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Subject: [Alura] IC News Thread rss

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Anthony Friedman
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The OOC Thread for this game is here. If you are a player in this game, please subscribe to both the IC and OOC thread.





This is the IC news thread for the Callisto Play-By-Forum called [Alura] (pronounced ah-loo-ruh).
The only things you will find this thread are a brief note regarding the history of the world, a map of the region and descriptions of its locations, and lastly the tenets associated with the setting. Any letters written by players should not contradict the setting tenets or the special rules (as outlined here), however details of specific locations and the world map may change over the course of play.
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Anthony Friedman
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Foreword
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MAP OF ALURA
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Alura is divided into five regions: Denderro, Calluran, Morford, Aethern, and the Iron Wastes.

Denderro Region
A: Dark Crevice
-Road = YES
Description: This dark and murky crack in the earth hides many cliffside and underground dwellings. The Drow consider this their home, after the destruction of their capital.


B: Arcane University
-Road = YES
Description: This school of magic was created to better understand the natural arcane energies of the world. All races are welcome, including creatures not magically inclined.



Calluran Region
C: Central Cathedral of the Holy Church
-Road = NO
Description: Many races make pilgrimages to this cathedral, even if few are permitted entrance. The large caravans can be seen traveling for many days at a time.


D: River Fork Tradepost
-Road = NO
Description: Cornerstone of the Butterbooth Trade Emporium, afforded quick resources by its location on the forking river. Hands here have seen items from all across the continent.


E: Mountain of Exiles
-Road = NO
Description: Once an island for criminals, it has become a home for outcasts and would-be rebels. Some prefer the island's distance from the main land and all its turmoils.


F: Jungle of Serpents
-Road = NO
Description: Named after its numerous river waters, this used to be the heart of a major Orc civilization, until it was overrun by the Lizardfolk that were enslaved here.



Morford Region
G: Xho Jungle Outpost
-Road = NO
Description: Located next to its main river, this jungle houses the main outpost for the Redtail Trading Company. Its merchants can often be seen traveling along the coastal shores.


H: Scorched Mountain
-Road = YES
Description: The mountain side was home to a lush forest before the "Mad King" set it ablaze. Now the desolate valley is dotted with burned out tree stumps, and few dare approach the mountain anymore. Home of the Dwarven Kingdom.


I: Hills of Isolation
-Road = NO
Description: Not much is recorded of these sand-covered hills, though any secrets contained therein have likely not been touched for years.


J: Allied City of Races
-Road = YES
Description: Central capital to the Alliance of Races, the highly esteemed chambers for the ruling council reside within its walls. However, requests for an audience have can often take awhile.


L: Eribush Forest
-Road = NO
Description: This forest is home to the wilder parts of nature. An old wanderer once mentioned a tale of stirring bushes and rustling leaves, but where he could not find a creature. “It was the trees,” he said.



Aethern Region
M: Shadowhaven
-Road = YES
Description: A buried city that exists beneath the surface of the mountains, one can hear the mystical sounds of an ancient forge echoing through the mountains at night.


N: Aerie Peak
-Road = YES
Description: A small village, built upon the largest mountain top. It was formed by a group of travelers long ago, seeking to establish a community for themselves away from politics and war.


O: Ethias River Forest
-Road = YES
Description: The crystal spring spreads its shimmering waters through most of this forest, which largely distinguishes it from its neighboring sister. Home of the Elven Kingdom.



Iron Wastes
K: Regimerald City
-Road = YES
Description: This fortified city sits near the border of Morford and the Iron Wastes, now standing as watchful guardian over the realm to South. Home of the Human Kingdom.


P: Oak Bridge
-Road = NO
Description: Built over the ruins of the Drow Kingdom, Oak Bridge is named after the large, oak drawbridge that lies at its entrance. A former moat, now entrenched with mud and waste, lies around the village outskirts.



Political Landscape
The Alliance of Races, an imperial government, exists to watch over the continent of Alura and maintain laws, regulations, and military forces, in order to maintain peace and prosperity for the greater good of the entire continent. Established and holding court at the Allied City of Races, various representatives from the three kingdoms of Humans, Elves, and Dwarves, come together to form the Council of Races, the supreme governing body for the Alliance. Above them sits the Magister's Office; a singular role acting as both moderator and figurehead for the Alliance Council.

The Human Kingdom is governed by the Grand Marshall of Regimerald.

The Elven Kingdom is governed by the High Priestess of the Elven Forest.

The Dwarven Kingdom is governed by the "Mad King."
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Setting Tenets

I. High fantasy setting

II. No steam/arcane "technology"
- (traditional fantasy stuff only)

III. Magic exists

IV. Magic is hard to master/control

V. Seven Humanoid Races
- (Drow, Dwarves, Halflings, Human, Elves, Lizardfolk, and Orcs)

VI. No "evil/good" races
- (all orcs are not evil/all elves are not good)

VII. No undead
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(pretty version coming soon)
REPORT: This reporter has heard reports that various Drow, belonging to the Denderro Region, are planning to seek vengeance for past crimes against their race. With the Alliance's proposal to build a wall through the heart of Alura already raising racial tensions between the races, it is unconfirmed if these actions are considered in part due to the potential threat that could be growing in the forests surrounding the Dark Crevice.
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(I'll happily delete this if/when Anthony updates us, but he sounded a bit busy..)
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