Solags Folly (Sol-Aags)
The Northern coast of Keskad is a bleak and mountainous shoreline. For 8,000 miles from the edge of the Boral Forest to the swaying ocean of grass on the Steppes of Kur it is a shore with few ports and of those, none that could be called hospitable.
The travel is treacherous, few from the southern realms find reason to do so. On the southeastern edge of that coast lie the collection of marshy islands where might makes right and the laws are few on the ground and mostly enforced at sword point. The site of a cataclysmic event millennia ago, one gets the sense that the cataclysm is still ongoing...just slower for these islands.
Shellspine
Originally the primary naval base of the Kromgard Navy, after the fall of Kromgard to the hobgoblin legions the base was overrun by goblins who took the undermanned fortress by surprise.
Centuries later, the goblins have turned the orderly fortress into a seething anthill of ramshackle huts, refuse and burrows. The winding streets are mostly built haphazardly, the remnants of the the city below totally ignored.
Goblin aesthetic aside, the fortifications are kept in good repair as are the prized shipyards which are held by the strongest clan leaders. Also living in the city, rather underneath it is a huge underground city of kobolds.
The city is generally open to all and has one of the largest slave markets on the continent though it is also largely held together with string and a barely congealed sort of chaotic momentum that keeps everything moving while also threatening to shatter the city into dozens of warring factions. Many pirates operate out of the city though non goblin pirates are at a disadvantage when it comes to exchange rates and selling their goods.
Hells Hung
An enormous tree towering over a blighted stretch of swamp. From a distance it looks as though there are hundrends of bodies swaying in the wind though as one gets close to it, they are not apparent.
The swamp surrounding it is a grim place without any signs of life.
Heinharf
One of the larger cities on the islands, it is one of the only ones that also has what could be called a cohesive government. It holds little power outside of its environs however, leading the rest of the islands settlements to be as potentially chaotic as the rest in the swampy morass of Solage Folly.
This trading port is build on and around an enormous ancient stadium, its cracked masonry built in a style not found outside of Solags Folly it hosts visitors from many lands, including a robust scientific community that works to delve into the deepest parts of the stadium.
Terap
A small tortle town, it supports the Terap Monastery. It is a sprawling collection of domed huts made of meticulously stacked rocks and topped with a faded riot of colorful coral harvested from the reefs that surround the monastery.
The tortles here live a simple life, hunting beneath the shallow seas and under the tall Baobab trees the dot the rolling hills of the island.
Terap Monastery
A large fortified complex covering most of the small island it is on. It is inhabited by an order of Tortle monks known as the "Brotherhood of Coral". These monks are dedicated to the 4 Gods of the Tortles with four huge and ornately crafted gates representing them at each cardinal direction.
The monastery is well defended and is surrouded by a dense coral reef which only the tortles know the routes through, routes that they change periodically by pruning and growing the coral over the years. The only way to go to the monastery is by going to the town of Terap and getting a guide.
Arag Reach
This mean town clings to the rocky shore of the most north eastern island in the chain, while it is a stop for the various pirates that prey on the waters around Solags Folly, it is the furthest point away from and trade routes and the pirates there tend to be either bad at pirating or hiding from something else.
The Town itself is mostly a collection of shacks, longhouses and rotting drydock sheds, a large ruined tower looms over the town though noone lives in it.
Kregs Camp
Noteworthy for their fear of the ocean, Kregs Warband is the remnants of a clan whose chief saw that fear as a challenge and forced his clan to the seas. Most of them promptly drowned during their first foray but some of them washed up on Solags Folly where the clan, now short their chief, sarcastically named the ramshackle camp after him.
A hundred years later, the clan remains though the amount of other individuals living there has increased as well. A random assortment of tents and shacks perches on a bluff overlooking the swamp. The people living here operate loosely under the clans laws, bowing to the orcs way of life in some ways while the orcs have slowly strayed from their own, meeting in the middle in a sort of free wheeling unfettered society.
The tents tend to move and shift with the whims of the inhabitants and the camp is spread out over several miles of bluff, the hilly terrain spotted with trees and scrub grass with tents popping up like mushrooms at seeming random.
Yuan Vi'alar
A large human city in the south-eastern most reaches of the island chain, it is a semi-tropical city of gold chased white marble, towers looming over wide domes, the city is built into terraces flowing with water brought in via aqueduct. Gardens abound and its graceful citizens are incredibly welcoming to visitors.
Mangrove Creche
Another of the larger cities in the chain, this is the only "Open" black dragonborn settlement in the chain and it is ruled by a Half-Dragon named Orogar the Grey. It serves as a neutral meeting point between all of the various tribes and sects of dragonborn and between the black dragons themselves that live on the islands.
The settlement is built in the tops of and burrowed around the roots of giant mangrove and Banyan trees, there is little in the way of constructed buildings here aside from the docks on the very edge of the island. The island is mostly swamp with spots of rock and dry earth.
Pad'ti
A small settlement of Padjii humans perched on stilts amidst the salty marsh of the island they call home. Not often visited, it is used as a stopping point for water for many ships. The Padjii druids here make some of the finest guides in the chain, knowing the channels to take and the inlets to avoid but they rarely work with anyone
The Broken Temple
An ill omened heap of stone is the remnants of a large temple to some manner of snake god, its serpent statues rearing their heads above the overgrown jungles surrounding it and visible from the coast.
Lost Tower
A mysterious ruin that can be seen from the sea but has never been explored, any available landing is out of site of the tower. Explorers have said the they have landed just out of site and walked to where it should be and have found no sign of any ruin or settlement.
Cere
This small but stunning Triton city is one of the few that are as much on land as it is in the sea.
With a cunning series of water gates and hydraulic dams, the upper tiers of the city sit mostly submerged by the sea but encased in stone, deep canals running through the different terraces and hiding a majority of the cities residential areas with its trading and government infrastructure sitting high above.
Several notable temples to their gods rest out at sea, connected to the underwater portion of the city.
Haven
A small Tortle settlement, it is often besieged by nearby lizardmen and has fortified itself in a series of partially flooded hills.
Type
Archipelago
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