Morinrayne
As I approached the gates of Morinrayne, the air was rich with the scent of spices, a testament to the village's diverse populace and bustling trade. The guards, known for their frightening competence, eyed me with a mix of curiosity and vigilance. One, a tall half-elf with an air of authority, nodded towards me as I inquired about potions.
"Seek the Alchemists of Morinrayne for the finest brews," she advised, her voice tinged with pride. "Fortune's Mirror in the heart of the village, run by Agatha Graham, is renowned for its mystical concoctions. But if you seek something more exotic, visit Mortar and Tinctures. Lagazi Gresham, a skilled half-orc alchemist, might have what you need."
Her directions led me through the cobblestone streets of Low-town, past the Midtown district where the diversity of races and professions was most evident. Humans mingled with dwarves, elves, and even the enigmatic Nectarians and Squirrel People. Each district of Morinrayne, from the regal High-Town to the bustling Farm and the serene Colony, echoed with its unique charm and stories.
The village, though small, was a microcosm of the wider world of Tyrnolique, brimming with traditions and a melting pot of races. It was governed by an elected council, with Mayor Lora Jasson, a sorcerer and bard of note, at the helm. Her leadership maintained harmony among the inhabitants and the land itself.
The streets led me past institutions of learning and training, including the renowned Morinrayne Public Library and the Cowled Academy, where young minds were molded into capable eldritch knights and arcanists. The air buzzed with the energy of students and scholars, all contributing to the village's growing wealth and reputation.
But Morinrayne was not without its shadows. Whispers of corruption and the influence of criminal elements hung in the air as palpably as the scent of the spices. Yet, the presence of the Morinrayne Guard, bolstered by cadets from the Morinrayne Officers Academy, offered a sense of security amidst the undercurrents of intrigue.
As night fell, the village transformed. The streets, now lit by flickering lanterns, were alive with street performers and the echoes of laughter from the taverns. The promise of adventure and mystery seemed to lurk around every corner, and the tales of notable locals like the seductive warrior Gavril Mordane and the artist Dolvin Evershade added a layer of depth to every shadow and light.
In Morinrayne, every step was a story, every face a potential ally or adversary. It was a place where legends were born and adventures awaited. And as I finally stood before the door of Fortune's Mirror, I knew my journey in this enchanting village was just beginning.
Size: Individual district sizes -
Farm district: 150 people
Forest district: 200 people
Midtown: 75 people/km² * 2.59 km² (1 mi²) + remaining farm and forest residents ~ 450 people
Hightown: 150 people
Low-town: 237 people
Total area:
Farm district: 3 km² (rough estimate based on population density and land usage)
Forest district: 6.67 km² (rough estimate based on population density and terrain)
Midtown: 2.59 km² (1 mi²)
Hightown: 2.59 km² (1 mi²)
Low-town: Estimated to encompass the perimeter of the plateaus, roughly 10 km²
Total area: 27.85 km²
Equivalent in miles and acres:
Square miles: 10.73 mi²
Acres: 7,040 acres
Wealth: 188,050 gp. Max value for sale: 11,442 gp. Max pawn value: 3,267 gp
Wealth Distribution: 10% of the population controls 90% of the wealth in town (roughly 1500gp per wealthy person on average, 113 wealthy people). Leaving the remaining 90% of the population with an average gp value of 18. Wealth is rarely if ever evenly distributed though so these averages will vary from person to person in these categories.
Economy: average but growing each year
Attractions: holy springs, race tracks, thriving nightlife and talented street performers
Famous For: holy water, holiday festivals, fashion, wine, potions, herbs, food, clockwork constructs, and mercenaries trained at the Morinrayne Officers Academy. As well as having multiple Dungeons with High Resets nearby.
Major Influence: the criminal element, the nobles, the guilds, the religions.
Corruption: rampant
Religious Influence: above average, revivals are a weekly occurence here. More than half the Major Gods and more than a few minor gods have temples in or nearby the village.
Streets: They smell like spices on the air anywhere in the village, paved with bricks in upper city, cobblestone to packed earth in the lower city and to the roads to the nearby towns.
Buildings: generally have attics, Midtown and High-Town buildings often have basements.
Guards: frighteningly competent. Composed of 144 full time guards, plus all Cadets of the Officers Academy serve the guard. Nearby villages and hamlets of the barony also contribute their youth to 4 years service for free training at the academy if they are accepted. This typically provides another 100 guards on average year to year as well as nearly the same number of Cadets entering or leaving the academy each year.
Locals: very friendly for the most part, especially with tourists and newcomers.
Crime: very high, though more concentrated in the areas outside the city proper; crime still happens everywhere.
Common Occupations Hiring: Mining, Farming, General Laborer, Courier, Hunter, Mercenary, Adventurer.
Dolvin Evershade, Male Human. The spendthrift artist who has recently fended off several assassination attempts. He has been quickly gaining enemies. Rumors say that he is wary of offending the guard captain. He can usually be found at home.
Seraphina Vallonde, Female Human. The lecherous politician who has been preaching the new religion. She has been rapidly losing allies. Rumors say that she has plans involving minor nobility. She can usually be found wandering around.
Captain Elara Thornwood, Female Half-Elf. The surprisingly compassionate military official who has a family closet full of skeletons. She seems to have many allies. Rumors say that she has strong feelings for priests. She can usually be found at work.
Brenor Tamsfield, Male Human. The recently wealthy artist who is suspiciously free with money. He seems to have many allies. Rumors say that he dislikes speaking with clerics. He can usually be found at work.
Gavril Mordane, Male Half-Orc. The seductive warrior who is known to spin complex schemes. He has many enemies. Rumors say that he is secretive about dealings with military officials. He can usually be found at home.
Jorik Grimshaw, Male Dwarf. The disgraced mercenary who has a family closet full of skeletons. He has more enemies than allies. Rumors say that he loathes military officials. He can usually be found near the outskirts of the city.
Adrian Delacourt, Male Half-Elf. The unhappily married socialite who may have dabbled in forbidden magic. He has more allies than enemies. Rumors say that he aspires to be like outsiders. He can usually be found in a certain tavern.
Lady Celene Valtor, Female Human. The paranoid lordling who moonlights as something entirely different. She has been rapidly losing allies. Rumors say that she has great admiration for royalty. She can usually be found at home.
Father Alaric Brightmoor, Male Tiefling. The flamboyant cleric who throws lavish parties. He has more enemies than allies. Rumors say that he has threatened nobles. He can usually be found downtown.
Bram Goldweaver, Male Halfling. The upwardly mobile merchant who seems to always get free drinks. He has bad luck with former allies. Rumors say that he is easily irritated by minor nobility. He can usually be found near the outskirts of the city.
Lysander Thorn, Male Elf. The arrogant entertainer who is associated with several questionable events. He has many allies. Rumors say that he deeply detests warriors. He can usually be found in a certain tavern.
Evelyn Blackthorn, Female Human. The young master artisan who is rumored to be involved in several prominent assassinations. She has few open enemies. Rumors say that she is enraged by outsiders. She can usually be found in a certain tavern.
Father Gideon Ashford, Male Half-Elf. The strikingly attractive priest without a church who has a family closet full of skeletons. He has many allies. Rumors say that he has some problems with other priests. He can usually be found at work.
Morinrayne
Village
Population: 1137Size: Individual district sizes -
Farm district: 150 people
Forest district: 200 people
Midtown: 75 people/km² * 2.59 km² (1 mi²) + remaining farm and forest residents ~ 450 people
Hightown: 150 people
Low-town: 237 people
Total area:
Farm district: 3 km² (rough estimate based on population density and land usage)
Forest district: 6.67 km² (rough estimate based on population density and terrain)
Midtown: 2.59 km² (1 mi²)
Hightown: 2.59 km² (1 mi²)
Low-town: Estimated to encompass the perimeter of the plateaus, roughly 10 km²
Total area: 27.85 km²
Equivalent in miles and acres:
Square miles: 10.73 mi²
Acres: 7,040 acres
Wealth: 188,050 gp. Max value for sale: 11,442 gp. Max pawn value: 3,267 gp
Wealth Distribution: 10% of the population controls 90% of the wealth in town (roughly 1500gp per wealthy person on average, 113 wealthy people). Leaving the remaining 90% of the population with an average gp value of 18. Wealth is rarely if ever evenly distributed though so these averages will vary from person to person in these categories.
Economy: average but growing each year
Attractions: holy springs, race tracks, thriving nightlife and talented street performers
Famous For: holy water, holiday festivals, fashion, wine, potions, herbs, food, clockwork constructs, and mercenaries trained at the Morinrayne Officers Academy. As well as having multiple Dungeons with High Resets nearby.
Major Influence: the criminal element, the nobles, the guilds, the religions.
Corruption: rampant
Religious Influence: above average, revivals are a weekly occurence here. More than half the Major Gods and more than a few minor gods have temples in or nearby the village.
Streets: They smell like spices on the air anywhere in the village, paved with bricks in upper city, cobblestone to packed earth in the lower city and to the roads to the nearby towns.
Buildings: generally have attics, Midtown and High-Town buildings often have basements.
Guards: frighteningly competent. Composed of 144 full time guards, plus all Cadets of the Officers Academy serve the guard. Nearby villages and hamlets of the barony also contribute their youth to 4 years service for free training at the academy if they are accepted. This typically provides another 100 guards on average year to year as well as nearly the same number of Cadets entering or leaving the academy each year.
Locals: very friendly for the most part, especially with tourists and newcomers.
Crime: very high, though more concentrated in the areas outside the city proper; crime still happens everywhere.
Common Occupations Hiring: Mining, Farming, General Laborer, Courier, Hunter, Mercenary, Adventurer.
Short Description:
Morinrayne, while small, is a microcosm of the diversity within Tyrnolique. The village is a melting pot of races, traditions, and professions. It's a common rest stop for travelers seeking respite before venturing beyond the enchanted woods of Mystvale or traders heading to other destinations within the country or state, such as the capital. The village is home to a variety of institutions of higher learning, from an officers academy to an arts and sciences college, and even a small wizards college and large public library. They support a variety of hamlets, towns, and outposts who in turn send their young adults to learn and serve in the Morinrayne Guard. They are known for training capable and smart eldritch knights. The village is governed by an elected council which is headed by a mayor appointed by the Baroness, and its inhabitants live in harmony with the land. Local legends speak of a 'Whispering Oak' at the village’s edge, where some believe the spirits of the forest impart wisdom to those who offer gifts to the tree. Morinrayne has a huge library containing important archives, and is known for its gambling including arena fighting for gladiators and mages alike as well as horse and other animal races. The mayor, Lora Jasson, is the younger half-orc half-sister of the Baronness of this region, and is a Sorcerer and Bard of some note herself. She is responsible for the library, and supports regular archaeology and lore collecting quests. The races live together mostly in harmony.Noteable Locals
Demographics
Human - 637 (56%)
Half-Orc - 93 (8%)
Dwarf - 68 (6%)
Half-Elf - 51 (4.5%)
Elf - 45 (4%)
Savagean Elf - 45 (4%)
Gnome - 45 (4%)
Halfling - 45 (4%)
Squirrel People - 45 (4%)
Nectarians - 34 (3%)
Dragonborn - 17 (1.5%)
Fungal Folk - 17 (1.5%)
Jewel Gnomes - 11 (1%)
Other Races - 17 (1.5%)
Half-Orc - 93 (8%)
Dwarf - 68 (6%)
Half-Elf - 51 (4.5%)
Elf - 45 (4%)
Savagean Elf - 45 (4%)
Gnome - 45 (4%)
Halfling - 45 (4%)
Squirrel People - 45 (4%)
Nectarians - 34 (3%)
Dragonborn - 17 (1.5%)
Fungal Folk - 17 (1.5%)
Jewel Gnomes - 11 (1%)
Other Races - 17 (1.5%)
Government
Government: Regional Council officials elected by nobles, led by the mayor who is appointed by the baroness of the region.
Regional Council has 4 Elected Officials and the Mayor as the tie-breaker and Chairman of the Council. It is the council's job to pass laws and hear appeals from the cases tried by the judges. They are also to plan civic activities, and serve as heads of different city institutions.
The mayor is Commander in Chief of the Morinrayne Guard, as well as Headmaster of the Morinrayne Academy of Arts & Sciences.
The Baroness is the half-sister of the Mayor, and as such the Council is given a lot of leeway to do as they please.
Regional Council has 4 Elected Officials and the Mayor as the tie-breaker and Chairman of the Council. It is the council's job to pass laws and hear appeals from the cases tried by the judges. They are also to plan civic activities, and serve as heads of different city institutions.
The mayor is Commander in Chief of the Morinrayne Guard, as well as Headmaster of the Morinrayne Academy of Arts & Sciences.
The Baroness is the half-sister of the Mayor, and as such the Council is given a lot of leeway to do as they please.
Defences
Ancient Orc Empire Defensive towers surround the area, and have been returned to service by the Morinrayne Guard to handle primary defense of the village. Each one is capable of firing powerful attack spells by any guardsman at the controls to anywhere within a mile that they can see.
Industry & Trade
Economic Base: trading, mining, agriculture
Main Trade Goods: holy water, honey, preserving beeswax, trained horses, herd animals, herbs, some fruits and veggies, spell components, iron, zinc, salt, copper, gemstones, freshwater pearls, and wines
Main Ore: iron, zinc, copper, salt, silver, gold, nickel, tin, coal, lead, diamonds, various gemstones, freshwater pearls
Main Agriculture Exports: Horses, Mules, Sheep Dogs, Goats, Sheep, Aurochs, Bison, Grapes, Apples, Pears, Cherries, Strawberries, Blueberries, Jalapenoes, Mushrooms, Walnuts, Pecans, Almonds, Rosemary, Thyme, Mustard, Figs, Olives, Black Pepper, Cumin, Cinnamon, White Sage, Silver Sage, Nutmeg, Corn, Wheat, Melons, Gourds, Squash
Main Trade Goods: holy water, honey, preserving beeswax, trained horses, herd animals, herbs, some fruits and veggies, spell components, iron, zinc, salt, copper, gemstones, freshwater pearls, and wines
Main Ore: iron, zinc, copper, salt, silver, gold, nickel, tin, coal, lead, diamonds, various gemstones, freshwater pearls
Main Agriculture Exports: Horses, Mules, Sheep Dogs, Goats, Sheep, Aurochs, Bison, Grapes, Apples, Pears, Cherries, Strawberries, Blueberries, Jalapenoes, Mushrooms, Walnuts, Pecans, Almonds, Rosemary, Thyme, Mustard, Figs, Olives, Black Pepper, Cumin, Cinnamon, White Sage, Silver Sage, Nutmeg, Corn, Wheat, Melons, Gourds, Squash
Districts
High-Town - The upper elevation plateau area.
Midtown - The lower elevation plateau area.
Low-Town - Area that wraps around the twin plateaus.
Farm - Farm area on north side of town.
Colony - Forest Peoples Colony on south side of the village.
Midtown - The lower elevation plateau area.
Low-Town - Area that wraps around the twin plateaus.
Farm - Farm area on north side of town.
Colony - Forest Peoples Colony on south side of the village.
Assets
Shops
Alchemists:Fortune's Mirror Owner: Agatha Graham, Female Human
Mortar and Tinctures Owner: Lagazi Gresham, Female Half-Orc
The Elegant Philtres Owner: Fallthra Holderhek, Female Dwarf
The Olive Tinctures Owner: Heian Caerdonel, Male Elf
Blacksmiths:
Silvermoon Furnace Owner: Pirithin Stonebridge, Male Halfling
The Mithril Hilt Owner: Thamuz Patience, Male Tiefling
The Shimmering Duty Owner: Avice Browning, Female Human
General Stores:
Ash-hill Gearworks Owner: Margery Kirby, Female Human
The Crate and Bazaar Owner: Galiena Brandon, Female Human
The Sandy Knot Owner: Neega Sheldon, Female Half-Orc
Uraim's Bazaar Owner: Uraim Bloodkith, Male Dwarf
Taverns:
The Ivory Bard Owner: Druuk Rutland, Male Half-Orc
The Wicked Brewery Owner: Andry Tealeaf, Female Halfling
The Honey Hole Owner: Zara Buzzheart, Female Nectarian (Honeykin)
Enchanters:
Cyclop's Prophet Owner: Vassago Madness, Male Tiefling
The Amber Tower Owner: Sybil Perry, Female Human
Roger's Wonders Owner: Roger Kimberley, Male Human
Jewelers:
Crown Anklet Owner: Seraphina Thistletop, Female Halfling
Felosial's Bijoux Owner: Felosial Yaeldrin, Female Elf
Ruby Bling Cart Owner: Yvonne Dalanthan, Female Half-Elf
Housing for sale or rent
Burke Cottage
Owner: Ella Perceval Burke, Female Half-ElfAsking Prices | Rent: 5 sp/d | Buy: 200 gp
Location: Low Town
The house is a marble single storey building, with a black shingled roof and roughly hewn wooden furniture. It contains a single bachelor-style room with a bed and chest. In one corner is an enclosed flame with a spit of meat over the fire. Cured meats are hung in bundles from the rafters.
Staurheim Cruck House
Owner: Melissa Staurheim, Female Half-ElfAsking Prices | Rent: 2 gp/d | Buy: 750 gp
Location: Low Town
The house is a brick tower, with a brown shingled roof and a small enclosed deck. It contains 4 rooms total with 2 bedrooms, each containing a dresser. The kitchen has a brick hearth with a spit of meat over the fire. Outside is a rack of cured meats that are hung in bundles from the rafters, and a few sheep are grazing at a hay bale in the corner.
Storm Cottage
Owner: Harvest In the Storm, Male TabaxiAsking Prices | Rent: 8 sp/d | Buy: 150 gp
Location: Low Town
The house is a brick simple building, with a heather-thatched roof and a smooth stone floor. It contains a single bachelor-style room with a bed and chest. In one corner is an enclosed flame with a flickering flame.
Wildcloak Cruck House
Owner: Lidda Wildcloak, Female HalflingAsking Prices | Rent: 3 gp/d | Buy: 1300 gp
Location: Low Town
The house is a timber and brick two-storey building, with a white shingled roof and roughly hewn wooden furniture. It contains 5 rooms total with 2 bedrooms, each containing a chest. The kitchen has a brick hearth with cold coals. Outside is a small garden of herbs.
Roscoe Cottage
Owner: Reynard Roscoe, Male HumanAsking Prices | Rent: 2 sp/d | Buy: not for sale
Location: Low Town
The house is a wooden simple building, with several shuttered windows and a small vegetable garden. It contains a single bachelor-style room with a bed and chest. In one corner is an enclosed flame with a cauldron over the fire. A bunch of dried fruit hangs from the ceiling in long strands. A couple cattle have taken over half the space in a makeshift stable.
Musgraben Cruck House
Owner: Wobbles Musgraben, Male GnomeAsking Prices | Rent: 2 gp/d | Buy: not for sale
Location: Low Town
The house is a plaster and wood framed cabin, with a blue tile roof and finely-crafted furniture. It contains 5 rooms total with 2 bedrooms, each containing a chest and dresser on the far wall. The kitchen has a brick hearth with cold coals. Outside is a beautifully manicured garden of flowers.
Temples, Churches, & Religious or Spiritual Centers
Crown Hall
Owner: Finellen Helcral, Female DwarfLocation: In the middle of the slums. The street outside is next to a large public square.
Description: The church is a log tower, with a brown tile roof and nicely trimmed hedges. It contains a number of pots and miscellaneous supplies hanging from the ceiling and iron candelabras on the walls.
Other Patrons:
Valanthe Caerdonel, Female Elf
Chaedi Ilphelkiir, Female Elf
Gilbert Xiloscient, Male Half-Elf
Miles Erenaeth, Male Half-Elf
Church Of Torm
Owner: Gimurt Holderhek, Male DwarfLocation: In the artisan's district. The street outside has a weird smell and ominously quiet and empty. A child presents a player with a flower and nervously says they're cute before running away giggling.
Description: The church is a plaster rowhouse, with a green tile roof and softly blowing chimes by the door. It contains antique cabinets filled with oddities and large religious icons.
Other Patrons:
Roywyn Murnig, Female Gnome
Phann Caerdonel, Female Half-Elf
Windy Grass, Female Tabaxi
Naeris Jacobs, Male Half-Elf
Church Of Proshire
Owner: Dynamic Wind, Male TabaxiLocation: In a well-lit avenue with guard towers. The street outside is unusually full of carriages and has a crowd watching performers. The owner is annoyed by a scheduled delivery that's late.
Description: The church is a wooden tower, with a blue tile roof and a large cellar. A number of hunting trophies line the walls. It contains piles of scrolls and books on the counter and along the walls and rows of wooden pews.
Other Patrons:
None
House Of The Moon
Owner: Kriv Hashphronyxadyn, Male DragonbornLocation: In a small alley. The street outside is adjacent to a small store.
Description: The church is a wooden tower, with a red tile roof and vines covering the walls and roof. It contains taxidermied birds hanging from the ceiling and a large altar.
Other Patrons:
Althaea Ofandrus, Female Half-Elf
Finellen Ungart, Female Dwarf
High House of Bell
Owner: Dagnal Balderk, Female DwarfLocation: In a temple ward. The street outside is covered in fallen leaves.
Description: The church is a plaster and large single storey building, with a small fenced yard and a pillared curved-roof entryway. It contains a number of crates stacked along the back wall and large religious icons.
Other Patrons:
Eldeth Stoutale, Female Dwarf
Dariff Brawnanvil, Female Dwarf
Guilds and Factions
Organizations: Morinrayne Officers Academy, Morinrayne Trade Authority, Morinrayne Public Library, Felston Adventurers Guild, Society of Clockwork Coalition, Cowled Academy, Glittering Disciples, Gobfather Family, Thieve's Guild, Merchant Mercenaries Guild, Society for Archaeology and Anthropology, Morinrayne Academy of Arts and Sciences, Morinrayne Academy of Medicine, Morinrayne Federal Smelting Company, Koehlanna Smelting Company, Moku's Silver Company, Morinrayne Lumber Company, Morinrayne Hunters Academy
History
The stories of the founding of Morinrayne are few, and the records of that time were mostly lost in a big fire hundreds of years ago now. The great fire happened in the summer of 693 A.C. and it destroyed most of Midtown and some of High-town and Low-town. It was after the fire that a few wealthy noble families moved here to help finance the restoration of the village.
Points of interest
Holy Springs - The town has natural hot springs full of Holy Water. Many clergy try to claim credit as the blessings of their deities being responsible, but none truly knows why. It is said the waters are restorative and cleansing, and that they bolster good health and a long life. The village pipes some of the Holy Springs water into the farm district via underground aquaducts. Public ones available in Low-town District. Midtown springs are for churches and townspeople to use. High-town ones are for city official use only.
Ancient Orc Empire Demenses - Powerful structures meant to channel ley line energies and amplify them, built by the Great Orc Empire and help power the city's defensive towers. Archaeologist suggest Morinrayne is built atop a destroyed city of the Great Orc Empire, though no conclusive proof of this has yet been found. Many of the cities spellcasters meditate near these structures to recover magical energy faster. The ancient demenses in and around town channeling and focusing the ambient magic from the leylines in the region, makes for grounding rods during Wyldstorms, protecting all within the area from most chaotic effects from the Wyldstorm.
The Whispering Woods - home to the Colony District of the village. Most Beast Folk and Forest Kin make their homes in this district. Most druids and wood elves as well.
Ancient Orc Empire Demenses - Powerful structures meant to channel ley line energies and amplify them, built by the Great Orc Empire and help power the city's defensive towers. Archaeologist suggest Morinrayne is built atop a destroyed city of the Great Orc Empire, though no conclusive proof of this has yet been found. Many of the cities spellcasters meditate near these structures to recover magical energy faster. The ancient demenses in and around town channeling and focusing the ambient magic from the leylines in the region, makes for grounding rods during Wyldstorms, protecting all within the area from most chaotic effects from the Wyldstorm.
The Whispering Woods - home to the Colony District of the village. Most Beast Folk and Forest Kin make their homes in this district. Most druids and wood elves as well.
Tourism
Not many tourists come here for any reason beyond being allowed to collect Holy Water from the springs, buying rare spell components or wines vinted here for lower prices, or passing through to Harborton, the village on the beach of nearby Lake Abo where the majority of the Freshwater pearls are harvested; or to Moxie Glenn to camp along the shores of Liberty Lake and watch the auroras that happen there seasonally.
Which means, largely, many of these things are not of interest to the masses. Some nobles however love owning Lake Homes and minor vintnors near the area.
Some adventurers find they like the idea of retiring here as well, though most of those wind up going to one of the other smaller towns of the barony, or even farther to one founded by adventurers about 20 miles northwest of the village about a hundred years ago called Cresthaven.
Which means, largely, many of these things are not of interest to the masses. Some nobles however love owning Lake Homes and minor vintnors near the area.
Some adventurers find they like the idea of retiring here as well, though most of those wind up going to one of the other smaller towns of the barony, or even farther to one founded by adventurers about 20 miles northwest of the village about a hundred years ago called Cresthaven.
Architecture
The village is a mixture of different architectures and building materials depending on district.
In the Low-town, where all the newest construction is located you will find a majority of homes and buildings are timber loghome style, plaster and timber cottages, brick and timber greathalls, or some mixture of the three. In addition there are a great number of canvas and timber yurts, and tentgrounds filled with tents.
In the older sections of town located on the twin plateaus that overlook Low-town, each is covered in cobblestone foundation and roads, most of the construction is brick and timber or stone and brick.
In the Low-town, where all the newest construction is located you will find a majority of homes and buildings are timber loghome style, plaster and timber cottages, brick and timber greathalls, or some mixture of the three. In addition there are a great number of canvas and timber yurts, and tentgrounds filled with tents.
In the older sections of town located on the twin plateaus that overlook Low-town, each is covered in cobblestone foundation and roads, most of the construction is brick and timber or stone and brick.
Geography
Two low plateaus nestled in a large valley plain between a couple mountains, with a large lake just east of the village.
The plains north of the plateaus is very fertile and makes for excellent farmland.
Natural hot springs on the plateaues and at their base that help provide water to the local environment.
Nearby ponds and rivers in the forests south and west of the village.
The plains north of the plateaus is very fertile and makes for excellent farmland.
Natural hot springs on the plateaues and at their base that help provide water to the local environment.
Nearby ponds and rivers in the forests south and west of the village.
Climate
Summers rarely above 90 degrees Farenheit.
Very mild winters most years, except the winter before wyvern mating season starts in the Ridgeback mountains a few miles north of the village. This always seems to come with heavier snowfall, sometimes so much the roads are unpassable by wagons for a month or more.
The springs are often a mix of gently warming days and varying strength storms that appear rapidly and disappear just as quickly.
Fall season is a slow fading of the length of days with warmth and nights of growing chill. Storms do happen, but are often short.
Very mild winters most years, except the winter before wyvern mating season starts in the Ridgeback mountains a few miles north of the village. This always seems to come with heavier snowfall, sometimes so much the roads are unpassable by wagons for a month or more.
The springs are often a mix of gently warming days and varying strength storms that appear rapidly and disappear just as quickly.
Fall season is a slow fading of the length of days with warmth and nights of growing chill. Storms do happen, but are often short.
Natural Resources
Ores: iron, zinc, copper, silver, gold, nickel, tin, coal, lead, limestone, tufa, marl, chalk, granite, red clay, white clay, brown clay, Vanadium, Magnetite, black shale, Chromium
Crystals & Gemstones: diamonds, Garnets, spinels, and corundums (including rubies and sapphires), freshwater pearls, Halite, Selenite, quartz, Galena, Acanthite, Chrysocolla
Other Resources: Holy Springs, salt,
Crystals & Gemstones: diamonds, Garnets, spinels, and corundums (including rubies and sapphires), freshwater pearls, Halite, Selenite, quartz, Galena, Acanthite, Chrysocolla
Other Resources: Holy Springs, salt,
Founding Date
65 A.C.
Population
1137
Inhabitant Demonym
Rayner
Included Locations
Owner/Ruler
Additional Rulers/Owners
Characters in Location
Your maps and artwork really look nice. How did you create the map at the top of the article? I like the 3D effect. You've written a lot of detail for Morinrayne; do you run an active campaign from there? It's really great work.
Both of those are hand painted in Photoshop. The worldmap is painted procedurally using photos I took of textures and landscapes as well as a couple unsplash photos of aerial shots of different terrain types. The village was a few years ago inspired by a similar map i'd found online, that didn't quite fit the world i was building or the campaign i was running. As for active campaigns, at this moment no. But i've been running games in it for years now, maybe 10 or so, around various places in this world and it's sister worlds. Now i'm trying to consolidate paper notebooks and google docs entries about different elements into world anvil to hopefully turn it into a campaign setting book with a license that lets anyone write stories or release supplements in it. Thanks for the feedback, it's greatly appreciated! If you ever need any artwork, feel free to hit me up, on the discord is easiest. name is magejosh on discord.