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Being a brief description of various places
of note in the land of Britannia.
Britain
The Capital City of Britannia has seen many changes over the past
decade. They began during the Imbalance Storms, as the very walls
of Castle Britannia cracked and split, and the Royal Mint was replaced
by a sorcerous lighthouse by a bolt of lightning. As the storms
continued, the land around the Castle subsided, sinking downwards
until a great lake had formed where the moat had run, engulfing
streets and buildings as it formed. The damage to the foundations
of the castle and the instability of the area meant that once the
Storms had ceased, it was simpler to build a new Castle on the site
of the Royal Orchards as an administration center for the kingdom.
The old castle remains sealed off, as a precaution to keep foolish
explorers from being hurt by collapses.
With
the Plague raging through the populace, the portions of the city
on eastern side of the river running from the lake surrounding the
old Castle is nearly unpopulated. Near the new Castle, a building
has been converted into a plague house where the sick can come to
find what treatment there is. The Britain Bank was burned in a riot,
along with Cynthia the banker, but has since been refurbished, even
to the complete repair of the Storm-brought lighthouse.
Buccaneer's
Den
Years and centuries may pass, but this village remains the same,
a den of vice and villains in which wise folk walk with their hands
on their weapons, and wiser folk avoid entirely. The woods of the
island are hunted by barbarians these days, but these shaggy foemen
seem little different in nature to many of the folk of the town
itself.
Rumours
exist that those seeking training in the less noble arts might be
able to find it in the Den, but such trainers are certain to be
well hidden, perhaps in the semi-legendary tunnels that the Fellowship
was once said to use.
Cove
A small village, Cove has suffered much in the last several years.
The Necromancer Darkblade used the village to demonstrate his power,
summoning undead to destroy all within. Eventually the undead were
cleared, with the help of Darkblade himself, who sought cooperation
from the folk of Britannia in his plans to defeat the Guardian.
The
village has since been resettled by those who had escaped the devastation,
and by new folk, but the mayor Lord Heather was not among those
survivors, and his love, the Druid Jaana, retreated to make her
home at the Shrine of Justice rather than return to a place so laden
with sad memories.
After
the events of the Armageddon spell, Rudyom was laid to rest near
Cove. His grave is along the coast a little, near the site of his
house.
Dawn
A city of mystery, lost since the Third Age of Darkness. Until now.
Less than 18 months ago, the folk of Dawn revealed the continued
presence of their city to the land of Britannia, offering to allow
those who practiced the arts of Magery to settle.
Despite
the fearsome beasts in the tunnels surrounding the city, now appearing
to be underground, Dawn is a peaceful and safe place to visit for
mages and nonmages alike. A place which all visitors should take
the time to see is the Dawn Gardens, where visitors from many strange
planes of reality have congregated. In many ways it seems that Dawn
serves as a neutral meeting ground for emissaries from places that
Britannian folk cannot even imagine.
As
of the last year, Dawn has been sealed off from within, apparently
to keep out the plague and other ill effects of the Armageddon spell.
Until the inhabitants choose to once again allow access, Dawn might
just as well not exist. In fact the Mysterious Stranger has appeared
as enigmatically as usual, and stated that for now Dawn truly does
not exist.
Jhelom
In the past decade, Jhelom has grown significantly, changing from
a smallish village left behind in simpler times, to a significantly
sized city, spreading across all of the Valorian Isles. However
Jhelom's warrior past has not been forgotten, as attested by the
Library of Scars, still the foremost school of weapons training
in Britannia, and the large Arena used for fighting which has been
built within the town.
The
Imbalance Storms washed the bridges joining the islands away, but
magic was used to create a solution. In the town center, teleporters
will transport folk to the other islands, where similar teleporters
may be used to return.
For
several years, Jhelom and the surrounding territories were plagued
by pirates. In slightly more recent times this problem has been
halted in its tracks, as the ruins of the ancient citadel of Bordermarch
rose again from the depths to the north of Jhelom. Lord British
ordered the fortress rebuilt, and installed Lord Sentri there to
oversee the defense of the area from the piratical hordes. He succeeded
well, but in the wake of the Armageddon spell, Bordermarch is again
deserted, and it remains to be seen if the pirates will again gather
their strength.
At
present, Jhelom is a no-go zone. Sealed off from the Moongate by
a wall, and with cannon fired at passing ships, the results of evacuating
the city during the Atarkan War seem to have been less than ideal.
Magincia
Over the past few years, it seems as if Magincia has been reborn.
The Consortium, a rich group of merchants, has settled there, rebuilding
the place to match the legendary Magincia of old tales. But the
lordly airs of the Consortium, coupled with rumours of corruption
and foul assasins drove most of the folk of New Magincia away, although
Katrina, Companion of the Avatar, refuses to leave her ancient home.
Despite
the surface beauty of Magincia however, there seems to be rot at
the core. There has been a certain amount of speculation and vague
but inconclusive evidence that the Consortium is the governing force
behind the group of assassins known as the Black Circle. Not that
anyone has been able to obtain conclusive proof of this. At least
not anyone still living...
More
recently an artefact from the Serpent Isle was found and put into
use in the service of Britannia. (See Sir Aliai's Report of the
Day for more details.) However when employed in Magincia, the wand
failed to operate, strongly implying that while the city obeys Lord
British in word, it is no longer truly a part of his realm...
Minoc
Events in the last decade have almost passed Minoc by. While Exodus
did chose to attack the town, sending a horde of Deinonychi through
from a place named Eodon, the creatures were halted before doing
serious damage, especially once Zalim, the Mystic Tamer of Britain,
appeared and brought many of the creatures under his control. Fortunately
the Moongates summoned by Exodus were too small for the creature
he named the Thunderer to pass through, or matters might have turned
out quite differently.
For
now, Minoc is much as it has always been. The remains of Owen's
unfinished statue are in the town still, as are the ruins of the
fellowship hall, and the mines of Mt Kendall to the east of Minoc
are still a gathering point for many would-be miners.
Moonglow
Few changes have touched Moonglow itself of late. A magnificent
Zoo has been built on the island, containing specimens of many magical
beasts from strange places, and a magical maze containing teleporters
to a number of spots around Verity Isle has been constructed in
the town center, but there have been no major upheavals or disasters
to note.
The
Lycaeum however has had several ill events befall it. Firstly an
irritated mage has transformed the ill-mannered talking fox named
Frank into a form more suited to his personality, a pig. Perhaps
that wasn't such an ill event after all. Unfortunately that spell
has since been removed.
However
the events of Armageddon cost the Lycaeum two of its most significant
denizens. Both Mariah and Penumbra were missing for a time, lost
on the other side of the Wall of Lights. However they have returned,
and Mariah once again may be found in the Lycaeum.
Skara Brae
Skara Brae. A decade ago it was a blasted wasteland, haunted by
the undead. Now it is a thriving town again, flourishing and growing.
The
undead mage Horance has left the island now that the town has been
rebuilt, as the folk there were uncomfortable with his presence.
He lives on the island to the north, but appears lonely. Few visit
him it seems. Within the town remains Caine, called the Tortured
One, still practicing the alchemy which slew him. At the mainland
dock the Ferryman still waits, collecting donations from passersby.
He is bound to act as a ferryman at that spot, but the Imbalance
Storms sunk his boat, and he needs funds to buy another.
Skara
Brae is also noteworthy as the home of the Pathwarders, who seek
to defend the roadways of Britannia and those who travel upon them.
Spektran
Welcome to the asylum. Martingo, Sultan of Spektran rules this place
from his keep, sitting in the middle of the harbour created when
the land subsided during the Imbalance Storms. Spektran is the place
where the harmlessly insane of Britannia are encouraged to migrate,
where they usually become devoted followers of Martingo. Many of
the folk of New Magincia also moved here after the storms.
Terfin
City of the Gargoyles, Terfin has seen many upheavals in the last
decade. They began with the Imbalance Storms, during which the entire
island sunk beneath the sea, once again forcing the Gargoyle folk
from their homes. They moved to the remaining Isle of Fire, once
home to Exodus, and again rebuilt their homes and lives. The new
Terfin is a truly magnificent place, despite the harsh desert conditions
prevailing upon the island.
To
symbolize the alliance between the Gargoyles and the humans of Britannia,
a moongate leading there has been opened in Castle Britannia, allowing
free travel for all who desire it.
More
recently the significant events in Terfin have been more social
than geological. A minor faction among the Gargoyles sought to destroy
all humans in revenge for the events of the time of the False Prophet,
some 200 years agone. They made travel there risky, but it was their
release of the Psyche of Exodus that made them truly dangerous to
Britannia. One of the leaders turned out to be the local jeweler,
but this was only discovered after he had framed Eksanamo (formerly
known as Beh Lem, friend of the Avatar) for his own actions. The
rebels have been crushed, although a few may have escaped their
defeat.
After
the Armageddon spell and the release of the plague, it has become
evident that the Gargoyle folk are immune to the physical ill-effects
of the infection. A few have been mentally afflicted however and
fled outside the city walls, so visitors to Terfin who seek to explore
the island should be careful.
Trinsic
Trinsic. Walled City of Honor and Paladins. And those walls and
their defenders have been needed all too often in the last several
years. Exodus sent Arachnians from the distant past of the Serpent
Isle to attack the city, but those who entered before the Time Lord
could seal the passageways opened by the Daemon Machine were slain
or driven forth. Unfortunately it seems likely that the escapees
have been breeding in the jungles to the south and west of Trinsic.
Of
late, the plague and shortages of food have driven the goblins and
other monstrous tribes to lay siege to the city, seeking to overwhelm
the weakened defenders and to obtain desperately needed supplies
of food. Travelers to the area should be careful, as both the Moongate
and roads are guarded and they are almost certain to be attacked.
Despite
the dangers, Trinsic is a place worthy of a visit for those who
follow the path of Honor, for it contains a shrine to Sir Dupre,
remembered for his honor and sacrifice to save two worlds.
As
of several days agone, Trinsic was once again free from the siege,
the foul horde being defeated by the combined forces of the Order
of the Silver Serpent, the Pathwarders, the Wyrms, and the Order
of Menton, assisted by other adventurers and a group of Dragons
from Destard.
Vesper
Once a desert mining town, Vesper was given far too much water during
the Imbalance Storms, flooding the town completely. Eventually the
waters subsided and the folk rebuilt around the new river, refusing
to leave their homes.
The
disaster of the Flood proved to be a blessing in disguise for Vesper.
In order to survive, humans and Gargoyles alike had to work together.
When a gargoyle risks his own life to save a human child, it makes
irrational prejudices seem foolish and petty. This laid the seed
for Eksanamo, formerly Beh Lem, a traveling companion of the Avatar,
to work to end the hostilities between the disparate peoples of
Vesper for once and for all. Now gargoyles and humans both live
together peacefully, a far cry from the mob rule and lynch mobs
of a decade past.
More
recent events seem to have had little effect on Vesper. Some force
has animated the dead in the local graveyard, but the undead do
not seem to stray far from that place, and have not bothered the
town.
Yew
A peaceful town hidden in the heart of the Great Forest. But Yew
has not always enjoyed the same peace as it does. A year agone the
folk of the town were slaughtered by Nagas, summoned by Exodus from
the Serpent Isle. The beasts were driven into the forest and a memorial
to the slain erected in the center of the town. More recently the
town was threatened by a Copper Wyrm, a great dragon that slew anything
that crossed it's path, apparently for amusement. The Wyrm was eventually
slain by adventurers, but it had an ill effect on the local animal
population.
The
Moongates
During the time of the Fellowship and the Black Gate, the Moongates
were destroyed by the destruction of the Sphere Generator in the
depths of Dungeon Despise. The Great Council worked long and hard
to repair them, so that once again the Moongates linked distant
parts of the land in time to the Moons Trammel and Fellucca. But
no more.
In
the recent past however, an unknown force struck at the Moongates
once again. The spells of the Council were negated, leaving only
blackened spots of bare stone where the gates had stood. And with
the majority of the Great Council dead or missing in the aftermath
of Armageddon, they could not repair matters.
Fortunately
two Mages were available to step into the gap. Sutek, assisted by
Horance and drawing strength from a group of lesser mages, worked
to restore some function to the gates. Now they form a loop that
encircles Britannia, each gate leading to the next in an unvarying
sequence.
The
Britain Moongate opens to the city of Trinsic.
The Trinsic Moongate opens to the city of Moonglow.
The Moonglow Moongate opens to the city of Jhelom.
The Jhelom Moongate opens to the city of New Magincia.
The New Magincia Moongate opens to the city of Minoc.
The Minoc Moongate opens to the city of Yew.
The Yew Moongate opens to the city of Skara Brae.
And the Skara Brae Moongate returns to the city of Britain.
Spiritwood
Spiritwood has always had an eerie reputation, but it is in comparatively
recent times that it has become as ill as the tales would suggest.
A group
of dark Druids, seeking to increase their own power rather than
work within nature, joined in a ritual to unleash the dark side
of Nature itself. They succeeded, but the being called Silas destroyed
their bodies and enslaved their spirits in the process. Silas made
Spiritwood into a nightmare place, where only a fool would dare
tread. Unfortunately duty can drive good men to places even a fool
would fear. And so it was with Spiritwood...
Upon
the request of Shamino, the group called the Pathwarders sought
to investigate Spiritwood and the force within. They found Silas.
Within months the Pathwarders were no more, falling one by one to
the Dark Ranger and his creatures. Then Silas seemed to go into
hibernation, and once again Spiritwood became a safer (comparatively
speaking) place to visit.
Seasons
turn, and time passes, and when the Pathwarders rose again from
the past, so to did Silas rise to confront them anew, filling Spiritwood
again with his monsters. This time however, it was the Pathwarders
and their allies who prevailed, returning Silas to the elemental
force which he had been before the ancient summoning. But his creatures
yet remain, and Spiritwood is still a place where only the foolish
tread.
Dagger
Isle
Site of the Shrine of Honesty, and of the Dungeon of Deceit. Now
also the site of a frozen wasteland, haunted by otherworldly beasts
that love the magical cold.
This
is the tale that is told, revealed in fury by the Powers that Be...
Once
in another world there were a folk who called themselves the Sintacians.
They lived in lands far colder than Britannia, so cold in fact that
the Sintacians would die if they became warm enough for ice to melt.
Unfortunately
they were forced to share their lands with folk as human as you
are. And those humans did not wish to live in peace. Using summoning
spells, the humans brought elementals of fire and other creatures
from the flaming realms, and set them the task of building volcanoes,
raising the temperature of the land to destroy the Sintacians.
No
race will stand idly by and allow themselves to be exterminated,
and the Sintacians were no exception to this. Their Shamans mixed
the blood of a dragon and the essence of a water elemental, and
thus created the Ice Dragon, a magical generator of ice and cold,
and the lesser ice and snow golems that now are found on the Dagger
Isle.
The
magical power of the Ice Dragon was immense. It destroyed the fire
beings summoned by the humans, becoming the champion and defender
of the Sintacians, but even its might was insufficient to undo the
damage which had been done and destroy the volcanoes. The Sintacian
shamans worked again, creating a portal into another world, focusing
their magical generator onto a large island there. Once it was cool
enough for their survival, the Sintacian race moved through the
portal to the island, bringing with them their generator, and their
defender, the Ice Dragon. While the portal was open, many other
creatures of their realm also moved through the gateway, and they
remain upon the island, once called Dagger Isle, but now more often
known as the Ice Isle.
If
that was all, their would be little else to say, but there is more
that must be revealed. The magical generator is fueled by blood,
and the Sintacians need a constant supply. More, since it was humans
who drove them from their home, they seek human blood for fuel,
for they make no distinction between their former foes and the inhabitants
of Britannia. Such being the case, their Ice Dragon has stationed
itself in the vicinity of the Dungeon Deceit, using magic and it's
treasure to lure in the foolhardy. It is a magical beast, and should
it be destroyed, its connection with the Cold Generator will restore
it in short order. The Sintacians too will attack humans for both
vengeance and blood, and thus it is that the creatures called by
humans Frostmen are a peril to those who venture to the once green
Dagger Isle.
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