Tag: location

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  • Queen's Wood

    [[File:365385 | class=media-item-align-center | 500px | Queen_s_Wood.PNG]] Queen’s Wood is an elven wood that sprawls across the rivers and foothills north and east of the [[The Midland Sea | Midland Sea]]. Once it was all a functioning elven forest …

  • The Court of Stars

    In Elven, the original name of the [[:the-elf-queen | Elf Queen's]] court is something like “First Court of the Unified Elven Kindred.” It’s not a name that gets used much these days. Elves refer to their Queen’s place of power as the Court or the Court …

  • Concord

    h3. The City of Spires. Concord is a blend of [[High Elves | high elf]] spires, [[Wood Elves | wood elf]] forests, carved [[Dwarves | dwarven]] holds, and [[Halflings | halfling]] burrows—it’s a garden city, and in places too wild to even count as a …

  • The Fangs

    Some of the monsters compelled by the Blessed Emperor to leave the [[The Midland Sea | Midland Sea]] chose to flee into the rivers and marshes that feed into the sea instead of exiting to the [[The Iron Sea | Iron Sea]]. Many of the [[Sahuagin | sahuagin …

  • The Iron Sea

    The Iron Sea used to be a normal ocean. There are ruins of castles, cities, and fishing villages along its entire coastline. Now it’s an impassable barrier populated by inhuman aberrations, demons, and monsters too vast to breach the surface. No cities …

  • The Midland Sea

    As long as an [[:the-dragon-emperor | Emperor]] sits on the [[The Great Dragon Throne | Great Dragon Throne]], the sea in the middle of the Empire will be at peace. Long ago, an earlier Emperor tamed the sea, which was then called Stormmaker. Since then, …

  • Locations in the Dragon Empire

    The world has three great regions: The land, the [[The Underworld | underworld]], and the [[The Overworld |overworld]]. h3. The Land The land is a big, flat disk surrounded on all sides by ocean. The most important and civilized part of the land, …

  • The Dragon Empire

    The Dragon Empire is the largest and most important empire in the known world. See the map "here":https://iron-and-leaves.obsidianportal.com/maps. The land is a big, flat disk surrounded on all sides by ocean. The most important and civilized part of …

  • The Underworld

    Below the land are endless tunnels, chambers, rivers, and lakes—the homes of the [[Dwarves | dwarves]], [[Dark Elves | dark elves]], and countless monsters. Portions of the underworld are under dwarf or dark elf control, and other portions are controlled …

  • The Overworld

    High above the land is the overworld, the realm of clouds. Clouds can support weight, and various creatures live in the overworld, all of them fearsome. Floating here and there amid the clouds are flying mountains, [[Storm Giants | storm giants]], [[ …

  • Axis

    h3. The City of Swords Axis is the capital of the [[The Dragon Empire | Dragon Empire]] and where the [[:the-dragon-emperor | Emperor]] sits in his [[The Great Dragon Throne | Dragon Throne]]. [[File:366721 | class=media-item-align-center | 250px …

  • Thronehold

    The central imperial palace of the [[:the-dragon-emperor | Dragon Emperor]] in [[Axis]]. The site of the [[The Great Dragon Throne | Great Dragon Throne]].

  • The Great Dragon Throne

    The throne of the [[:the-dragon-emperor | Emperor]] from which he rules the entire [[The Dragon Empire | Dragon Empire]]. It is located in [[Thronehold]], the central palace in [[Axis]].

  • The Garden of Delight

    One of the rumored hidden palaces in [[Axis]]. There are few firm details about this palace (if it even exists) but the rumors are pretty much exactly what you'd expect with a name like that. It's rumored to change locations regularly, but who would know?

  • Axis Arenas

    The arenas in [[Axis]] stage all varieties of exhibitions, games, and blood-matches. The only entirely observed rule is that true [[Dragons | dragons]] are not legal combatants, an ancient dictate whose origins are lost but one that seems wise enough that …

  • The Fighting Pawn

    The Fighting Pawn is one of the city’s best-known taverns. It's named after the beloved stories of lowly pawns in the [[Axis Arenas | arenas]] doing well and being promoted. There is always gambling taking place inside the tavern at any time of night …

  • Drakkenhall

    h3. The City of Monsters Four hundred years ago the city’s name was Highrock. The powerful magical defenses of its fortified walls pointed out toward the [[The Koru Straights | Koru Straights]] and repelled at least four serious invasions that might …

  • The Koru Straights

    The point where the [[The Iron Sea | Iron Sea]] feeds in to the [[The Midland Sea | Midland Sea]] is notable as the location along their [[The Koru Migration Route | migration route]] where the [[Koru Behemoths | Koru behemoths]] throw themselves into the …

  • The Koru Migration Route

    For reasons no one understands, the [[Koru Behemoths | Koru behemoths]] always travel their route counter-clockwise, entering the [[The Dragon Empire | Empire]] just north of the [[The Kneedeep | Kneedeep]] and leaving it above the [[The Frost Range | …

  • Wellcrest

    Wellcrest is a small village at the very edge of [[Queen's Wood]] and about 100 miles north of [[Concord]]. It is in wooded area (though not inside of any [[Elven Woods | elven woods]]). Just to the south of Wellcrest is a small range of worn mountains. …

  • Old Town

    Tucked away between [[Concord]] and the [[Queen's Wood | Queen’s Wood]] are a series of bucolic little [[Halflings | halfling]] villages. The great troubles of the rest of the world seem to pass them by. Nestled under their hills and safe behind their big …

  • Twisp

    Tucked away between [[Concord]] and the [[Queen's Wood | Queen’s Wood]] are a series of bucolic little [[Halflings | halfling]] villages. The great troubles of the rest of the world seem to pass them by. Nestled under their hills and safe behind their big …

  • Burrow

    Tucked away between [[Concord]] and the [[Queen's Wood | Queen’s Wood]] are a series of bucolic little [[Halflings | halfling]] villages. The great troubles of the rest of the world seem to pass them by. Nestled under their hills and safe behind their big …

  • Dragon Wood

    Dragon Wood spans most of the northern border of the [[The Dragon Empire | Empire]]. It stretches from the eastern edge of the [[The Frost Range | Frost Range]] pass all the way to the [[Queen's Wood | Queen's Wood]]. Dragon's Wood and Queen's Wood …

  • The Frost Range

    These great mountains are home to [[Frost Giants | frost giants]], ice worms, barbarian tribes, and a constantly respawning population of [[Orcs | orcs]]. Until recently, the orcs have charged out of the north toward the warmer southern lands in impulsive …

  • The Cathedral

    The [[:the-high-priestess | Priestess]]’ sanctum in [[Santa Cora]]. The center of [[Gods and Religion | religion]] for most of the [[The Dragon Empire | empire]]. In a land of ancient traditions and time-worn cities, there is one thing very new under …

  • Cloudhome

    Most of the castles and cities in the clouds of the [[The Overworld | overworld]] float along with the winds, but Cloudhome is different. The western peaks of the mountain range known as [[The Giantwalk | Giantwalk]] are perpetually wreathed in clouds and …

  • Santa Cora

    h3. The City of Temples Santa Cora has always been the spiritual center of the [[The Dragon Empire | empire]]. Now that the [[:the-high-priestess | Priestess]] has built her [[The Cathedral | Cathedral]] there, it could be the spiritual center of the …

  • New Port

    h3. The City of Opportunity New Port is the newest of the Seven Cities of the [[The Dragon Empire | empire]], which means that it’s something like two or three hundred years old. Most historians claim that it was created by refugees when [[Drakkenhall …

  • Glitterhaegen

    h3. The City of Coins If everything has a price, Glitterhaegen is where you can find someone willing to take your money. It’s the most mercantile of the seven Cities, a place where merchant guilds have more sway than the Imperial governor and the …

  • Horizon

    h3. The City of Wonders Horizon is a magical city full of [[Sorcery | sorcery]] and heavily influenced by the [[:the-archmage | Archmage]]. It holds unparalleled libraries of arcane lore, sorcerers busy with mysterious tasks, rival arcane guilds …

  • High Dock

    This small mountain range jutting off the [[The Giantwalk | Giantwalk]] both attracts and occasionally spawns flying realms. Flying realms created by the [[:the-archmage | Archmage]], flying realms that drift in from other realities, and flying realms …

  • Wake Islands

    The group of islands just south of the [[Queen's Wood | Queen’s Wood]] and [[Drakkenhall | Drakkenhall]] are collectively referred to as the “Wakes.” When the [[Koru Behemoths | Koru behemoths]] smash into the [[The Koru Straights | Koru Straits]], the …

  • The Grey Towers

    The Grey Towers are a series of ancient [[High Elves | high elf]] ruins claimed by the [[The Iron Sea | Iron Sea]] and local marauders. Supposedly there are magical ships in hidden cavities in the cliffs that the Iron Sea has yet to eat away at and reveal …

  • Throne Point

    Throne Point is wild territory, a mix of rugged hills and twisted forests jutting into the [[The Midland Sea | Midland Sea]] in between the dangerous rivers of the [[The Fangs | Fangs]] and the calmer farming and fishing communities nearer to [[Concord]]. …

  • Oldwall

    Oldwall is the remnant of a mighty defensive system that crisscrosses one of the mountain ranges of the north near [[Dragon Wood | Dragon Wood]]. No one is certain who built the wall, or against what enemies. Although often partially buried by avalanches …

  • Spider Wood

    Spider Wood is part of the same larger forest as [[Queen's Wood | Queen's Wood]], but the [[The Koru Migration Route | Koru migration route]] has created a natural barrier. Once Spider Wood was part of the Queen's Wood, but no longer. It is still …

  • The Northern Reach

    The Northern Reach is the name used by the [[The Dragon Empire | Dragon Empire]] to refer to the lands north of the empire. It is a dangerous, but ruggedly beautiful land. Many of the same [[Races | races]] are present as in the empire. [[Humans]] …

  • Salica

    A tiny human village half a day's journey west from [[Old Town]]. It has around 50 people. It’s a single extended family spanning several generations. The buildings are all ornately painted and carved wood in the style if the local [[Yugos | Yugo]] clans.

  • Oesel

    A tiny human village half a day's journey west from [[Salica]] and a day east of the town [[Lobe]]. It has around 40 people. It’s a single extended family spanning several generations. They're the same clan as Salica. The buildings are all ornately …

  • Lobe

    Lobe is a fortified town, surrounded by high wooden walls. It’s a trade and government center for the region, serving the local villages. It is also a military fortress. Some local villages include [[Salica]] and [[Oesel]]. About two-thirds of the …