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Location Profiles

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Table of Contents

  • Maps
  • Community Profile: The Coral Towers

 

Maps

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"A map is such a quaint tool. Just as a hammer takes strength, and a loom skill of hand, maps require something else from us... they require a great deal of trust in the cartographer." -Lo, Accursed Wanderer

Maps are not readily available as though some people travel, most live within their community, perhaps traveling as far as one or two places away, and even that can be filled with danger. As such, maps are valuable, they are rare, and they are of varying qualities.

In part, this is my way of keeping the world a bit more flexible. It can better accommodate squeezing in places from people's backstory, and if I'm being transparent, if I have a really, really fun idea for a dungeon can make sure I place it in a way that is at least more plausible for the PCs to go to. They don't HAVE to go, but I want them to have the clear choice as opposed to losing the opportunity six decisions ago on where they'll go and not.

 

Edited by Peacemonger (see edit history)
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Community Profile: The Coral Towers

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"I think my favorite part is all the colors. Well, and I'm always up for fried fish." -Zerra Thistle, Local Resident and Self-Appointed Welcomer to Visitors and Newcomers

Summary

The Coral Towers earned their name from the giant coral structure that literally tower over the community going of for a number of miles into the nearby harbor and sea. Dazzling colors, fish who swim up the magic currents around the towers, with multiple abundant sources of food, and their protectors well-equipped to deal with the everyday challenges, it is a relatively thriving community.

Fishing is the the core of the community, the lifeblood of it, and nearly everything else revolves around this. Beyond this, the Coral Towers serves as a launches point to the archipelago and lands beyond in one direction, into a deep, ancient woodland in the other depending on where one wants to go. It is a visited enough place that strangers are not an uncommon sight, but still worth a glance from the locals.

Wonders/Points of Interest

  • The Coral Towers: About twenty giant coral towers. Those who've explored them they hold vibrant ecosystems in and around them. Beyond this, they serve as wonders of the world, a sight one cannot find anywhere else.
  • Mosswood: Further inland is a very ancient wood, named for the moss that blankets the trees and grounds. It is home to all manner of beasts, spirits, and dark things that lurk in the shadows. Beyond the Red Turtle, only those seeking to explore unknown depths have reason to venture within.
  • Nereid's Choir: Within the most beautiful of the towers resides a Nereid whose choir is a sight and sound to behold for those with the ability to sail out and climb up the tower. Often their voices can be heard inland, an entertainment for the locals.
  • The Red Turtle: An old spirit who no few people go to for advice and prophecy, though there is danger to reach him.
  • Under-Reef: There is a whole community of fish people beneath the water, who reside not on the shore, but within and among where the towers emerge from the water.

The People

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The population of about 700 all in all are mainly human, halfling, and goblinoid on the surface, and mostly Locathah in the water. Still, no few people above show aquatic features of some kind, magically touched by this place. For the most part, people get along, there are enough resources to go around, and factions are split practically by those in the water and outside of if.

Of Note:

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Graulp: The current leader of the Locathah is Graulp, a rpoud and stalwart warrior. He is famed for his ability to stand against even powerful sea beasts stronger than him, knowing how to drive such beasts off to search for easier hunts.

The Sorceress: A trio of mysterious individuals said to be the leaders and main protectors of the people within the Coral Reef. Rumors vary between them being anything from saintly to wicked, from beautiful to wretched. Regardless,

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Bethusa and her Choir: A gentle spirit, the Nereid Bethusa idles her time away training a collective of awakened fish to sing. Fish do not live long, and no few decide to do more with their newfound self-awareness and so the membership constantly changes and she busies herself with training them to sing as one.

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The Red Turtle: A supposedly ancient turtle spirit who is currently residing in the Mosswood. said to be wise to the point that there must be some manner of divination to his insights.

Trade and Business

  • Fishing: As fishing is the main source of food and income, everyone is touched from the fishing whether directly or indirectly. Small bits of agriculture only supplement that main economy of fish.
  • Shopping: There are a couple of general stores, one run by a Locathah merchant who primarily sells things from the land to his own people, and the other way around. Known to charge a premium, but as he is generous he is supported as the primary trade contact. The other is a basic general store where no few knicknacks from ships and travelers end up.
  • Sleeping: There is a musty old building not used that serves most people visiting or needing a temporary place to say. Beyond this honored guests may stay with the sorceresses, though this is a rare occurrence, perhaps once a year or less.
  • Transport: There are many boats that can move around the harbor. Most are only for short trips, with but a couple of vessels that move infrequently from the Towers to the archipelago beyond. Inland few people tread the Mosswood, and so transport is done on foot.
  • Politics: The sorceresses are said to be hands off on the day to day, only weighing in when there's an impasse. The head of the Locathah is far more direct, managing his people in how to sustain themselves and grow. It is rare, but the four meet on occasion for matters that affect them all, and they must come to a full agreement. Rumors swirl around some impasse but no one knows what it is, or at least are not saying.

Other Details of Note

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