The Ioturan Heartland Geographic Location in Emaxus | World Anvil
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The Ioturan Heartland

Credits to Guillem H. Pongilupi for the cover art!
Forming the southwestern area of mainland Iotura, the Ioturan Heartland is a breadbasket region of idyllic fields and peaceful forests, divided up by five, main city-states: Agrad, Cubral, Eswa, Kubrington, and Thouw Pren, all of which are bound together in a loose alliance of defensive pacts and trade agreements. Long has the area enjoyed peace, lending their aid and military powers to various exterior conflicts, such as the Fragmented War; however, tensions have recently begun to run high. After an investigation recently revealed Thouw Pren expeditions into the Draconic Wastes to the north (though they never revealed what the point of these expeditions was), rumors have abounded of Thouw Pren searching for dark relics within the ancient, abundant ruins of the wastelands. Since then, a conflict has broken out known as the Heartland War, most specifically between the Yamma devotees within Kubrington and the much more religiously ambiguous mages of Thouw Pren, while the other three city-states take sides, or stay out entirely, for fear of destabilizing the region in a war.   The region is varied, with mountain ranges along its western, eastern, and southern sides, with a swath of fertile and forested plains between them. The inhabitants of the region can find themselves harrowed by rogue warbands, and those who live close to (or within, in the case of Genfurum) the mountains of the region can sometimes find themselves on the receiving end of surface excursions from the underground creatures of Emaxus, such as drow, troglodytes, or worse.  

Agrad

Small City <> Population: 11,723 (84% human, 5% human, 4% elf, 7% other)   Positioned along the rocky plains of the southernwestern coast of Iotura and surrounded by the imposing Atarthi Mountains, Agrad is one of the smaller city-states, as the rocky terrain that their land consists of doesn't allow for large-scale farms. But, due to their open access to the coast, the Agradi people rely much more on fishing and maritime trade, which allows their relatively small population to appreciate a relatively large amount of wealth. The standard of living is high, and the city of Agrad is well-made and well-funded. Due to the importance of maritime trade, Agrad is best defined as an plutocratic state. With very little true government oversight, Agrad instead relies on the ruling merchant class who run the private military companies and own the trading fleets.   Agrad wishes to stay out of most conflicts, instead consolidating their economic power and selling to the highest bidder (which often puts them on both sides). In fact, Agrad is becoming notorious for selling materials and arms to many different parties in Aitreas following the Collapse, but the Agradi hired muscle kept their ports surprisingly peaceful, even when enemies are in harbor together. These lucrative arms and supplies deals make the Agradi extremely wealthy and well-connected with people from all over Emaxus.  

World-Renowned Wine

While Agrad lacks sprawling agricultural endeavors, the same rocky soil that limits its farms actually creates the perfect environment for wine grapes. And, with the region's long summers and rainy winters, alongside the ocean breezes, the climate is perfect for grapes. This has led to world-renowned, highly competitive vineyards based out of Agrad, which capitalize on the global port of the city-state to market their goods and get them across the world. Of these, the most notable are Arrowhead Wineries, Rolling Hills Vineyard, Crown Top Vineyards, Secret Garden Winery, and Harvest Moon Winery and Vineyard.  
Wines of Agrad
Tropical weather and fertile lands have enabled Agrad to develop a prosperous wine trade across the Ioturan Heartland and beyond. There is fierce competition between local families as well as rival wineries across Emaxus, and the numerous wines exported from Agrad can claim a respectable bit of coin, though the prices might vary depending on the market.  
  • Arrowhead Diamond Plum Wine: 60 gp per bottle.
  • Rolling Hills Premium Red Wine: 50 gp per bottle.
  • Crown Top Dark Red: 35 gp per bottle.
  • Secret Garden Dream Plum Wine: 40 gp per bottle.
  • Harvest Moon Sunset White Wine: 30 gp per bottle.
 

Government

Agrad is ran by a group of wealthy merchants known as the Family. The Family and their most influential members can be found in detail in the Factions of Iotura. The Family keeps Agrad in ship-shape, using stipends and economic packages from donors and the Family itself to fund infrastructure and the small official military, while keeping taxes and regulations low. Most of the actual running is done unofficially by donations and projects from the members of the Family, and the other influential merchants of the city.  

Crime

Due to the workings of the Family Guard -- the small and elite official guard force -- and the many different private military companies and mercenary companies kept employed, Agrad has a relatively low crime rate for such a large port. Nevertheless, a notorious new gang known as the Vipers have grown to infamy, somehow smuggling contraband despite Agradi restrictions and intense inspections. Some wonder if they have a connection to the wealthy merchants of the city-state, or even the Family itself.  

Geography

Agrad itself is nestled about a mile from the rocky, flat shores of the southern Ioturan coast. The heart of the city rests atop a small bluff of rock, where Castle Agrad rests. Here, the Family runs the city-state and the biggest business deals occur in the castle's gardens, grounds, and chambers. Surrounding it is the Mercantile Ring, which, as its name suggests, is where stores, peddlers, and merchants do their business. To the north of this is the Agradala District, where most of the middle to upper class merchants and workers live. Even further north of the Agradala District are the Agradi Vineyards, a sprawling series of vineyards owned by various, competing wineries, while to the south is the Agradi Ports, a part-worker-residence and part-warehouse district which then gives way to the sprawling and well-organized harbor. Often times, this harbor is packed to the brim, with a constant stream of ships of all sizes leaving and entering the many docks at any one point. The Family keeps things efficient, however, so ships waiting in harbor are rare, and often stops are brief and to the point.  

Ancient Pits of Agormith

On the northern edge of the Isututh Timberland is a field of grey, dead grass and withered corpses, many half-buried and scattered across the rotten plain. Within the center of this several square mile scar on the land is a perfectly circular pit, one hundred feet across and rimmed by perfectly carved, dark grey stone, inscribed with runes of an ancient, pre-Reckoning language. This pit descends into infinite darkness, and no one knows how deep it truly goes. What is known is that in its black depths, various hallways and chambers branch off from its bleak descent, catacombs and dungeons that spread out into the surrounding earth, a massive underground complex infested with all manners of monsters.   It is believed that this place was crafted as a necropolis for an Age of Rebirth sorcerer-queen named Agormith and her supplicants, who were entombed deep within the ground alongside her. Now, the place is a haunting location that many in the region use as a fearful reminder of the corrupting effect power can have. The reason behind the blight surrounding the pit, and its treacherous inhabitants, is that something went wrong in the interring of the necropolis' residents, and a curse of undeath spread throughout the depths. While the upper levels of the seemingly infinite dungeon are inhabited by weaker creatures such as kobolds and goblinoids, many believe that an unending power struggle is occurring in the depths of the Pits of Agormith. Some claim that Agormith is now a lich, seeking to become queen once more, and her faithful serve her again in death as they did in life, and that she battles all sorts of incursions to claim dominion over her necropolis once more. Those who believe this tale fear what should happen if she unites or crushes those within the Pits of Agormith, believing that an army of the undead could rise from the depths at any moment.  

Atarth Mountains

Dominating the southern portion of the Heartland, stretching from the northern reaches of the Bay of Silver down and over to the western coast of the continent, is a range of rocky mountains composed of dark stone and weathered peaks. These monoliths, known as the Atarth Mountains, were named due to the ancient giant king who is said to have once ruled from within the cloudy peaks of the mountain range. While few records serve to prove this, it is widely believed that the storms that now shroud the Atarth Mountains were created by the last curse that the giant king spoke before his defeat at the hands of the dragons.   This belief is propagated and spread by the Atarthian people, the indigenous people of the coastal depression that stretches within the mountain range, the same place that houses the city of Agrad. These nomadic, peaceful tribes of hard workers and loyal followers tell that their ancestors were the slaves of the giant king Atarth and his fearsome giant army, standing even below ogres and hill giants. Eventually, their pleas for freedom were answered by Isael, who drove the dragons of the region into going to war with Atarth and his people, wiping them out. Whatever the true history of the Atarth Mountains may be, it is hard to deny that the Atarthi people have some grounds for their beliefs. The stormy mountains are rife with ancient structures and ruins, some of which are distinctly giant in make and structure, now inhabited by dragons, behir, and other terrible creatures. And some of these great, ancient halls lead underground, deep into the mountains. Deep into the earth, where even the light dies.  

Atarthi Pass

To most traveling to Agrad or to visit the southwestern coast of Iotura, there is only one pathway through the nearly impenetrable Atarth Mountains: the Atarthi Pass. Accessed from the north by a slowly sloping path barely wide enough for three people to stand shoulder-to-shoulder, and from the south by a wide basin that slowly narrows as it rises to a rocky path, the Atarthi Pass is the only truly "safe" path through the Atarth Mountains, running as a rocky path along mountain to mountain. While the Atarthi Pass would normally give way to entropy or to bandits, it is both maintained and protected by Phithana, a peaceful elf wizard who manages the pass with her magic and protects it with her constructs. She is based out of her tower, a small structure carved from stone which is believed to actually move through the mountains, as it is rarely seen in the same place twice.  

The Cliffs of Acrigalla

Where the peninsula of the Southern Sisters juts out into the churning abyss of the Endless Sea, there is a long stretch of remarkably smooth, beautiful cliffs. These cliffs, which are named after the Age of Rebirth civilization of the same name who is believed to have inhabited the Ioturan Heartlands millennia ago, are thought to have been crafted by the great arcanists of the Age of Rebirth as a show of deity-like creation. Whether it was one extremely powerful spell, or many, many smaller spells working in tandem is unknown, but the outcome is plain: not only are the Cliffs of Acrigalla stunning in their smooth, white descent into the white, crashing waves, but they also radiate arcane energy.   A character that spends at least 30 minutes meditating along the edge of the Cliffs of Acrigalla will slowly become suffused with arcane energy. For non-spellcasters, they gain the effects of a short rest in half the time, as the raw arcane residue mends their wounds and re-energizes their bodies. For spellcasters, they gain the ability to cast one 1st-level spell of their choice without requiring material components or using a spell slot. They lose this ability when they cast the spell or finish their next long rest, whichever comes first.  

Cubral

Large City <> Population: 19,461 (78% human, 11% half-elf, 11% other)   Within Cubral's stone walls, people can be anything. Sitting in the midst of sprawling, fertile plains in the western area of the Heartland, Cubral is a place of middling prosperity but endless potential. Ruled by a distant and mysterious master who is known only as the "Baron in the West," this city-state appreciates plentiful food and other natural resources, and a hearty trade network that allows the Cubrali people to travel and do what they like, when they like. Due to the Baron's total control, there is no other ruling class, and due to their restraint in using said total control, there is little to no oppression. Even the poorest farmer with aspirations of becoming an arcane component merchant could, with the right work ethic and moves, achieve her dreams.  

Government

The Baron in the West, despite their hands-off approach to ruling, actually manages to keep things in relatively clean shape in Cubral. This is achieved by way of the Baron's Blades, a secret police organization comprised of top-notch assassins and spies. Rarely are they employed, but no one knows their true numbers or motives aside from the Baron themself. The members of the Blades are sworn to secrecy, under threat of extermination by their comrades. It was through this organization that the Baron revealed Thouw Pren's expeditions into the Draconic Wastes, a move which has put the two city-states at odds. Luckily for the Cubrali, the Baron has not risen to the Circle of Eight's taunts, seeking not to put their people at risk in conflict.  

Geography

Cubral is positioned southeast of the Southern Sisters mountains, amidst sprawling plains of fertile farmlands and occasional forests. The territory of Cubral is defined by its tranquil roads, peaceful farms, and small lumber camps and mines that are more often than not locally owned, but the city itself is a dense city of possibility and action. The majority of the city is cobble roads splitting stone and wood houses of varying size and quality, all intermingled. There are no true "districts," with temples and such spread across the city.  

Easthallow

Small Town <> Population: 3,194 (67% human, 30% halfling, 3% other)   A few days travel to the northeast of Eswa and the same distance to the southwest of Kubrington, Easthallow is a middling point between the two cities that allows convoys and caravans to rest their mounts and feet, fill their bellies with food and ale, and take a gander at the local goods. The high halfling population in the town is in large part due to the fertile lands surrounding the village proper, and over a third of the population actually lives in farmhouses surrounding the settlement, each tending to hundreds of acres of bountiful farms. Most of the town's production is based in agriculture and small-town artisans, with the majority of the farms within Easthallow producing wheat and grain.   The most notable feature of Easthallow is, believe it or not, its bread. Little of the wheat and grain produced within the town is actually shipped out as is, and is instead sold to the Easthallow Bread Bakery, an extraordinarily profitable company based out of the town, providing over several hundred citizens with well-paying jobs, and many more with jobs in trading and selling the products of the bakery. The bread of the Easthallow Bread Bakery is second to none in the Heartland, and is well-known across this side of the continent for its taste, texture, and crispness.   Easthallow is technically a tributary of Eswa, and as such is defended by the Eswan military and is subject to the Eswan Council's rulings and laws. That is all in theory, of course. In practice, Easthallow pays taxes to Eswa, and receives arms and armaments to protect themselves from any threats that might hound them.  

Eswa

Large City <> Population: 16,782 (48% human, 30% elf, 15% half-elf, 7% other)   Bordering the Isututh Timberlands, Eswa is nearly perfectly located in the center of the Ioturan Heartland. Bordered by the Timberlands to its west and the Stafmere Lake on the east, Eswa is an idyllic breadbasket. Removed from the current politics of the Heartland (by choice), the mixed peoples of Eswa appreciate peaceful lives. After its founding in 356 AT, when a group of human settlers from Yathra Silthame discovered a group of elves leaving the Timberlands and decided to settle together, as both groups were seeking new lives. From there, the city slowly grew, as farmers feeding the city congregated into small villages themselves and the city's territory expanded.   The elves of Eswa have no recollection of what occurred before they left the Timberlands and settled Eswa. Many believe it has something to do with the elven ruins that dot the forests, but others believe it is perhaps something darker. Whatever it is, it is a mystery no one has been able to solve, and the relatively large elf population allows the people of Eswa to appreciate the strengths and specialties of humans and elves equally.  

Government

Eswa and its territory is ruled by the Eswan Council, a group of six Councilors that each preside over a sphere of Eswan life. Of these six, two hold the most power: the Councilor of the Interior and the Councilor of the Military. Because of this, these two must always be one human and one elf, never two of either. While Eswa has never had racial issues, many believe that partly comes from this ordnance, which has been in place since Eswa's founding. Beneath those two positions is the Councilor of Religion, Councilor of Technology, Councilor of Foreign Relations, and the Councilor of Law. Under the rule of the Eswan Council, the people of Eswa have always appreciated fair tax rates, near limitless personal freedoms, and great racial relations. The Council can be found more in depth in the Factions of Iotura.  

A Unified People

The people of Eswa are divided nearly in half along racial lines in terms of numbers: almost half of the population is human, and a good portion of the other half is elven. But, on account of their unified start and diverse leadership, the people of Eswa have never let this numerical and racial division come between them, and have always stood on a unified front. On top of the strong economy and happy lives the Eswan people appreciate, this unity has also led to a booming population of half-elves, who are treated just as fairly as the rest of the people of the city.  

Geography

Eswa sits only a few dozen miles from the edge of the Isututh Timberlands to their west, allowing them a steady stream of lumber (which is kept tightly regulated, on account of the elves of Eswa appreciating environmental balance), and to the east is the Stafmere Lake, which gives rise to a bustling fishing community. Surrounding Eswa to its north and south is a sprawling network of farms and small villages that stretches for nearly twenty five miles in each direction. The city of Eswa itself is divided into three main districts, arranged in two circles. The Towers of Eswa form the central circle, perfectly placed at the center of the geometrically symmetrical city. This small district is rimmed by its own inner walls, and is the affluent area of the city within which wealthy merchants have their estates and villas. This district got its name from the six towers of Eswa that are arranged in a perfect circle at the center of the city. These elven spires each rise nearly 300 feet into the air, capable of being seen from anywhere in the city, and sit atop a hill at the exact center of the city. Each of these spires is home to one of the Councilors of the Eswan Council, and from these spires they conduct their business. In the center of the towers, at the perfect geographic center of the city, is the Eswan Forum, within which the Council meets and discusses matters of importance to the whole city. Citizens can also come here to ere grievances and discuss policy with the Council in open, weekly public forums.   Beyond this inner circle, the outer circle of the city is divided perfectly in half by two walls that run from the inner walls to the outer walls along an exact north-south line. On the eastern side of these walls is the Calafrath District, where the majority of the human population lives, and an abundant amount of trade occurs. This district is dominated by dense neighborhoods of fine, middle-class wooden homes with red tile roofing, creating a rippling sea of clay-like red when viewed from above. This sea is cut up by well-organized roads of cobble, kept clean and well-maintained by the workforce employed under the Councilor of the Interior. The bulk of the trade that occurs in this district happens in the Market of Gathra, named after the human merchant that created the foundations of it back when Eswa was founded. Since its creation, the market has grown into a several-square-mile, open market, rimmed by the finer shops and traders. In the open courtyard of the market are where the booths and travelling traders peddle their wares, and the market is renowned for its festive noises and bright colors, and anything from bread to ancient, illegal relics can be found within the market, if one knows where to look. Outside the walls of the Calafrath District is a small stretch of fields and roads leading to the many fishing communities along the shores of the Stafmere Lake.   On the western side of the city is the Yllawyn District, where the elf population makes their homes. This district is slightly more spaced out than its sister district to the east, and its homes are mostly circular or low square buildings of fine, twisted wood and dark green tile roofing, as the Eswan elves employ a hefty amount of arcane and druidic powers when building. Due to the Yllawyn District facing the Isututh Timberlands, this is where most expeditions that are sent into the forests make base and are given jobs, resources, and payment. For this reason, the Councilor of Technology (who is tasked with discovering the secrets of the Timberlands) manages a renowned complex for adventurers and expeditions known as The Greenheart Adventurers' Guild, which is nestled up against the farthest western point of the wall, just along the road that heads out towards the Timberlands. The Greenheart (as it is more commonly referred to) is a complex of buildings based around a tavern. Within this two-story, well-run and organized structure, the adventurers prepping for or returning from expeditions rest. Just outside of it, near the front door, is the bounty board where the Council of Technology's agents post new expedition leads. From there, the complex branches into an armory, an infirmary, and even a small, general-use temple, for those adventurers of a religious caliber. All of the buildings within the complex bear the same moniker, so the tavern is known as the Greenheart Inn, the armory is the Greenheart Arms and Armor, etc.  

Genfurum

Small City <> Population: 12,840 (63% dwarf, 28% gnome, 9% other)   Nestled within the mountains of the Northern Brothers is the dwarven citadel of Genfurum. Reached by way of a long and winding, but relatively safe, mountain path, the great halls of Genfurum once stood open to any and all visitors. In fact, Genfurum was a powerful ally of Dimtodhir, Yathra Silthame, and all who sought peace and prosperity in Iotura. Now, the massive steel gates of the city stand closed and resolute, refusing any and all visitors. Following the Collapse in Aitreas, the people of Genfurum went into a panic. Accepting hundreds of gnomish refugees from the Imperium, the gates of Genfurum closed soon after. The gates have remain closed for over three years, and no one knows what occurs within this vast underground city. Some believe that they work tirelessly to understand the Disaster and thus prevent it (although some believe it may be to replicate it), while others say that the city has fallen, whether by way of an awry experiment or the countless dark forces hidden beneath the surface of Emaxus.  

Howler's Bay

The body of water that splits the mountains of the Northern Brothers and the Southern Sisters is aptly named Howler's Bay, in large part due to the unsettling howling that the coastal winds make when they whistle between the jagged spires that riddle the bay. No one knows how the middle section of the Siblings mountain range collapsed into the sea, but the presence of the many submerged and partially surfaced mountains peaks makes Howler's Bay an absolute no-go for any sane sailor. But for those who are desperate, or have nothing to lose, Howler's Bay is a haven from any and all parties who would seek to pursue them. This isolation also makes the bay a perfect locale for monsters and corrupting influences, and the coves and depths of the bay have become dens for sahuagin, mermen, and even kuo-toa, with some believing much more vile creatures call the deep underwater valleys between the submerged mountains their homes.   While no one truly knows how Howler's Bay was created, there are whispers that it was made during the Reshaping, when the gods felled a great titan in the Ioturan Heartland. These people believe that when the titan fell to the earth, it crashed into the Siblings mountain range and brought the entire middle section of the range down into the depths. This legend has led many an ill-fated cult, treasure expedition, and random looter to their fates in the bay, searching for the ancient corpse of the primordial creature.  

Isututh Timberland

Dominating a huge swath of the central and western areas of the Heartland, the Isututh Timberlands are a series of dense, pine tree forests, with light patches of undergrowth of varying density. Within these woods, all sorts of creatures make their homes, from bears and wolves to lycanthropes and even dragons. It is also a safe haven for running bandits and criminals, and even cults can find a relatively safe place within the Timberlands to perform their dark rituals. The Timberlands are a contested swath of land with no sovereign law ruling them, so if you have the strength to contest with the creatures that call the forests their homes, you can find a place for yourself here. Pre-Reckoning elven ruins dot the forests, most of which are totally shrouded behind thick bushes and vines and overtaken by the undergrowth. Many believe that these ruins hold the secret to the Eswan elves' past, and expeditions are regularly sent to discover the secrets and relics of this ancient elven civilization.  

Kubrington

Large City <> Population: 26,743 (67% human, 8% dwarf, 8% elf, 6% half-elf, 11% other)   On the border of where the Ioturan Heartland begins to give way to the gentle slopes of the Iotruyla River Basin lies the largest city within the region, Kubrington. The "Gateway to the Heartland," Kubrington rests on the Silverstream Highway, and makes it the first major checkpoint of traders entering the Heartland. As such, the city-state supports a bustling population, overland trade economy, and recently began development of a maritime fleet in the newly constructed Kubrington Harbor. Also, the city-state's proximity to Yathra Silthame makes it both an important ally of the Silver City, but also the largest religious hub in the Heartland.   The Order of Sunrise has a strong presence within the city, functioning as a guard when the guards aren't around sort of force, and the growing presence of militant followers of the Children of Yamma leads many to believe that, hidden from the world, there may be dark influences within Kubrington that the paladins are there to purge or subdue. Rumors aside, the people of Kubrington are deeply religious and any follower of the Children of Yamma is a friend of the people of this city-state.  

Government

Kubrington is ruled by the Kubrin line of monarchs, who were the original settlers of the city in the Age of Rebirth. Today, the city is ruled by Queen Eliza Kubrin II, an intelligent and compassion devotee of Yamma who is fiercely devoted to keeping the people of Kubrington and all of the Ioturan Heartland save from the dark forces who wish to harm them. Under this idea, she has been growing threats of war with Thouw Pren following Cubral's reveal of what the Council of Eight was doing in the Draconic Wastes. While Kubrington has long had issues with the Council, the line of Kubrin finally has a reason to pursue war, which the people of Kubrington have thrown themselves into whole-heartedly.   Kubrington is kept safe by their standing military, the Kubrington Brigade. There are generally 3,000 standing soldiers of the Kubrington Brigade, roughly 2,000 of which are kept within the city, 800 of which are spread across the city-state's territory, and 200 of which patrol the roads, specifically the Silverstream Highway; however, those numbers and positions are in constant flux due to the on-going Heartland War.  

Religion

Religion is of the utmost importance to the people of Kubrington and as such, temples and shrines to the Children of Yamma are common throughout the city and its territory, chiefly to the Yamma and Xaen. This religious devotion has provided the perfect grounds for the expansion of the Order of Sunrise into Kubrington, and there are now some 500 Sunrise templars within the city. Based out of Fort Sunshield, which they had constructed in 670 AT, the Order of Sunrise has spread their forces across the city-state and its territory, attempting to root out any potential corruption. While the Order is there to "keep the people safe," the huge force that is present makes many believe that there is a genuine threat, working in the shadows.  

Geography

Kubrington sits upon the Silverstream Highway and is the overland trade entrance to the Ioturan Heartland. From the city-state, most other roads flow out, creating a web that connects the five main cities of the Heartland and their various satellite towns and villages. The city of Kubrington itself is an impressive city of white and grey stones and fine woods, huddled behind tall, impressive walls for defense. Around these walls are small slums and residences for workers, beyond which are farms, forests, and hills.   The city is only a few days from the coast of the Bay of Silver, which lead Queen Eliza to begin the construction of the Kubrington Port, and the accompanying Kubrington Maritime Co. trade fleet. Sadly, with the conflict with Thouw Pren spreading, the economy has been diverted from the expansion of maritime trade and towards militant arming, leaving the half-finished port and fleet abandoned and ripe for scavenging, or illegal deals.  

Mayfair Plains

Wedged between the Isututh Timberlands to the west, the Iotruyla River Basin to the east, the Atarth Mountains to the south, and the Steldurn Woods to the north is thousands of square miles of fertile, lush plains. Alternating between expansive, bountiful farmlands and fields of grass stretching as far as the eye can see, marred only by the rare tree or rock, these fertile fields are known as the Mayfair Plains. Irrigated by the plentiful water table of the runoff from the Atarth Mountains, which feeds the single largest body of freshwater on the continent, Stafmere Lake, the Mayfair Plains are the perfect geographical breadbasket.   But the plains aren't without their own problems. Recently, a goliath herd by the moniker of the Herd of Death has started subjugating nearby goblinoids and orc warbands, forming a horde to claim hegemony over the region. They are still in their infantile phases, but lone farmsteads and smaller villages have learned that they could have much to fear soon. The leader of this movement, Daathea Stonekiller, is a cunning and brutal warrior, and some claim that she won't stop until the five cities of the Heartland burn.  

Silverstream Highway

Beginning in Yathra Silthame to the west, the Silverstream Highway is the most important trade route through the Ioturan Heartland. If the Silver City is the heart of trade in Iotura, then the Silverstream Highway is its largest artery. Passing through Kubrington, the first major checkpoint in the Heartland, the Silverstream Highway then travels through the Mayfair Plains and Eswa, into the Atarthi Pass, and then to the southern coast, where it eventually ends in Agrad. This distance is regularly patrolled by Agradi mercenaries, Eswan militiamen, and Kubrington Brigade soldiers, and while its length makes total defense near impossible, the patrols at least give merchants and travelers the idea of safety.   Recently, however, the rise of the Herd of Death and their supplicants as well as the Heartland War growing ever more fierce has lead many to be concerned about the long-term health of the Highway as a trade route. Should the Herd not be put down or the war be brought to an end, things could become treacherous indeed.  

Stafmere Lake

Stafmere Lake is the single largest body of freshwater in all of Iotura. Fed by the huge amounts of runoff from the northern stretches of the Atarth Mountains, Stafmere Lake is an expansive body of crystalline, cool water. Most days, its calm waves lap against its rocky shores, imperceptibly eating away at the shoreline of the lake, leading slowly to its growth. Along these shores are many small fishing villages, a concentration of which are center near Eswa, which is a handful of miles to the west of the lake's coast.   The entirety of the lake is contained within an ancient, rocky valley, believed to have been a remnant of the battles of the Reshaping, and scattered across its expanse are three islands. The two smaller islands to the south and southwest are known as Greenburn Enclave and Leinan Island, respectively. The former is the home of a circle of druids who work to maintain the balance and health of the Stafmere Lake ecosystem, and the latter is a dense, enchanted forest home to a host of fey creatures and treants. What the source of Leinan Island's magical properties is, no one knows, but theories abound. The largest island, Magval Island, is in the northeast of the lake, and is largely left alone. Some claim that the island is haunted, or that something sacred and ancient rests there, guarded by the druids of Greenburn Enclave. Whatever the truth, those who travel there always return, but never with any memory of having left.  

Leolants Tributary

The largest of the tributaries that flow into Stafmere Lake, Leolants Tributary is a white water river that rushes dwon from the northern peaks of the Atarth Mountains, fed by countless streams, creeks, and brooks. Where the Tributary actually begins is up for argument, or if it truly has a start (many believe it simply connects a few brooks at its beginning and grows from there). Either way, Leolants rushes down into Stafmere Lake between two mountains, crashing into the otherwise calm waters in a turbulent pool of currents and white water rapids.  

Stafmere Beck

The land surrounding Stafmere Lake is riddled with small creeks and brooks flowing down into the lake, but only one river flows out: Stafmere Beck. This calm river flows out of the western side of the lake, winding across the Mayfair Plains, through the Isututh Timberlands, and then plummeting off the cliffs of western Iotura's coast in a beautiful waterfall known as the Acrigallan Falls. Due to the vast, unkempt nature of the Isututh Timberlands, and the lack of major settlements along the river, the Stafmere Beck is largely unused, and as such, is pristine and clear for most of its rock-bottom path.  

Steldurn Woods

Stretching to the north of the Isututh Timberland and across the border of the Ioturan Heartland and the Draconic Wastes to the north are the Steldurn Woods. Much less dense than the other forests to the south, the Steldurn Woods are haunted by abominations and aberrations that have shambled south from the Reckoning-devasted wastelands to the north. These creatures have cut out territories in the woods, clashing with native monsters and beasts. Thouw Pren rests on the edge of these woods, and the roads through this area are heavily patrolled to avoid the dangers of the forest.  

The Siblings

Comprised of the Northern Brothers and the Southern Sisters, this mountain range is split by Howler's Bay. Ancient remnants of the empires of the giants and their dragon foes rest high in these stormy peaks. Also dotting the mountains are the ancient remnants of the followers of the Witherer, harkening back to a different time. These ancient ruins have tunnels burrowing deep into the depths below, where alien evils rest.  

Thouw Pren

Large City <> Population: 24,612 (95% human, 3% dwarf, 2% other)   Where the Ioturan Heartland's breadbasket plains and lush forests begin to wither and fade into the Scattered Fields before the Draconic Wastes to the north is a large city-state of open farming plains and tall, magical towers. Thouw Pren is a magocracy ruled by an eccentric group of powerful mages known as the Circle of Eight, and as such, Thouw Pren appreciates the highest rates of economic inequality in the Ioturan Heartland. Thouw Pren is renowned for its strange amount of Age of Rebirth and earlier artifacts and relics, and many believe that they acquire these items by sending suicide expeditions into the Draconic Wastes to retrieve them.   These rumors were only recently confirmed, when a spy team from Cubral discovered that the Circle of Eight regularly dispatched said expeditions into the wastes, and with a growing, alarming frequency. While the destination and exact goal of these expeditions are as of yet unconfirmed, the leaders of the Heartland and even beyond are quickly drawing conclusions, and the people of Thouw Pren fear that the next menial task they shall be forced into will be a war.  

Artifacts, Relics, Weapons, Oh My!

If there was one place in Iotura, and maybe even Emaxus as a whole, to legally or illegally acquire artifacts and relics from the earlier times of Emaxus, Thouw Pren would be in the running. Though nearly impossible to source, from seedy dealers to legal deals with the Circle, with enough liquid capital and power one can acquire practically anything they want in Thouw Pren, though often times, such a deal draws attention. If a player performs the "Buying a Magic Item" downtime option while in Thouw Pren, the character is considered to have an additional +5 to their roll on the "Buying Magic Items" table.  

Government

The Circle of Eight is an eccentric band of powerful mages who hold total power in Thouw Pren. In fact, it is believed by some that the Circle founded and expanded Thouw Pren for the sole purpose of providing themselves with the labor and numbers they needed for whatever strange plans they concoct in the Rose Tower, the central feature of the city-state. Within its white marble and steel spire, the Circle concocts their mysterious agendas, runs unknown experiments, and rules the city-state in their own, hands-off sort of way. Though they rarely leave the Rose Tower, the Circle keeps the people in line through their extensive armed guard force, the Hands of the Eight. At any one time, some 2,000 of these soldiers patrol the city-state and its territory, keeping the people in line and keeping crime to an extreme low.  

Geography

Thouw Pren is only a day from the beginnings of the Scattered Fields, and as such, the urban sprawl and economic ventures of the city state spread out to the south, east, and west, while there is nothing between the heart of the city and the Draconic Wastes to the north. Atop a small hill rests the "city" itself, a small, white marble, walled-in area of gardens and tall wizard towers where the Circle of Eight and their closest, most powerful allies reside, rimmed by a dense streak of not-quite-slums and farmhouses, which are then further rimmed by cruelly efficient farmlands. Past these near-plantations are mines, quarries, lumber yards, and any other sites of menial labor that the Circle of Eight need to expand their city state or arm their expeditions, most of which are run by Clan Thunderbrand, the affluent dwarf clan that owns much of the sources of manual labor in the city state.
Religions:   Majority: Xaen, Yamma   Minority: Alindr, An'liceth, Marzak, Narvox
Imports: Precious metals, industrial metals, arcane components   Exports: Cloth, grain, livestock, lumber, stone, ancient relics

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