We will be using the default campaign setting for this campaign. The physical setting of the campaign will be the island-continent of Titania, named for its rich history as a former outpost of the primordials' mightiest servants, the titans. Titania itself is a continent of extremes, playing host to a number of biomes; there are the icy Winterspring Mountains in the north, the arid Tarranine Wastes in the south, the wet marshlands of the Crimson Fens in the east, the rolling green plains over which the High Road travels, the thick forests of the Wildwood, and many others.
Most people live around Titan's Breath Bay, particularly in the cities of Falconia (the seat of the realm), Highroad, Kinsfort and Vulkannen. All races can be found in settlements here, though most common are humans, dwarves, halflings & the "half-" races. Tieflings are the majority in their city of Vulkannen, maintaining small communities in the other cities & towns. Elves are rarely found in the mapped settlements, preferring the nameless communities they have constructed for themselves in the forests found across Titania (primarily within the Elven Wildlands). Dragonborn reside in the Tarranine Wastes, either in scattered encampments (the largest being mapped) or in the sandblasted ruins of their once great city, Io'vanath. The Eladrin maintain no major communities in Titania proper, however portals to the Eladrin city of Illu'vanath (or "Sunbough") open often in the Wildwood, and a permanent one is maintained by elves within the Fey Gardens. Those Drow who choose to live apart from their evil kin primarily reside in a large quarter of Vulkannen, having escaped the Drow city of Umeth'shol (or "Nightshore") in the Underdark via caves in the Peaks of Woe.
The threats to Titanian citizens are many, and the danger grows greater the further one goes from the cities connected by the High Road. Marauding orcs maintain encampments in the lands beyond the hilly region known as the Borderlands, believed to be under the command of hill giants. Evil cults fluctuate in membership and influence, and all too often their evil plots spell disaster for the people of the communities these cults hide in. Bandits from Underwood and pirates from Albacora make life difficult for travelers on land and at sea. Perhaps most dire of all are the whispers that somewhere deep within the Khades Necropolis, under the shadow of the great mountain known as the Titans' Throne, there stirs a timeless evil so great that the titans themselves may again be moved to act - and the last time the titans acted, Io'vanath was destroyed and the Tarranine Wastes were made the harsh desert they are today...
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