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Locations

Bounty, the (n): The only tavern-inn in Harvesthome, known for brewing and distilling Ales from Autumn-grass. Owned and Bar-operated by Deon; the Bounty is where travelers stay at Harvesthome, and where locals drink. After the Harvesthome liberation, the Bounty became the base of operations for Manala, mother of the Forrest.

Byyan'Carr (n): One of the five cities of Orphan, Byann'Carr is located almost directly in the middle of The Plains, and appreciates an easygoing, optimistic standard.  The community supports regular festivals and city wide games, but they are renowned for their annual festival, the Great Circle.  Although Byyan'Carr is arguably the happiest place to live in Orphan, it still has its fair share of problems.  Being a low-lying plains city, flooding can often occur and attacks from natives and animals alike are frequent.  However, children of Byann'Carr are trained thoroughly from an early age to protect themselves and think before taking action, making their populous among the most educated in Orphan.

Columns, the (n): (Geography) The two mountains on the East and West sides of Harvest home.  Natural passes: the Knife (South) and the Plate (North). The Western Column houses the Queenwood, the Eastern Column protects the Kingwood.

Crux, the (n): The heart of the Queenwood, where the Woodsmen reside. The Crux is a series of tunnels that reach deep into the Western Column. The original tunnels were naturally occurring, but over the past few generations have been expanded by the growing Woodsmen population. Trees growing overhead fill the caverns with roots, which can be peeled in order to extract pure water. The lack of sunlight from the tunnels has caused the Woodsmen to develop pale complexions.

Cabnic (n): A small city of approximately two thousand people, Cabnic is one of the five cities of Olivia. Best known for it’s underground activities, it has become known as a hotbed of crime in recent years, and the economic statutes, imposed by the capitol have hit the city very hard. Despite this, the populace remains rich in culture and history. It has also become one of the chief refuges for displaced Journeymen.

Dravus (n): Small town just West of the Sunkin Woods in the Southwest corner of Olivia. It is a relatively boring town, with nothing to actually establish it.  Home and heart of The Entrusts.

Entrusts Campsite (n): A campsite hidden in one of the many low lying cave systems of the Sunkin Woods. The campsite consists of a barracks, stable, medical room, mess hall, training room, and records office all used by the secret police group known as the Entrusts. The stables are outside the cave system, but everything else is concealed within the ground.

The Flatlands (n): Located in central Olivia, the Flatlands are a long thin stretch of dried, cracked land that ranges from about one to twenty miles wide at different points. They reach from Rafe, all the way up to Tynska, and are surrounded by mountains. While initially thought to be mountains, legend says that the first settlers of Olivia carved a path through the mountains to reach the sea. Journeymen believe that the first settlers made a bargain with the gods, and in exchange for cutting the path through the mountains, the land was rendered dead, and unlivable. A more likely explanation is that the Flatlands became a major trade route, and the frequency of travel left the ground trampled and destroyed.

Grand Plateau, the (n): The elevated highlands to the North of Harvesthome, accessible through ‘the Plate’ (See the plate) The Grand Plateau is home to many ‘savages’ and tribes with little education and form of social structure. This part of the world does not interact with the rest often, and when it does it is normally not for the better. The flatland leaves the land barren in Summer, and a flat snow drift in Winter.

Harber Mines (n): After the plains were annexed by the Olivian government, the mining contracts were sold to the Harber Mining Family. An industrial family, they specialized in full excavation of all minerals and precious metals. The Harber Mines are now a collection of massive mines that stretch for well over a hundred square miles. Of the Seventy mines that once stretched across the plains, only eight are still producing, and as such most of the land is simply charred, burnt wasteland.

Harbor Tower (n): A massive tower at the center of Rafe, it is one of the few city landmarks visible from the high ground. The building is noted for its

massive glass exterior, as well an intricately designed bell tower at the peak. This bell tower also houses a constantly burning fire, which has become known by sailors as the light of Rafe.


Harvesthome (n): Major harvesting village in Northern area of Continent. Major export is Autumn grass, which can be refined to make breads/pastries/ale. Has a small population of bitter locals, trade neighbor with town Solstice just to the south. Three major occupations: Harvester, Gatherer, Justice. Harvester threshes Autumn grass, Gatherers collect Sol-Fruit in nearby Queenwood, and Justices serve as protectors of the town. Town known for frequent raids from neighboring savages that live in Queenwood called Woodsmen. Things of note: Kingwood in the Eastern village limits. Town surrounded by two mountains on east and west (See ‘The Columns’), with two main passes: Northern pass (See ‘The Plate’) Southern pass (See ‘The Knife’).

Jonthill (n): A small factory village lying on the outskirts of Tynska. The village grew in both size and noteriety when a number of Chard merchants built their processing factories in the village. Since the mines have dried up, much of the prosperity the town felt has vanished, and the factories are currently on the verge of collapse. The village is now most notable for being the location of the Tynska Convent.

Knife, the (n): (Geography) A narrow pass that connects South Harvesthome to North Solstice, and runs between the Columns. Annually impassible due to treacherous geography and inclement winter weather

Olivia (n):
1. The nation of Olivia. A smaller nation in the southeast corner of Orphan, Olivia emerged as chief industrial supplier to other nations for many years. Originally ruled over by the royal family of Kinsk, the regime was toppled nearly ten years ago, paving the way for a democratic system. The parliment that now rules the nation is noted for it’s blatant corruption, and the instability of the government is being felt by all in the region. Despite instability and negative relationships with several other nations, Olivia remains fairly isolated and unattacked. A massive mountain range, impossible to cross with any kind of force surrounds the nation on two sides, while the other two sides are marked massive cliff faces, and a singular port through which all sea faring trade enters and exits. The only means of moving in and out of the coutry by foot are the Great Caverns, a pathway through the interior of one of the mountains that stretches for miles underground. This dark passage is guarded, and home to a small community that defends the nation against any attack.
2. The city of Olivia, also known by the Olivian people simply as ‘The Capitol’ is the ruling city of Olivia. It sits at the center of the nation and rules over five smaller cities, the plains, the white sea cliffs to the south, and the Great Caverns to the north.

Olmeer (n):
 

The Nation of Olmeer. Olmeer is one of the largest reaching regions, but for all the land it encompasses it is sparsely populated. The capitol city of Olmeer is Scigfried, a dense city that holds over half the region’s population (See Scigfried). The Northern region of Olmeer is known for its trade line that effectively moves a tremendous amount of grain throughout the continent of Orphan. Harvesthome, Solstice, Scigfried, and a dozen other city states/provinces/towns/villages make up its composition. Common coin is used in Olmeer, with the Hand being the common denominator in the cities, and the Grain being common in the villages. Social structure varies from extremely poor, to the inexplicably wealthy; the power of few leads the masses of Olmeer. The Northern most region reaches into the Columns and ends at the base of the Grand-Plateau, including Harvesthome. The Sothern reaches are yet to be determined.

The Plains (n) (Geography): A large area that covers most of the Western province of Olivia. While under the rule of the capitol, also known as Olviia, the plains floruished with great culture and history for many centuries. Categorized by rolling hills and deep woods, the plains were a kind of frontier for the citizens of Olivia. Covered in quick growing and valuable fauna and flora, it was the home to the many tribes of the Journeymen. It is now mostly settled, and the land has lost quite a bit of it’s beauty.

Plate, the (n): (Geography) A broad flat valley that connects North Harvesthome to Grand Plateau and runs between the Columns. Difficult to traverse in Winter season, yet not impassible

Rafe (n): Another of the five cities of Olivia. Rafe sits on the southeastern tip, lays in the only gap in the White Sea Cliffs. As such it is the only seaport of Olivia, and holds sway over much of the trade and commerce throughout the nation.

Retryr Swamps (n): A collection of swamplands, located directly to the south of the city Olivia. The swamps are due to an massive underground spring, that has soaked, and flooded a large area of land. Due to the lack of a runoff, the lands have become filled with muck and an utterly horendous stench. The swamps are mostly deserted, though they house a number of incredibly unique and dangerous creatures.

Scigfried (n): The Capitol of the Northern Region, Olmeer. The city sits in a low elevation, and has many naturally occurring quarries from which to draw Granite and Iron. Scigfried’s major import is food-stuff; their major export is metal and weaponry. Scigfried is located in the Southern reaches of the Region, and is full of culture, wealth, and social complexities. In Military, rank and age are of utmost importance. As a soldier of the Scigfried army, one earns his rank by accumulating prowess on the battlefield. Those that survive become stronger by adorning more metal; soldiers are not allowed to remove their armor, and thus it takes an incredible amount of effort and the aid of many squires to live an efficient life. Because of this, Scigfried military has the mentally of age before wealth. Political powers are quite different, only the wealthiest Quarry owners hold political seats, and their positions are as solid as the Granite itself. Nobility is passed through blood-line, but the city functions off of a feudalism format. Lords and dukes hold plots of land, and though the land is directly owned by Scigfried, the capitol only interferes in matters of Regional concern. (More to come)

Solstice (n): Trade town south of Harvesthome. Known for its Mills and Granaries, processes the raw ‘Autumn grass’ into meal and flour that can be turned into various breads/pastries/ales. Wealthy small-medium sized population, with a servant class, and slave-labor force. Connected to Harvesthome to the North (See ‘The Knife’), and the ‘Southern Cities’ to the South. Things of Note: Sol-Fruit is a more common export of Solstice, due to the lack of Woodsmen. Suffered near destruction during the Blood Harvest (See Blood Harvest)
  -Mill District: The district segregated for Mills, silos, and the households that run them. A large district.
  -New Market:  After the Harvesthome rebellion, the Grain-trade was shut down. The term ‘new market’ referred to the adjustment of new trade items including: Sol-fruit, Cow, Sheep, Wool, etc. Shortly after the development of the ‘new market’ trade shut down entirely, due to the massacre at the Nientia-Ball.
  -Solstice Finest: A close knit group of Nobles considered among the highest social strata. The Solstice finest are responsible for most of the trends, major decisions, and future endeavors of Solstice. (Celebrities with political sway). 
  -Solstice Upper/Upper District: The home of Solsticean Manors, though the district is large; the population is least here.
  -Widows, the: An area of extreme poverty, consisting of a clumping of worn down cottages. Home to the women outcast from Solstice. The ‘Sheeswae’ are the lowest of the social rungs, consisting of harlots, slaves, ex-nobles, and widows.

 

Sunkin Woods (n): A large and confusing wooded region just East of Dravus.  It varies in elevations extremely making them exhausting to travel through on foot, and often times there are caves found in the low lying parts of the forest.  These qualities make it perfect for concealing  yourself or your party.

Tynska (n): Another of the five cities of Olivia, similar in size and scope to Cabnic. The nation is very well known for it’s folksy music, and many Tynska bands tour all throughout the nation.

Queenwood, the (n): A wooded area in the western Harvesthome that reaches deep into the Column. Rocky/Forest terrain. Environmental Hazards: Confusing landscape, implied natural predators, ‘Woodsmen’. The Woods are considered dangerous to traverse, but the abundance of Sol-fruit drives Gatherers and Justices to make brief collecting excursions. Originally named in a mocking manner by the locals of Harvest home after the’ Great-tree of Harvesthome’ was dubbed the Kingwood by a traveling Noble. Since its early days it has grown a dark reputation, and is known for incidents of missing people, murders, and other inexplicable phenomenon. Though some folk-lore talk of the Queenwood being haunted, more believe the trouble comes from the Woodsmen.

Waterchase (n): Coastal Trade city to the East side of Orphan. Known mainly for its trade of fish and other aquatic meat as well as its sea trade with other coastal cities. Named by the settlers who chased the streams and rivers from farther inland out to the ocean. Center of entertainment on Orphan. Major draw is the Arena. (See Arena Fighting) City is also corrupted by Authority figures. (haven’t decided on this yet) Authorities control the Arena fights and who dies in the end. Professional Arena fighting is far more dishonorable to the citizens of Waterchase than the underground.

Wisemount: The large mountain in Western Dol’Phan

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