Ports of Nephalia Geographic Location in Other Realms | World Anvil

Ports of Nephalia

Of all the provinces of Innistrad, Nephalia stands out from the rest as a bastion of the darkness that the rest of Innistrad struggles against. While the other provinces fight to stave off the encroaching shadows, Nephlia seems to revel in them, feeling like a world apart, even to those who lived just outside of its borders. Gavony has its moors and fields, which bleed into Kessig's pine forests and marshes, but the borders of Nephalia are marked by stretching fields of sand and reeds, silty swamplands, and jutting cliffs that leer over mist-soaked shores.   Here in Nephalia, there are dozens of tiny coastal villages, situated at the mouths of salt-choked rivers that pour out into the sea, each more xenophobic than the last. Nowhere in Innistrad is more mistrustful of outsides, and for the people of Nephalia, anyone from outside of town walls falls into this category.   Standing tall and firm among the battered coastal villages, like proud aristocrats forces to shelter with huddled peasants, are Nephalia's three major port cities- Drunau, Selhoff, and Havengul. Each of these cities almost feels like anchors, holding Nephalia in place against a tide of vampires, zombies, stormgeists, and more that threaten to wrench the whole of the province under the waves to drown.   Cliffs of Drunau At once the most dangerous and most civilized of Nephalia's three giant cities, Dranua has been home to the Sromkirk vampire clan for generations. Hundreds of years ago, Runo Stromkirk, the progenitor of the line, settled down to life in Drunau.   There he used a combination of generational wealth and personal connections cultivated before his affliction to single-handily transform Drnuau from just another cluster of sea shacks into something greater, just as Runo himself had been transformed.   Dranau sits at the mouth of a canyon cut by the Alrun River, near the midpoint of Nephalia's coastline, and it dominates much of Innistrad's seaborne trading. Though just about everything comes through Dranau's ports, it is most well-known for its active black market, home to all sorts of supplies and tools for alchemists, stickers, ghoulcallers, and other unsavories that the Avacynian Church has thus far failed to stamp out.   Stromkirk Keep Situated at the top of the cliffs that shelter Drunau is the Stromkirk ancestral home, a massive keep made from dark-grey basalt, carved straight from the ledge on which it sits. Whether by land or sea, Stromkirk Keep is the first thing that travelers arriving in Drunau are likely to see- an intentional reminder of exactly who it is that really holds the reins of power in the city, and to whom its citizens owe their lives, even if they'd prefer to think otherwise.   To get to Stromkirk Keep requires traveling up a steeply-sloped, ill-maintained road just outside of the city, hidden away in the shadows where the cliffs meet the city walls. Travel along the road is not expressly forbidden, but no one knows anyone who has even made the trip and returned- at least, not returned the same way they left. There are rumors that the Stromkirk clan, whose members on misty days walk broadly without fear along Drunau's streets, keep a secret road into the city just for themselves, hidden with magical illusions. But it's just as likely that to visit the city, the vampires simply transform themselves into clouds of mist- an ability reserved for the Stromkirk clan- to avoid the harsh tangles of weed and rocks that clutter the road.   The Black Maze Just beneath the imposing grey cliffs that support Stromkik Keep sits a twisting mess of makeshift wooden shelters, brick apartments, and squat stone towers known as the Black Maze. It is here, in the shadow of the Stromkirk family, that the majority of Drunau's black market is located. The hundreds of buildings found in the Black Maze seem to bleed into one another, connected by an unmappable series of trapdoors, alleyways, false walls, catwalks, and more. The people that risk living in the Black Maze have a saying- "one step in the Black Maze and you've already seen the whole thing."   These connections, both public and secret, are conducive to the business of the Black Maze, where everyone is selling something that the Church would rather they didn't have. Poisons, weapons, and a point of flesh can all be bought or sold for the right price. Any other city in Innistrad would struggle to keep something like the Black Maze alive. If they dared try, the Cathars and hunters of the Church of Avacyn, and likely a few angels as well, would descend on the mess before they could so much as trade a dagger. But here in Drunau, the Stromkirk clan are the powers that be, and their word is the law- and the word is that business is good, no matter what form it takes.   Mists of Selhof The southern-most port city of Nephalia, Selhoff also sits closest to the moors of Gavony, separated only by the tepid waters of the Morkrut Swamp. Unfortunately for the people of Selhoff, the Morkrut along is enough separation for Selhoff to be a world apart for Gavony's protective riders and Cathars, leaving the mist cloaked town to mostly fend for itself.    While the chocking mists that swim off of Innistrad's shores creep into all of Nephalia's port towns, Selhoff is almost disproportionately affected by them. The lowest quarters of the city have been given over almost entirely to the shroud, while its wealthy elite live in the neighborhoods furthest from shores, in high-rise towers meant to keep them well out of the mist's grasp. Known as the Nebelgast, these mists are responsible for drawing geists such as the marei and the niblis out from their seaborne graves; and like the tide, the Nebelgast rises and falls with the motions of the moon, drawing more spirits when the tide is high, and the Nebelgast can reach its icy fingers into the city proper.
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