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Gravemaskin
 
PostPosted: Mon, Dec 12 2016, 20:36 PM 

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Location: Norway: Home of the Trolls

The Nearly Complete Guide to Amia

by Thomas Quinn


Contents:
Chapter 1. Cities, towns and halmets
Chapter 2. Brief history
Chapter 3. Local Monsters and Creatures
Chapter 4. Map

Foreword

Dear reader, I do hope you're sitting comfortably somewhere or perhaps you're simply standing in a library or bookstore, contemplating on something worth contemplating about, such as is this book really worthy of your time or not? Regardless, this book has been waiting here for no one else but you, ready to reveal it's secrets, truths and half-truths with words that I tried to put together somewhat coherently. Within this book, you will find knowledge that I gathered about a most curious place west of The Sword Coast and past Ruathym. A place of bountyful magic, colorful people and villains the like of which the world have never seen. This curious place is called Amia, and lies hidden as a perfectly ordinary looking island in a perfectly ordinary region on a perfectly ordinary map. Let me tell you know, this illusion is as decietful as even the most tricky of pixies and I'm certain this island has successfully lulled more than one would-be adventurer into a sense of calm and relaxation before swallowing them whole.And so I have written this compendium of knowledge to help equip it's readers with the knowledge they might need to not only survive this island, but thrive. I have done my very best to gather as much knowledge on everything herein as possible and as such I do hope you enjoy the book. I would also like to note that this book will be made free and distributed to all local libraries on Amia. If you've paid for it, it's not gone my way and you should contemplate getting a refund and reading it for free in a local library instead. Who knows, you might pick up another book after this one!
- Thomas Quinn

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Towns Cities and Hamlets


~Cordor~

"The city of Cordor, like most cities, started off as a small villiage. It lay along the southern coastline of the island known as Amia. The town, mainly was upkept by fishermen until one day, a wrecked and battered ship carrying a group of refugees found port there. The townsfolk welcomed the newcomers to the city and together this generation carved out the roads, and lands that would one day be the city that it is today.

In the coming years, more boats arrived. Passengers included refugees, outcasts, and misfits from various different places in the world seeking somewhere they could truely belong. This lead to the widespread tolerance of many races and types within the city. To this day it is not uncommon to see drow, elves, humans, goblins, and fey regard one another." - Cordorian Librarian

As the second largest amongst Amia's cities, Cordor is likely the first city you will visit in your travels to Amia. Where such cities go, there are certainly far worse than Cordor. Almost the entire city is built on stylts over water! Entire houses, taverns, yes, even streets. This bard, for one, would not have the stomach to buy a house in this city out of fear that it suddenly become a waterfront property. The city is ruled by a governing body of elected government officials that do their best to serve the needs of their people. In the past, the city was the center of a small duchy and home of Duke Montgommery d'Cordor, however the people rose up against their ruler and deposed him, reforming the city into a commonwealth.

The city has several trade-posts and merchants, and is home to a large cylindrical tower of commerce where anyone can set up shop free of charge. The main merchant in this building is a peculiar man named Hil'rash. Though a man of few words, he deals in just about everything you can imagine and always gives a fair price. On the second floor of this building, there lies a small shrine to Waukeen lead by Lady Tristana along with a small seating area for discussing business transactions or whatever else you might be inclined to discuss in a hall of commerce.

If the city's trade hall is concidered it's brain, then the Nomad's Return is surely the pulse of the city. As the largest Inn in the city, just about everything that happens in Cordor and elsewhere on the island is discussed by people of all shapes and sizes. Here you can sample some of the islands unique bouquets of wine and ale, some unconventional meals and good local music. It is also an excellent place to relax after a long day of adventuring, or listening in on the local gossip, or if you're feeling tired, Griff always has rooms for rent that has surprising standards of care for a local inn.

Heading towards Cordor's central district, you will come accross the Cordorian Library. Two stories tall, the entire building is filled with dozens upon dozens of bookshelves, carrying books of every kind, numbering in the hundreds. If you're looking for a history lession and some information on Amia's history, the helpful librarians are always happy to share what they know. The walls are always welcomming to those that seek to study or broaden their horizons by delving into the one of the thousands of books here.
Going even further west, you will find Cordor's mighty Arena. This is a place where adventurers often challange eachother to all manners of fights. From close quarter combat to mage duels to small group skirmises, this bard guesses there is not a single type of combat that the arena has not seen at some point or another. I've watched a few fights here and found them all enthralling, as seasoned adventurers clash to settle the deal on whom is better. And always there is a roaring crowd of eager adventurers, aching to challange the winner in a never ending cycle of a 'King of the Arena' mentality. With spiked walls and basins to wash away the grime of combat, the duels can seem to go on for hours on end until everyone finally disperses and the roaring of the crowds and metallic clang of blades meeting armor finally die down. This bard even dared to go a round or two in this bastion of martial arts, but did not find it to his liking.

The southern part of Cordor used to have a bad reputation for rampant crime in the past, though this has since been cleaned up during a massive effort to secure the sector for honest citizens. Now both the guards barracks and the prison help keep the area secure as the main wharf of Cordor is once again buzzing with activity and overflowing with trade. There are beautiful gardens in this district along with a newly erected hospice and several homes for rent if you are interrested in settling down in this city.

To the north, past the city gates, you will find several farms and The Rusty Hoe, Cordor's second inn and it's most interresting. This inn has a domesticated rust monster! That's right. Don't let it touch your items with it's antennae or watch it wither away. The rooms are also fairly cheap and the drink is exotic. A beautiful Bath house also lingers here. This bath house is dedicated to relaxation and can offer a calming reprieve from the rigors of travel or a busy day. A bit further to the east in this district, you will also find Cordor's festival grounds. This place is usually brimming with life, song, dance and laughter and travelling preformers often set up there to preform.


~Kohlingen~

On the Northern peak of Amia, you will find Kohlingen. Originally founded by Lord Darius Tristram after he split away from the Knights of Benwick over a disagreement on ethics and morals. For a long time, The Kohlingen Defenders carried out his orders and Kohlingen became known as a righteous city, often called the "City of Paladins" Or "City of Light". Over the years it's become a major trading port and safe haven for many of Amia's citizens, and is to date the, the largest settlement on Amia. Kohlingen's supreme leader is named "Justicar" and have final say in the city. The City's current justicar is Justicar Cystana L'saenirais.
The western parts of Kohlingen consist mainly of farmland, though both the Copper Industries, a merchant company and the house of the golden harp, a small school for musicians are also located in this district. There is also a large manor here, in the northern part of the district, though the author was denied entry to write a segment on it, thus it remains a blank spot on my map, a mystery for the reader to unfurl if desired.

Once you pass the inner gates that lead into the Tritemple District, you'll find the city of Light is teeming with life. A large marketplace filled with a myriad of merchants that sell everything from food to armor to weaponry to clothes. You will also find the Wyvern Forge, a large forge dedicated to Gond, and maintained by fine craftsmen. If you need work or maintenance done on your gear, this is a good place to have it done. Kohlingen is also host to the Ruby Hall, a small shrine dedicated to Sune. Filled with beautiful furniture, an extravagant altar and a Heartwarder named Elisabeth, it is a place of worship worthy of lady Firehair. Just past the Ruby Hall, you will also find a small shrine dedicated to the Platinum Dragon, Bahamut.

As with all other settlements on Amia, Kohlingen is host to a tavern. Mayfield's is perhaps one of the largest and most populated taverns on Amia. Usually hosting a large number of sailors and merchants, adventurers and locals, Mayfield's is a good place to throw up your legs and take a breather. Run by Bill Jordan, it's host to some very good beverages, including his local specialty, Bill's special brew and his miracle hangover cure. If you try the first, you'll likely need the latter as well. Upstairs, you'll find a washroom and several rooms of varying size and price, and all of the same upscale class you'll come to expect if you stay in Kohlingen.
Kohlingen is also host to a Bathhouse of it's very own, though not as large as the one found in Cordor. Regardless it's waters is just as relaxing and Tera the masseuse will make quick work of any kinks and knots you may be carrying. After a massage, this bard felt much like he imagines a gelatinous cube feels, attempting to retain a semblance of solid form as you shuffle and wiggle onwards to the nearest bed or chair. There is also an orphanage here. The author would advice you donate a smidgen if you've been benefiting from your adventuring or by reading this book. I'm sure the gold would mean much more to them than to you.

As the namesake of the Tritemple District, the Temple of the Triad's Light stands as one of the largest temples the author has seen to date. It's host to clerics and priests of Tyr, Torm and Ilmater as well as a shrine to Siamorphe and a smaller shrine to Helm. The size and beauty of the temple makes it quite clear why the entire district was named as it was, though the author found it somewhat intimidating to be in the presence of so many holy men and women. If you feel the same, I would advice you do as I did, and make a small donation and draw as little attention as possible, which means do not open the door down the eastern wing, past the idol of Helm.

In the northern part of Kohlingen, past another set of gates, you'll find the Feylake District. It is hands down the most beautiful part of the city, and in it's center you'll find it's namesake, the Feylake. Said to be the home of a powerful fey, in this part of the city, the grass seems greener, the trees seem stronger and it's people seem happier. It is also host to the Shrine of Mystra, a beautiful but small shrine dedicated to the lady of Mysteries.

The final part of Kohlingen is it's large Keep. Located in the western part, beyond a bridge and two more sets of gates, if you've not realized it yet, the people of Kohlingen seem very fond of them. Regardless, the keep is quite secure but it's courtyard is open to the public. It seems to be always filled with nobility, dogs of varying sizes, though the locals call them "hounds". It's also got a jousting arena and a small dueling arena along with some training dummies. Likely both are used to settle differences between the nobility.


~Winya Ravana~

Located beyond the beautiful waterfalls of the Nexus Falls, Winya Ravana stands a beautiful Elven City worthy of song. Open to all whom are not an enemy of the Tel'Quessir (the elven name for themselves, directly translates into " The People"), this city is a place all adventurers should visit. While most of the city is closed off to N'Tel'Quess (Elven for "Not of the People, as in non-elves), places most can visit are truly worth a look.
Visiting this place, it may help if you know some elven as a sign of respect to them. A little respect go a long way in the eyes of the people. The author has seen fit to include a fairly standard greeting and goodbye in this book, as well as some phrases that may be useful.
Mae Govannen (Mæ Gov-annen) – Greetings/Well Met
Vanya sulie (Van'ya Sui-le) – Farewell/Fair Winds (elven term for good fortune)
Sut beika? (Suit bei-ka) – How Much?
Diola lle (Dio-la l'le) – Thank You
Lle creoso (L'le creo-so) – You're Welcome


If you're looking for equipment that is built to last long beyond the lifespan of a human, you can't go wrong with a piece of elven armor or weaponry. As beautiful as they are described in legend, and as deadly as well, elven swords or the intricate detail and quality of the elven armor are well worth the coin. The author found the prices of such equipment to be quite reasonable.
The Iron Butterfly is another place that is open to the general public. A tall and beautiful elven tavern overflowing with mirth, one would be very hard pressed to not feel both awe and rested when staying here. Serving fine elven wine or a myriad of local specialities and filled with beautiful elven maidens that usually don't shy from a conversation, the author found his stay here most agreeable. The rooms are above and beyond what you might expect in a normal human inn, and for such reasonable coin no less. This place is a must visit location if you ever find yourself upon the Isle of Amia.
As was mentioned earlier, most of Winya is closed off to those of us who are not elves, however it can be admired from afar. Filled with beautiful tall trees and elven architecture, Winya is truly a sight to behold. Beyond the bridge that seperate the areas, you can make out trees turned into elven housing and beautiful elven statues of their Seldarine, the elven pantheon. And at it's heart, a large temple most likely dedicated to all of the Seldarine.
The elves also hold the Sky Forest, an old and very beautiful forest that is usually off limits to us N'Tel'Quess. While the author has never been here, I've heard tales of it's beauties. Of trees that seem to reach towards the sky and seem to never end. Of old and serene rivers and beautiful elven lanterns bathing in the comfort of the trees. If you are ever luck enough to be allowed to visit this forest, please do the author a favour and take a moment to try and absorb it all. It will be something you'll want to recall in the future.


~Wharftown~

Originally formed as a small fishing village, Wharftown still mainly serve the same purpose, though it has grown in size over the years. Wharftown can be found on Amia's west coast. It's a town that's often stood alone against challanges such as pirate raids and due to it's location, just west of the Forest of Despair and Wyrmhold, it's always been somewhat isolated. The most prominant building here is easily the Temple to Selune, located in the eastern part of town. And due to the temple's influences, a large number of the town's inhabitants are Selunites. At the temple, you can find normal temple services and a peaceful reprieve from the rigors of a normal day.
The Slanty Shanty, yet another one of Amia's amusingly named taverns, is another good place for some downtime after a long day. It's a medium sized tavern with good ale and decent food, and no shortage of stories about the size of fishes that escaped captivity.
Though the town might lack a properly sized merchant shop, Zeek's Goods do host a small variety of unique goods. The Helmet of the Crab, for instance, which allows it's wearer to breathe underwater. This might open up a whole new world for the prospective adventurer, though this bard warn against using the helmet as an excuse to pinch people or walk sideways.
Another famous merchant is Karyon "The storage container merchant", nicknamed by his vast array of containers and magical bags, a visit to this man is a near must for any prosperous adventurer.
Recently, Kohligen soldiers have also taken up residence in Wharftown due to the war with Amn, having sparked Wharftown's nickname to be "Mini Kohl" by some adventurers.


~Bendir Dale~

What once started as a small trading post has prospered and flourished into a beautiful halmet, Bendir Dale serves as home to most of Amia's halfling population, or as they prefer 'Hin'. With farmland, orchards and Bemmi the semi-famous baker, much of the isles apples and pies actually comes from Bendir Dale. Kind and welcoming to just about everyone, Bendir has more to offer than you might think at first glance.
The Dale has several trading stalls and stores, peddling in everything from potions to weaponry and armor and even enchanted jewlery. The prices here are always fair and Jayek of Yondalla is always willing to provide healing services for those in need for a small donation to his faith.
The main attraction in Bendir, for those of us who are not 'Hins', is not the trading booths but the local Inn, the Hinn Inn. If you have not experienced the pure and unadulterated mirth that can be found in a halfling inn, it is highly reccomended you visit. With fun songs, a happy tone and laughter, the halflings are reknowned for their songs and tales over a pint or three. The inn also has rooms for the weary traveller who needs to rest his head.
It is also noteworthy that Bendir Dale has become a sort of meeting place for any and all types of adventurers, usually loitering outside it's gates. While it is mostly good fun and conversation, conflict has been known to erupt on more than one occation and as such this Bard suggests you not linger outside the gates for too long, or make strong friends for that "just in case" situation.


~Gulorand~

A small logging village located up in the Skull Crag mountains, it's seen it's fair share of trouble over the years. Recently annexed by the Commonwealth of Cordor, much of the village is still being rebuilt or refurbished, with no trading stalls open. The Logjammer Inn however, is still open for business. A small and cozy inn, usually filled with lumberjacks fresh off their shifts, it's a decent spot if you're looking for stories of the ongoings in the Timberlands or need a drink or some food after the long haul up the mountainside. There's also coin to be made for helping them out with their troubles, be it the large man-eating wolves that lurk in the forest, the other dangers that lurk deeper in the woods or the Hobgoblins that have made lair in Glinulan's Hold. All of the above make this small logging village far more interresting for the up and coming adventurer than one might first believe.
~Shrine of Eilistraee~

"Welcome to the Shrine of Eilistraee, travellers. We ask only that you leave prejudices and violence here before you enter. All whom can are welcome to rest here, for however long is wished"
- Welcome Sign


Protected by powerful golem protectors, the Shrine is a peaceful sanctuary for all whom desire to visit. Created as a refuge for Eilistraeean drow seeking a better life, it has seen more than it's share of conflict. The tension created by drow making their home on the surface so close to an elven City , by the hand of the evil dhaerow or other evil forces targetting it for it's small size and lack of walls. It's a quite relaxing place, if you can manage to relax in the presence of so many drow. For those in need, it will also be a sanctuary.


~Temple of Salandra~

"The Broken God was moved by this act of selflessness and love. He took the body of Salandra and held her in His arms, crying for the loss. As the tears of a god fell upon her forehead, Salandra awoke. Divinity rushed through her, and she ascended. From then on, Salandra the Healer has served Ilmater beyond time and space, as the gentle goddess we know today." - excerpt from the Stone Tablets of Salandra
Built upon the ruins of the old kingdom of Benwick, the Salandran temple stands as a place of healing and peace, unmarred by the conflicts that have come and gone on Amia. Any and all illness is treated here, and if your ailment is of the body, mind or spirit, this is a place utterly devoted to aiding you. Be warned however that they do not tolerate violence, and while all are welcome, the author strongly advices against turning to violence in this place.

The first Temple ever built to Salandra, this is easily the largest and most significant one, however to fully understand this place of healing, you must understand who Salandra is.
Salandra is a demigod in Ilmater's service. Once a mortal priestess of Ilmater, she dedicated her life to the treatment of illness and eradication of the undead. Eventually she faced a martyr's fate when stopping a devastating disease and Ilmater saw fit to reward her devotion with divinity. Since then, she has become a deity often worshipped by healers and nurses.

I've written down the tenants of the Salandran faith here, as most may not know it since most may not even know much of her beyond locals here on Amia. Though it is worth noting that she does have a temples on the mainland as well, though they are few and far between.
The first duty is to heal the sick and the injured. No other duty will ever outweigh the first. Salandrans will heal those in need without hesitation to the best of their abilities whenever asked. They do this as an act of charity and as a gift both to and from the Goddess. The act of healing is an act of worship.

The second duty is to heal without prejudice or favour. Salandrans heal all who need their aid without regard to who asks or whether their beliefs match our own. On the battlefield it is our duty to aid the wounded on both sides after the battle is over. This holds true for races traditionally regarded as enemies by local people. If a Salandran is asked for aid in a matter regarding the healing arts they are duty bound to answer.

The third duty is to seek out and research new ways of healing or of preventing illness. This includes the duty to seek out and lay to rest any undead who may cross the healer's path. The undead are unclean. It is the Salandran's duty to cleanse them.

The fourth duty is to others. The Salandran will strive for perfection of self through duty to others. Acts of charity and assistance granted to those in need are gifts to Salandra and are the source of the gifts which the Goddess grants us in return.

The final duty is to seek those in need. Outside the Salandran temples, healers are expected to travel the realm seeking those who require their help. A Salandran cannot cure a healthy man. If a town is healthy it is the duty of a Salandran to move on. Seek out the sick and the injured. They may not be able to come to us. We must find them.


With such noble edicts to live by, it is no wonder why everyone here is kind, helpful and seem so at peace. And a shame that she has not gained a larger following yet.


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Brief History


Unknown to Unknown

Amia's original civilization and inhabitants were quite different from the ones that linger today. Long ago, the Mynocks had a vast empire spreading troughout the region with cities far greater than Cordor or Kohlingen. They had mastered the art of writing, politics, trading and even artistic pursuits. Their empire was thriving in the region and far more advanced than one might expect. However, one day a collosal flying nautiliod of illithid design appeared in the skies above Amia. And from it's vast hull, the tentacled terrors descended upon the Mynock empire like a locust swarm. A short but bloody battle insued, with the Mynocks constantly loosing more ground and people to the illithid armada, their best and brightest either slain in their attempt to defend their people, or captured and enslaved to be used as sustinance or thralls by the vile mindflayers. Almost overnight, their entire empire was not only thrown into ruin, but completely disintigrated. Not a single building stood standing after the mindflayers completed their ravaging and left. The ground was littered with the slain and their shattered hopes and dreams, so swiftly and menacingly taken away.

-2000 to -500 DR

The few Mynocks whom survived eventually managed to build cities buried beneath the surface, one example of such are the Mynock ruins in the Mylock hills. In the safety of the dark, they slowly began to rebuild in hopes that they would stay hidden from the horrid reavers that had attacked from the sky.

-500 to Unknown DR

However, once again the Mylock people would endure hardship like no other as the elves expanded into the region and a war broke out between the elven settlers and the Mynock survivors. Once again, their people dwindled and suffered defeat as they were beaten back and most of their outposts and cities were lost, most of their social structure was lost in the process, causing them to become more barbaric. Stonehold remains as the Mylocks last remaining fortress. The elven settlers founded their city of Caras Ravana in the Amian forest, near the green lake. It quickly grew into the largest city in the region, mostly due to the lack of others that were not already destroyed or fallen into decay. The elven influence began to spread troughout the region, however for reasons unknown, they were cursed by the Seldarine. Their city was lost and it's survivors left to found Winya Ravana, the only surviving elven settlement in the Amian region.
Much of what happened during this time is not known, or if it is, a well kept secret amongst the elves.

1000 to 1351 DR

Humans arrive on Amia. Eventually several small settlements are founded and begin to grow in size. Cordor, Fort Bendir, Wharftown, Benwick, Kohlingen and Zanshibon are amongst them.
Kohlingen founded in 1122. Comerce and trade are introduced to the region, with Cordor being the main trade port in the region. Amia once again sees civilization flourish in the region. The devil Bul'zeelab took residency in Stonehold.

1352 to 1358 DR

Thayvians arrive on Amia and begin to expand, establishing enclaves in the region.
During the Time of Troubles a fiend grasp the opportunity in the chaos, the archfiend attacked Amia and though it was eventually defeated, Zanshibon was lost and hurled into the Abyss to join the ranks of the Tanar'ri cities of the Abyss. A man named Revan struck a deal with the devil that held stonehold, he gathered a large army and waged war with Benwick. Revan was eventually defeated and Stonehold once again fell silent.

1362 to 1365

The horde wars begin, legion upon legion of monsterous creatures attack settlements and travellers all around Amia. Cordor takes up the mantle and leads the defense in the region. Though the horde is eventually defeated, it is not done without significant losses to all settlements. It would take years for most of them to fully recover.

1367 to 1370

The Emberblaze family take over Stonehold and rename it to Wyrmhold. A host of chromatic dragons were summoned to the keep, along with their own half-dragon and disciple army. The Dark Flight is born. The surviving Mylocks are enslaved and their young are forced to serve as shock troops in the Dark flight's war, while their elderly are forced to work in the forges. The last shred of culture and civilization held by this old race is finally torn away, leaving nothing but savagery and barbarianism left. The town of Benwick, weakened by internal conflict, is layed to waste by the Dark flight, resulting in most of the metallic dragons retreating from the region, only the Imperator remains and relocates to Kohlingen. The Duke of Cordor disappears. A council of famous adventurers is elected to rule. Internal conflict breaks out, not 2 years after the Duke's disappearance, the Duke reappears and returns to power.
Fort Bendir is finally expanded into a real village, as a result of it's location and the hard work of it's citizens. Randy the blue Hin becomes the first mayor of the newly founded Bendir Dale.

1371 to 1373

The Simbul is sighted on Amia. The Tower of Mystra is established and the Thayvian enclaves suffer decline as a result of conflict with the Simbul and the Mystrans. Thayvians barricade themselves in the Cordor Orphanage and the following battle causes what later became known as the "Cordor Orphanage fire", all the children and thayvians were killed. The tragedy ignited a persecution of all things Thayan and the surviving red wizards fled from the region.
Tremors cause massive destruction on Amia's coastline, causing Cordor to partially flood. Much of the city collapses into the sea and the Island of Lumorier dinks into the sea. Cordorian persistance and the goodwill of it's neighbours enable the city to recover within a year. Cordor annexes Wharftown, though this does not last and after a short time Wharftown regains independency on good terms with Cordor. Not long after, Wharftown is once again annexed, this time by Banites. The temple of Selüne is descecated and becomes a temple to the Black Hand. Once they are finally driven out, the temple to Bane is raized to the ground.

1374 to 1375 DR

Vodak makes it's first appearance on Amia. Oozes are sighted in Cordor, which create clones of slain adventurers becomming a powerful threat. After months of fighting the oozes are finally beaten back and Vodak's hold over the oozes breaks, causing the surviving to scatter or be destroyed by adventurers.
The Mylthar is released from it's prison by a dhaerow ranger named Valas Claddath. The Mylthar is released into the bones of the great dragon Imperator, causing several of Amia's people to rise in an uproar against the ranger. Despite the ranger's attempts to right his wrongs, two failed attacks on the Mylthar with Kohlingen's aid fails and he turns to Tarkuul for aid. He is betrayed by the city and the Mylthar leaves the island with Valas in it's grasp. Neither are seen or heard from again.
The temple to Selûne in Wharftown is finally rebuilt.

1376 to 1377

The Law Knights of Cordor, lead by Sir Mark Dorne attack the Duke's palace. They proclaim the Duke has willingly abdicated his rule over Cordor. Within the week a provisional government is formed and the council makes a public promise of free elections. A constitution is drafted and approved.
Eight months later the Prison in Cordor is bombed from the sewers. Over twenty inmates and guards are slain in the bombing, among the anounced names were Montgomery d'Cordor, the former duke.
Talisoans appeal to Talos and attack Cordor. Collin Reyes wards most of the city from the storm with his mgic. The storm lays waste to most of Cordor's farmland.
The Black Caravan, a trading consortium, makes it's appearance on Amia.
All divination magic is blocked near the years end and would continue to linger well into 1377.
Cordor's minister of Law falls ill, Collin Reyes leaves the island and The Cordorian minster of Health and Public Welfare is found dead, slain by an adventurer. This causes more strife between Cordorians and adventurers, resulting in a few open conflicts.
Winya Ravana is besieged by the beastmen gnolls and their allies, a war insued that was later named the War of Trampled leaves. While brief, it is bloody. Hundreds upon hundreds of monsters are slain by the elves and their Kohlingen allies.
Joseph Maximillian declares open war on adventurers and creates the Certificates of Citizenship. The provisional government make good on it's promise of free elections.
The temple of Kelemvor in Benwick hollow is destroyed as a result of tensions with the Black Caravan. The Eternal Order retreats to Khem to build their new temple in Nes'ek, with the approval of the locals.
Collin Reyes is assassinated upon his return to Cordor, by a seagull. All seagulls in and around Cordor are killed, littering the streets with featers and dead birds. Divination finally yield results again.

1378 to 1379

An influx of predators disrupt the ecosystem of the Amian forest.
The black caravan reappears and enter into war with both the Church of Bane and the Eternal Order of Kelemvor. The Banite temple is destroyed after a lengthy siege. In the wake of the destruction, the Horsemen of the Apocalypse leave the region.
House Shadowflame suffers collapse from internal strife.
The Greenlake of the Amian forest drains, revealing a massive machine that begins attacking the region and unleashes Terzaroch orcs upon the elven ruins of Caras Ravana. The machine is named "The undoer" or Il'frim Gaud, it eventually disappears after several months of havock.
The black Caravan suffers collapse due to internal strife and disappears from the region, some say the leader was a red dragon in disguise, and that she was slain.
Gulorand is taken over by the Banite church in silence, the Banites begin rebuilding their powerbase and brings conflict yet again, to the region.
Goblins and Kobolds begin to wage war in the frontier, apparently over territory disputes.
A vampire coven begins it's rain of terror on the surface, lead by Count Morteguarde.
A cult worshipping "The Rider Beyond" takes hold in the village of Actand. It is rooted out and crushed by Kohlingen Knights.
The Banite temple is destroyed by an alliance of War Knights, Kohlingen, The Eternal Order, the dawnguard and the Druid of Amia's grove. The keep falls into the ocean and banite influence wanes.
Halaster makes an appearance in the region, stealing away a demon and several other powerful creatures, infront of a large group of adventurers. His reasons remain unknown.

1380 to 1380

Elections are held in Cordor, Xaviera Xuider Xee are elected new Minister of Health and Public Welfare.
Count Mortegarde and his coven are destroyed, with only two vampires escaping with their (un)lives.
A beautiful aurora appears over cordor, stretching over the entire island and extending to the northeast.
Mystrans and Kohlingen make public attack against "The Arcanum" that was later revealed to be the entirety of Cordor's Ministry of Magic.
The Night of silenced Prayer – divine worshippers of all faiths are stripped of their powers. By the end of the tenday, all worshippers find their powers returning, many gaining newfound powers thought lost to history.
The Treaty of Light is formed.
Kohlingen allies with Waterdeep.
Collin Reyes and the Arcanum are revealed, a powerful spell results in the creation of a blood golem in the streets of Cordor. The Treaty of Light allies attack the Arcanum, which had hid in Cordor. The Arcanum threat is removed and many months later, Collin Reyes is finally destroyed.
The Demiplane of Knowledge, The Triumvir, is lost.

I decided to stop the history here, rather than continue it until present day as this was the last critical event that had a large impact on the island as a whole. Also for my own sanity's sake, as new nearly cataclysmic events seem to pop up every year or so, and due to poor recordkeeping since the Reyes incident, information on all of these are not easy to come by. -Thomas

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Local Monsters and Creatures


Beastmen

The beastmen are a local breed of gnolls, named for their sharp intellect. They stand around seven and a half(7.5) feet tall, weighing on average around three-hundred(300) pounds with a heavy build and dark fur. They are extremely malicious, sadistic and known for their bloodlust and cruelty. This bloodlust have caused them to all out attack both Kohlingen and Winya, sparking several all out wars with both cities. They reproduce at an unprecedented rate and would likely be a far more serious threat to the isle if it was not for the frequent adventuring parties that make their way to the beastmen's caverns and have survived repeated attempts at removing them from the isle permanently. They are cannibalistic and have acquired a taste for human and elven flesh as a result of their frequent conflicts with both races.

Orcs

Orcs are aggressive humanoid creatures that often raid and pillage civilized areas. They have a deep hatred for elves and dwarves that go generations back, and often seek to murder, torture or maim any they capture. Orcs have lupine ears, usually dark or black hair, red eyes and greyish skin. An average orc stands at 6 foot tall and weighs about 200 pounds, females are slightly smaller than males. They prefer wearing vivid colors, blood red, yellow-green, deep purple or dirty yellow.
When not actively fighting other creatures, orcs are usually planning or preparing for fighting. Most orcs speak a regional dialect of orcish, or one that is unique to their tribe. Some also speak goblin or giant, usually if their tribe is close to any goblinoid or giant lairs. Orcs follow a credo that to survive, you must conquer as much as possible, and survival of the strong. As such, their leader is usually the strongest orc around and they tend to rule by fear, or be ruled by it.As such, they are a prime target for powerful evil individuals, when such people find themselves in need of an instant army. Orc society is patriarichal and females are usually seen as prized possessions as male orcs pride themselves on the number of females and male children they sire.
A decent sized orc tribe can be anywhere from between 250 to over 1000, slaves included. It is not uncommon to find human slaves in larger orc tribes, as orcs are known to take live prisoners when raiding, especially when raiding caravans or travelling merchants.These slaves are mainly kept for labor, though female slaves are highly prized due to their rarity and often kept for pleasure, which can, and often do, result in half-orc offspring. Orcs on Amia mainly worship Gruumsh, the one eyed god, though they are also known to worship Bane as their agenda often go hand in hand with worshippers of Bane. They are highly sensitive to light, and as such, bringing powerful light-sources can give a tactical advantage.

Blood Moon Orcs
Named after the blood moon emblem they wear, these have fairer skin than most, similar to the dead orc tribes of the skull crags. They are much stronger and vicious than most orcs and should not be trifled with easily. Their tribe extends from the Forest of despair to the Outskirts and Mylock territory.


Trolls

Trolls are horrid carnivores found in most climates, even artic wastelands. Almost all creatures avoid these beasts, who know no fear and attack relentlessly when hungry. Trolls usually stand around 9 feet tall and weigh around 500 pounds on average and can come in almost all colors of the rainbow, based on their locale, though the most common is mossy green or mountain grey. Females tend to be slightly larger than males. Their form also tend to be twisted and disfigured as a result of their rapid natural regeneration. Unless finished with either fire or acid, trolls can regenerate large parts of their bodies, including entire dismembered limbs. For this reason, they have precious few natural enemies and are highly feared by creatures such as orcs and goblins. Trolls are rarely ever seen in groups larger than 3 or 4, as due to their large appetites and ferocious nature, they don't get along with fellow trolls, though as with all things there are exceptions to this, especially if they have ready access to food and are forced to band together for safety reasons. The trolls of Amia live in caves in the mountain East of Bendir Dale, and their territory extends as far as the Troll wall and the Crouching Lemur Monestary. If you are travelling the hills leading up the mountain, be on your guard and bring fire or acid.

Troglodyte

Troglodytes are lizard humanoids that are as evil in nature as the foulest of demons. They are highly warlike and savor the taste of their enemies- especially other humanoid creatures, consuming their flesh in a highly ritualized fashion often. They aren't too intelligent but their ferocity and cunning predatory nature make up for this. Known to launch raids and attack settlements in warm climates, they guard their lairs aggressively. An average troglodyte stands at about 5 feet tall and weighs about 150 pounds. Usually found in tribes, it's rare to find them alone. They tend to move in hunting parties when outside of their lairs, numbering in anywhere between 2-4 to 12 or more. A good sized Troglodyte tribe can be anywhere from 100 to 600 strong. They are also able to secrete an oil when threatened, causing a wretched stench that is designed to deter further agression and alerts all nearby troglodytes of the danger. This can make sneaking up on them, highly problematic. It is recommended to try and ensure your own death if you are defeated by a band of these creatures, as they are known to eat their victims alive or pit survivors against each other for sport. The Troglodytes of Amia's local swamp also keep humanoid slaves and as such it's reccomended to not travel on your own or risk becomming one.

Kobold

Kobolds are short reptillian humanoids with scaled skin, glowing red eyes and a nonprehensile tail. They usually eat plants or animals, but are known for eating intelligent creatures and humanoids. An average kobold stands at about 2 feet tall and weighs 40 pounds. They spend most of their time fortifying their lairs, often planting a myriad of traps or warning devices to alert them of any nearby creatures. They tend to be cowardly and favor attacking in superior numbers. Their speech is very distinctive, as they sound like yapping dogs when they speak in draconic. They live in dark underground locations, and are excellent miners. They usually kill any prisoners they take, using them for food, but they are also known to keep or trade slaves with other creature tribes, such as orcs, usually as a form of tribute. A kobold tribe can be anywhere between 200 to over 1000, depending on how much food they have in the area, and the size of their mine. They rarely ever attack in numbers smaller than a half dozen, and as such, if you see one, there are likely more nearby. They are highly sensitive to light, and as such, bringing powerful light-sources can give a tactical advantage. The Kobolds on Amia have a long history of infighting and conflict against the local goblins. due to the proximity at which these two warring species claimed territory, it is unlikely that they will grow large enough to be a significant local threat, as they tend to keep down eachother numbes.

Goblin

Small humanoids with a flat face, broad nose and pointed ears, Goblins are often only seen as a nuisance. However if unchecked their great numbers, rapid reproduction and evil disposition enable them to quickly become a serious problem to any civilized area. A tribe often consists of two hundred to one thousand, with the strongest and meanest goblin usually serving as leader. They have a semi-organized civilization within the tribe, with shamans and spiritual leaders, trained raiding parties and some tribes have even trained and domesticated wolves, dire wolves or worgs. As mentioned in the Kobold section, the goblins have a long history of conflict with the local kobolds, and as such the tribe is weakening and loosing numbers. It is unlikely they will continue to survive for much longer, unless they migrate to new territories.

Skeletons & Undead

Skeletons are animated bones of the dead, completely mindless undead bound to the will of their masters. Most skeletons are clad in whatever their body was wearing when it was slain. These undead can only follow simple commands and instructions, being completely mindless and weaker than most other undead. As such, they are usually found in large numbers or used as simple guards by evil spellcasters. Completely fearless and without any regard for their own safety, skeletons will relentlessly attack an enemy they are ordered to, until destroyed or their quarry is slain. Any slain creature with a skeleton, can be turned into a skeleton undead, and as such they come in a myriad of sizes and shapes, though the most common one by far, is that of a human or humanoid. Their power tend to be fairly weak, though larger skeletons, such as the ones created from dead trolls, horses or giants can be quite powerful. Skeletons can be found in many dark places and crypts on Amia, and wherever they are found they tend to be far from the most dangerous foe present. The exception to this is the burning crypt, which is filled with -burning- skeletons and other undead variants.

Amia is also home to several other types of undead, ghouls, zombies, ghasts and the occational wight or wraith. I would include a description of each of them here, but as there is no special local variant of these on Amia, as there are with the burning skeletons, I would instead point you in the direction of the Monsterous Compendium or Studies on the Undead and Undying, which both contain excellent descriptions of these types of undead.

Swamp Hag

Hags tend to look like ugly old women, usually filled with warts and can even have half rotten features. These creatures are as evil as they are ugly, and usually plot and scheme for power or to inflict pain or harm upon others. Some hags also tend to have a particular hatred towards pretty people, and can delight in defacing someone's beauty. A hag's skin is thick and rough, almost leathery. Her elongated nails are strong as steel and can cut trough armor and tear trough flesh, as hags are extremely strong. Hags are also naturally resistant to spells and can have powerful magic of their own. A hag is about the same height and weight as an average female human. The local swamp hags usually only dwell deep within the swamp, much like green hags, but appear more feral and less cunning than a green hag. A hag is still a dangerous foe, especially since they seem to always travel with minions such as moor hounds or witch lights.

Moor Hound

Savage and feral beasts, the moor hounds are likely decendents from some unknown subspecies of wolf or dog, or perhaps a mix of the two. They are almost formed like a triangle with legs, having large mouths and sharp teeth. Their body comes to a point at their rear, and due to the “front heavy” build of these animals, they're seem to have specialized in overpowering stronger prey and have bodies that favor strength over speed. Most live in the swamps or near blood moon orcs, and can carry an unknown number of various diseases that linger in the swamp and that area in general.

Witch Light

I've not been able to find much information on these creatures, save for the obvious. They most likely have an arcane or magical origin and seem to be the companions of the swamp hags. They are aggressive and can lure travellers off the beaten path and into the swamp with their strange glow. If you see strange lights, be warned, it may be witch lights attempting to lead you astray.

Bog Beast

Not much is known of the bog beasts of the lowland swamps, save that they tend to stay submerged and only reveal themselves to feed, much like a gator. They have powerful mandibles and claws, capable of tearing trough iron armor.

Swamp Gator

This subspecies of alligator can be found in the lowland swamps where they are often trained by the blood moon orcs as pets or for combat. They have a dangerous acidic breath and thick hide and powerful jaws. They tend to stay camouflaged and hidden before launching themselves at unsuspecting enemies.

Carrion Crawler

Carrion Crawlers are aggressive subterranean scavengers, they scour their territory for dead and decaying flesh, but often attack living prey as well. Their tentacles secrete a paralytic substance. While a normal carrion crawler is about ten feet long and can weigh as much as five hundred pounds, the ones found in the Cordorian sewers seem malnourished and are roughly three or four feet long with about one foot long tentacles. Depending on their size, they can have between twelve(12) and twenty-four(24) legs and four(4) to eight(8) tentacles. Their paralytic poison is far weaker than normal as well, thankfully, or many adventurers might have found their tale short-lived and ended up as dinner to a carrion crawler. Their enzyme can be harvested from their gland at the base of the tentacles, this can be used as a mild paralytic agent by healers or applied on weaponry for the same effect.

Ochre Jelly

This ooze creature is usually various shades of yellow and resembles an amoeba. Their size can vary significantly, though most tend to be between five(5) and fifteen(15) feet in diameter and about six(6) inches thick. They can be very hard to detect and can climb almost any surface, causing many of them to linger on either walls or ceilings. They lack organs and normal sight, however like some creatures that are usually found in dark caves, they seem to possess a sense of sight based on tremors and vibrations trough whatever surface they linger upon. It is also possible that they are able to sense such vibrations trough air and water as well. These creatures reproduce by splitting into two lesser sentient creatures and grow in size once whatever they have eaten is dissolved and added to their mass. This process seems to be impossible once the slime is too small as they simply die instead.

Rat

Natural scavengers, rats tend to inhabit areas populated by larger predators or near civilization. They seem to be able to live off just about anything and prefer dark damp places, where they tend to thrive. It is said that for every rat you see, there are another fifty that you don't. When alone, they tend to scurry off or hide whenever something larger than them is nearby and this is something they do very well, due to their small size. While not all rats carry disease and pestilence, enough of them tend to do so that it is wise to get any rat bites checked by a healer quickly. A lone rat poses little danger, however they can pose a serious threat in larger numbers, especially if they have gone without feeding for some time. Rats reproduce quickly and exponentially until they are beyond sustainable numbers, causing large rat colonies to often die out on their own once their food source depletes and forcing survivors to look for new sources. As with most mammals, rat is edible but not recommended.

Bugbear

Among the biggest and strongest goblinouds, bugbears are usually highly agressive against other species or even other tribes. They live by hunting and dominating any creatures or tribes that are weaker than themselves. Physically they resemble goblins to a point, with the largest difference being it's nose, hence the name. Their hide can be unusually tough, allowing them to survive from most scars or wounds taken in battle.

Yuan-ti

Children of the Sarrukh, the Yuan-ti are cunning, ruthless and evil beyond measure. They are intelligent and charismatic enough to form alliances with other evil creatures or dark forces to advance their own agenda. Amia's are all Yuan-ti Purebloods, which is the species of yuan-ti which most resembles a humanoid creature. In fact, many of them could pass for human with the right clothing and if the room was dimly lit. The local Yuan-ti sect lingers in the Quagmire swamp and are lead by a powerful Yuan-ti pureblood sorceress simply known as Babylon. They have been known to murder and kill anyone who trespass near their temple, and have also captured people to be sacreficed to their vile gods in dark rituals.

Lizardmen

Amia's local Lizardmen tribe also dwells in the Quagmire, and likely has some sort of deal with the yuan-ti that allows both tribes to flourish in the swamp. Though primitive, the lizardfolk of the swamp will attack without warning. Lizardmen are omnivores and according to hearsay prefer humanoid flesh. A lizardman is usually between 6 and 7 feet tall with green, gray or brown scales, though one local variant seems to have yellowish scales. It is also worth noting that a small tribe of Lizardmen have cooperated with the War Knights in the past, and have shown themselves to be reasonable and peaceful, despite the demenor of the other tribes.

Werebeasts

Amia's Forest of Despair is home to many different werebeasts, ranging from werewolves to werecats to fanatical malarites to the gods only know what else. They share the vulnerabilities to silver that most shapechangers do, and tend to keep to themselves within the forest (that is, unless you trespass into their territory, dear reader). The most powerful of the creatures can be found within an old temple to Malar within the forest of despair. Be warned, many would be adventurers have perished to the teeth, claws and blades of the Malarite werebeasts. Don't go there alone, and always always always bring potions to cure diseases or risk becomming one of the beasts yourself.

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Map

Disclaimer! Due to the elves not allowing me to map their region, both Winya Ravana and the Sky Forest have been left unmapped and simply marked to outline their locations.
Map without cities marked
Image

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Adair - Druid and part time treant cosplayer


Last edited by Gravemaskin on Tue, Dec 13 2016, 9:08 AM, edited 1 time in total.

 
      
MightNMagic
 
PostPosted: Tue, Dec 13 2016, 5:19 AM 

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Joined: 30 Jul 2013
Location: Space Australia

(*Namer Tukson accepts the work into the Cordorian Library, ordering archival copies to be scribed and sent in the next shipments to Candlekeep and Deepingdale.*)

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Rashad the Azure, Zakharan Merchant-lord Most Fair and Master of the Desert Wind
Loremaster Tukson Devers, Oghmanyte Wrestler of Knowledge and Child of the Passive Voice

(No tells for Rashad while I'm playing other characters please.)


 
      
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