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The Capitol Coast

Polisto and the capitol coast reagon have never really recovered from the disappearance of the magical university. Public celebrations dedicated to Ulyaego, Haruth, or Dwolma draw as many parishioners as the temples to the gods. While the Council of Equanimity has occasionally instituted oppressive policies in the country side, it focuses on maintaining a favorable public opinion inside the city walls. Scape goats and popular programs are manufactured as needed, and the council has mastered the art of public opinion manipulation. The land is fertile and has many natural resources, so while many of the region's leaders are corrupt, the population, for the most part, lives well. Cults are allowed to exist provided they do not attempt to unite across multiple settlements.  

Towns of the Capitol Coast

 

Corbyne

Rustic, with a strong sense of community, something dark stirs in the mist.

Weld

Ringed in ivy covered iron trees covered in nail-sharp spikes, Weld's 2000 inhabitance stand alone yet view themselves as fiercy loyal to Irvona.

Priestreach

The influence of Polisto's priesthoods is strong here, yet this is as far as their power extends eastward.

Shortmeade

Under two days walk from Polistopolis, this small walled city of 6000 inhabitance sits at the confluence of the Lux and Loxen rivers.  

Villages of the Capitol Coast

  Salthaven: Commanding the seas from Salthaven, Captain Mara "Seaspite" Black steers The Salted Blade, a vessel feared by many. The village is also home to the revered Temple of Yar, a beacon of faith amidst the salty air.   Tot's Crossing: Under the dark rule of Vorana Arkbinder, a devoted priestess of the Dread Lord Mahka, the village enforces a chilling tradition: all who cross the Tot river must pay a tribute of blood and bones, appeasing unseen forces lurking beneath its murky waters.   Pitch: The Dusk Wraith, a ship shrouded in mystery and captained by the elusive Jareth Crowe, calls Pitch home. The village, too, hosts a Temple of Yar, adding a layer of solemnity to its seafaring spirit.   Scabby: Ruled by Jumpin' Fruitbeer, a visk merchant, Scabby is a village where the thieves' guild of Polisto holds significant sway. A local cult dictates a unique custom: speaking above a whisper at night invites misfortune, a belief that shrouds the village in eerie silence after dark.   Oxwalk: Governed by Sir Morgant Starkwell's iron hand, Oxwalk shares Scabby's whispered nights. The stern rule of Sir Morgant ensures that order prevails, but at what cost?   Toral: Controlled by the Polisto city guard and used as their retreat, Toral's natural harbor has become a site of grim ritual, with animal blood cast into the waters daily, attracting swarms of sharks and giving the waters a fearsome reputation.   Ryder: Dolric the Unseen, ruling through the mysterious Priests of Tempered Soul, has established a disturbing weekly ritual where pain keeps the villagers awake all night, a practice believed to ward off malevolent spirits.   Purna: Purna has no ruler. Purna needs no ruler. Eveyone follows the laws. Everyone behaves. Everyone sacrifies on time. Residence of Purna don't speak to strangers except to say that all is well.   Lambton: Ruled by Lord Reinhardt, known affectionately as The Shepherd, Lambton has embraced its leader's werewolf identity. A local cult demonstrates their loyalty by feeding Lord Reinhardt in a macabre show of obedience and reverence.   Cove: A fishing village with a tiny harbor bustling with visk-crewed boats. Human residents defer to a town council, while the visk revere Smiles, an enigmatic and possibly insane philosopher treated as a prophet.   Hollycorn: Following a failed attempt to join the Boarmeet pact, Hollycorn witnessed a brutal takeover by the priests of Polisto, who installed a Hoggoblin Pact Mage as mayor. The village, now predominantly inhabited by Boorum expat goblins, centers around the newly erected Temple of Haruth.   Cyr: Governed by the ancient elf druid Eldan the Wise, Cyr is steeped in an arcane tradition. Each night, villagers bind themselves together, believing that unity in physical bonds keeps them safe from the clutches of malevolent fey.   Archers: Named for its excellent arrow-making reeds, Archers is a village where decisions are left to chance, with villagers resolving disputes through Boulder-Parchment-Shears, a method as unique as it is democratic.   Mog: Bearing the name of a once-residing Hill Giant family, Mog is now led by the Havark family, who claim giant lineage. The giant's stone house, converted into an inn, stands as a testament to the village's storied past.   Trollwater: A quaint wee-folk village, Trollwater has remained neutral and uninvolved in regional politics, a feat achieved through a combination of luck and careful bribery. It sits beside the picturesque Trollwater Bay.   Longstown: Embracing the esoteric, the human residents of Longstown have devoted themselves to a reptile god, constructing a new temple dedicated to Ziss, a deity as mysterious as the faith itself.
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