Birdsie
The God-Emperor of Mankind
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MAP OF ALBION
This map only shows major roads and cities. Feel free to think up towns or villages at will.
GEOGRAPHICAL LOCATIONS
CITIES & OTHER PLACES
The city holds the great honor of being Albion's capital. It's a thriving, lively community, where one can find adventure, friendship, alehouses, inns, shops of all kind... but those who aren't careful can also find danger nearly all the time. Known as one of the oldest and biggest cities in Gael, and perhaps even Terra. Roughly eighty percent of its inhabitants are humans, with minorities in the form of elves, dwarves, halflings, gnomes, tieflings and other creatures. In the center of the city is the Royal Castle, which is more of a fortress. In it, live the king and his family, and that is where politicians such as the People's Council of Representatives reside.
Fairfax, in all its beauty, has a bloody history. Originally built a hundred years before the first Albionian settlers arrived in the mountains by a mixed civilization of high elves and mountain dwarves, this city has been torn by civil war between its two original inhabitants. Seeing this, the humans of Albion have seized their opportunity and took it over. Since then, the city's ruling family tried to maintain independence from Albion all throughout history, but failed time and time again, until this day when it is still under the king's banner.
It is not quite as much a city as it is a loose collection of extremely closely-placed thorps and hamlets connected by carved bridges, roads, and even public teleports. Fairfax has plenty of blacksmiths and a proud community of battle-mages. It is often called the Jewel of the North, due to its flourishing market of gems and precious metals.
Known widely as the most magical city in Albion, it was originally founded by a small society of benevolent druids that passed on some of their knowledge to the locals who had trouble living in the Desolation. Since then, Thay has become a literal oasis in the badlands. Lush with greenery and magical shops that offer their services, it is also the main trade-route leading to Espania and back, making it a popular tourist hotspot. Despite that fact, its people are somewhat reclusive and intolerant to outsiders. It has a notable gnome population, with almost a fifth of the city being them.
It is home to an organization of spellcasters called the Red Wizards of Thay who are sometimes mistakenly called the Magic Guild. They are an authority on magic, true, however, the Red Wizards are not a government-sanctioned organization and to call them as such is a mistake.
Fort Black
Just an hour away from Bowerstone on horse lies the legendary headquarter of the Guild of Heroes. Although not the only of their bastions in Albion and Gael, it is the heart of their operations where the Guildmaster resides. The castle has a capacity to hold five-hundred and ten guildsmen, up to twelve guests, eighty prisoners, and the guild master.
Upon entry through the central gate, one will find themselves in a large courtyard with statues of the Guild's greatest heroes and place for many more. In the middle, there is a large fountain. Off to the right are the training grounds and to the left is the dining hall and kitchen. Going forward, one will find themselves in the central complex with the living quarters, offices, armory, storage room, and the entrance to the underground dungeon and vault.
Gilmore's Glorious Goods
A shop in Bowerstone that caters to adventurers of all kinds. Whether evil, good, or in between, Gilmore is willing to sell to the highest bidder. You will find anything from swords and armor sets of different and often exotic kinds to magical items that could be useful in a dungeon or in a mishap. It has a minor department in Fort Black.
MAP OF ALBION
This map only shows major roads and cities. Feel free to think up towns or villages at will.
GEOGRAPHICAL LOCATIONS
The Great Forest is a giant expanse of land covered in a thick, mystical jungle. From the east of Calahar to the south of Trost to the west of Trostenwald. All it takes is to walk but a few kilometers away from these cities to reach the first, innocent trees. The Great Forest follows south and borders the road from Nachtholm to Bowerstone, its other border being a few kilometers away from the shoreline.
No roads go through it in fear that travelers may be hurt. The Great Forest is filled to the brim with legendary beasts, such as dragons, chimeras, trolls, ogres, and other creatures that mortal men never approach without caution. Adventurers exploring it have reported all kinds of things - abandoned wizard towers, dungeons, rare alchemical ingredients, pixie villages, portals to other realms, wood elf settlements. In the center, there is reportedly a huge, sentient tree, thousands of years old. The Great Forest's secrets stand open to be revealed to those daring enough to brave through it.
No roads go through it in fear that travelers may be hurt. The Great Forest is filled to the brim with legendary beasts, such as dragons, chimeras, trolls, ogres, and other creatures that mortal men never approach without caution. Adventurers exploring it have reported all kinds of things - abandoned wizard towers, dungeons, rare alchemical ingredients, pixie villages, portals to other realms, wood elf settlements. In the center, there is reportedly a huge, sentient tree, thousands of years old. The Great Forest's secrets stand open to be revealed to those daring enough to brave through it.
Tall and rocky, these mountains are too wide and all-present to build upon and there's more of them the more north you go. The roads that border them are wavy due to the ground's unevenness. Dwarves live in an underground city called Thar Amphala somewhere in the heart of these mountains. Supposedly, dark elves do so as well. Goblin, hobgoblin and giant tribes live throughout the mountains, especially some of the valleys to the east and west sides of the mountains.
Once inhabited by pocket hobgoblin empires, when early Albionians arrived here, they made short work of the goblinoid civilizations and freed their slaves. Nowadays, what remains of these lands are vast steppes and moors that turn into rocky badlands and eventually deserts the further east you go. Not much inhabits them, except for the occassional wyvern, dragon, and vengeful spirit of a dead traveler.
A land of secrets, this forest is cursed ground, once inhabited by Turenval and his minions. Its once-lush greenery was permanently scarred by the dark magic performed by its undead inhabitants. The Dark Forest is supposedly sentiently evil and hates any and all life within it, trying to ruthlessly exterminate it. The Dark Forest awaits the day that its master would return to greet him in glory.
Adventurers don't go in, and those who do seldom return and live to tell the tale. Those that do, however, speak of unimaginable horrors, eldritch abominations, and demons. When you step into the forest, you have the feeling that everything around you - the trees, the soil, the air - want to snuff out the spark of life in you and hate the idea of there being something alive in there. There is the ever-lingering, creeping sensation that with each step you take through this blighted land... there is someone watching you.
Adventurers don't go in, and those who do seldom return and live to tell the tale. Those that do, however, speak of unimaginable horrors, eldritch abominations, and demons. When you step into the forest, you have the feeling that everything around you - the trees, the soil, the air - want to snuff out the spark of life in you and hate the idea of there being something alive in there. There is the ever-lingering, creeping sensation that with each step you take through this blighted land... there is someone watching you.
Granted its charming moniker for the constant whirlpools, storms, water hurricanes, and the... exciting... local, aquatic wildlife, this sea is the only viable water route to the north, which is more than unfortunate. This situation more often than not forces Albion to pass its wares on land through Laurellia, which is no small amount of tax to pay for passing the border.
These are calmer, more welcoming waters. Its coral reefs are home to diverse species of aquatic humanoids: the merfolk. Their capital is called "ee-ee-eecreak-ee-creak," and, provided that you have gills or the ability to survive underwater - they are very welcoming to visitors from the above!
A bay like any other: It's full of water, trade, ships, and cultural progress. It doesn't have quite the same amount of mythical water-beasts as the chaotic waters to the north or the verdant sea outside, but it does have its charm with numerous, giant turtles that aristocrats have turned into personal islands.
CITIES & OTHER PLACES
The city holds the great honor of being Albion's capital. It's a thriving, lively community, where one can find adventure, friendship, alehouses, inns, shops of all kind... but those who aren't careful can also find danger nearly all the time. Known as one of the oldest and biggest cities in Gael, and perhaps even Terra. Roughly eighty percent of its inhabitants are humans, with minorities in the form of elves, dwarves, halflings, gnomes, tieflings and other creatures. In the center of the city is the Royal Castle, which is more of a fortress. In it, live the king and his family, and that is where politicians such as the People's Council of Representatives reside.
Fairfax, in all its beauty, has a bloody history. Originally built a hundred years before the first Albionian settlers arrived in the mountains by a mixed civilization of high elves and mountain dwarves, this city has been torn by civil war between its two original inhabitants. Seeing this, the humans of Albion have seized their opportunity and took it over. Since then, the city's ruling family tried to maintain independence from Albion all throughout history, but failed time and time again, until this day when it is still under the king's banner.
It is not quite as much a city as it is a loose collection of extremely closely-placed thorps and hamlets connected by carved bridges, roads, and even public teleports. Fairfax has plenty of blacksmiths and a proud community of battle-mages. It is often called the Jewel of the North, due to its flourishing market of gems and precious metals.
Known widely as the most magical city in Albion, it was originally founded by a small society of benevolent druids that passed on some of their knowledge to the locals who had trouble living in the Desolation. Since then, Thay has become a literal oasis in the badlands. Lush with greenery and magical shops that offer their services, it is also the main trade-route leading to Espania and back, making it a popular tourist hotspot. Despite that fact, its people are somewhat reclusive and intolerant to outsiders. It has a notable gnome population, with almost a fifth of the city being them.
It is home to an organization of spellcasters called the Red Wizards of Thay who are sometimes mistakenly called the Magic Guild. They are an authority on magic, true, however, the Red Wizards are not a government-sanctioned organization and to call them as such is a mistake.
Often called the Great Fortress of Tirisgarde, the city is more of a bastion. With three layers of tall walls, numberless towers, and a private army funded by the local nobles, it is the first and last stop of any crawlies that come out of the depths and center of the Dark Forest. The weapon market (and black market) is thriving like nowhere else, including the sale of magical items. Its officials and guards are constantly suspicious of any necropolitans that may be lumbering around, disguised as loyal citizens.
Not quite as militant as Tirisgarde and not quite as paranoid as Nachtholm, Xhorhas is referred to as Audron's Retreat by some historians, as it is here that General Audron fought his last battle with Turenval, buying enough time for William Black and his companions to make their way past the undead army and into the depths of the Dark Forest to find and fight Turenval. Xhorhas has a proud history and a large culture of paladins, with there being two knight guilds and three fellowships throughout the city. Its market mostly consists of weapons, furniture and books.
The citizens beware magic, the local river is full of drowners, and the woods north of the city are full of witches. What else to ask for? Nachtholm isn't pretty. Although far from being as militant as Tirisgarde, it is far more paranoid of possible thaumaturgical threats. It's not quite Salem---no---they do not burn every person that calls themselves a mage. In fact, Nachtholm is the place where one can find an opulent college of magic, where more than one great magician started his journeys into the arcane mysteries of the weave. No, Nachtholm doesn't kill mages, but it is still wary of the threat that magic presents. It has a large population of trained blood hunters that are often treated as a local militia by the people.
An essential keystone to the country's communication. Without Trostenwald, it is very likely that the northern and southern parts of Albion would fall apart. As such, it is no surprise that Trostenwald is the second biggest city after Bowerstone. It has a large amount of passing travelers and the biggest racial diversity in the country, with humans being a measly half of the people here. In structure, culture, and appearance, the city can be compared to a smaller cousin of Bowerstone - if one ignores the bigger racial diversity, of course. With the Sarafan Mountains on one side and the Great Forest on the other, it also sees quite a bit of trade and tax income, so its local government is rich enough to afford some airships of their own, like Bowerstone.
If Trostenwald is Bowerstone's smaller cousin, then Trost is Trostenwald's little, androgynous sister. More of a very big town than a small city, yet it is somewhat of a keystone in communication much like its big brother. Trost is famous for having an alcoholic beverage of the same name, of dwarven origin. A single tankard of Trost is enough to get you nice and tipsy for the evening and a common moniker that people call this ale by is "King of the Mountain," because it is said there is no better beer than it when it comes to taste. This is often true.
A beautiful city, a third of which is elven. Its community is being torn to shreds by internal conflict and racism - the animosity between elves and humans is great, and nearly all half-elves that are born in it leave soon after reaching adulthood. For many years, the Guild has been getting quests to investigate acts of violence in the city and the government is constantly trying to suppress the racist activity. The main argument on the elven side is that Calahar was once an elven city and the humans, in turn, claim that since a majority of the people living in it is human, then it will be human, and it will be ruled by humans.
A desolate city, far away to the east. It has perfectly fine roads leading to both Laurellia and Espania, however, it doesn't see quite as much trade as you'd expect it to. The cause for this can be pinpointed to the fact that unlike Thay or Fairfax, it has little to offer in terms of resources. Not quite in the mountains where there are minerals, not quite near any forests full of animals, wood and other resources, and not quite on fertile grounds where farming is profitable. The city is in a tough spot and its only saving grace is in its standings with the local goblinoids, which helps with internal diplomacy not just for itself, but partly for the entire country.
Fort Black
Just an hour away from Bowerstone on horse lies the legendary headquarter of the Guild of Heroes. Although not the only of their bastions in Albion and Gael, it is the heart of their operations where the Guildmaster resides. The castle has a capacity to hold five-hundred and ten guildsmen, up to twelve guests, eighty prisoners, and the guild master.
Upon entry through the central gate, one will find themselves in a large courtyard with statues of the Guild's greatest heroes and place for many more. In the middle, there is a large fountain. Off to the right are the training grounds and to the left is the dining hall and kitchen. Going forward, one will find themselves in the central complex with the living quarters, offices, armory, storage room, and the entrance to the underground dungeon and vault.
Gilmore's Glorious Goods
A shop in Bowerstone that caters to adventurers of all kinds. Whether evil, good, or in between, Gilmore is willing to sell to the highest bidder. You will find anything from swords and armor sets of different and often exotic kinds to magical items that could be useful in a dungeon or in a mishap. It has a minor department in Fort Black.
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