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Ronór

Avaloros, the World Serpent. Their corpse is the bedrock of the continent. The living face is called Avaloros, though the name has been adapted and evolved by different folk. The barren face is called Underworld, and false myths describe it as a peaceful paradise and the final destination for good-natured spirits. Everything outside of the envelope of breathable gas on Avaloros is called Overworld, and TOV has created several incursion portals through the ages where free satellites orbit too close to the Phoenix brane.
Temperature. Within the two great valleys of Avaloros, the average temperature is generally mild ranging from 50-90 F. Snow accumulates in the highest mountain peaks and the only permanently frozen region is the highlands of the White Wastes. Along the western, northern, and eastern coasts are mostly arid regions tending toward desert approaching the south. These warm, arid regions tend to have the greatest exposure to the Phoenix.
  Precipitation. The water cycle of Avaloros consists of evaporation as Phoenix passes overhead; winds carry this moisture over the land, often precipitating upon reaching the hills and mountain sides. With an ear towards the rituals of the Children of Avaloros, Tempest generates rain-bearing clouds of water from the edge sea before traveling to sate the thirst of the folk. Its ability to sustain life giving liquid to the land is proportional to the strength of light magic practiced across the land. Droughts are often long if the people stumble into self-defeating behavior and violence in times of trouble. Natural evaporation and precipitation does not provide the quantities necessary for the more sedentary cultures.
  Elevation. The highest peaks of the Apelpesian range reach over 20000 feet above the edge sea. Ranges generally descend as they extend away from the center of the land mass with the outermost mountain ranges consisting of peaks in the 3000-7000 foot range. Within the two great valleys there is a series of crests and troughs where the elevation varies by approximately 1000-2000 feet.
  The Climate
The climate on Avaloros is very stable when unaffected by the creatures living there. The magic of the inhabitants of Avaloros is felt by the four elder elementals who react accordingly. Droughts occur when folk selfishly hoard resources or strike their neighbors in anger. A long night might occur when a power hungry individual seeks to take the Phoenix’s power for their own. The bounty of the sea is diminished when folk pollute their environment and leviathan is driven away, creating stagnant dead zones in the edge sea.
Prevailing Winds. Tempest is the main source of wind in Avaloros, and storm fronts must be accounted for when sailing ships hope to make use of the winds. Otherwise, the general wind patterns are as follows: Air pressure over the edge sea increases during the day as Phoenix passes by and wind rushes towards the inland regions. As the sea cools during the night, wind rushes back out towards the coast. A novice sailor who dozes off in the night may find themselves gasping for breath near the extreme outside of the edge sea, their crew already unconscious from the lack of air.
Sea Currents. As Phoenix passes over the edge sea, the top edge is warmed and water evaporates leaving slightly concentrated saltwater which begins to sink. However, the expanding air above the edge sea rushes inland creating surface currents that travel towards the coast and down toward underworld. Cooler water is pushed and pulled to the outer surface of the edge sea to replace the warmer saltier water. This current is fairly weak in general and the greatest water speeds will trail behind Phoenix in its daily journey, but will also help keep ships closer to the coast and away from the dangers of the deep edge sea, at least during the day. Leviathan also dwells within the great reservoirs of the world, travelling to and fro and stirring up a stronger internal current within the seas. These deep sea currents serve as rapid transport of nutrients revitalizing the local biosphere. Deep sea folk are known to surf along these currents to travel to allied submarine kingdoms and undiscovered realms. Much of Leviathans efforts is engaged subduing the great beasts of the inner sea such as the Morkoth and the Kraken.
passive climate vs. active (elder elementals) What climates exist and where?   descriptions of important weathers, normal vs. unusual, myths and knowledge     Blighted Rain.
    Regions
  Drakontas. Everything west of the Apelpesian range is known as Drakontas. According to the Traveler’s Guild Drakontas can be described as a region with three districts: the western wing of the world is known only as Drakontas, to the south of the Grey Heights rests the Midlands, and finally beyond the Thymos Savanna the southern rises of the Oura Ridglands.
  Theoratos. The eastern wing of the world is also the festering corpse of the Giant empire. This region marked by great stone pathways and silent monuments has inherited the contentious heritage of the Iskuzai and many small kingdoms bicker among the ruins. Technically the district containing the Hesperides Garden and Mt. Gnosi are within the realm of Theoratos, though they are not heavily involved in politics of the region due to the separation afforded by the Ridgelands

The Oura.

The Midlands.

The Crownlands.

Forests and Jungles
  The Karatalago Woods. Fed by the Skathari River, Karatalago is one of the few heavily forested regions in the west. Goblinoid tribes fear the woods and spread rumors of a terrible horse creature that defends against intruders. In fact, the unicorn of Karatalago is a benevolent creature, though only to other such beings.
  The Kynigi Jungle. This dense region of jungle is home to a few great demonic, ape-like beasts, as well as several tribes of veggiepygmy. Tempest’s efforts to water this region are aided by the presence of the inner sea and the jungle is teeming with life. The dragonborn of Varisvaara have a coming of age ritual that involves sending adolescents into the jungle to survive on their wits alone.
  The Ousian Woods (Darsaem). Within the Southridge lies a dense swamp inhabited by the swamp elves. The cultivation of this region is such that the canopy of trees is extremely dense and, from above, appears like a lumpy grass plain able to support the weight of most creatures. Travelers from this region will tell of the dangers of traveling through these woods after their companions disappeared one by one without a trace beyond a slight depression in the ground, quickly refilling as the tree branches press together.
  The Smaragdi Forestland. Just north of the various river mouths entering the edge sea from the western vale, a relatively large region is covered with scattered copses of trees. This area hosts many interacting communities, most who claim sovereignty over their small forest. Travelers in this land must be wary when foraging for food as they may upset one or more of the local tribes.
  Silverwoods. Deep into the White wastes is a forest of stone and crystal trees unlike any other in Avaloros. Known for attracting adventurers who never return from the region, it may be the home of the Wendigo as its howls are heard wherever the silverwood is in sight.
  Drennor Forest. This heavily wooded vale is host to dangerous spiders and other creatures that seem to magically enhance in some ways. Even the river Alero is tainted with this effect after leaving the forest. Rumored sightings of colorful and fantastic looking figures in the deep forest lead some to believe that an exiled fey royal from the fey courts has made a residence here.
  Vieux les Bois. Home to the wood elves, this forest is a thriving example of the bounty of nature. Filled with magnificent creatures such as treants and myconids, it is the wood elves who perform Tempest rituals with great reverence and defend the sanctity of the forest with ferocity. Many streams and ponds course through these woods, their crystal clear waters offering tempting views to sailors passing to the south, unable to land for fear of their lives.
  Naancledran Swamplands. Behind a small ridge east of the inner sea, a region of swampland is inhabited by the Naancledra. This amphibian-folk kingdom has at times dominated the entire region near the inner sea. Though in modern times the lizardfolk have united the blue bloods into a single empire. Several notable battlefields slowly sink into the marshland outside of this swamp.


Mountain Ranges and Hills
Moira. 100 thousand cycles after the First Council of Animalia, the shard of Avaloros shook vehemently and an immense mass of soot and stone erupted from the southern sea. The chimney of a great volcano breached the choppy water and rose steadily to form the dark mountain known as Moira. A cloud of ash enveloped the continent and a swell of inky seawater crashed against the facing shoreline. In the coming weeks, the ashen fallout from the eruption made its dark effects known. Wild creatures touched by the darkness exhibited an incurable bloodlust, forcing the infected to maim and kill anything in its presence. There is no known cure to this madness, and adventurers are often called to lay low the ravenous monsters that were once mere beasts. The dark ash manifests its malevolent effect on sentient creatures in a more subtle way. Folk unfortunate enough to be caught in the Black Rain, are forever changed, seeking their neighbors downfall, the death of their very friends and family. And to the victim’s disadvantage, a so-cursed being maintains the visage and mannerisms of their previous selves.
For all that is known about the dark mount, much remains a mystery. Apparently more than a mere natural catastrophe, what is the true source of its corrupting influence? How can it be reversed to bring peace back to Avaloros?
A dark extra-dimensional entity that has existed for eons, The Old Voice is a powerful telepath able to communicate and influence individuals across nearly the entire continent of Avaloros. His influence is particularly strong near alters coated in his signature black ooze essence. Those who have come into contact with such artifacts report that they felt a strong compelling voice telling them to “mix the blood, take the power.” The Old Voice has locked open a portal to his home dimension under the volcano Moira and seeks to expand his influence over this dimension. 30 years ago when Moira erupted, he had achieved a great victory in another parallel dimension and the energy spilled through the portal to raise up the volcano. Having breached the ocean, he occasionally sends waves of black ooze into the atmosphere to rain down on the inhabitants of Avaloros.
Coming into contact with the black ooze inflicts The Mark of the Deep. Common animals and plants become aberrant versions of themselves and wreak havoc as their minds overflow with insanity and they attempt to kill for the Old Voice. The curse has a more subtle effect on sentient creatures. For creatures able to pass a wisdom save of 5 he forms a telepathic bond and offers a portion of his own power to those who join his cult. Cult members are compelled to kill using special magic weapons that transfer life energy to The Old Voice.
Moira (The Black Chimney). This heavily active volcanic mountain erupted from within the edge sea, and seems to float in the water as it is mobile and plagues all of Avaloros, though only in one region at a time. Few have set foot on its barren and sulfurous plains.
Apelpesian Range. The great central mountain range of Avaloros is curiously shaped and rumors abound that it is formed by the sleeping body of a dragon. A great divide between the east and west, it has always been difficult to transport goods and maintain relationships across such an expanse, generating the aura of distrust that penetrates the continent.
The dwarves have built their grand fortress, Courtwall upon the western face of the range. A massive ruined temple complex spreads across the north eastern face, the Shadowmaple has been ruined for many centuries.
The maze-like network of tunnels and caverns that reside beneath the frozen range is collectively known as the Chaos Delve. Similarly rumored to be the veins and arteries of the sleeping dragon, these subterranean hollows play host to a veritable cornucopia of extra-dimensional sites and entities, crossed over through Chaos Rifts over the years. Surely an enterprising adventurer’s dream.
The Apelpesians (Shadowlight mtns.). Towering peaks divide the land into east and west with few, perilous passes. Many halls and delves have been carved into the depths of the mountains and forts and caves are scattered on the surface. Night covers the land as the phoenix retreats behind tall stone spires, casting the last in shadow, when a purple haze fills the sky and lightly obscures the stars. Stretches from Gnosi peak in the north to Mt. Kafali in the south.
The Ridgelands (Gianthome). Stretching from Voninheim on the north eastern slopes of the Apelpesian range to The Reach far to the east, the Ridgelands bring twilight to the east. The mountainous region holds many ancient giant delves and aasimar/teifling battlefields, signs of a tumultuous past.
The Grey Heights (Dragon’s Warren). The Grey Heights stretch from the very northern edge of the White Wastes westward to Ostcliff. Largely depopulated of civilized folk, these mountains are known to be full of kobolds and there are rumors that dragons slumber within atop hoards wrested from their giant rivals.
  East Mountains. dfsdf
  West Mountains. Trailing north from the Dragon’s Warren, the western mountains descend steadily as they pass Mirage Mountain and continue into the sandy wastes around Ostcliff. In the southern crook between the Grey Heights is a lone hill sometimes called Amon Rudh or the Land of Bow and Helm, an area often controlled by outlaws and scavengers. The wild bands are occasionally united by an exiled noble or another charismatic leader. While the mountains are edged with steep hills leading to a rolling plain. This taller hill is topped with deep red seregon flowers, and myth tells of the bloody betrayal that happened there.
Western lowlands (Opli Hills). The hills of the western inland are well worn from ancient rainfall, though are dryer than average in modern times, with only the Karatalago woods receiving enough rain to flourish. Goblinoids roam the hills between their razor-walled forts and the ruin of an ancient city (Old Ashton) suffers from an infestation of slimes.
Eastern lowlands (Aima Hills). The valleys between hills of the eastern inland are covered in dense jungle, the inner sea being a great source of water where natural evaporation contributes rainfall. Many wild folk live among these hills and jungles, generally a bane to the civilized folk who live on the coast of the inner sea to the south.
Southrange (The Oura). South of Mt. Kafali a steep and narrow range stretches around the realms of Black Marsh and Shoreburn. Home to the Elven Triumvirate, few paths are known that traverse the steep hills of The Oura. Those that are known are well guarded by elves as they bicker amongst themselves in their self-assigned tasks regarding the cycle of life on Avaloros. The northern peaks of this range bring twilight to the west.
The White Wastes. These highlands spread from the Apelpesian range westwards for many miles. Only a few wandering monsters are known to inhabit these lands, chief among these terrors is the Wendigo. Subterranean cultures dot the edges of this desolate land, though they are more often exiles and castaways than not.
Gnosi Peak. Further north than Voninheim, few have ever gazed upon the lofty peak of Gnosi, the crown of Avaloros. The mountains that raise Gnosi far into the sky surround a protected hollow wherein the legendary Garden of Hesperides lies. The journey to this realm is fraught with dangers, both living and environmental, and any hero seeking the aid of the godly spirits must be well prepared for the trek.
Mt. Kafali. The highest peak of the southern Apelpesian range, Mt. Kafali is pockmarked with delves and is even rumored to hold a society of djinnfolk willing to grant wishes in return for subservience.
Plaines and Steppes
The Kafsi Wastes. sun-bleached lands to the east, the only life in the kafsi wastes cling to the mountain slopes where moisture may be collected from morning dew. Not much is known about these lands, Cindrelon stands vanguard against darkness that may spread from there.
  The Omilchi Desert. Deep within the southridge, the sun elves built their capitol within the Omilchi desert.
The Skathari River Valley. This wide valley has little healthy topsoil and is plagued by aerial hunters and roaming hobgoblin warbands.
  The Thymos Savannah (Centaur Fields). These steppes are covered in tall grasses, and navigation can be difficult at times when all that is visible is grassy plains for miles with impenetrable mountain ranges on all sides. Centaur hold dominion here, through travel through their lands may be expensive it is safer than the border of this steppe which are inhabited by less hospitable creatures.
The Xeraino Badlands. South of Cindrelon, this hostile plain is patrolled by Tlincalli and tabaxi on the borders of their lands.
Western Wastes. Home to gnolls and other desert creatures, the western wastes are cursed by the folk of the west for the evil that breeds there.
  Rim of the Inner Sea. sdfdsdfsdfd
  Western Badlands. West of Aelhusrt is an arid land, tombs of ancient kings are buried and revealed by the shifting sands over dry river beds. Gnolls are known to send scouting parties to these lands in search of food and slaves.
Seas & Rivers
The Edge Sea. After the Material Plane is formed, Avaloros entered and began to rest. Leviathan then traveled around the long edge of the land, creating the bulk of the waters of the plane. Leviathan’s movements sort the clean and spoiled waters from the Children of Avaloros and prevents the waters from spilling over the face of the land in a torrent. Many living things occupy the Edge Sea, usually hidden within the cool depths, though some interesting creatures live near the warm surface waters beneath Phoenix.
  The Inner Sea. During the catastrophic conclusion of the First Age, a hole was opened in the eastern basin centered on the Giant Capitol. Waters from the Edge Sea rushed through the ancient river bed, carving the deep gorge of Chrysopotis. The river deltas entering the inner sea are smaller than elsewhere in Avaloros, pointing to the relatively recent events that rocked the world. This new environment was soon populated by olvar and kelvar, though the undisputed master of this realm is the Great Kraken.
Skathari River. A long river through the western winglands ends as a braided river delta near the stone fingers (or rincons, eroded mesas) of Aelhurst.
  Alero River. Middlesborugh founded on this river delta. A mysterious group of beings has performed the rituals to bring rain to this valley uninterrupted for many cycles creating a rich and well established river that rarely changes course and waters the entire region with a high aquifer.
Other western river. Glacier-melt is the source of this river. Originating in the White Wastes near Courtwall, this river spends much of its length beneath the soil of the plains near the Halcyon Coast. The Halflings has dug ingenious well systems along their routes to facilitate safe travel through otherwise contested lands.
The Aima Three (Yungaima, Midaima, Eldaima). Three rivers flow into the inner sea from the eastern winglands. Mostly small deep rivers. Amphibian empire cities (Naancledra, Haran, other) are founded on their small deltas.
Vieux les Bois Rivers. These rivers trickle down from the Oura to form the dells that give Wooddell its name. The source of this water is largely due to ritual summoning of Tempest by the wood elves. Very small river deltas due to low erosion rates.
  Eastern River. Eastern river between southridge and chrysopotis: Gorge with small river which dries up periodically. Borders troll inhabited lands.
  River Deltas. The topography of the land promotes the formation of several large river valleys, and where these valleys drain are found large delta formations as soil and silt is carried downstream. These places invariably become strategic locations to found a kingdom, or at least maintain a colony or fort. While much of the coastline on the edge sea is made of precipitous stone faces, the elevation of land near the water is much lower near a river delta, improving ease of access. Besides Chrysopotis, the largest ports of the world are all hosted by prominent river deltas.
Dry Rivers. When the rituals of rain calling are interrupted, riverbeds are found dry and filled with round stones, gravel, and silt.
  Prominent Geological Features and Their Ruins
Devil’s towers. Volcanic plugs scattered along the coastal edges of Avaloros are all that remain of volcanic intrusions of TOV into the material plane in previous ages. There location near the edge sea has given rise to the theory among Seira cultists that a dark claw is piercing the star veil, and these locations are especially dangerous sources for incursions.
  The Petraments. Massive circles of monolithic stones erected at historical meeting places. Represent the figures present and the bond established. Raised by the giant empire, one circle between each giant ruin, very old. Carved with perversion of the 5 elements with giant figures instead of nymphs.
  Dragon-theaters. These circular stone basin are formed by dragon elders when they met to discuss their strategy and tactics in the Gigantomachy. Their breath weapon is used to form an amphitheater large enough to fit several ancient dragons. Several are located roughly in the center of the Drakontas, while a few are scattered through the midlands and Southrange.
The Reach. Easily mistaken for the precipitous peak of the mountains in the far northeast of Avaloros, The Reach rises high in the sky in a front to gravity itself. The years have worn down the castle’s manicured lines to a more natural and decrepit state. No one has set foot in the castle for hundreds of years for rumors of terrible undead abominations that stalk the halls and battlements of the keep.
The far northeast corner of Avaloros is a wasteland scoured by orc scavengers and roving bands of the undead. It was not always such a blight on the land, in fact was once a sprawling expanse of evergreen forests and low hills. Sometime in the past, some say even before the first meeting of the Council of Animalia, a violent chaos rift opened in this region, ushering in the refugee tiefling people. Suffering the threat of extinction in their home plane of existence and the brutal slaughter of 90% of their population, they fled through the rift in space and time to settle a new land.
The technologically advanced people took advantage of the seemingly plentiful resources and a thriving civilization was born. Countless generations labored in the effort to construct a grand cathedral, celebrating tiefling culture and will to survive. This mass of stone and metalwork stretched into the sky, defying the very forces of nature, and became known throughout the land as The Castle of Light, The Reach.
It is not known what led to the downfall of the tiefling people, but seemingly overnight their presence in the land vanished and the great forested land of Avaloros’ northwest began to die. The Reach has fallen into disrepair and now has the appearance of a blackened range of hills leading to a singular column stretching into the sky. Thousands of years have passed and the skeletal remains of the mysterious horned-folk roam the land, accosting travelers and waiting for the day when they can rest.
  Gate of Kahir. Pylon is the Greek term for a monumental gateway of an Egyptian temple. It consists of two tapering towers, each surmounted by a cornice, joined by a less elevated section which encloses the entrance between them. The entrance was generally about half the height of the towers. Contemporary paintings of pylons show them with long poles flying banners. Traditional entrance to cult building. Decorated with scenes of king's authority.
The Sea of Salt. An evaporated lake near Pella’s wish. Had been the water source for Shadowmaple ruins, but dried up after the third war and the raising of Pella’s wish. The magical city was able to supply its own water without the help of Tempest and the lake fully dried up.
Shadowmaple Ruins. A petrified forest of maple trees on the eastern slope of the Apelpesian range near the middle path surround these ruins of an Aasimar kingdom.
Old Lethia, The Cairnlands. The lands surrounding the inner sea are spotted with steep mounds. Most believe them to be strange aspects of geology, but a thorough excavation would reveal a giant’s skeleton, standing upright and well-armed. These long dead guardians lie in wait for a dragon assault that has not yet come. A ritual devised to awaken the undead army is scattered through history. Clues may be found in giant ruins, among the ruins of overworld, or by questioning a lore-master of Voninheim.
  Deadfields. In the grasslands between Shadowmaple and the Reach, north of the Aima hills, lay the Deadfields. This windswept land appears uninhabited from afar, though traversing it one is bound to find remnants of an ancient battle. In days long past great armies of Aasimar and Tiefling clashed upon these fields. Dry, seasonal grass thinly covers rusted armor and corpses. Almost none of the fallen have been looted for rightful fear of reprisal from the dead themselves. All who perished in the war are now thralls to the malevolent spirit that resides high within the Reach. And those who remain in the soil merely wait for their master to call them back to war.
The warriors of Orchold have carved a path through the dead to found their own realm. The dead provide both defense against outsiders and training material for their young fighters.

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