Baldazzarak
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Baldazzarak
(map location VI-wnw). The royal castle of Vesland is built into the cliff face of the
Brossi Mountains. It was built 904-908 CC and is inspired by Feldenkrak,
but is more like a palace than a fortress. It boasts a most spectacular view out over the
forest and on a clear day all the way to the Rehrmis Falls. Inside,
the rooms are known for their blue colors, magically changing slowly through the day. The
blue colors are a legacy of Tolliman II, known as the King in Blue, who in his short reign
disdained red, the traditional Onwal color and spent a fortune hiring none other than the
later Nistris II to create the ever-changing hues of blue. The color in the throne room
(known as the Cerulean Chamber) is sky blue and does not change. Also in the castle hangs
the "Gong of Woe", brought home by Kestutis I when he was still a prince.
Supposedly, the Gong will ring by itself if Vesland is ever threatened, but this has never
happened yet. Castle
Zorma (map location I-e). Some say this castle in the Skitaura Mountains
does not exist, others say it is a haunted ruin, but most believe it to be the home of the
ghost of Zorma, legendary founder of Hardnit. In the years following the nomad invasions,
Penboyn sought to rebuild its position and create a 'buffer zone' of friendly lands
neighboring the kingdom. Zorma was the third son of some lesser noble, and he gathered a
small band of would-be knights and went out to carve out a piece of the world and call it
his own with the blessing of the Penboynian king. He went to plundered lands that once had
been Servania. It is told that he found the Banner of Bravery near Servan. In any case,
his following grew into an army, and with that army, he conquered what came to be called
Zormaria and founded the lake harbor town Zormaras in 700 CC (according to tradition). He
kept exploring, and made many expeditions up the Brindan river. Tradition claims that he
built the castle in 712 at the source of Brindan, but this does not go well along with
current cartography. In any case, the castle was built at a dead end of a gorge. It
commanded nothing but rocks, no roads passed it by. Some say it was meant as a retreat
from the beginning. He died there around 724, before Zormaria was declared a Penboynian
march (and many years before 747, when Zormaria along with former High Lands possessions
were declared the Duchy of Hardnit). Caverns of Twilight
(map location III-w). Some attribute these caverns in the Morgahlte Massif to Kirion, some
to all the gods, and some claim that the world could not be without it. It is a place of
balance, for here are stored many great artifacts. The Twilight Caverns has a dampening
effect on all magic, and artifacts are placed in a kind of sleep. Those who would rid
themselves of an artifact need mere deposit it in one of the small caves. By magic, each
cave may holds one item of power. But the artifact is not lost forever, as a determined
adventurer may claim it again. But he must overcome three challenges, the first is a
guardian of the cave. If he defeats this monster, he must overcome a second challenge
whose nature depends on the item he seeks. Sometimes it is another monster, sometimes a
riddle, but the challenge is somehow related to the artifact. Lastly, he must fight
himself. This deters many treasure-seekers, as one must fight alone and the body may never
be found. If successful, the adventurer has the dubious honor of owning an artifact. The Crystal Palace
(map location IV-ene (in Koira)). This wonder was created by Kril Shandor around 685 CC.
It is a building made of steel-like crystal used for the mass meetings in Koira. It also
houses the Hall of Mirrors and a few offices for the seven administrators. The crystal
break the color of sunlight into a thousand rainbows. This enchanting effect led one
administrator to suggest that meetings only be held inside when the weather was overcast.
The act never passed, but in effect the really important decisions are made outside, since
the population of Koira has grown too large to use the Palace. Meetings, discussion, and
other small events still take place inside. Essara (map location
V-wsw). Also known as the "Springs of Power" or the "Cauldron of
Kartria", these natural springs are magical in nature. Every ounce of water is tapped
by alchemists and is used in the brewing of potions and tempering of magical swords. The
alchemists and wizards work round the clock, as the water quickly loses its magical
nature. The springs flow into the lake Radu, and the village of Essara boasts many
workshops, colleges and a river harbor. The Kartrians consider Essara unfit for
foreigners, and outsiders are seldom allowed more than a glimpse of the village from the
lake. As much of Kartria's production of magical items originate here, they do not dare
risking anything changing the springs' properties. Feldenkrak (map
location VI-sw). This impressive mountain fortress dates back to the Second Empire or the
Builders about 24,000 years ago. In the time of the Second Empire, the province in
Belandria was called Galvenay. The capital of Galvenay, Esmir, was situated in the Black
Mountains, and Feldenkrak was the easternmost outpost built directly into the Ratsgar
massif. This underground fortress is enormous, and though the Pandese authorities claim
that the exact layout is a secret, it is considered most likely that they only have a
rough idea of the tunnels. Curiously, there seem to be little or no signs of dwarven
architecture. But some parts seem to have been built for or by giants and later adapted
for humans. Hardor (map location X-nnw). Many travelers agree that this is the most beautiful city in Bandagora. This Pandese city was founded 155 before the common calendar as a holy city dedicated to Enki. At that time a temple to Enki was built in the flat river delta where the Belse river runs out into the sea. Since that day, engineers have divided the river and expanded the delta so that Hardor today is made up of a thousand small isles in the river. Central Hardor is a park-like serene place, where the traffic is quiet and subdued, as it is either by foot or by boat. The large temple quarter is dominated by the palace of the priest-king, the pontifex maximus. In the south part of the city lies the senate building, not far from the market place and the harbor. The very rich have their own isle in the center, but most live in the residential quarter to the north. The Pyramid (map location IX-w). Deep in the Osbantine jungle stands a great monument of of a forgotten civilization. It was once believed to be relic of the First Empire (the Settler culture), but historians have found no record of this in other annals. Some believe it to origin from the Second Empire (the Builders), others think it is the remains of a Native Osbantine culture, but most think it a city once populated by great apes. Theories aside, the first description known to us is that of Hinu, founder of the Lands of the Setting Sun (Keä-Sonda). In the journal dating from about 175 before the common calendar, he describes it simply as a high pyramid rising out of the jungle. According to the same description, he found several entrances and explored them. The Pyramid was huge, and some of the inside was lighted by light wells. He found an isolated room, wherein he placed the Golden Man. So he tells us. Later descriptions differ somewhat. Though many treasure-hunters have died with their secrets, some accounts have come back. Recent accounts from 1114 CC tell of a large city laid out in a regular pattern. The Pyramid stands in the center, but though it is dominant, it is not that high and appears more like a ziggurat than a pyramid. The Golden Man was never retrieved, and the explorer encountered demon-like creatures when they tried to enter the ruins. This has barred a thorough exploration but has attracted more adventurers. Rehrmis Falls (map location VI-wnw). These waterfalls lead the waters of the mountain lake Flans into the river Radnor. They are considered one of the most beautiful sights around the Inner Sea. In the springtime, when the snow melts, the cascades of water send waves of mist billowing out towards the forest of Vesland. It is a time of renewal and rebirth. Veslandic sages watch this phenomenon not only for its beauty, but also to read the signs. If the water sparkle and glitter in the sunlight, the sages rejoice. But if the mist turns into a wet fog drenching all, then the sages mutter amongst themselves, trying to find a reason for this ill omen. Many tales surround the falls, most of them tell of travelers getting lost in the mist suddenly finding themselves in another place. Rumor has it that a mist dragon lives here, being the personal friend of King Tiolan IV. It was the dragon that told him of the great treasure he found in the Brossi Mountains when still a prince (or so the story goes). Skandelion (map
location I-s). An enormous underground network and caves located in the Dagdor Massif. The
main entrance to the south is guarded by the now derelict dwarven fortress Dvalinn's Gate,
but other means of ingress can be found. Supposedly, Skandelion stretches from Dvalinn's
Gate to Miralandor, and goes all the way down to the elemental plane. According to
legends, it served as a kind of underground road for the dwarves. At first, It was not
meant as mining area in itself. But gold or some other valuable ore was found, and the
dwarves started mining. Delving ever deeper, the dwarves encountered some subterranean
evil. Perhaps drow, perhaps mind flayers, no human really knows, and the dwarves will not
tell. The mining dwarves were somehow corrupted, and the other dwarves had to fight their
own kin, in the end closing the tunnels to the north to shut off their former brethren.
What remains is considered a treasure chest by some, and a death trap by others. It is a
place many adventurers seek. Suada (map location
V-nne). The oldest human city in Bandagora dating back from about 40.000 years before the
common calendar has been no more than a huge collection of haunted ruins since 125, when
it was plundered by barbarians. Few go there, and even fewer return. It has been reported
time and again as being literally a ghost city. Some claim the ghosts still carry on their
'lives' endlessly repeating that final day. Others maintain that ghosts wail and scream in
an endless appeal to the gods. At the time, it was the unrivalled capital of the world. It
is estimated that it was the size of present-day cities like Pandesa, Kangrisorn or
Enders. The temple quarter had more than a hundred major temples, the Imperial palace
complex more than fifty large buildings. The Sunken City (map location IV-sse). These underwater ruins about 15 miles south of Ployd were discovered in 876 CC by Salaqi fishermen. At that time they were taken for merman dwellings and caused much alarm. Later, in 930 CC, they were visited by the newly founded Adventurers' Society. Lacking proper equipment, the expedition made only a cursory investigation. To the adventurers, the buildings seemed human, but most were buried under the bottom of the sea. Two theories began to emerge. The least sensational is that the ruins simply are houses washed away from Ployd in the great flood in 348 CC. But other speculate that the ruins are the remains of New Suada or Skandelion. The rich refugees from Suada supposedly made a small underwater city. The city was protected by magic, perhaps a clear dome. To this city the rich Suadans brought their treasure, thinking to live forever in luxury. But the bubble, so to speak, burst and they drowned as the water crushed the citizens. No evidence of either theory has ever been presented, but most sages lean toward the flood theory. Troll Isles or
Dragon Isles (map location VI-ne). Each year in early summer, when the winds are calm,
adventurers flock to the harbors of Anistar and Taunenfels. They come to find and plunder
the many dragon lairs located in the Troll Isles. Only the already well off get to sail,
for not many ships dare to brave the reefs and the rocky straits. And if few get to sail,
even fewer return. And fewer still return with loot. But enough do to keep the flow of
bright-eyed young adventurers running. Yaltuan's Villa (map location unknown, probably map V-ne). In 119 CC, in the last years of the Suada Empire, Yaltuan ascended the throne. Of his reign, little is known, except that he spent most of his time away from Suada. He expanded one of his villas tenfold, filling it with artwork from the Imperial collection. Many historians have fantasized about the exact contents of Yaltuan's personal collection. According to legend, Yaltuan predicted the Nomad invasion and the fall of Suada. He had all records of the villa destroyed, and ordered all his priests and wizards to somehow bring about a spell that would hide the villa from the world. But it was no easy task, and Yaltuan grew desperate. In the end, he prayed for help himself. One god responded. That deity would perform the spell, if Yaltuan made a personal sacrifice. The legend does not tell us what the sacrifice was, but it was enough to hide the villa for a thousand years. If the legend is true, the villa should be visible again in 1121 CC or thereabout. The villa would hold many masterpieces of art, presumably well preserved, a treasure worthy a king, if not an emperor. Perhaps the legend exaggerates the extent of the villa, since two years is not that long a time for building. Even so, the year 1121 CC could be a very good year for some lucky treasure-hunter. |