Please note - most points of interest will be inhabited by NPCs even if there are no player characters present. The Harbourage isn’t deserted, there are vendors selling their wares, the gypsy camp is not empty, the tavern has people running it the bad guys still post guards, etc. This is standard fare in RP.
Also - if a door is locked it means it is not open to the general public. Please do not prim sit through locked doors. If you intend to try and go through a locked door through RP means, please contact an Admin.
A note about the councils for each faction: for now, these councils are inhabited by NPCs. Council seats may be earned by players through IC means - that means do the roleplay to earn the position. Our goal is to have players in these positions, but they will not simply be handed out on an OOC basis. All things in Letum should be earned via roleplay, as it will help grow and bind characters to one another. There are no racial leads in Letum. Please don’t ask if you can be one. There are only the faction councils and that is the way we intended it to be. This does not mean players cannot form their own groups beyond the faction groups - that is encouraged. However, the councils exist above and beyond those groups and are generally made up of the controlling parties of the various factions. The Councils would meet in varying areas for safety reasons since it is typically something the enemy seeks to remove as they are effectively heads of power for the faction area.
--Factions--
There are five factions in existence in Letum, they are divided by territory and each one can contain several player groups within it. Every character must be a member of a faction, but the choice to join other groups is purely that of the player.
The five factions are as follows:
Letum Harbourage -For any who choose to reside in or frequently play and support the city.
The Spirit Wilds -For those who choose to reside in or frequently play and support the forest.
Cragskill Mountain -For those who choose to reside in or frequently play and support the mountain.
The Court of Shadows- For those who choose to reside in or frequently play and support the keep, undercity, crypts, graveyard or surrounding areas.
The Brotherhood -For those who wish to be part of the few who reside within the Sept of Many Lights, actively taking part of their quests and habits.
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Regions within Letum
These are both the ---main areas--- and -points of note- within each region.
---Letum Harbourage---
Once an important fortified city at the fringe of the human imperium, Letum itself has seen far better days. Cut off from human civilization with the fall of the old empire the city began it's slow fall into decay. Today only the Sept of Many Lights and the great city walls remain of the old construction. The buildings housed by its walls are of more recent construction, slowly falling to rot and ruin as time crept on, only the events of the past decade have stirred the sleeping city. The arrival of the Brotherhood and the steadily growing stream of adventurers has caused a small resurgence in the economy, giving a sense of a silver lining to the darkening times.
The Harbourage is populated heavily by humans, having grown rather xenophobic over the last few decades as the Blight grew and the conflict between its supporters and the opposition against it waged war beyond the walls of the diminishing city. While it is human predominant, others have been known to be welcomed as their population decreased to a critical low. Yet even then they are wary even of friendly elves and even some dwarves who have come to trade. These days most are allowed to visit for trade but the ever-present city guards keep a close watch, as do the wary citizens of the Harbourage itself. The guards will interfere with any major crime in public (murder, rape, public nudity, etc) however they might be bribed into looking the other way for more minor affairs (smuggling, pickpocketing, petty theft).
The leadership of the Harbourage is made up of a council of locals who have earned a certain measure of rank and notoriety. The mages and healers always have a position or two, as well as the merchants, the Brotherhood, and the town guard. The disposition of the council is one of general distrust bordering on fear mongering. Having little control over the deepening darkness beyond their home they have adopted a policy of xenophobia and fear. Locking the gates more often than not and hiding behind their walls they send out calls for heroes to come and join in the much needed defense of their city.
Points of Interest-
-The Sept of Many Lights-
Once in the very center of the Harbourage stands this ancient edifice. The original purpose of the Sept of Many Lights is long forgotten and it has become a temple for those who worship the light and pray for it's return to the valley. The lower ground levels of the Sept are generally open to the public where there are several places to worship or pray. The Sept has recently been occupied by a religious order referring to themselves as the Brotherhood, they have repaired much of the old fortification and have posted paladins as guards around the Sept as well as attempting to patrol the river valley.
The Brotherhood is a devout order, serving not one deity but the light itself, and its members are above such base methods as simple bribery. The paladin will allow no one into the Sept while they are armed and will search any who approach while cloaked. The first two floors are open to the general public. The basement level and top levels are closed to those not a part of the Brotherhood.
Knight’s Gambit Inn - an inn and tavern where those of the Harbourage (or those visiting) can get a meal, something to drink and a room to pass the night (rooms are rented via RP means)
The Market Square - the market square surrounds the communal well in the Harbourage and houses the various businesses and stalls that have wares for sale. This includes a general store and a public bathhouse. The rooms on the second level of the market square are residences that are able to be rented by players. The bakery also has living quarters reserved for the owner of the bakery.
The Library/Scribe - in the Market Square there is also a library, where scribe services can also be obtained for those in need of such services.
City Guard Barracks - the inner walls of the the Harbourage house the City Guard, which includes barracks, a meeting area, etc. This area is generally closed to those not of the guard, affiliated with it, or there on official business.
Healers Guild/Apothecary - this is where the healers and the physicians of the Harbourage inhabit. The bottom level is an apothecary which is open to the public; the middle level is where the injured are tended to and the upper level is living quarters for those of the guild (RP only residences)
Mages Guild - this is where the mages of the Harbourage inhabit. The bottom level is open to the public for those seeking the aid of the mages of the town. The middle level is a gathering room for those of the guild and the upper level contains living quarters for those of the guild (RP only residences)
Blacksmith/Stable - there are living quarters above the smithy for the blacksmith in residence.
---The Spirit Wilds---
The dense, nearly impenetrable forest of the east river bank plays host to the Wilds. While these woodlands have always been home to creatures of mystery and strange magics, they have only grown more dangerous and potent of late. The Blight that spreads across the valley meets its greatest resistance here where the plants and animals thrive and consume any that would threaten them.Traveling the roads through the woods has become a harrowing experience as strange noises and shapes flitting between the trees have become commonplace and a worry to the xenophobic humans.
The Wilds play host to a wide range of races and folks. While elves and fae are both relatively common one may hear the howling of wolves and the beat of cloven hooves often resonate between the trees. The common bond between the folk of the forest is the resistance of the Blight that seems intent on spreading to their lands from across the river. Against this foe they stand together, predators and prey alike.
The leadership of the wilds consists of a council of powerful druids and shaman amongst others, and together they commune with the forest itself and with the gods of the forest for wisdom and power to defeat enemies and aid allies. Much of their true purpose remains shrouded in mystery, though their opposition to the spread of the Blight is obvious. For now they seem intent on summoning more allies of the forest to bolster their ranks while scouting the other factions, watching for opportunity.
Points of Interest-
The Beast Hollow - the entrance to an old mine leads down into the den of the werewolves (Garou/Lycan) of the Wilds. This is their home, and those not part of, or friendly to, the pack enter without invitation at their own risk. This is a communal home for the pack, and is not a rentable area.
The Fae Grotto - a system of caves located in the Wilds where the fae and those friendly to them gather. Within the grotto a small market, tavern and gathering area can be found, as well as three caves that are available for rent to players.
The Guardian Tree - the home of the elves that inhabit the Wilds that contains a tavern as well as healers. This is also where the Council of the Wilds usually meets when they have need to gather. There is also a gathering area and small market at the base of the tree, as well as small gathering areas on the various platforms. In this area players can also find three tree trunk homes (two for normal avatars and one for petites) that are available for rent.
The Gypsy Camp - a small camp of gypsies that have made the Spirit Wilds their home. Those with peaceful intentions are welcomed around the hearth. The tents and unlocked vardo are available for RP living purposes, the locked vardo belongs to the leader of the gypsies.
---The Court of Shadows---
Ruling over the western bank, the shadow claims dominion over Kildaer Keep, the old graveyard and all that lies below. In this dying land where what life remains is twisted and gnarled, folks are less friendly to strangers than anywhere else. It is a haven for any who welcome the darkness, the chaos, evil, death, and the kind of magic of which nightmares are made. The Court of Shadows is the dark counterpart to the councils of the Wilds and Harbourage, made up of necromancers and warlocks, drow and demon, even the undead.
Points of Interest-
Kildaer Keep - the large keep that sits atop the hill that is the ancestral home of the Kildaer family, which died out long ago. Within the main body of the Keep can be found a tavern, a small market and the slaver’s office and around its walls there is also a potion/poison maker and a blacksmithy/armorer. The keep also houses a kitchen, gathering area and inn on it’s second floor, as well as a dungeon below ground. The rooms in the inn are available by RP means. The keep also possesses another secret, for those brave and clever enough to find it. Outside of the keep’s main walls is a small village with homes that are available for rent.
The Graveyard - once the site where the inhabitants of Letum buried their dead, the graveyard has since fallen to those with darker purposes in mind and is no longer a peaceful place to pay respect to the dead. There is also an entrance down from the surface into the tunnels below.
The First Entrance to the Undercity - exiting the Harbourage on the Court of Shadows side and crossing the bridge, a path leading into a cave can be found. Those brave enough to venture through the cave system will find themselves in the Undercity.
The Undercity - the Undercity has much to offer - from a market and tavern to a place for gamblers to gather. There are also several rooms that may be rented beneath the market, where the library and tavern are located.
There are various doors that lead to different areas of the Undercity.
The Old Sewers - the sewers that were once part of the original keep contain a public bath area and the last resting place of one of the old kings. Those who are brave enough to venture that far will also find where vampires and those who are friendly to them tend to congregate.
The Second Entrance to the Undercity - on the edge of the Spirit Wilds that borders the Court of Shadows a fallen tree can be found that spans the river's waters. Here lies another old mine entrance that will lead to the Undercity for those brave enough to travel it.
The Catacombs - just inside the second entrance the old catacombs can be found. They still possess some of those who were interred within its depths, but darker secrets also lurk within the walls now.
The Council of Shadows meets in random places, much as does the Harbourage for security. It was originally begun by warlocks and necromancers to coordinate their furtherance of the spread of the Blight but as drow moved in from below and vampires also found home, as others began to take foothold in the Keep and Undercity the council has taken on a different turn, filled with those who often lead bands of their own who lend their support enough to back a council member to speak.
---Cragskill Mountain---
The Cragskill lie at the foot of the world spine mountain range. The craggy rise was once easily visible from the Harbourage, but it has become quite often obscured out by the roiling fogs and looming shadows along the western banks of the river.
The mountain has always been a dangerous area, full of brigands and looters. Trolls and orcs have called the mountain home for decades, choosing to avoid the affairs of the other valley dwellers save for the occasional raid. Deeper within the mountain dwarves and the occasional human worked to mine the depths for metals and supplies that could be smithed and sold in the Harbourage. Largely abandoned since the fall of the old empire many of the smaller shafts collapsed and a few larger caverns opened up in recent earth shaking which flattened the top of the mountain in places, losing much of its upper mass to the cliffs below.
The earth tremors made the largest change in the heart of the mountain, breaking ancient barriers and opening fissures into the heart of the earth. Many strange and dangerous creatures have boiled forth. Many hide in the dark caverns waiting for opportunity to arise, watching all that happens in the valley below, the combined residents of the mountain hold an independent disposition but could weigh in to the favour of any faction at any time.
Points of Interest -
The “Bandits Camp” - located near the top of the Crags behind a wooden fort a camp can be located. This camp is not necessarily for bad guys but for those who do not adhere to usual laws. Here, players can find everything they need from an area that serves as a kitchen to places to shower. There are two buildings possible to rent at this location - a cabin and a large tent. The small tents are for RP purposes only.
The Still - the still is located at the very top of the Crags, and looks down into a pit with a very large drop. Scale the rope to the area below at your own risk!
The Ogre/Orc Camp - (so named for intent, but not restricted to ogres and orcs only) located in a cave sealed with rock this camp can be found. It is not for the faint of heart for beyond the living space the remains of those who have been unlucky enough to enter the cave as prey can be found.
The Cragskill Caverns - within the caverns a market, tavern, leatherworker and smithy can be found, as well as a fighting pit for those interested in some blood sport. Beyond the fighting pit in either direction can be found two caves that are available for rent.
The Floating Isles - a series of small magical islands that exist high above the Crags, broken off by the sundering that flattened the top of the mountain. A spot frequented by dragons that call Letum home, any without wings would need magical means to attempt to reach this area.
There is a loose council in the Cragskill area, more often than not a seat is a position granted by strength of combat or skill though not always. Sometimes being able to calm the hordes is enough to earn a seat.
---Letum River---
Most of the River is wild and full of lush vegetation, yet there are ruins from ancient builds once above land that now rest in the depths of the river as well as some places that the resident merfolk have pushed ruins together to form builds of their own Often ignored by any but those who cross it or boat on it, the river hides well the secrets below its oft- glassy surface. Merfolk and other aquatic types find homes within its watery depths, sometimes lending aid to surface dwellers, and sometimes not. One would do well to remember that unless they can breathe beneath the water it is best to stay above it until certain of the river dwellers’ intent.
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--Groups--
Within each faction players are able to form and join groups. These player based groups are not mandatory for play and are meant to facilitate deeper role-play among like minded characters. Each Faction may contain as many groups as the players are willing to support, however groups are subject to admin consideration and approval for any official standing.
Not all groups will be published or well known.