The People and Places of Ayros
Races
Naelf
- The colloquial term used for dark elves in general. The naelven race has skin tones ranging from deep violet or blue, black, and various shades of gray, with hair colors that include metallic silver, gold, platinum, and white (most common), and eyes of deep red, purple, blue, gray, and amber. Often reclusive, sometimes xenophobic, and duplicitous, naelves have a reputation for dealing in information, subterfuge, and assassinations. They tend to value great beauty both in flesh and craft, ambition, skill, and revelry.
Draconid
- Draconids are borne of draconic parentage mixing with non-draconic. Most frequently, these are the product of a particularly deviant bard, a sorcerous suitor, or out of draconic whimsy. Draconids tend to favor their non-draconic heritage, often appearing as a normal member of their non-draconic heritage with the exception of colored skin that matches their draconic heritage, a smattering of scales—particularly at the joints, covering the ribs, sheathing the thighs, and so on—and horns reminiscent of their draconic parent. They are capable of producing magical effects associated with their draconic heritage, such as breathing fire, conjuring lightning, spraying poison, and so forth. On occasion, a draconid—or draconian—may lack these abilities and instead gain sorcerous power.
Fiendborne
- Fiendborne folk are the product of mortal dalliances with denizens of the lower planes. While many may appear garish and grotesque, depending on their fiendish heritage, others will favor their non-fiendish lineage with the exception of colored skin that mimics their fiendish lineage, horns of various size and shape ranging from tiny buds at the forehead to grand curling horns framing their skull. Tails are not unheard of, nor are claws. Regardless of their heritage, a fiendborne will generally lack any discernable iris, and instead have a unique pupil framed by a colorful sclera. Fiendborne children may spawn from any individual that has fiendish descent, no matter how distant, and may also be conveyed through curse.
Giantborne
- A colloquial term for those of giant or goliath heritage, the giantborne are known for their immense size and strength. Often with grayish skin, a giantborne may bear markings, runes, or skin alterations that reflect their lineage from giants of storm, stone, fire, sea, and air. Those descended from lesser giantkin, such as hill giants, ogres, and trollkin are often smaller in comparison, with gangly limbs and barrel-shaped torsos.
Stoneborne
- Simply put, a stoneborne individual is descended from the union of a dwarf and a non-dwarf. Shorter and stockier than humans and human-like individuals, a stoneborne is likely to be gifted at a specific craft, be it smithing, woodworking, or even cooking and brewing. Despite the blending of race, a stoneborne is likely to take after one parent or the other—dwarf or non-dwarf, and will rarely be a true blend of the two in manner and spirit.
Places
Aesir
- A small nation on the northern shores of the Northwind Sea, Aesir is home to the robust, heroic, and massive humans that claim heritage from the god Hlodyn himself. The Aesir people are ruled by three primary clans that host various lesser clans within their claimed land. The Thunderborn clan rules from Thunderstone, and is considered the most benevolent of the three clans. The Thaneborn rule from Highhorn, and are the de facto leadership of all Aesir. The Bloodstone clan are often regarded as the cruder, savage peoples of Aesir, though that is a reputation they hold in high regard. The Aesir hold honor as their highest virtue, and will rarely consider any other character trait when judging their peers.
Amethystra
- An infant town that boomed into prominence shortly after its construction, Amethystra is known as a stabilizing force amongst the Free Marches, and a bulwark against the roaming chaos in the Hordelands to the south. Strongly allied with Argentmoon to the east and Rua'Corona to the west, Amethystra is a small but powerful player in the region. Built on the fortune of a now-deceased purple dragon, for whom the city is named, Amethystra is ruled by a man known as the Barbarian King, though many suspect the true power of the city is behind the throne, a dark elven woman with divine gifts. Amethystra is guarded by the Crimson Hawks, a potent and effective fighting force of specialist warriors, the Violet Scale Knights, also known as the Violet Knights or Scale Knights, and the Tower of Violet Scales, where an archmage rumored to be a dragon masquerading as a dark elf sits in command.
Argentmoon
- On the farthest eastern reach of the Free Marches, Argentmoon is a pinnacle of civilization, freedom, and benevolence. Ruled by a Council of Three and a Queen that serves as the voice of the city itself, Argentmoon has never known a day of civil unrest. Open to all creatures of goodly weal, all deities of the same, and a common neutral ground for political arbitration, Argentmoon is a place of magic, whimsy, peace, and prosperity. However, the Argent Knights that ride out from her gates are as dangerous as any other fighting force in the realm. Few would cross an Argent Knight alone, and their patrols that span the Free Marches are avoided by any who might deal in wickedness.
Chambressir
- The glacial city of dark elves beyond the Jotun Mountain is as much stone as it is ice. With buildings carved into the dark stone beneath the glacial cavern, it is a place of deep, dark beauty, foreboding and enticing all at once. Just as its people can charm and seduce, so too does Chambressir invite the curiosity and desires of the uninitiated. However, those that know Chambressir—and its people—are not so eager to sate those curiosities. The streets of Chambresser are calm, quiet, and dark, because the naelves that lurk there do their work silently, calmly, and under the cover of blackness. Secrecy, intrigue, and subtlety are prime tenets that the naelves adhere to, though this does not imply wicked deeds. Even the most beneficent deed is done in secrecy, both to ensure pure motivations and to protect the benefactor and recipient alike.
Deepharbor
- The southernmost metropolis on the Northwind Sea. Deepharbor is one of the most influential human realms, both in matters political, magical, and pedestrian. Style and fashion are dictated by the tailors of Deepharbor and their highborn customers. Coin is minted and spread from here to as far as Silvrein, across the continent. Deepharbor is ruled by a High Lord, though he or she is only a third of the true ruling powers, which include Cloaked Lords representing the high houses of Deepharbor, and the Arcane Council, which includes whoever the Archmage of the Sky Tower is at the time. Deepharbor contains too many culture to have a defined guiding tenets.
Faireweather
- a hundred miles north of Deepharbor is Faireweather, renowned for its year-long good weather. It rarely rains for long in Faireweather, is almost never freezing, and the heat never exceeds comfort for most. The waters of the Northwind, the unique wind patterns, and a suspected magma chamber beneath the city combine to ensure a lack of extreme weather, making Faireweather a popular place to settle down. However, Faireweather lacks the multitude of trade routes directly connecting it to the internal trading posts of Ayros. Only by ship can traders reach Faireweather easily, thanks to the treacherous Fairemount east of the city. The only road out of Fairweather that is easily traversable runs north to Rua'Corona hard against the coast. A smaller, more dangerous road skirts the Fairemount and can allow for three riders abreast to ride to Deepharbor. River travel is impossible due to the Fairemount. More than that, Faireweather has an undesired nickname—Rumblestones—that applies to the highly arable lands between the city walls and the great Fairemount, as it is host to random earthquakes. Though they are rarely of great intensity, they lead many to believe the Fairemount is a volcano awaiting eruption.
Goldharbor
- Goldharbor sits on the northernmost shore of the Northwind Sea, between the borders of Aesir and the Free Marches. It is a notable trading post for the Heimlands—Gaulheim and Vandalheim—with the contiguous Ayrosian nations, as well as a place for southern trading ships to sell their wares without sailing south, into the Northwind, to do business with the more prominent metropolises of Faireweather and Deepharbor. Goldharbor is governed by a retired adventurer known only as Bjorn and his former adventuring companions.
Jotun
- The ancestral home of all giantkin, Jotun is a place of towering mountains, mountainous architecture, and people that dwarf all who visit them. While Jotun is not a hospitable place for "smallfolk," its people are generally amicable to visitors. Ruled by Storm Queen Gerle Tordendotr, Jotun is populated by giants of sea, air, and storm almost exclusively. There are conclaves of flame giants, but they largely stick to their volcanic forges and furnaces, crafting weapons, armor, jewelry, and so on. Such is their lot, after the Fire King Surtris was thrown down in ancient times, when elven empires were vast and the giants of Jotunheim waged a war of conquest against dragons and small folk. Lesser giantkin are often not welcome in Jotun, as they are seen as corrupt products of the Fire King's dabbling with the lower planes in exchange for power.
Rua'Corona
- Literally translated from elvish, Rua'Corona means City of Stars, and is named as such due to the ancient, expired magical dome of protection that once cast the city in perpetual night, light by the moon above and magical "stars" that were products of that ancient, ultimate magic. Gone now, represented only in the starry motifs that decorate the city's architecture, Rua'Corona has gone from the pinnacle of elven civilization to an elven-ruled city where non-elves are relegated to the Merchant and Docks Wards.
Silvrein
- Far to the east, beyond Argentmoon and several other nations, Silvrein is the home of the Silver Princess, who has ruled for centuries by virtue of some curse that has bound her eternally to the throne. Her palace is the seat of power in the city of Silvrein, and the surrounding villages are under her protection. Silvrein has some cursory relations to the western lands, but nothing of great import.
Thunderstone