GAZETTEER

Important Note!

Much of the gazetteer has been inspired by ideas or impromptu character backstories from players during the game. Consider this world to be as much yours as it is mine!

How to use

Factions

You can decide your character is a member of one of these factions if you like, otherwise this is information your character would likely know and could take advantage of.

If all else fails, your character can always find work with a faction!

Regions

Phaedra and (to a lesser extent) Dolmenwood are the main playable regions of the game.

You are free to create a character from one of these regions, or from somewhere else if you feeling like making something up.

Distant Lands

A small selection of other areas in the world. Feel free to riff on these or come up with your own if you like!

Languages

If your class or intelligence gives you bonus languages, you can choose from the common or uncommon languages freely and the rare languages with permission (usually okay if your character has a reason to know it).


Factions

The Cult of Apollo

A militarized cult dedicated to the god Apollo and spiritual leaders of the old faith. They are among those who helped usher back the old faith to Phaedra. Their military cult is in charge of the city of Argope, which houses Apollo himself. Have entered a ceasefire with the empire and somewhat hostile to the Church of the One True God, and tentative allies of the Northern Covenant.

The Northern Covenant

An alliance between the native witches, halflings, and dwarves of Phaedra, blessed by the goddess Hekate. Led by a triumvirate of the leaders of the 3 groups (eldest witch, dwarven queen, and halfing mayor). Occupies northern Phaedra, a cold and forested province that borders the Dolmenwood. Allied to the Cult of Apollo. The Church still has presence in the north and the triumvirate keeps ties with the noble houses in Dolmenwood, to the east.

Church of the One True God

The dominant religion in the great sea and the surrounding areas. Heavily tied to the great empire Voltalia in the south. The Church has been pushed out of Phaedra by the rise of the old faith but actively seeks to bring the good word back to the region.

Beastmen and Lizardfolk

Rarely, beastmen and lizardfolk will depart from murder island, seeking mercenary work. Not much is known about them.

Voltalia, The Great Empire

The Great Empire, savior of lessor peoples and barbarians and gracious victor of the great sea. Voltalia's size and population acts as a gravitational pull of trade and resources to its huge cities surrounding the great sea. Seeks to bring order back to Phaedra and bring the Church of the One True God with it.


Regions

Phaedra

inspirations: medieval Greece, basic-ass fantasy

A coastal, temperate region, rich with farm-land and wonders of the ancient world. Borders the great sea. Formerly under the yoke of the great empire, this region broke free of empire rule along with their tentative ally, the Northern Covenant.

The old faith has returned to the land, helping rid the area of the church of the One True God and the empire.

The changes in the power and the return on the old faith has awoken ancient shrines and lost ruins, bringing both new fortunes and new troubles to the recovering nation.

Notable Locations

Argope

A coastal city, known for its skilled fisher men and women. The god Apollo lives in the acropolis in the center of the city, and is attended to by his cult.

Home to an unusual amount of adventurers, given its proximity to many ruins, shrines, dungeons, and nefarious activity.

Murder Island

A large, misted island that used to be connected by a land-bridge to the mainland. Rumors say that an ancient ruin lies at the heart of the rocky island, but few have survived to tell any stories about it. Rarely, Lizardfolk and Beastmen will leave the island, usually looking for mercenary work.

(Note: Lizardfolk and Beastmen are not playable yet, but they will be eventually.)

Camp Kourotrophos

The training camp of the Cult of Apollo. Closed to outsiders.

Peacock Point

A cove and old lighthouse, known for its peacock population. Borders the river that eventually connects to Aktunis, a distant foreign city.

Master Hogwhale's Tower

A wizard's tower located north of Argope. Home to Master Hogwhale, who has trained many magic-users in the area. Master Hogwhale (always greet him by his full title) is usually happy to purchase exotic magical artifacts and antiques and often sends adventurers out to find particular items.

Pan's Forest

A small, magical forest in northeast Phaedra. Rumors say that it's proximity to a powerful ley line brings is closer to the realms of gods and fae.

Ther Kuldihr

An ancient dwarven keep, now occupied by the combined forces of the Northern Covenant. The forest surrounding the keep has long been home to many witches and magical creatures.

Common Languages

Phaedren, Voltalia

Uncommon Languages

Old Phaedren, Gnollish, Reptillian


Dolmenwood

See Welcome to Dolmenwood

(Note: You'll be able to make a character from Dolmenwood once the supplements are released, probably in late October 2023.)

Common Languages

Woldish, Voltalia

Uncommon Languages

Old Woldish, Drunic, Sylvan, High Elvish


Distant Lands

Voltali

inspirations: roman empire, empires in general

A great civilization that encompasses much of the great sea. It's immense size and control of the sea means resources and trade practically flow towards it's great cities. They adopted the One True God centuries ago and its leader is ordained by the church.

Aktunis

inspirations: Baghdad as seen in the Arabian Nights

A great foreign city, far to the northwest of Phaedra. A center of trade in the world.


Languages

Common

Phaedren

The common language of the area.

Voltalia

The dominant language of the great empire. Adopted centuries ago as the divine language of the Church of the One True God.

Woldish

The equivalent of the common tongue in Dolmenwood.

Uncommon

Arkunite

The primary language of distant city, far off to the west. A language of trade and mercantile.

Gnollish

The language of the Beast peoples. A common language for mercenaries to know.

Rare

Old Phaedren

A lost dialect of Phaedren, mostly known to scholars and archeologists.

Reptillian

The native tongue of the lizardfolk.

Witches Cant

A secret language spoken by witches and mystics. Never taught to outsiders.

Old Woldish

An ancient dialect of Woldish that is large incomprehensible to speakers of Woldish.

Drunic

The secret language of the mysterious Drune.

Sylvan

The common language of fairies and fairy-kin in Dolmenwood. Mortals speaking it invariably sound like fools.

High Elvish

The language of fairy nobility. Utterly unfathomable to mortals.