dawn Sea and beyond.

### Dungeon Tower

The city’s most famous landmark is the Dungeon Tower, rising from the city center in the Greatward District, the tower is a massive alabaster white ruin from ancient time. The Empire regulated entry into the tower through the Adventurer’s Guild, who would allow daring heroes to attempt to climb higher up the tower, facing stronger monsters spawned from the tower and collecting the alien Monster Gems that would drop after the monster’s physical form dissolved back into the tower. Due to a magical disruption, incursions from the higher levels have ceased any exploration, and halted the Monster Gem trade that powered the Artificer’s Guild.

### Trade

The Capital is home to dozens of markets and commercial centers with wares sourced throughout the known world, as well as by the city’s master crafting guilds who produce the finest items.

### The Artificer’s Guild

Particularly skilled with the creation of magical items and weapons, this was a common stop for the many adventurer’s that poured into the city. Due to the closing of the Dungeon Tower, and the Monster Gems, the Guild has ceased its Artificer Sponsoring program, and returned to the traditional guild commission system.

### The Imperial University and the College Arcanum

The Imperial University stands as one of the most prestigious and competitive academic institutions. Of the many colleges, the most famous and influential is the College Arcanum, headed by the governing body of Arcane magic in the Empire, the Sanctum Arcanum.

### Temples

Temples, shrines, and churches to almost all religions can be found in the Capital. Most of the dominant faiths have temples in the Scribe’s Quarter, while others can be found in thematic venues such as the Temple of Vestas overlooking the harbor in the Portside District, or Cloistered Wode of Lanfer tucked away in a hidden grove in the middle of the Cobbles district.

### Factions and Guilds

Many major factions are headquartered in the Capital, or maintain a branch in the city to take advantage of its central and populous location.

Even major criminal organizations wil;l find a home of the Capital, and find their own niches to proper.

* The Adventurer’s Guild
* The Artificer’s Guild
* Circle of the Oakpact
* Court of Thieves
* Crown Knights
* Cowled Wands
* The Exploration Society
* Fighter’s Banner
* Huntinghorn Lodge
* The Sanctum Arcana and the High Order of Magi
* The Tapestry

## Frostfield

An island trapped in a perpetual winter. The biting winds of the island turn island rains into freezing snowstorms that can be felt even miles off the island. Rumors say that the island is kept chilled due to a slumbering white dragon at the heart of the island's ice capped mountain.

### Freezeport

The largest settlement and port on Frostfield. It is typically the only usable port on the island that isn't iced over for most of the year. The town serves as a central hub for the few dozen small villages that manage to make a living on the frozen island.

## Gornbuhldohr

The southernmost stronghold in the Varn Garholm Federation, Gornbuhldohr is a rare coastal dwarven settlement. Sharp cliffs and ravines give way to expertly chiseled stairways, and the canals powered by dwarven runes that reverse flow to carry ships up into the stronghold. The entryway is the massive face of King Gorn carved into the cliff face, the canal propels ships into the screaming mouth and into the cavernous city stronghold. Shafts of sunlight spear through the airway vents to dimly illuminate the massive city structures.

## Port Ash

Port Ash, in the Bay of Vices, is the lawless town settled by pirates and disgraced sailors running from the reach of Empire Navy ships. With no formal town charter, or system of laws, only the strength of the Free Captains maintains any order. The port town is tucked away in the many crags of the rocky coastline of the Broken Reach. Hundreds of rocky isles offer hiding spots for the many pirates, and keep the law from pushing into these pirate infested waters.

## Rock Port

Rock Port is a relatively large island incorporated in the Empire. Named after its numerous rock quarries and mines. The large town of Rock Port still remains a quiet and peaceful location to settle down.

### The Fox and Hellhound

This tavern and inn is a common stop for adventurers, and was the initial meeting place for the group known as the Peregrines and their contract in service of the ISS Jack Russel.

## Star Harbour

The cosmopolitan port city guarding the entrance into the Inner Dawn Sea. Star Harbour is the second largest city in the Eldermaign Empire, partially due to the influx of people from all reaches of the Great Ocean that visit to trade or to pass by on the way to the capital city of the Empire.

### Star Markets

The rows of shops and markets of Star Harbour offer all manner of goods and services.

Shadowy alleys may lead one into the black markets of the city.

The intersections of these rows open to plazas where vendors sell wares, these shift almost daily as traders come and go from the city.

### Star Harbour Cathedral

An opulent temple to the faith of the six major gods worshiped in the Empire. Shrines and clergy of the six faiths (Astus, Aidia. Filauria, Lanfer, Milandra, and Vestas) are housed in the cathedral.

### Vaults of Saint Dominico

A financial institution, bank, and temple to Aidia the LawBringer.

### Empire Trading Company Headquarters

To govern the Empire’s trade interests abroad, an imperial charter was granted to the Empire Trading Company, a mercantile corporation that enjoys a monopoly on trade with foreign nations across the Great Sea. As part of its duties, the ETC has also established several trading colonies to facilitate trade and expansion.

## Torchtower

Standing proudly over the cliffs is the alabaster tower of magical golden fire that serves as a beacon for travelers of the inner Dawn sea. The wealthy and elite of the Empire flock to Torchtower as a seaside resort that can offer the opulence of the imperial city, but with a rural coastal view.

### The Soaks

Right off the docks, and named after the frequent floods, this muddy cobblestone paved district of Torchtower houses the laborers, and service workers.

### Gold Circle

Horse drawn carriages carry the wealthy residents and patrons of the city up to the entertainment district. The Gold Circle offers lavish music halls, theaters, gambling clubs, restaurants, and parlors. At night the golden light of the tower bathes this district in a twilight glow.

### Seaside

The residential district for the wealthy residents, and fine hotels for the city's visitors.

## Watcher’s Point

Watcher’s Point is a large town settled near the center of the Dawn Sea as a common stop for trading vessels navigating the sea. The island is famous for the rows of taverns and inns. The majority of the population may be passing from passing ships.

### ETC Dawn Sea Base

Led by the Venture-Captain Francine Thorne, the Dawn Sea Base manages trade operations at the local level of the Dawn Sea. The Company is able to extend its authority across the region due to its strategic location at the center of the Dawn sea.

The Empire’s Maritime Bounty board is available on base.

### Doug’s Docks

A popular shipyard for quick repairs and modifications.

### Rubinald Toosdae’s

A chain restaurant and tavern opened recently by Bethy, the daughter of  the eponymous Rubinald Toosdae. The tavern is famous for their blooming radishes, chicken strips, and pink lemonade.