ARW/List of Locations

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The world of Erlt—an inhospitable mess its surface may be—is home to a variety of locations in the sky and on the few bastions of stable ground below.

City-States[edit]

Alestia[edit]

Main article: ARW/Alestia

D'arlesse[edit]

Main article: ARW/D'arlesse

Estevir[edit]

Estevir
SizeUnknown
Date FoundedImmediately post-Fall
Demographics35% human, 18% orc, 22% gnoll, 8% half-orc, 4% grippli, 8% lizardfolk, 5% other
AdjectiveEstvan
LanguageNorthraise
GovernmentCouncil of Elders
AlliesNone

Estevir is a secretive, self-sustaining city-state with a smattering of smaller colonies. A more tragic example of life after the Fall, their lands are complexes of densely-packed salvages and improvised buildings lashed together atop raised earth, their only connections to the outside world in airtight hangars and filtered ventilation systems. Inside these chaotic and makeshift structures, the Estvan people have adapted, modified, and improvised their way to survival, though not so much prosperity. With no prior planning, narrow halls can open to walkways, ramps, and ladders, across bulkheads and airlocks knocked between refurbished shipwrecks—only some of which are even upright when they're planted—while smaller vessels or shacks made from spare parts house living quarters for whole families. Closed farms and greenhouses take up the majority of the glass materials and surface earth, where filters are tuned to provide exhaust from the rest of the colony.

In the days before the Fall and the Shattering of Faith, the numerous tribal peoples that eventually made up Estevir worshipped the spirits of nature in a form of shamanism. While the greatest of their tribe were lost to the Fall, the belief in shamanism continued for some time as part of an effort to stabilise the tainted arcana that mutated the very land. However, faith in the spirits dwindled over time and godlings of all other sorts appeared, leading to a schism that gave rise to the ancestor worship of contemporary Estvan religious circles, while the ideologies behind combatting the primal magic covering Erlt became more political.

Their only notable appearance in world politics are the excursionary Hazard Soldiers that act to isolate "hot spots" of magic taint on the surface and study them; this frequently ruffles other city-states' feathers, as the newsworthy occurances are when it intrudes on someone else's territory, being seen as a landgrab and sparking conflict.

Estevir is one of the city-states known to speak Northraise—that much is known to the public—though a few amongst the hazard soldiers and military fleets have taught themselves a decent amount of Eastermarck.

While Estevir itself did not show up in the campaign, one notable character hailed from it: the foreign hazard soldier Celine the Blitz.

Firebrandt[edit]

Main article: ARW/Firebrandt

Fourlands[edit]

This section is a stub. Please expand it if you have extra, relevant information.

Mideria[edit]

Mideria
SizeUnknown
AdjectiveMiderian
LanguageNorthraise, Eastermarck, Irdi
NeighboursWindy Pass

Mideria is a modest, patchwork set of colonies, built from a series of floated mountainous coastlines and great fishing vessels from the times before the fall, with bridges and other such loose connections binding each other. The open air and wide gaps make it a popular destination for flying species, including tengu that have passed through the wind wall. Their trade is primarily in shipbuilding and salvage, while their divine sect focuses on animal husbandry or ocean fishing, dependent on the surface terrain. Trading companies also find Mideria's lands a popular place to set up due to their accessibility, but while the geography benefits their travels, the city-state's neutrality means political organisation among these traders is difficult—partly a boon of its own in some peoples' minds.

To explain, Mideria's place on the world stage is based around their stable equatorial orbit; on top of making it a naturally and consistently warm place to live, with the flora and fauna long adjusted to the brightest light of the sun, their borders make a popular place for other city-states to arrange for rendevous, trade, or wind wall patrols, which they accept within limits. However, they are fiercely independent and moreover deceptively powerful if called upon to assert their neutrality—they're not afraid to throw troublemakers over the edge or respond to any ship combat within their airspace by opening fire on the aggressor as well as marking them for removal, allowing other ships to engage them and declaring their salvage unclaimable by the original owners.

Mideria's minor but ubiquitous involvement in matters of the world means that, while ostensibly a Northraise-speaking nation, their people speak Eastermarck and even a rudimentary amount of Irdi as well.

Though it was not involved at any point in the campaign, the hapless ninja Euzenia Teskarova came from Mideria before ending up in her role as an assassin on the Wizard's Strip.

Raconius[edit]

Main article: ARW/Raconius

Scheighelm[edit]

This section is a stub. Please expand it if you have extra, relevant information.

Stratodale[edit]

This section is a stub. Please expand it if you have extra, relevant information.

Tanabe[edit]

Main article: ARW/Tanabe

Wizard's Strip, the[edit]

Main article: ARW/Wizard's Strip

Ziobel[edit]

Main Article: ARW/Ziobel

Ruins[edit]

This section is a stub. Please expand it if you have extra, relevant information.

Other Geographical Features[edit]

The Wind Wall[edit]

This section is a stub. Please expand it if you have extra, relevant information.