Locations in Alune:

Kingdom of Allidyn

  Allidyn is a kingdom in a war-torn state that was once a vast and powerful realm, ruled by 15 noble houses. However, due to the War of the Fae and the Dragonkin Invasion, the kingdom lost much of its territory and many noble houses fell into ruin or were destroyed. The current Allidyn is a melting pot of races, but there is still a mix of distrust for Dragonborn and Elves. Despite its issues, Allidyn still holds significant power and has rebuilt its forces to return to its former glory.  

Ahmotah

  Ahmotah is a mysterious land known for its large population of dragonborn and goliaths, who lead a lifestyle close to nature and form roaming tribes. Dragonborn often set sail to the mainland of Alune to achieve a feat, with the better the feat, the higher the position in the hierarchy. The dense forest and uneven land make it hard to build in Ahmoth, with only one city, Rothull, serving as an Allidyn naval and trade port, while the tribes live in temporary homes built in trees or caves in the mountain.  

Bremor

  Bremor is a rugged land with towering mountains, deep valleys, and treacherous fjords. The people of Bremor are fiercely independent, proud, and value honor, bravery, and physical prowess. The five ruling clans are known for their unique characteristics and specialties, such as Clan Ironbeard for their masterful blacksmithing and craftsmanship and Clan Valeria for their battle prowess and ruthlessness.  

The Empire of Draconis

  Once ruled by the feared and powerful void dragon, Maw of Space, who sought power and treasure through war and destruction. His defeat led to the new era of Draconis, where a society highly stratified by race and slavery was rebuilt by the 12 ancient dragons, who enforced strict laws and promoted strength, honor, and power. Dracorium, the grand capital city of Draconis, is a marvel of architecture and engineering, with a secret chamber beneath the palace where Maw of Space lies slumbering and guarded by elite dragonborn warriors.  

Free Cities of Libertas

  The Free Cities of Libertas is a dangerous land, but one where the people have learned to thrive despite the odds. The cities are grand and impressive, built to withstand the constant attacks of magical beasts. The people value strength and survival, and idolize the skilled monster hunters who protect them. Despite their differences, the cities share a common culture and come together each year to compete for the honor of ruling over their fellow citizens.  

Foramins

  Formins is a rugged and mountainous region with steep peaks and deep valleys, rich in minerals and metals. The dwarves have built underground cities and mines to take advantage of these resources, and are known for their craftsmanship and metalworking skills. The orcs of Formins live in tribes and have a complex social structure, with a deep respect for nature and the land, and a peculiar habit of adopting prisoners into their tribe.    

Isle of Ice

  Isles of Ice is a harsh and dangerous place, with a frozen wasteland inhabited by fierce creatures and ancient ruins. Few towns exist on the border of the wasteland, and those that do are barely populated, with wary and self-sufficient inhabitants. A band of ruthless pirates makes their home on one of the rocky crags, preying on ships and attacking vulnerable settlements.  

Karrstad

  Karrstad is a dark and dangerous land shaped by war and superstition. The population is relatively low and often lives in isolated communities. Undead are a common problem, and the kingdom is ruled by a powerful king and various nobles who often fight for power and influence.  

Kax'ro

   

Mercator's Coast

  Mercator's Coast is a large trade kingdom that serves as a meeting point for many different kingdoms to trade goods. It is ruled by three powerful merchant queens, including a tiefling, an orc, and a human. The kingdom is a strict but accepting place, where all races are welcomed, and wealth holds significant power. The city is dominated by a grand giant tower at its center, resembling the Roman Colosseum, which serves as the kingdom's college for training bards, wizards, knights, and other gifted individuals.  

Tir-Ner-Za

     

Thronix 

  a frozen forest that emerged from a once milder tundra 200 years ago, now populated by Moonelves and various dangerous creatures. Skograndheim, a city on the edge of the forest, became a hub for trade between the humans and Moonelves, strengthening the bonds between the two communities. The forest itself is treacherous, with twisted and gnarled trees, a layer of frost and ice, and fae magic permeating the air. Eight tribes of Moonelves live within the forest, each with their own unique characteristics and roles.  

Kingdom of Tro

  Tro is an ancient kingdom with a rich history that dates back to the Age of Embers, where their god Argentum protected his people from various dangers. The kingdom is ruled by seven noble houses, who control all land and resources, while the common people live on their land and work for them. Life is good for humans, tieflings, and orcs in Tro, but the kingdom has a large distrust for other races, and those with magic powers are hunted down and killed.  

Valley of Sand

  A harsh land of ruin, it is said great treasure lies within the desert but hardly any return when looking.   

Valmeadow

  Valmeadow is a massive and advanced city built on a barren wasteland, the result of countless magical experiments. The city is ruled by a coven of seven powerful wizards who conduct their own experiments and oversee a brutal system of slavery. While Valmeadow is known for its magical wonders and luxurious living for the wealthy elite, the majority of the population lives in poverty and despair. The city has a mysterious history, including rumors of an ancient dwarven civilization that once inhabited the deep layers of the city.  

Vastante

  A land of horror, a land without color. Only fools travel to Vastante. You have been warned.   

Vue-Tera-Sa