The World of IDAS

## Ipsa

Ipsa is the smallest of all the four continents. It is an exotic place, with jungles, a supposedly very difficult to traverse desert, and a red wasteland covered in strange glowing fungi.

It is the birth continent of yoot'eli and of tieflings.

### Kiimili’s Grasp

Kiimili’s Grasp encompasses the better part of the southern region of the mainland of the continent of Ipsa, south of The Great Veil and the volcanic region of Kiimili’s Doom.

It is marked by a great expanse of reddish wasteland, with the occasional oasis. The wildlife here keeps mostly underground or high up on the sky, except on the regions where there are bigger chunks of water, which are notable more to the southern edges, near Soguk, where merchants sail to and fro.

The flora is mostly made of small bushes and strange colourful large fungi that grow mysteriously large.

Another point of reference within this region is the Asche Caldera, a large lake resulting from the eruption of an enormous volcano during the Age of Dragons. The caldera is fed both from rains and underground waters that extend to the sea, generating salt caves underneath.

The space around this caldera is a bit more green and the creatures that dwell above ground are bigger and more abundant, even if still strange in nature, due to their diets.

No kingdom rules over this land. Instead, there are 4 large cities that are hosts to most of the population and that have different philosophies on how to rule their people. Aside from these larger metropoles there are smaller settlements spread over the wasteland, as well as a lot of nomad people that move around with the seasons.

The City of Volkan is ruled by a warlord and has its focus on providing mercenaries, bounty hunters and weaponry to the land. They are the most rough and violent of this region and their heavily industrialized city manufactures weapons that are sold across the continent, be it for war or for hunting.

The City of Soguk is dedicated to the exploration of the sea and trades with the Shimmerstone Enclave in Emot, and Forschemeer and the Tsol Empire in Caifam. The people in Soguk are much more adventurous than the rest. Their culture has led to underwater exploration, which resulted in the development of specific arcana dedicated to such endeavors. They are ruled by a parliament and an honorary king or queen (the Kralkoyu) with some power over decisions.

The Sister Cities of Savas and Kal’ma are located on top of two large plateaus and connected through bridges. Although once both of these were constantly at war, now both are a place of peace and enlightenment, although with different approaches. Savas is dedicated to the perfecting of dark magical arts and the study of the planes and Kal’ma to the seeking of the inner divine, to religion and the honing of one’s body.

### Volkan

* Semi-lawless city ruled over by a warlord that only maintains a hold on it through intimidation.
* Ruling Faction: The Horned Sun.
* People: Tieflings, Dragonborn, Dwarves, Bugbears, Earth Genasi, Tabaxi, Goblins
* Enemies: None (but tension with Kal’Ma)
* Faiths: Edreg, Essal, Aegr, Yhnor. No faith is prohibited or enforced.
* Allies: None.

#### The Magma Throne

Built on the dark cliffs that separate the Doom from the Grasp, the Magma Throne rises as a massive charred stone and metal palace that oversees the rest of the city of Volkan.

It is where the Warlord Lazarus Blacksun, leader of the Horned Sun resides.

#### The Black Plume Heights

The Black Plume Heights make up the industrial district of Volkan and are located to the northeast of the city. Here you will find weaponsmiths and gunsmiths that produce large quantities of weaponry that is then either fed to the army, bought by bounty hunters, or shipped to be traded to Soguk from where it is spread out into the world, but mostly to Emot and the North of Caifam.

Volkan’s high production value brings cheaper weaponry to armies in Ipsa, since the other alternative is buying shipments from Soguk that come from Aergead, increasing their costs a lot. These are also generally higher quality driving the costs even further.

The weaponsmiths here have almost endless business, since the creatures that roam Ipsa often have acidic properties either in their blood or saliva and some of the plants and rocks mined here end up taking a toll on tools as well. These end up being the main driving forces of the industry in the city and the reason why it is able to succeed in times of peace.

Firearms are still very specialized work, but there are a few competing gunsmiths that produce them, some focusing on larger sizes, others in siege weaponry and others in smaller and more portable devices, as well as ammunition. Without the use of any arcane techniques to facilitate the construction, this weaponry is still very experimental and so a lot of people prefer the reliability of a bow or crossbow.

The forges are fed directly from the Doom (the group of volcanos north of the city), giving the weapons here special qualities and strengthening the steel from which they are made. There are also chemical factories on the southern edges of the heights, where various types of gunpowder and explosive chemicals are made. These are heavily protected with metal plating as to not even come close to the heat that comes from the forges.

The Black Plume Heights are a danger to Volkan. A bomb ready to explode. Both in the health of the people that work there, as well as the close proximity of explosives and forges.

###### **Boomfist’s Handhelds**

Boomfist’s Handhelds is a gunsmith in the northeastern part of the Heights. This shop is dedicated to the manufacture of smaller sized guns, from pistols, to blunderbuss and rifles. The owner of the shop is a goblin named Yurt Boomfist.

###### **Big & Bigger**

Big & Bigger is a gunsmith in the northeastern part of the Heights. This shop is dedicated to the manufacture of cannons and other types of large, explosive, highly damaging mounted weaponry, which is then used on ships and also some siege vehicles. The owners of the shop are a female halfling known as Big and a dwarf known as Bigger.

###### **The Chemistress**

The Chemistress is a laboratory in the southwestern edge of the Heights. Here all sorts of volatile and explosive reagents and chemicals can be found, as well as potions, bombs, grenades and mines that use said reagents. The owner and the person known as The Chemistress is a female dragonborn named Yazza Skinclaw.

###### **The Horned Forge**

The Horned Forge is a compound that occupies most of the northwestern section of the Heights. It is a series of buildings and open air forges that belong to the Horned Sun.

#### **The Horned Sun's Rise**

The Horned Sun’s Rise is the military district of Volkan. In this area, aside from the barracks buildings, there is also a prison complex, as well as fighting pits and supporting facilities. The Horned Sun is the name of the faction that currently rules over Volkan. This whole district was rebuilt and repurposed by them to serve as headquarters for the Warlord’s army.

###### **The Spiked Pits**

The Spiked Pits are a group of fighting arenas controlled by the Horned Sun and another of their sources of money. If you want to start out in these arenas, you must speak with Brank, the bugbear.

#### **The Floats**

The Floats represent the area immediately after you enter Volkan’s main gate. It is covered in various coloured cloths and tents extended over endless amounts of poles and posts, making it look like this one singular roof that floats and sways with the wind. It is a very large area, covered mostly by those who wish to sell you something that is most likely shady in origin. Peddling salespeople from all over Ipsa and sometimes other continents come here to trade and make quick profits, enjoying the low policing, so be on the lookout for some exotic potential buys.

###### **The Hangman**

The Hangman is a tavern/inn in the Floats. The owner is a tiefling that goes by the name of Theros Twisthorn.

#### The Slums

The Slums are located on the Southeastern corner of Volkan. This is the place where the most impoverished of the Volkans live, as well as a lot of the people that work in the Heights. The Horned Sun’s presence here is almost negligible.

#### The Marrow

The Marrow is the central living district of Volkan and the one that looks a bit more like every other city. The space is split between the Western and the Eastern Marrows by the War Path, a single red dirt and dark red cobblestone road that cuts through Volkan from the main gate all the way to the Magma Throne.

This is where you will find a heavier presence of the Horned Sun’s troops.

###### **The Firebreath Inn**

The Firebreath Inn is located in the Western Marrow and is widely known for its assortment of very spicy food and even spicy drinks. The owner of this establishment is a red dragonborn named Epil Spicewing.

###### **The Bone & Broth**

The Bone & Broth is a dive bar located in the Eastern Marrow. It is famous for its bone broth as well, served as comfort food for a bad hangover and made only by the owner himself, Grievous Redfoot.

#### Fracture Row

Fracture Row is a small district located on the Eastern side of Volkan. Here is where you will find a lot of the bounty hunter agencies in the city, as well as probably the best places to drink.

Gambling is also a big practice in these streets, in some of the inns and even in some dedicated establishments.

Overall, Fracture Row is a small corner of the city, but ultimately the best representation of its lifestyle, all focused and condensed on a few dozen streets.

###### **Deadsight**

Deadsight are a group of bounty hunters stationed in Volkan, at Fracture Row. They specialize at precise and quick elimination work. They rarely accept bounties that require bringing back their target and they’re often unnoticed in their line of work. They operate from the Trickshot Saloon. The leader of Deadsight is a dwarven earth genasi by the name of Rory Burnfog and their top agent a bronze dragonborn by the name of Temmul “Guntail” Tazmorn.

###### **The Flaying Hook**

The Flaying Hook are a group of bounty hunters stationed in Volkan, at Fracture Row. They specialize in torture and extortion. Sometimes they’re even hired to collect debts, since they are very much feared around Volkan due to their unconventional methods. The leader of the Hook is a tabaxi named Gretchen Illtooth and their top agent is a goblin named Tenk, the Wretch.

###### The Embrace

The Embrace are a group of bounty hunters stationed in Volkan, at Fracture Row. They specialize in covert operations of kidnapping and stealing, rarely being caught in any of their contracts and leaving no trace whatsoever of their victims, be them valuables or people. Their agents all dress in dark red leathers and cloth, wearing hoods and black masks. The leader is known as The Mother and their best agent is known as The Rope.

###### **The Fanged Flight**

The Fanged Flight are a group of bounty hunters stationed in Volkan, at Fracture Row. They specialize in hunting down dangerous creatures that roam the Grasp and take no contracts that imply killing or kidnapping people. Their base of operations, the Burrow, is easily spotted within the district due to the skulls of giant beasts that adorn its front. Their leader is a bugbear named Gath and their best hunter is a human named Vik “The Talon” Sank.

###### Bravery's Forge

Bravery’s Forge are a group of bounty hunters stationed in Volkan, at Fracture Row. They specialize in protection work. When a bounty is issued, oftentimes Bravery’s Forge are the first to find the target and offer them protection, in exchange for a very large reward. Their leader is a dwarf by the name of General Bran Irongift and their best agent is a tiefling by the name of Herenae Leneth.

#### The Misty Stretch

The Misty Stretch comprises the religious district of Volkan, where the temples of the most common faiths are present, as well as shrines to other smaller ones and even common worship places.

Here you will find a Temple of Edreg, of Aegr, of Essal and of Yhnor. These 4 are the largest ones, occupying a big plaza at the center of the stretch.

###### **The Temple of The Hoard**

On the northwestern edge of the Misty Stretch you can find a temple in honour of Edreg, God of Greed, Lies and Deceit. The religious leader of this Temple and ultimate commander of those pledged here is an old dwarf named Gorm Bloodfall.

###### **Tower of Temptation**

On the northeastern edge of the Misty Stretch you can find a shrine in honour of Yhnor, Goddess of Love, Seduction and Fertility. It is the largest shrine dedicated to this worship in the entirety of Ipsa. The High Priestess of Yhnor is a purple tiefling named Valfirith.

###### **Shrine of the Hooded Paw**

On the southwestern edge of the Misty Stretch you can find a shrine dedicated to Essal, Goddess of Trade, Merchants, Thieves and Explorers. This branch is more specifically dedicated to her worship as a patron to thieves. It is a very small shrine, a statue of a cat with its paw out within a dark stone gazebo with vines that creep up on it.

###### **The Temperheart**

On the southeastern edge of the Misty Stretch you can find a shrine dedicated to Aegr, Goddess of Rage, Anger, Passion and Revenge. The Apex of this temple is a goliath named Vukeo Steelfoot.

## Caifam

Caifam is the biggest continent and central to the history of Idas, since a lot of important events happened here.

### Herskellan

* Origins: The region was first ruled by a tyrant dragon. The kingdom surfaced from a human rebellion.
* Capital: Hederlig.
* Political System: Monarchy. Herskellan has been under the rule of the Verndari dynasty ever since its origins.
* People: Mainly populated by humans and the halflings of Gearr Hills.
* Enemies: Tsol Empire.
* Allies: Kerejh’Imas; the Ceardach Collective.
* Faith: Only 1 faith is allowed, all others are rejected. The people of Herskellan worship Rhouno, God of Righteousness.

#### Hederlig, Honour’s Rest

Hederlig is the capital of the human kingdom of Herskellan.

It’s built on top of one of the largest hills of the Great Green and surrounded by the Woods of Hellerion, named after the dragon that assisted the humans thousands of years ago, during their revolution.

A city built of grey stone, silver and platinum coming from the hoards of the dragon tyrants of old. A city that has evolved much across time, expanding and modernising while still maintaining its link to the past.

The outer districts tend to be more streamlined. There are stone, wooden, and wattle and daub houses, all combining to form a sense of coherence and unity in purpose. The inner districts of the city are a bit older. The stone is darker and the roads and pathways are ancient and still bear the marks of the war with the dragons, intentionally so.

Floating around the city, there’s the tower of the Drauguri. A giant stone cylinder, suspended by magic, that harbours the kingdom’s elite warmages. There, they learn, they practise their magic and keep watch over the whole kingdom.

It is also in Hederlig that the first proper school of magic was built. Eldur’s Academy of the Arcane Arts was founded by the old Archmage Eldur who was one of the first to learn from the elves. Here children come to be educated in the ways of the arcane and as they grow, they are sent to study elsewhere to learn more specific schools of magic.

The capital is a city of faith, encircled by strong walls that kept expanding further out as the city grew. Its people are devout, strong-willed and very proud, since they are the heart of human civilization.

##### Inner Ring

The Inner Ring of the city is the oldest district and where the core structures are located.

###### The Grey Citadel

Standing at the very top of the hill on which the city was built, the Grey Citadel serves as a dull crown to the greenery that surrounds it. Here inhabit the **Verndari**, Herskellan's long lasting royal dynasty.

###### The Holy Church of the Righteous Flame

The Holy Church breaks through the darkness of the Inner Ring like a star in the night sky. It was built long after Hederlig’s expansion towards the Middle Ring, an exception to the city’s building rules.

###### The Elder Anvil

A single man works here, as his father and grandfather did before him: Kent Digrah. Over at this smithy, you can find trusty steel supported by age-old techniques that armed the very first human army. Nothing too flashy, unless requested, but incredibly well balanced and sturdy, capable of piercing a dragon’s hide.

###### The Lair

The Lair is an inn located on the southwest of the Inner Ring.

Currently it’s under the ownership of Kent McDougan, who maintains this more rugged place of rest.

###### The Sword and Boar’d

It’s an inn where fencing tournaments and duels are held. Non-lethal weapons are used, unless the contrary is agreed upon.

The owner of this establishment is Bella Laurent.

##### Middle Ring

The Middle Ring consists of the central circular section in between the Outer and the Inner Rings.

It is linked to the city’s expansion post Rhouno’s ascension and it is the thickest of all the 3 sections of Hederlig.

Any practice of the arcane within this district is heavily frowned upon by its inhabitants, as most of the families that reside there are faithful almost to a fault.

###### Chapel of Theogar

One of the bigger chapels dedicated to the Holy Paladin Theogar, considered one of Rhouno’s archangels who played a very important part during some of the struggles at the southern border.

###### Statue of Queen Eolynn, The First, 14th Queen of Herskellan

Another very important worship spot within the Middle Ring is the statue of the Queen Saint Eolynn Verndari.

It’s located on the eastern side of the Middle Ring and is often visited by all of those seeking forgiveness in life.

###### The Righteous Mug

One of the very few inns within the Middle Ring, as the people here tend to be a bit more prude.

It’s a very simple place, run by simple people of faith. George and Lena Bell keep the business as clean as possible, not allowing much space for rabble rousing, but instead providing a place for a more classy enjoyment of the spirits.

###### Sanctus Archivum

The Sanctus Archivum is where all events of Herskellan history are kept, with a special focus on anything religious.

It is run by a group of clerics and High Priests that continue to add to the records as the days go by.

##### Outer Ring

The Outer Ring of Hederlig marks the beginning of the kingdom’s interest in the arcane.

From alchemy, to arcane artisanship and potion brewing, all things remotely related to the arcane domain can be found here, including the first Academy.

###### Eldur’s Academy of the Arcane Arts

Eldur’s Academy of the Arcane Arts, or just Eldur’s as many call it, is the first school of wizardry to have been built in the entire kingdom.

It takes in students for free at first, where they can learn to control or harness any natural arcane abilities they may have. Then, in order to specialise in any areas or proceed to more advanced studies, it usually requires either an invitation from one of the members of the School Council or the Headmaster himself.

###### Art’n’Fact

This store, located in the northwestern region of the Outer Ring, is a franchise of the original store located in Pelendan.

Its current owner is a man by the name Frederick George.

###### The Vanishing Cup

The Vanishing Cup is a tavern located in the Outer Ring, towards the northern region.

It’s a very popular space to get a drink in Hederlig and is considered a must have experience for all those who visit.

It’s owned by a bard named Madame Tulippa.

### Kerejh’Imas

* Origins: One of the 3 elven kingdoms that resulted from the separation at the Battle of the Lake. It was formed from the remains of the Runic Council and it remained closed off to others for a long time.
* Capital: Usburtas.
* Political System: Kerejh’Imas is ruled by an elected council (The Runic Council), decided amongst the leaders of each of the 5 cities. These leaders are chosen by the inhabitants of each of the cities.
* People: Mainly populated by High Elves; humans are very common around
* Enemies: Tra’Hadare, Ulakash Orc Tribe.
* Allies: Herskellan.
* Faith: Although all worships are allowed, the most common is that of Aepec, God of Peace, Patience and Soothing.

### Tra’Hadare

* Origins: One of the 3 elven kingdoms that resulted from the separation at the Battle of the Lake. Tra’Hadare was formed after a failed attempt at fully wiping the orcs of the Grayscape.
* Capital: Noapth’Oras.
* Political System: Tra’Hadare is ruled by the Circle of the Vrah’Tor, a council of 5 powerful mages that rule over specific areas of the realm. At the center there’s the Vrah’Tor of Power who always gets the last word in complex decisions.
* People: Mainly populated by Dark Elves and orcs.
* Enemies: Uldamahd Orc Tribe; Kerejh’Imas
* Allies: Ulakash Orc Tribe.
* Faith: There are two allowed worships within Tra’Hadare: Eow, the Nightbringer and Aegr, Goddess of Rage, Anger, Passion and Revenge.

### Nad’Ar

* Origins: One of the 3 elven kingdoms that resulted from the separation at the Battle of the Lake. The elves of Nad’Ar worshiped nature in all its aspects and so they went south, into the Elderroot Forest.
* Capital: Frumh.
* Political System: There are various circles of druids within the forest, each of them having an Archdruid leader. These leaders form a council when more concerning matters or threats arise. Otherwise, they keep their decisions and influence within their circle.
* People: Mainly Wood Elves but also humans, halflings and some fey creatures.
* Enemies: None.
* Allies: None.

### Ceardach Collective

* Origins: The Ceardach Collective is a union of dwarven cities all across the Hammerhead Mountains that fused into only one. This union happened due to their fear of white dragons who hunted in their territory, but also because they believed dwarves belonged underground amidst rock and stone.
* Capital: Aergead.
* Political System: An alliance between powerful mountain dwarves who concentrated their population into one city. Their power is measured in economic and financial success. It’s also considered a neutral ground for business between nations.
* People: Mainly populated by dwarves, but due to the economic success driven society it has attracted a lot of people from all over.
* Enemies: None.
* Allies: Herskellan (due to proximity).
* Faith: All worship is allowed.

### Forschemeer

* Origins: The Kingdom of Forschemeer originated from the union of the dwarf tribes of Icetail Tundra, after being under attack by the white dragons of the Winter’s Brood. They have always focused in sea exploration and have charted a great amount of the northern and western coast of Caifam.
* Capital: Torgrund.
* Political System: A kingdom presided by one of the oldest royal families in the world, the Eisbart.
* People: Mainly populated by dwarves, but the coastal cities have developed a very diverse environment.
* Enemies: None.
* Allies: Aergead, Herskellan (due to proximity).
* Faith: All worship is allowed, but Aepec’s (Aspect of the Tide) and Edreg’s (Aspect of the Hoard) are the most common.

#### Torgrund

Tormeer is the capital city of Forschemeer, located on the western coast.

Although it wasn’t intended for it to be the capital, the amount of trade that arrived in the city ended up increasing its growth exponentially, which then caused the royal family to move there.

As you come to the city from the sea, you are greeted by an impressive and titanic sight. On each side of the bay on which the city stands, there is a statue in honour of the Dragon Knights of Forschemeer that fought the ivory death. Both these statues are 600 feet tall monuments that took a long time and a lot of resources to be carved out of the cliffs of the fjords.

They are of dwarven knights wearing dragon head helmets and scale shields, emblazoned with the Forschemeer crest: a thick anchor, with a handle like a hammer, over a mountain.

At the edges of the bay, there are also thick, rectangular, tiered lighthouses that help guide the sailors through the night and storms.

Central to the city, there’s Castle Hafenstein, which one can see very clearly due to its wide base and tiered design. It looks like an enormous rectangular layered pyramid, with intricate historical motifs on the top layer. The base layer, which would be the wall, is angled for the purpose of defence.

The city itself is built with strong foundations and honest stone, and the presence of higher mechanical devices or systems is very rare, compared with Aergead.

#### Kriegschiff

Kriegschiff is a port city located in the northern edge of Forschemeer.

The vast majority of ships that dock in Kriegschiff are military grade, and a lot of the most specialised armed forces of Forschemeer are trained in this city.

The population of Kriegschiff supports the military structure and are the most superstitious about the legend of the return of the Ivory Death. The people are generally more duty driven and not so much motivated by any special comforts. They’re hardy, focus on work, and most of all, are extremely vigilant.

The port is not used at all for trade, only to resupply the armed forces and the ships that patrol the Dragon Glacier. The result of this is a highly fortified city, with very strict rules and where everyone learns how to fight.

There are no embellishments in buildings, other than the royal crest and small temples to the Frostbreaker (Aspect of the Tides, Aepec).

#### Flosseberg

Flosseberg is a port city located in the northeastern edge of Forschemeer.

It is located in one of the many bays naturally formed on this side of the kingdom and it is a mining port.

A lot of ships coming from the Melting Islands deliver their precious mining cargo: gold, silver and aluminium.

Aside from then moving the materials to the rest of the kingdom, the city of Flosseberg is ridden with forges. There are blacksmiths specialising in all sorts of smithing, from tools, to construction, weaponry, art and everything in between.

Flosseberg is also the city that gets more visitors from the mountain dwarves of Aergead. They buy a lot of materials and high quality tools in Flosseberg, although there are quite skilled blacksmiths in their city as well.

The city is known to have an orange glow at night, due to the heat of the forges, and it is also known for some of the greatest dwarven art pieces, statues and metalbending prowesses to ever be produced.

### Tsol Empire

* Origins: Humans originated from the Great Green went south to the desert, joining the dragonborn and genasi that lived there. Later they formed various tribes that were united by the Blessed Child, Ra’Avi.
* Capital: Oaza.
* Political System: Empire. It is ruled by the Geh Unes Samraat, the Sun Emperor/Empress. At this moment it’s ruled by Empress Diana. The next ruler is chosen by the spirit of Ilef, Goddess of Life, blessing a child at birth.
* People: Although in the beginning there were a lot of humans, these days the Empire is populated by a variety of people from all corners of the world.
* Enemies: Herskellan.
* Allies: None.
* Faith: The Empire worships the Geh Unes Samraat, the Sun Empress, for she is a representation of divinity. All other worship is still allowed.

#### Oaza, the Desert’s Gift

Oaza is the capital of the Tsol Empire, situated almost at its centre and built inside an oasis, surrounded by the Aagadian Walls.

The capital of the Empire gathers people from all walks of life, which results in a great variety of businesses, activities and events happening around in Oaza.

Close to the docks, you can find the Golden Dawn Bazaar, where products from around the empire and also the southern seas are sold. It is the heart of trade in the capital and it’s where you go if you want to find exotic products of all kinds: weapons, jewelry, clothing and food. All can be found in the Bazaar.

On the Southern part of the city, there is the Twilight District, for those who enjoy the night life a bit more. Casinos, brothels, fight clubs and all sorts of borderline illegal activities are conducted within this section of Oaza.

On the Northern part of the city, closer to the banks of the oasis there’s a garden dedicated to the unity of the Empire. At its centre there is a fountain symbolizing the 4 tribes that originated the Tsol Empire.

##### Golden Dawn Bazaar

The Golden Dawn Bazaar is the heart of trade within Oaza and a market for quite literally anything your imagination can come up with.

Weapons, clothing, carpets, jewelry, armor, potions, herbs, food, all sorts of shops are present within the bazaar, some more expensive than others. Very rare items you can’t find anywhere else also find their way here, as well as quite a few knock-offs, as nothing is very thoroughly regulated.

###### The Sunweaver

At the Sunweaver you can find the finest of clothes. The front of the shop has tons of tunics, robes, shirts, pants all on display in an impossibly tiny space. The front of the shop is bigger than most around the bazaar, however the sheer amount of clothing even pours outside of it, slightly into the halls. The different colours and patterns give these clothes an eccentric look, very close to that of the owner of this shop.

The flamboyant, over-the-top, extra extra tailor and owner of the shop is an elf named Elorshin Hal’Omyar. He single handedly deals with the shop and overcharges everyone for the smallest things.

Custom orders are also possible, however, once more, very expensive. All of the high profile people in Oaza want to be dressed by the Sunweaver, so he’s never out of business.

###### Imperial Tapestries

At the Imperial Tapestries you can find decent quality tapestries for all purposes. Be it just “welcome mats” or full on carpets for your room, you may find them here… along with a little bit more.

The shop looks like any other, there’s tables outside of the space with tapestry exhibited for people to see. There are geometrical patterns, drawings of the emperor and random creatures weaved into the carpets, but you can tell the process is rushed.

The owner of the shop is a dragonborn named Sylth Slivertail.

###### The Dancing Blade

The Dancing Blade is the fanciest weaponsmith in the Bazaar. Here you can find all sorts of weaponry, but not of the “brutish” kind. No axes, greatswords, nor spears and polearms, but beautiful curved blades, scimitars, rapiers and even longswords with jewelry and great materials.

The owner of the shop is Sik Kilic and he is also the craftsman behind the works of art exhibited here. Most weapons are not enchanted and have no magical properties, but the very few that have magical gems possess minor enchantments.

The smithy where he and his workers actually craft the weaponry is actually located towards the northern half of the city. They bring all the merchandise to the Bazaar, first thing in the morning.

###### The Searching Star

Although one might think it would be dangerous to have a sophisticated jewelry shop in a Bazaar, where everything is exhibited and in everyone’s reach, the Searching Star has found an intelligent solution.

It is owned by a male halfling named Liblo Ringfinger who uses his magical abilities to create perfect illusory replicas of his products for exhibition, while he keeps the real deal in the back.

The shop itself still twinkles and shines with all colours from the light reflecting on the gems, rings, bracelets and necklaces.

##### Twilight District

The Twilight District is located in the southeastern corner of Oaza and is, what some would argue, the true representation of the city’s spirit.

Here you can find all manner of shady deals and businesses, drug dealers and cutthroats… the variety is immense… but you can also find a good time.

This part of town comes to life as soon as the sun hits the horizon and the twilight coloured lights begin illuminating the streets, filtered through cloth and changed by magical effects.

Whoever comes here gets to enjoy the biggest pleasures of life and spend a lot of money on them. If your pouches are heavy and your spirit is free, you may even find yourself a prisoner of Oaza’s famous Twilight District.

###### The Flaming Orchid

Within the Twilight District’s low light that provides everyone the cover they need for mildly illicit activities, a few establishments stand out and provide a little bit of extra brightness to the night.

One such establishment is the Flaming Orchid, the go-to, high-end brothel/cabaret of Oaza. A dark purple corner building, with beautiful windows and balconies, ornamented with flowing arches and depictions of promiscuous scenes through carvings and statues. Growing from that very stone there are orchids that ignite as soon as twilight hits, working like bright purple torches and giving the establishment its name.

The inside looks more expensive, with fancy chairs and booths, velvet walls, an underground showroom and obviously private rooms.

The Flaming Orchid is owned by a female fire genasi named Ates Tutku. She is very protective of everyone who works for her and takes any complaint they make very seriously. A lot of powerful people spend time at this place and have strange requests they like to make, secrets they’d like to keep hidden within the walls of the Orchid, so if at any point the workers feel uncomfortable, their boss has their back.

A lot of information circulates around Ates’ business. Information that she uses to protect herself, gain access to events and move up in the Oazan society. Want to know a nobleman’s deepest darkest secret? Better bring in a lot of gold.

###### Fortune’s Oasis

If you wish to gamble your money away in a more presentable environment than an alleyway or something of the sort, the Oasis provides you with such a space.

A red carpet takes you to the golden doors of this sandstone enormous building covered in vines, flowers and trees that fuse with the walls and come back out. It stands on the eastern edge of the Twilight District, surrounded by a small, yet beautiful garden covered in exotic plants.

Walking inside towards the lobby, the very polished marble floor almost makes it difficult to walk, were it not for some carpeted areas. The air feels dense and humid, almost as if you were in the jungle and the ceiling to the lobby is domed and made of glass letting in the moonlight and aiding these magical sconces in illuminating the place.

The place then divides into two sections, one specifically for table card games on the left and another on the right for more luck oriented games (dice games, animal racing, etc.). There is also a room area for whoever wishes to sleep in the Oasis, however it is ridiculously expensive.

The owner and boss of the Oasis is a human male named Vas Al Linah and he has made it one of the most successful businesses in town. Money flows easily, so he is no stranger to corruption and incentivizes some employees to swindle customers.

###### The Sandbox

The Sandbox is an underground fight club, where Oaza’s strongest test their mettle against each other in either fights to the death, or until one gives up.

It’s located in the western most part of the Twilight District and the entrance is a modest looking house that is constantly guarded by 4 men who only allow those who know the password to walk inside. In the back of the house, there’s a trap door that opens up to a tunnel, which in turn goes deep under the city and into the arena where it all happens.

The arena is built an indentation into the ground, in a square shape and there is even paid seating for those who don’t wish to stand and risk falling into the middle of the fight. It’s surprisingly big and there’s even a bar to provide everyone with booze to drown the sorrows of a lost bet.

There are also other access points to the arena, but they’re mostly used as ventilation.

The overseer and owner of the Sandbox is a male hobgoblin named Rugrannar, The Cruel. He enjoys watching the fights and trains some of the participants himself. The Sandbox was built as a way for him to enjoy a life of blood and fighting without being part of an army, which he despised.

There are some guards who know of the existence of the fight pit, but they let it pass and participate in it themselves. Although such an activity would be technically illegal, the money Rugrannar pays those guards is more than enough to keep their mouth shut.

###### The Moist Stool

The Moist Stool is a smaller, more clandestine dive bar within the Twilight District. Cheap, strong booze of questionable origin, stale bread and possibly dangerous clientele are pretty much the norm here.

The entrance is located in a low lit alleyway and the establishment itself is very small. There are a total of 4 booths and the bar, with about 5 stools for people to sit.

The owner is a blind male dwarf named Zanndir Brewhand, who serves as his own bodyguard, cook and staff.

A lot of shady people frequent this space. If you’re looking for underworld information, it’s the place to visit.\*\*

##### Ravi G’Had

The Ravi G’Had is the great palace on the eastern tip of Oaza where the Geh Unes Samraat resides and from where they issue all Imperial orders.

It’s protected by its own inner walls and surrounded by a beautiful garden, irrigated by multiple smaller lakes. There is even wildlife within these gardens and larger plants, symbolizing the potential for life’s growth under the Sun.

The structure itself is a golden tower that culminates on a ruby spire. This multi-leveled living space has halls and rooms symbolizing all stages of life, decorated with inner gardens that change up the flora the higher you go in the tower. At the bottom, the tower widens and provides quarters for the many hundreds that work inside to tend to everything and make sure it grows healthily.

The Samraat live in the level just before the Ruby Room, where they have their own sleeping quarters as well. They must live surrounded by life and take care of it and so the last floor is exclusively tended to by them and is a fusion of all the other levels, with older trees, but also plants that are short lived, but beautiful. The Samraat must understand that all life is worth protecting.

There is a central staircase that spirals around and connects the bottom of the tower to all the levels and it’s surrounded by beautiful waterfalls that transfer from the multiple lakes in all the floors.

The Ruby Room is where all the important rituals, councils or decisions take place. It’s a circular room completely covered by translucent/transparent ruby, giving it a permanent red glow that makes the room look like it’s on fire. Upon sunrise this also acts as a beacon that aligns itself perfectly with the sun and absorbs its light spreading it out into the city under the same red hue. When high noon hits, the sunlight is also redirected into multiple places around in the gardens that point towards secret rooms where important artifacts and manuscripts are hidden away.

#### Ulakash Orc Tribe

* Origins: The remnants and descendants of an ancient orc tribe that once sought to unite all the orcs of the Grayscape. They now occupy a chunk of the southern section of Tra’Hadare, although no borders have been defined.
* Capital: Amand’Lash.
* Political System: The tribe has a chieftain, elected among the people from the various villages.
* People: Mainly red and gray skin orcs.
* Enemies: Uldamahd Orc Tribe; the Trachwant Stratos.
* Allies: Tra’Hadare.
* Faith: The orcs worship only Aegr, Goddess of Rage, Anger, Passion and Revenge, as she was once one of their own.

#### Uldamahd Orc Tribe

* Origins: The remnants and descendants of the most violent of the tribes that ever existed in the Grayscape. Their only desire is to raid, fight and pillage. They divide their land on the southeast of the Grayscape with goblins and hobgoblins.
* Capital: Matak’Orosh.
* Political System: The orcs of the Uldamahd tribe have a chieftain. This position is earned through success in raids allowing one to challenge the current chieftain for combat.
* People: Mainly green and blue skinned orcs.
* Enemies: Tra’Hadare, the Ulakash Orc Tribe.
* Allies: The Trachwant Stratos.
* Faith: They worship Aegr, Goddess of Rage, Anger, Passion and Revenge, although their tribe once betrayed her in days of old.

#### The Trachwant Stratos

* Origins: Once threatened by orcs and basically all living beings within the Grayscape, the goblins allied themselves with the more powerful, stout and militarily capable hobgoblins, guaranteeing their survival.
* Capital: Arglwyd.
* Political System: The territory is ruled by the military. The High Overlord being the main figure. They are generally picked through the number of battles won. Combat prowess and strategic ingenuity are some of the main characteristics searched for in the High Overlord. The position is highly contested, resulting in a great number of murders over the years.
* People: Goblins and Hobgoblins.
* Enemies: Tra’Hadare, the Ulakash Orc Tribe.
* Allies: The Uldamahd Orc Tribe.
* Faith: They worship the dragons of old, considering them a source of power and a symbol of dominance in war.

#### The Wildlands

* Origins: Land where the Southern Draconic Empire once settled. Now all that remains are rabid human tribes, lizard people, ruins and a number of outposts built by other kingdoms to explore the artifact rich land.

#### Nagapankh (Snakefeather) Mountain

Nagapankh Mountain is located on the northwestern edge of the Wildlands.

They are inhabited mostly by a tribe of lizardfolk who worship a false god based on an ancient dragon: Nagasieth.

The mountains are home to an incredible variety of animals and wonderful forests tended by the lizardfolk, who live in a sprawling, if primitive and reclusive society.

They are also home to an ancient dragon lair, as well as ruins of the city he had built in his honour, which sit at the very top of the mountains and have since been consumed by nature.

The Nagapankh Mountain range’s highest peak isn’t very high at all, so its entirety is covered in forest.

#### Virssethi Tribe

The Virssethi Tribe inhabits Nagapankh Mountains’ forests.

They don’t have any particular city, or even village, as they consider the entire mountain range to be their home.

The houses and buildings that exist are crafted with vines and twine, but nothing too complex. The people of the Virssethi Tribe prefer a simple life of hunting, gathering and running wild.

Although they only have occasional conflict among themselves, due to more animalistic disputes, like territory, food and even partners, they are not very welcoming of strangers.

There have been a lot of members of the tribe that chose to leave the mountains and they are always free to do so, although they are rarely welcomed back.

### The Free City of Pelendan

* Origins: A city founded long ago by a family of adventurers and monster slayers. It has been given the blessing of Meodref, Goddess of Freedom and Nature, and it is independent of any kingdom or empire.

It stands on top of a gargantuan volcanic rock, just off the northeastern coast of Caifam, that is believed to have been thrown down onto the sea by Thader, God of Hatred, in the moment of his ascension.

* Political System: The Free City is governed by the Protector and a group of officers that attend to more specific matters of governance. There’s a Master of Coin, of Arcana, of Planning and a Loremaster.

The Protector’s functions encompass mostly diplomatic and military issues and they are revered as the ultimate paragon to Pelendan’s ideals

* People: Pelendan is home to people from all over the continent and even from outside of it. It is a mish mash of cultures that are shared through the common goal of being the best at whatever they do and society rewards them for it.
* Enemies: Pelendan has no direct political enemies, although they are often treated poorly by Herskellan and Tra’Hadare.
* Allies: Due to the shared faith in Meodref, the closest ally to Pelendan is the realm of Nad’ar.
* Faith: Although the city is blessed by Meodref, any non-evil faith is allowed.

## Emot

Emot is the most frigid continent of Idas. Its mountainous and rocky terrain, combined with freezing temperatures make it very hard for life to survive.

It is inhabited by firbolgs, goliaths and gnomes, mostly, and it is the land of the Titans, ancient beings that have long vanished, said to populate Idas before the Age of Dragons.

### The Shimmerstone Enclave

* Origins: An originally gnomish and firbolg mageocracy created within the Cragstep Expanse. They value arcane prowess and technological ingenuity above everything else and are known to have very advanced cities.
* Political System: Mageocracy ruled by a council of powerful wizards and tinkerers who end up having control over academies and other institutions, ensuring they maintain power for as long as possible.
* People: Mainly gnomes and firbolgs, since the enclave is very closed off to outsiders, not even allowing their many gadgets and gizmos to be traded off their realm.
* Enemies: the goliath tribes of the Eastern Plains.
* Allies: None.
* Faith: Mechanus, the soul of all technology.

#### Gnomenport

Gnomenport is a port city on the northern coast of the Shimmerstone Enclave.

It is often the first city visited by anyone sailing towards Emot, as it is the one with the better accommodations, especially for those of relatively high wealth.

As any port city, it is very much focused on trade, even if the Shimmerstone Enclave is evermore interested in acquiring things from other lands than necessarily selling their own technology.

Trade then usually comes in the manner of textiles, ores and other materials that can be found around the Cragstep Expanse. Regarding the textile trade, due to the use of ancient herding methods and farming techniques, wool extracted from sheep and other woolly animals is one of the prime materials sold at Gnomenport.

As the first city that tourists and foreigners see when they get to Emot, it was definitely built to impress.

The city’s buildings are made of incredibly sturdy stone, reinforced with metals and glass structures. There are tubes and cables moving across town, both underground and above the streets, providing power to lights and other devices.

The presence of automatons performing the simplest of tasks is very noticeable. In fact, automation is a big part of Gnomenport.

The city’s core is a cylindrical stone building, highlighted in gold, and underneath it there is a power plant that provides energy for the entire city. This power plant is owned by one of the most powerful families in the city, the Glasshammers.