Emaxus is currently undergoing a large entry into a new Age (and a large revision of the current Age). Consider this an active construction zone: things are moving around, getting changed, and the world's being reorganized. Apologies for the inconvenience!
- Brian

The Istavinion Coast

Credits to Grady Frederick from Artstation for the amazing cover art!
Being the only resettled and remotely safe region of Drumis, the Istavinion Coast is the most understood and "normal' portion of Drumis. Settled within the last few centuries by Imperial colonists, the Coast is now "ruled" by a loose conglomerate of three fortresses and the nobles of Osedence who call themselves the United Territories of Istavinion. Together, these disparate factions rule over a stretch of coast over a thousand miles long and contest with pirates, bandits, monsters, and each other. While it may be considered "safe" relative to the rest of Drumis, the Istavinion Coast is still a frontier and most of its people struggle to survive.  

Brackhill Fortress

Fortress <> Population: 2,285 (55% human, 30% elf, 15% other)   Positioned at the western foot of the Gloumeda Mountains, Brackhill Fortress is the largest of the three Istavinion Strongholds. Ruled by the cunning Lord Eltumal, Brackhill oversees five settlements: Alderdyfi, Castistille, Ramidalr, Vitogaza, and Wolfward. The fortress is incredibly defensible, being at the top of the Gloumeda foothills and wedged between the cliff faces of two mountain bases. It has imposing stone walls filling the only space that the fortress can be accessed from, and is garrisoned by Eltumal's best troops, including the veteran warriors known as Akhael. Around the walls and sprawling down the foothills is a decent-sized town which is simply called Brackhill and those who call it home appreciate safety and comfort in exchange for bearing the brunt of Eltumal's logistical demands.  

Government

Brackhill Fortress and its bound settlements are ruled by Lord Eltumal, an elf from Camaerith who has founded and built Brackhill several decades ago. He is typically a hands-off leader, but he does keep his peoples' blacksmiths and tanners busy with arms and armor for his ever-growing army. He has a particular interest in divination and understanding prophecies and/or the future, and will often take people from his settlements who are discovered to have natural affinities for divination -- and he's even rumored to have taken people from other Strongholds' territories as well. Beneath Eltumal, the ealdormen typically handle the day-to-day of the different settlements and villages.  

Military Power

Of the four major powers of the Istavinion Coast, Eltumal takes the greatest interest in hard power. In fact, despite his people's cumulative population barely equaling Osedence itself, it is rumored that Eltumal's army overshadows it in strength and number. Around seven hundred troops patrol Eltumal's lands and guard his settlements, while Brackhill itself maintains a garrison of two hundred. Recently, Eltumal has even begun constructing small outposts between his settlements to better secure his borders and protect his roads.   Apart from the nearly one thousand strong army Eltumal maintains, there is also a group of elite soldiers known only as the Akhael. Numbering between fifty and seventy-five, these plate-covered, helmeted knights are considered to be the faceless enforcers of Eltumal's will. Rumors hold that many present-day Akhael are actually the same men and women who accompanied Eltumal to the Istavinion Coast and that their martial strength and loyalty to him are what allowed him to establish himself as such a power to be reckoned with.  

Geography

Brackhill Fortress -- and the town of Brackhill -- begins as a wedge in the base of the Gloumeda Mountains and then spread out along the Gloumeda foothills. The foothills and mountains give Brackhill all the stone and ore it could need, while the plains beyond the foothills are hydrated and nutrient-rich on account of mountain streams bringing down minerals. Brackhill appreciates stormy and warm springs and summers, mild autumns, and cold winters. Much of Eltumal's lands appreciate such wet springs and summers on account of moisture coming in from the ocean and being stopped by the Gloumeda Mountains, forming storms and heavy rains -- and cursing the land with brutal humidity.  

Bound Settlements

Alderdyfi
Small Town <> Population: 792 (62% human, 20% orc, 10% elf, 8% other)   Alderdyfi is the coastal settlement of Eltumal's territories and provides its sister settlements with fish and other coastal goods. It also serves as the functional harbor of Eltumal's lands, and a small fleet of merchant and military ships are maintained in the town's ample docks. Alderdyfi is overseen by Ealdorwoman Kharzug Thunderbasher, a grizzled orc woman who has spent decades sailing the Obsidian Ocean. Now, she ensures that Eltumal's naval power is kept safe and well-maintained, and ensures the prosperity of her fisherman and sailors. Alderdyfi is protected by basic stone walls and an ample garrison of around one hundred men.  
Castistille
Small Town <> Population: 575 (40% human, 27% gnome, 12% elf, 21% other)   Providing a significant portion of the lumber in Eltumal's lands, Castistille is nestled on the border between the Southern Reaches and the Litchneau Timberland itself. From this position deep in the forests of Drumis, Castistille's population of lumberjacks and woodworkers -- amplified by their gnomish tinkerers and elven druids -- produces a huge amount of timber, processed and raw. Due to this, Castistille is as well fortified as Ramidalr and Alderdyfi, with palisades and a garrison of several dozen troops at all times. Castistille is run by Ealdorman Berinon Woodleaf, an ex-lumberjack who works to ensure his people are kept safe and paid fairly.  
Ramidalr
Large Town <> Population: 1,359 (58% human, 22% dwarf, 10% gnome, 10% other)   Providing even more ore and stone than Brackhill itself, Ramidalr is the economic and industrial heart of Eltumal's lands. Here, nearly half of the population toils in mines and quarry, hauling stone, iron, and minerals out of the depths of the Gloumeda Mountains. Another quarter of the population works as masons and refiners, converting ores into ingots and stone into blocks, and the final quarter of the population works to feed the other three. On top of it all, a handful of merchants grow fat running caravans of ingots and stone between Ramidalr and the other settlements bound to Brackhill. Ramidalr is run by the Urigrims, a family of gnomes that constitute a not-insignificant portion of the aforementioned merchants. They keep mercenary guard around Ramidalr, who aid in the defense of the town alongside a solid garrison of fifty and palisades -- not to mention the natural defense of being at the base of a mountain range.  
Vitogaza
Large Town <> Population 1,062 (78% human, 10% halfling, 12% other)   Positioned on one of the main branches of the Scarsay Run, Vitogaza is a town of experienced river navigators who provide a trade corridor straight south to Osedence. Much of what flows through here is minerals and stone from Ramidalr, as well as a handful of refined or crafted goods made in Wolfward or Alderdyfi. The town is run by Ealdorwoman Anastas Drake, a calm, stern woman who is sometimes called Vitogaza's Rock. The town is guarded by a few dozen of Eltumal's men, but much of Vitogaza's population are hunters and trappers as well, and can thus defend themselves amply.  
Wolfward
Small Town <> Population: 604 (62% human, 25% halfling, 13% other)   Wolfward is Eltumal's breadbasket. Much of the surplus food that allows Eltumal's settlements to grow -- and keeps his troops fed -- comes from the sprawling farms of this peaceful town. Wolfward is also technically the gateway from Eltumal's lands to the lands of Ottkala Grimkelldottir, Lady of Waelcombe Citadel, but the distance between Wolfward and Greenfort is quite large and the two lords have no quarrel, so there is little military presence here. It is run by Ealdorman Adald Featherbottom, a kind halfling who ensures that all of the farms in Wolfward continue to run smoothly.  

Cambolton Stronghold

Fortress <> Population: 1,683 (65% human, 35% other)   Easternmost of the Istavinion Strongholds, Cambolton is a coastal fortress ruled over by Lady Alys Ashglade. Cambolton Stronghold's main feature is its harbor, which allows it easy naval trade with Osedence and the other ports along the Coast, as well as places farther afield. Alys rules over four main settlements from her coastal throne, those being Camville, Castleband, Courseau, and Oakenhaven. Cambolton itself is a decent-sized town, with the main fortress sitting directly in the center between the harbor/shanty-town and the town proper.  

United Peoples

Lady Ashglade prides herself on her ability to unite people -- be they military, workers, or people of religion. In fact, she promotes the most amount of cooperation and coordination between her settlements and Cambolton itself, and works tirelessly to mediate conflicts and create a united front against the many threats that would see her people driven to the sea. Due to Cambolton and its settlements' locations, monsters and beasts often roam down from the Drumian Wilds or from the eastern reaches of the Istavinion Coast, not to mention the trepidation Alys feels regarding Eltumal's military fanaticism.   Alongside uniting her people against anything, Lady Ashglade has forged the most notable pacts with different Drumian creatures, such as sahuagin, falarak, and other, less numerous but equally notable entities. So, despite Cambolton's relative lack of militarization, Alys still works tirelessly to keep her people safe and together.  

Geography

Being largely between the Gloumeda and Ringrave Mountains, Cambolton and its settlements deal with exceptionally wet seasons year-round, be it monsoons in the summer or blizzards in the fall. All types of weather systems are funneled north or southward between the two ranges and the territories of Cambolton are caught in the crossfires. On the bright side, this creates exceptionally fertile and well-irrigated fields and plentiful forests for the people of Cambolton's settlements.  

Bound Settlements

Camville
Small Town <> 630 (58% human, 12% gnome, 11% dwarf, 9% other) Smallest of Cambolton's bound settlements, Camville is near the beginning of the Vegresor River and a stone's throw from the eastern edge of the Gloumeda Mountains. Responsible for most stone and metal in eastern Istavinion, Camville is managed by Ealdorman Perenth, a kind and calm dragonborn man. Under his watch, the hard-working miners of Camville are kept safe and treated fairly. Sadly, the Vegresor River -- colloquially known as the "Drowner of Men" -- is unusable for trade or even travel, but well-maintained roads keep Camville connected and allow it to get its very important exports out.  
Castleband
Large Town <> 1.302 (64% human, 22% halfling, 14% other)   Largest of Cambolton's bound settlements, Castleband is the breadbasket of the territory. Comprised almost solely of farmers, Castleband proper is a small group of shops, official buildings, and woodworkers, while the majority of the town's population and buildings are sprawled across dozens of square miles of farmland to the north. Technically the most important of Cambolton's settlements, Castleband is managed by Ealdorman Endell Grake, a halfling man who runs a tight ship but keeps his people and the local falarak happy.  
Courseau
Small Town <> 892 (46% human, 23% elf, 21% gnome, 10% other)   Positioned on the second largest branch of the Scarsay Run, Courseau is much like Vitogaza: built on navigating the tumultuous river and bringing furs and lumber down to Osedence. Courseau is run by Ealdorwoman Minimrie Sharondalan, a wood elf who admires Lady Ashglade deeply and strives for utter perfection in Courseau's works because of it. At times, her perfectionism pushes the people of Courseau past their limits but by-and-large she presses them to be the best they can be.  
Oakenhaven
Small Town <> 983 (72% human, 28% other)   Easternmost settlement in all of Drumis, Oakenhaven is positioned downstream of Camville along the Delorwich River, right along the border between the Drumian Wilds and the Istavinion Coast. As the name would suggest, it provides a significant portion of surplus lumber needed in Cambolton's territories and is run by Ealdorwoman Truth, a tiefling who keeps a solemn eye over the lumberjacks of Oakenhaven. Also, due to its position on the frontier, Oakenhaven has a disproportionately large adventuring/exploring business, with numerous small guilds running expeditions into the Wilds to the north out of this sleepy lumber town.  

Delorwich River

One of three rivers that flow out of the Ringrave Mountains, the Delorwich -- like its two siblings -- is a simple and fast-flowing river. Because the elevation change from the Ringrave Mountains to the shore is large and rapid, the Delorwich has no major branches and is dominated by mostly white water rapids along its length. It then empties out into the channels of the Obsidian Ocean between the Istavinion Coast and the Red Archipelago.  

Gloumeda Mountains

One of two mountain ranges that somewhat form a barrier between the Coast and the Drumian Wilds to the north, the Gloumeda Mountains run north-south and are comprised of peaks of moderate (between 8-12,000 feet) height. Though the bases of these mountains are relatively safe and used as great sources of stone and ores by the people of Brackhill Fortress and its bound settlements, the peaks of the Gloumeda range are quite dangerous. Avalanches aren't unheard of, and rumors say that the deeper portions of the range hold ancient secrets -- giant strongholds, dragon lairs, and more.  

Haven of Knives

Large Town <> Population: Varies between 2-5,000 (34% human, 66% other)   At the tip of the Tongue of Drumis, on the island known as Strafgonie Isle, is the largest bastion of piracy in all of Emaxus. Dubbed the Haven of Knives, this bustling shanty town serves as the port of call for every pirate and under-the-table merchant who needs a place to lay low, fence goods, or take on new jobs. As compared to Richtor's Reef -- the large pirate den nestled in the Silver Sea between Aitreas and Iotura -- the denizens of the Haven of Knives often stay for prolonged periods of time. Though there is some piracy to be had for those trade vessels bound to and from Drumis or Aasveig, the Haven of Knives doesn't get the action that the dens in the Silver Sea do. Instead, it's used as a place for malefactors and criminals to take some longer R&R, do more in-depth repairs on their vessels, and do more long-term carousing, deal-making, and alliance-forging.   Whereas the many other dens of scum and villainy on the seas serve as flash markets and desperate ports, the Haven of Knives is often times considered home by many pirates and a certain sense of camaraderie fills the shanty-towns of this hideaway.  

Government

The Haven of Knives is kept in check by the biggest gang in town: the Sharkfin Pillagers, or more specifically their leader, Hate. A conniving and cunning tiefling woman, Hate founded the Sharkfin Pillagers nearly a century ago and founded the Haven of Knives nearly six decades later. Under her and her gang's watch, the Haven has grown into the bustling port of call it is today. Hate prefers to run a bloodless shop, if she can, but she won't hesitate to make an example out of particularly nefarious crews. In fact, she has even gone so far as to ban certain crews from the Haven of Knives in an effort to keep it as a safe haven for criminals and pirates -- an oxymoron, she's aware -- including the crews of such infamous figures as Syralth, the Sapphire of the Silver Sea.   The Haven has no official defense or anything like that, but Hate and the Sharkfin Pillagers are a nasty crew when needed -- and that's not even considering the dozens of gangs and crews they're earned the loyalty of. Should it be necessary, the Haven of Knives would be defended by damn near every pirate and criminal worth their salt in Emaxus.  

Osedence

Small City <> 12,639 (67% human, 13% elf, 12% dwarf, 5% genasi, 3% other)   Positioned on the southeastern shores of the Clerstead Peninsula, at the mouth of the Scarsay Run, sits Osedence. Once an Imperial colony and now a sovereign power, Osedence is far and away the largest settlement in Drumis -- but it is far from the glory of other cities. Indeed, the struggles of Drumian life have kept Osedence to be little more than a large shanty-town with a handful of decent districts.   Detractors of the city claim that even towns like Alnwick in Iotura are easier on the eyes than what is supposed to be the grandest settlement of this supercontinent. But those who can look past the ugly veneer of Osedence can find a diverse city that is attempting to set a dozen standards at once: while the nobles of Osedence struggle to make it the capitol of a new soverieng state, the people of the city work to define an entire new culture and society of true Drumians rather than Imperial colonists. And in that multi-tiered, multi-faceted push, there is truly wonderful experimentation to be had.  

Government

Osedence is ruled by a group of the most powerful merchant houses in the city, a group simply referred to as the Council. While most of their decisions are unilateral and unquestionable outside of their meeting chamber, they are supported in concept by a Senate-like body of elected politicians known as the Body Sectorum, a group of one hundred Sectorators who are elected from the common people of Osedence and its bound settlements.   Osedence is defended by a garrison of about 500 soldiers which are led by General Eahtadan Aldarina, a cunning drow veteran who manages Osedence and its bound settlements' defense.   Information on the constituent houses and members of the Council can be found in the Factions of Drumis.  

A New Culture

Since the Collapse in Aitreas and the official secession of the Drumian territories, a new ethnicity has been rising in Emaxus: Drumian. And with the rise of a new group of people and a new culture, distinct from its largely Imperial ancestry, comes the task of defining traditions, societal standards, and the other minutiae of complex societies. Thus far, the people of Osedence have settled on a more toned down version of the Imperial love for life and tendency to throw large celebrations, while also having a deeper appreciation for nature -- and respect for the threats it can pose.  

A Stratified City

Osedence has a regrettable amount of stratification in its society, created when it was founded, perpetuated while it was a colony, and now in flux due to its secession. The Council holds near unanimous power over Osedence and its territories -- alongside a healthy amount of influence over the other Territories -- and is composed entirely of powerful merchants. Currently, the Body Sectorum and the people of Osedence are fighting for greater, more equal rights and privileges, but the outcome of that struggle is anyone's guess.  

Geography

Osedence rests on the Clerstead Peninsula, right next to the mouth of the Scarsay Run. The city itself is cluttered and busy, but peaceful farmlands stretch for miles over the hills and plains further inland. Due to its position right on the coast, Osedence has warm, rainy summers and cool, wet winters; however, the largest storms are often weakened by the Tongue of Drumis, preventing massive rains from devastating the city.  

Bound Settlements

Beachcastle
Large Town <> 1,593 (68% human, 12% elf, 10% half-elf, 10% other)   Occupying the southwestern corner of the Clerstead Peninsula, Beachcastle is a peaceful fishing settlement. It is managed by Ealdorwoman Gith Duststone, an elven woman who can be a bit of a busybody but has the best interests of the town in mind. The people of Beachcastle reap bounties from the many reefs and submerged land bars that rim the Clerstead Peninsula, an activity they are able to do largely because of their treaties and agreements with the many underwater communities that call those reefs their homes -- namely the sahuagin of the Black Fin Tribe.  
Sandborough
Large Town <> 1,280 (75% human, 9% elf, 9% half-orc, 7% other)   Sandborough occupies the western shores of the Clerstead Peninsula, near where the peninsula itself ends. Similar to Beachcastle, Sandborough is a fishing town that thrives off of the numerous coastal ecosystems that line the Istavinion Coast; however, unlike sahuagin and other aquatic creatures, Sandborough struggles with gnoll herds that often come out of the Southern Reaches and pillage the plains between this town and Stillcairn to the north. Sandborough is managed by Ealdorman Gregory Chaucer, a half-orc man who fights tooth and nail to keep his town safe from the threats that besiege it -- especially when Osedence seems loath to send reinforcements.  
Shimmerdale
Small Town <> 708 (90% human, 6% genasi, 4% other)   Shimmerdale sits on the island of Terwell, the first landmass of the Tongue of Drumis. It is a fishing and trading town and where a good portion of the navy of Osedence is kept stationed, mostly to keep the pirates of the Haven of Knives away from trading vessels. It is run by Ealdorwoman Dainan Merrybringer, a dwarf woman who works to get the homeless and poor of Shimmerdale better lives.  
Stillcairn
Large Town <> 1,083 (65% human, 15% gnome, 12% half-elf, 8% other)   Stillcairn sits on the border of the Southern Reaches and provides most of the lumber Osedence and its sister settlements need. Like Sandborough, Stillcairn struggles with gnolls and other beasts both in and out of the forests but unlike Sandborough, Stillcairn receives the reinforcements necessary to keep the town safe. The town is run by Ealdorwoman Adelaide Bladewalker, an even-tempered human woman who works with Sandborough -- and numerous mercenaries and adventurers -- to push back the malefactors of the Southern Reaches.  

The Red Archipelago

Easternmost archipelago of the Istavinion Coast, the Red Archipelago earned its name due to two main reasons: first, the only explorers who landed on its islands noted their distinctly red sand and clay-based soil, and secondly because any explorers who have gone further into the archipelagos dense forests and jungles have never returned.   The Red Archipelago consists of seven main islands, which range from a few dozen to over a hundred miles wide, as well as several dozen smaller isles and atolls dispersed between the main landmasses. These smaller islands have proven invaluable to explorers studying the archipelago, as they often lack the dense vegetation that makes their large siblings so dangerous. Through these tiny isles, explorers have gleaned that the Red Archipelago may have once been the home of a naval, island-based civilization that was wiped out sometime around or during the Reckoning. They built impressive stone outposts and harbors on these isles, some of which still stand to some degree, and are believed to have worshipped some group of aquatic demigods. Sadly, little has been discovered of their religious origins.  

Ringrave Mountains

Forming the western "barrier" between the Coast and the Drumian Wilds, the Ringrave Mountains are both larger geographically and geologically than the Gloumeda Mountains. They can reach up to 20,000 feet in height, and it is sometimes joked that they never really end until you hit the shore itself because their foothills continue up until the jagged shores of the eastern Istavinion Coast. This sloping elevation change is what created the Ringrave River System, which consists of the Delowich and Varenfield Rivers and the Votmis Run, all of which are fast-flowing and lack many substantial branches.   The peaks of the Ringrave are largely unexplored, but explorers have noted the ruins of stone strongholds clinging to the slopes of several mountains within the range, and the people of Cambolton's bound settlements claim to very rarely see dragons flying east to west or vice versa, leading them to believe that these creatures keep lairs in both ranges.  

Scarsay Run

With two settlements on both major branches and Osedence at its mouth, Scarsay Run is regarded as the most important body of freshwater on the Istavinion Coast. And while its positioning would mean easy travel between Osedence and both Courseau and Vitogaza to the north, the Scarsay is sadly far too fast-flowing for such a simple task. As with all things in Drumis, the land itself seems to make everything at least somewhat more difficult for settlers; however, the people of both Vitogaza and Courseau have learned and adapted to their environment. And so, by way of druidic magics and extreme navigational skills, travel along the run-of-river is actually possible. As such, the Scarsay serves as an important trade artery between the northern settlements and Osedence -- but this travel is regrettably unilateral.  

Southern Reaches

Though they are technically an extension of the Litchneau Timberlands in the Drumian Wilds, the Southern Reaches is the name given to the bands of forest that stretch south past the Gloumeda and Ringrave Mountains and run along the Istavinion Coast. Different sections of these forests have various colloquial names, but by and large they are quite similar and unified under their shared moniker. Also, even if these forests lack the dangers and titanic predators of their northern cousins, many portions of the Southern Reaches are still feared -- and often for good reason.  

Tongue of Drumis

Believed to have once been an extension of the Clerstead Peninsula that was shattered in the Reckoning, the Tongue of Drumis is a chain of six large islands that curve southward from the Peninsula into the Obsidian Ocean. These islands, from north to south, are Terwell, Twilsoll, Innisbour, the Moaning Skerry, Brownrood Cay, and Strafgonie Isle. All of these islands are predominantly rimmed by tall cliffs, but most have a handful of bays and beaches that have been weathered away by the waters surrounding them, and all of them are lightly forested by clusters of temperate trees and roamed by various fauna. Ruins dot their surfaces, and most of the islands remain unsettled and hardly explored.   The exceptions to that rule are the northern and southern ends of the archipelago: Terwell and Strafgonie Isle, respectively. The former is the home of Shimmerdale, a bound settlement of Osedence, while the latter is the home of the Haven of Knives, the largest pirate den in Emaxus.  

The Unscaled Chain

Northernmost of the coast's archipelagos, the Unscaled Chain is a cluster of eight large islands and hundreds of smaller jutties and rock spires that reach from the shore of Drumis and out into the Kaldr Harkfjyrd. Six of the main islands stretch out from east to west, while two more are clustered together a hundred or so miles northward. The Southern Six, as they are colloquially known, are (in order from closest to land to furthest): Forshall Isle, Granlisle, Iron Ait, Coalris Haven, Hartduff Ait, and Fordwood Refuge while the Northern Pair are Arbordover Enclave and the Bone-Dry Isle.   By and large, these islands are uninhabited, cold places blasted by salty winds and sometimes caked in thick snow. Cliffs and rock outcroppings dot their shores, and ancient Maor ruins dot their landscapes. Today, only Forshall Isle and Fordwood Refuge are inhabited. The Waelcombe settlements of Demonharbor and Wintermore rest on each, respectively.  

Varenfield River

Forming the eastern leg of the Ringrave River System, the Varenfield River is much like its siblings. It flows rapidly and directly from the mountains and out into the Obsidian Ocean, and much of its length is dominated by white-water-rapids.  

Votmis Run

The Votmis Run forms the western portion of the Ringrave River System and even compared to its rapid-moving siblings, the Votmis is considered a dangerous river. Formed of a handful of small, turbulent branches -- all of which have numerous waterfalls and plunges -- the Votmis becomes a wide, swift-moving current of man-killing strength. The Votmis ends at a chute-like, thousand-foot long crevasse where it gains even more speed before slamming out into the Obsidian Ocean.  

Waelcombe Citadel

Fortress <> Population: 1,380 (83% human, 7% goliath, 10% other)   Of the Istavinion Strongholds, Waelcombe Citadel is the northern and westernmost. Settled by Maor from Aasveig rather than Imperials, Waelcombe and its bound settlements are heavily influenced by their western ancestors. The fortress-town itself is positioned along the cliffs of the Istavinion Coast's northwestern shores, and Jarl Asgard Æirikdottir rules her territories from this nigh impregnable throne.   Jarl Asgard was once a member of the Harrkykthorla, and was among the first settlers to land on these cliffed shores. Since then, Asgard has been attempting to create her own, distinct faction, one which merges the pride and heritage of the Maor with the unity and conviction of the Imperials. For now, her faction is known as Clan Hermaðr, but not all of her people have bought in to it yet.  

Naval Strength

Of the four constituent powers of the Territories of Istavinion, Waelcombe has the largest navy by far. Almost all of Jarl Asgard's forces are naval, a trait inspired greatly by the Jarl's Maor roots. With a fleet over a hundred vessels strong, Waelcombe extends a decent sphere of power out into the Kaldr Harkfjyrd and even the Obsidian Ocean.   Due to this relative naval might, Jarl Asgard is able to project her influence in harbor ranging from Osedence to Ariminium to the countless ports of Aasveig. Over the decades she has ruled, she has used this consistent -- and growing -- naval presence to build a web of friendships and alliances the world over, a web she uses to great affect when it comes to keeping Eltumal's militarization in check.  

Geography

Waelcombe is colder and dryer than most of the Istavinion Coast but is still warmer and wetter than Aasveig, despite being at relatively the same latitude. Warm, wet air sweeps up from the Obsidian Ocean and collides with the cooler, dryer air over the Kaldr Harkfjyrd, creating the climate that Waelcombe and its territories experience. This is the same meteorological pattern that creates the relatively high frost line across eastern Aasveig and western Drumis.  

Bound Settlements

Demonharbor
Large Town <> Population: 1,283 (78% human, 13% orc, 5% goliath, 4% other) Situated on the Forshall Isle of the Unscaled Chain, Demonharbor is the primary site of Waelcombe's naval activities. Most of their military vessels are kept here and a majority of the trade that occurs between Waelcombe and the greater world occurs in Demonharbor's main port. A number of smaller ports exist in different coves and on some of the other beaches that this large town stretches across, from which ferries and smaller vessels handle domestic trade, especially to Waelcombe itself and Wintermore to the north.   Demonharbor is managed by Heisir Alfgeir Karsson, a goliath man who is an experienced captain and runs the town much like he would a ship: ensuring every person has a station and does their duty.  
Greenfort
Small Town <> Population: 851 (63% human, 13% elf, 10% gnome, 5% orc, 9% other)   Positioned as a gateway between Waelcombe and the rest of the Istavinion Coast, Greenfort acts as both a hub for ground trade and a barrier against would-be invaders. With the dangers present within the Southern Reaches and the Drumian Wilds, traders -- or armies -- have no option but to travel along the main road through Greenfort. As such, this well-defended town provides a huge source of revenue and defense for the territories of Waelcombe beyond.   Greenfort is managed by Heisir Ragnfrid Gardottir, an orc woman who was once a member of Fenryrthal and now uses her military experience to keep Greenfort -- and Waelcombe beyond -- safe.  
Wintermore
Small Town <> Population: 904 (58% human, 23% goliath, 10% goblinkin, 9% other) Northernmost settlement in Drumis, Wintermore is a small town that thrives off fishing and whaling in the northern reaches of the Kaldr Harkfjyrd. Comprised of a great many sailors from Harkykthorla, Wintermore is deeply rooted in the customs and rites of the Maor of Aasveig, and though all of Waelcombe's settlements have Aasveigan elements, Wintermore is nearly indistinguishable from many Maor fishing settlements.   Wintermore is run by Heisir Iri Asfrithsson, an experienced fisherman and a powerfully built goliath.
Religions:     Majority: An'liceth, Laianath, Yamma   Minority: Kaedo, Syluru, Xaen
Type
Region
Related Tradition (Primary)
Inhabiting Species

Comments

Please Login in order to comment!
Jan 28, 2022 03:00 by Tristan Snaer

I was exploring to try and find inspiration to write articles for some settlements in my world, and I'm really happy I came across this one! The sheer volume of what you have here was enjoyable to read, and the info was quick and easy to understand.   My only pet peeve is that that sidebar looks very ignored, but still, good article. :)

~ Tristan
Jan 28, 2022 06:05 by Brian Nicholson

Well, I'm glad you enjoyed it friend and I'm overglad you found inspiration from my stuff!   And, regrettably, the sidebar is something I always struggle to use. I'm a very list-based person in my prepping and worldbuilding, so I rarely even think to put stuff there; however, you did remind me that there are important features like exports/imports and religions that I forgot to put in this sidebar!