Corinthian Campaign

The ways of the Planet Corinth, their workings and whatnot, the regions, etc. The Planet Corinth:There are 300, 30 hour long days in a year, three months lasting 100 days each. Daalstig: 100 days of morningNuundi: 100 days of afternoon Noct: 100 days of nightEach month has two festivals to mark the entrance of the month and the exit.There are 3 moons: The Red Moon, Harbinger: begins its rise 75 days before Noct and remains for 25 days during Noct. The Black Moon, Reaper: begins its rise 5 days into Noct and remains through the first 25 days of Daalstig. The White Moon, Savior: begins its rise during the last 10 days of Noct and remains through the first 50 days of Daalstig. On the first three days of Daalstig comes the festival of Sunbreak, the great sun beginning its rise to make its way across the Corinthian skies. This festival is one of revelry and joy, as it marks the passing of the night and with it, the hibernation of the beasts of Noct.On the 25th day of Daalstig is Muurn, marking the 50 days of Muurn, the guardian of day, and the coming of the warm months (this is essentially the first day of spring.)The first 3 days of Nuundi arrive with the festival of High Pointe, or Mid Pointe as some call it. This marks the 25th day of Muurn’s rule and is also the Brewer’s and Bard’s festival. At this point, the Sun and Harbinger are evenly risen and fallen.The 25th day of Nuundi is marked as Midean, bringing the 50 days of Midean, guardian of the afterdays and the first day of the hot months (summer).On the first 3 days of Noct come Sun Fall, the great sun finishing its travel across Corinth and sinking below the Western Edge. This is less of a festival and more of a wake. This marks the beginning of the Darkening as it is called. The days are not completely dark yet, but rather there are 25 days left before Harbinger sinks completely and Reaper darkens the sky, alone, for 65 days.The 25th day of Noct brings Noctmare, guardian of the night. This is a time when remain in doors for the remaining days of Noct. Those that venture out during these days and are not taken by the cold are left for dead, prey for the beasts of Noct.There are no true “weeks”; the people of Corinth simply measure time as “Day Number __” There are eight continents on Corinth. The far western continent is known as Gelshin. The continent in its entirety is under rule of the Drahken Empire, based in the capital city of Trenakta (Nest of the Serpent). This continent, known as the Land of the Dragons, is home to a powerful society known as the Blood Moon peoples or Clan Blood Moon and thought to be the original home and birthplace of the Dragons.It is widely believed that the Dragons came to Corinth from another world a long time ago.                Regions of Note: The North Ports (North tip)                Darkwater (Northeast port)                Lyre (Northwestern port)                Korin’Sarak (Central port)                                Lady Sarak’s Manor (Baroness Kelara Sarak)Arcane Forest (Middle Region; home of dinosaurs and dragon-like beasts)Trenakta (Middle Region)                Drahken’s Castle                The Circle of Dragons (arena)Heatherwick (Western region; advanced city of alchemy)                UAMTSE (University of Advanced Magic Through Substance Enhancement)                The MUI Foundation (Magic Under the Influence Foundation)                Card Master’s Guild (home of)The Drake Scale Cliffs (Eastern coast)Drake Island (Eastern island)                Lunas Carn (Capital city of the Blood Moon clans)                The Dragon Caverns (Honeycombed beneath the isle)Drakebone Wood (Southern region)                Drake’s Blood River (Thick red river; runs from west coast to east coast)Black Forest (South tip)                Blackthorn Manor (Baron Mirage Blackthorn) To the south of Gelshin lies the continent of Morviak. Once a great city, it was utterly annihilated more than 100 years prior when a massive meteor slammed into the western end of the continent. The entirety of the continent is shrouded in an eternal storm and is home to a race known as the Shinn’Gultar, the Rat people. The ruins of Morviak still exist and, though they stand with none of their former glory, they are still home to many.                Regions of Note:                                The Crater (Northwestern region)                                                The Jaboul Settlements (Within the crater)                                                The Starfallen Bases (Eastern area outside crater)                                Helmuth (Eastern coast)                                The Morviak Ruins (Middle region)                                                The Junkyard (arena)                                                The Gutter Townes (Throughout the ruins)                                                The Refugee Townes (Throughout the ruins)                                The Wastes (Outlying coastal areas)                                To the east of Gelshin is a large landmass that is actually a collection of four continents: The Wilde Wastes, the Frostmoores, Phrexia and Terjemnah. Phrexia, at the center of three peninsulas, is surrounded by mountains on all sides and a ring of wastelands at the foothills, known as the Phrexian Borderlands, nestled deep within a great crater formed eons prior. The Phrexians are feared all over the world, believed to be horrible fiends from a distant hell and responsible for many terrible and deranged experiments. It is a widely known fact that an alien race, creatures known as the Jaboul that crashed at the time of the Morviak Star (the meteor that landed 100’s of years ago), have made allies with Phrexia and share their technology with them, though why is a mystery. Phrexia is a land of science and, those that can remove themselves from the darkness that surrounds such a place, find great centers of learning await them.                Regions of Note:                                Abstintaar (Northeastern region)                                                The Opera House                                Golerus (Southeastern region)                                                Lord Githar’s Castle                                Vaardyk (Western region)                                                Vahstor’s Palace                                                The Great Library                                                The Mage Towers                                                The Phrexian Academy                                Forsaken Isle (Off the western coast)                                                The Pit (arena)                                The Animus Cliffs (Western coasts)                                                The Labs (Borderlands at the foot of the cliffs)The Phrexian Borderlands (Foothills surrounding the Phrexian crater)                                                The Lasher Temples (Dotted throughout the borderlands) The Wilde Wastes exist upon the eastern peninsula. Separated by the Savage Rocks, the mountain range on the Phrexian border, the Wilde Wastes are home to a number of savage beasts and tribal societies, most notably the Feral, the Cainus and the Kahtaar.                Regions of Note:                                The Beast Lands (Eastern region)                                                The Feral Territories (throughout the Beast Lands)                                                Carn (Northern city at the edge of the Oasis)                                                Herbai (Southeastern city at the edge of the Oasis)                                                Omnivios (Southwester city at the edge of the Oasis)                                                The Oasis (Surrounded by the three cities)                                                                The Ring of Blood (Arena on the lake)                                Full Moon Canyon (Western region)                                Fang Isle (off the northern coast)                                The Savage Rocks (Northeastern region; borders Phrexia)                                                The Savage Caves (Home of the Savages, dotted throughout the Savage Rocks)                                The Frostmoores, the northern peninsula, separated by the Coldfire Mountains from the Phrexian lands, are a desolate, ice coated waste. They are home to very few, and those that do exist there are bloodthirsty and wild. It is said that there is a race of man there forbidden from ever learning the common tongue, as well as an entrance to a Hell unlike any other ever known or documented.                Regions of Note:                                The Coldfire Mountains (Southern region; borders Phrexia)                                                The Coldfire Guard (Based within the mountains; keep Coldfire at bay)                                                Coldfire’s Lair (Great Dragon’s lair within a cavern in the mountains)                                Azghard (Village of men known as the Azghardians; Eastern coast)                                                Valhal (arena)                                The Undergate (Middle region)                                                Undervald (Beneath the Undergate; home to Hades and Hel)                                The Glacial Islands (Off the western coasts)                                                The Frost Lord’s Palace (Nestled within a glacier amongst the islands)Saint Nikolaus’s Cathedral (Northern region) Terjemnah, the Great Desert, exists to on the western peninsula, separated from Phrexia by the Iron Clad Mountains. The desert, like its frozen cousin, is home to precious few, though most notably are the nomadic Desert Rose, famed Gypsies and Blade Dancers of Terjemnah.                Regions of Note:                                The Iron Clad Mountains (Northwestern region; borders Phrexia)                                                The Iron Clad Monks (Temple within the mountains)                                Rai’Tal (Eastern region, great city ruled by the Rai’Tal family)                                                Remorahzay (Great city floating above Rai’Tal, home of the Mage Knights)                                The Sandstone Labyrinth (Beneath Terjemnah)                                The Steppes (Southern and southeastern regions)                                                The Nomad Paths (Areas widely traveled by the Desert Rose) To the south east lies Sudah’Va, the Great Jungle. This place is a wild and largely unexplored, rumored to be the home of another, much more savage race of alien creatures. Little is known of this place, though there is a large society of Lizard Men living within the northeastern jungles of the continent.                Regions of Note:                                The Overgrowth (Covers Sudah’Va, the name of the great jungles)                                                The Axsyn Territories (Southern region)                                Gevssshill (Yuan-Ti city; Middle region, eastern coast)                                                Temple of the Serpent (Yuan-Ti temple)                                The Lizard Folk Villages (Dotting the Overgrowth)                                                The Drake Guard Tribe (The Southern region)                                                The Scale Bane Tribe (The Northern region)                                                The Dusk Hunter Tribe (The Middle region)                                                The Crockadyn Tribe (The Great Marsh)                                                The Red Scale Tribe (Axsyn territories)The Jungle Elf Villages (The Middle region)                                The Lost City (Southern coast)                                The Great Marsh (Midwestern region)                                                 The Slann Tribes                                                The Boneyard (arena within the marsh) Finally, to the far west of Gelshin lies Babylon. This continent is home to demons and undead of all manner. The Celestial Walls, a complex of four 2,000ft high walls of solid platinum inscribed from top to bottom and covered in every inch in holy runes surround a simple, wood and thatch hut. This hut, it is said, was once home to the greatest Summoner to have ever lived. It is now a direct doorway to the Abyss itself. Babylon, ruled by the Demon Lord Asmodeus, is in a political war with Gelshin, no amount of ocean capable of holding their dispute at bay.                Regions of Note:                                The Celestial Walls (Northern region)                                                The Hell Mouth (Within the walls)                                Hade’s Gate (Volcano within the Southern region)                                The Dead Lands (North region separating Pandemonium and the Celestial walls)                                Pandemonium (Middle region; home of the Demon Lord Asmodeus)                                                The Great Altar (arena)                                The Necropolis (Southern region) Other events and places of note:                There is at least one Blood Moon settlement on every continent, most existing along one of the coasts of the continent.                There are four seas within the landmasses of Corinth, aside from the Barren Flats, as they are known (the oceanic spaces separating the continents from the Edges                                The Bay of Dragons (gulf touches the eastern coasts of Gelshin, the western coasts of Phrexia and the Frostmoores and the northern coasts of the Wilde Wastes)                                The Phrexian Sea (sea touches the southern coasts of the Wilde Wastes and Phrexia, as well as the western and southern coasts of Terjemnah, the northern coasts of Morviak and the northern and northwestern coasts of Sudah’Va; within the Phrexian Sea is a constant vortex known as the Phrexian Vortex. No one knows its purpose or where it leads, but it is considered certain death to brave its edges.)                                The Boiling Sea (sea touches the eastern coasts of the Frostmoores, Phrexia and the north and northeastern coasts of Terjemnah, the northeastern coast of Sudah’Va and the western coasts of Babylon                                The Frostfire Sea (sea touches the northern tip of Babylon, the northern coasts of the Frostmoores and the northeastern coast of Gelshin.                The Barren Flats (Northern Flats, Eastern Flats, Western Flats and Southern Flats) separate the continents from the edge.                                 The Northern Flats touch the northern and northwestern coasts of Gelshin as well as the northern and northwestern coasts of Babylon.                                The Western Flats touch the western coasts of Gelshin and the Wilde Wastes as well as the northwester, western and southwestern coasts of Morviak.                                The Southern Flats touch the southern and southeastern coasts of Morviak, and the western, southwestern, southern and south eastern coasts of Sudah’Va.                                The Eastern Flats touch the eastern and north eastern coasts of Sudah’Va, and the south eastern, eastern and north eastern coasts of Babylon. The Black Carnival: A traveling carnival lead by Zombo the Magnificent that travels the many planes collecting oddities and monstrosities from all around. There are many tales of the Carnival, some good and some bad… what the truth may be, however, is hard to say. The world is flat and ovular. Less than 2,000 miles of the western coast of Gelshin lies The Edge. Beneath the disc that Corinth rests upon is a large, black orb. The orb is a living creature, dormant for thousands of years. If awakened, it is a horrible entity that devours planets whole, a great, gaping mouth that creates a manner of ‘black hole’, absorbing the life from the planet and leaving little more than a dead rock in its wake. BLOOD MOON HISTORYIt is widely known across the world of Corinth that the Dragon’s have a strange history. Believed to be beings from another world, arrived on Corinth long ago, they have been around for as long as the recorded history of the planet on which they reside… but there is another belief, a less circulated idea; the belief that the Dragons were actually crafted by a race of alien beings. Genetic experiments of a race long dead. The stories say that these beings slowly began to die off, but their will to live was so great, and their science so advanced, that they found a way to keep the very cells of their bodies alive and integrate them into the DNA of many of the planet’s indigenous races… and thus, the birth of Clan Blood Moon.This is how the history books of Clan Blood Moon read.Though not always born within the walls of a Blood Moon tribe, the Blood Moon warriors are a clan bound together by common blood. They are humans, elves, ogres and Minotaurs, they are gnomes and goblins, demons and angels; a Blood Moon warrior holds no single, true form, and yet all are as family, all as one. They are the people of the Dragon. 

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