Regions of Karithia
Leifhame
The High Elf homeland, ruled from Den-Varia, the only elven surface city to survive the “Erespia” (the return). The high elves are cordial and polite to any who visit but wary of any advocating change. They revere Apollo most of all while having great respect for his sister Artemis.
Den-Varia
The Oracle of Den-Varia is legendary, choosing to whom they will offer their insight, Kings and Queens have been made to wait years, while beggars have been seen instantly. It is said that a prophecy from the Oracle is always becoming truer so that at various points the person believes they have seen what the Oracle prophesied only to later see even more of it had been revealed. The High Elf civilisation has remained unchanged for millennia and they continue on Leifhame to act as though their ancient lordship over the world had continued. One notable exception exists due to prophesy given by the Oracle; the Drow are welcomed back as long lost cousins.
A note on elvish - The ‘Den-’prefix in refers to a walled settlement while ‘Ko-‘ prefix is one formed around a vast open cavern, an ‘Aran-‘ is a settlement formed by several interconnected caverns and a ‘Fal-’ is one close to a river.
Tankelos
Legends tell that this land is home to mind eating monsters, no one goes there, or if they do they don’t come back.
Drage
Ask most Dragonborn from which nation they hail, the name of the largest island in their kingdom or the name of their city on that island and the answer you’ll get is the same: Drage. Dragonborn sages have sworn there is a distinct difference, but draconic is almost impossible for non-Dragonborn to speak perfectly or understand given its reliance on posture, tone, clicks and frill movements. Made up of a half dozen volcanic islands, the only settlement of note is on the western shore of the largest of those islands, the only island non-Dragonborn are welcome on. Worshipping the dragons of old that bore them, the Dragonborn are a race apart and while they may mingle with others across the world only in Drage are they found in great numbers. While only a Dragonborn may own land or property on the islands and a sponsor is required for any wishing to conduct business there, a great number of merchants and traders cannot resist a visit given the exotic and varied merchandise available there. It is said that you can buy dreams and folly in equal measure in the sweltering streets of Drage where as long as you have a sponsor no trade is illegal.
Rithante
Encompassing and welcoming all races, the Rithane was formed in the chaos following the Erespia as a place where things might be begun a new. As the elven union and empire collapsed in the face of so much destruction, the wood elves retreated to Adalespi and the high elves to Leifhame leaving the other races to fend for them themselves. Evercity was formed in this vacuum and with it as a foundation, blessed by the gods it quickly grew into Rithante, a strong and vibrant nation.
Evercity
Athena, entranced by the idea of a city welcoming to all blessed the founders of Evercity, convincing many of the gods to provide gifts. The founders were an adventuring party looking to settle after many years of epic deeds and Athena provided each member with a gift from the gods.
To Lana, the mighty human warrior she gave Zeus’ axe, a most potent weapon so that she might bear justice for the city.
To Peri, the Gnome cleric sworn to her, she gave a mechanical owl that whispered wise words and balanced Lana’s justice with mercy.
To Hal, the sneaky Halfling she gave the cloak of Hermes to hide him from unfriendly eyes and so he might always be able to uncover the truth.
To Elowyn, a Drow mage of great knowledge she presented the Tomes of Io so that no question should confound her.
To Avangad, a dwarven protector she gave one of Hephaestus’s hammers, that he might help build the city strong and true with walls sure always to keep its inhabitants safe.
Finally, Hestia came and laid the stones of the first hearth, swearing that those who came to it seeking solace would find it.
The axe was taken by Lana’s children and smuggled out of the city far to the south; there it has become an heirloom to the nation of Isylta and a symbol of the ruling family’s divine right to rule.
The Owl is said to reside in the great temple to Athena at the heart of Evercity giving guidance to her clerics. The cloak, like its owner, was never seen again after the day it was given. The Bard’s Library is said to contain the answers to every question among its endless scrolls, parchments and books, but finding anything can take years in the endless clutter and chaos that are its halls. Somewhere inside the Tomes of Io are said to reside.
After building the walls of the city Avangad grew homesick for the mountains and took the hammer and with it built the city of Kholm and there he became king. The hammer became a symbol of lordship and several generations later when it was lost, the city of Kholm lost its king. The city is now held by stewards who form the city council, ostensibly ruling in the King’s place awaiting his return (something none of them expects). The hammer is lost somewhere in the underland and who knows what its return might mean.
The First Heath has become a temple of Hestia, offering sanctuary to those who request it. Her clerics ensure no one may be arrested within its walls and that any who stay with them are given time to heal and grow well.
The city today is a melting pot of different cultures and it is not unheard of to see an Orc clansman striding past a Gnome merchant haggling with a Minotaur and the city’s cosmopolitan and tolerant makeup is well known. Apart from the capital, there are three other areas of note;
Mt Eserkel
Believed to be the home of the gods, this snow capped mountain is the destination of many pilgrimages. Most return from the difficult climb with aching limbs, a sense of wonder at the majesty of the mountain and if they are unlucky frostbite and altitude sickness. A few claim to have entered the heavens, been seated at Zeus’s table and dined with the gods, but most scoff at such claims.
Kholm
A dwarven stronghold in the mountains to the south of Evercity, Kholm is not formally part of the dwarven nation, but they don’t answer to the leadership in Rithante either. Old friendship and the benefits of trade for both Kholm and Rithante, however, has prevented any conflict. High in the mountains and pressed into the cliffside a pair of goldstone pillars standing on either side of a grey stone door are the only surface indication most travellers will ever find that Kholm exists. It’s rumoured there are many exits scattered through the mountains, but for those wishing a friendly reception, the door behind these pillars is the only way to enter the city from above. Once below ground, the city of Kholm is a wonder to behold. Set in a deep but relatively narrow cavern the city is lit by the Olios, a great web of light that stretches across the vast roof, fingers darting out to light the many pathways. A relief carving of a dwarf of gigantic proportions dominates the southern wall of the cavern and cut into the remaining three sides are tiers and stairways that lead to long avenues of homes, workshops and public buildings. Beneath the city, the mines of Kholm are deep and dark and provide a wealth of riches. Some pathway exists between Kohlm and Dolina in the underland and for a hefty fee, dwarven guards and guides can lead travellers between the two.
Olynhame
This sprawling city is seated just before the joining of the Essus and Danathi rivers at the point where they become the Danesuss. Surrounded by open woodland and rich soil the halflings who make up the bulk of the city’s population are great farmers, woodsman and herders. The city produces an abundance of food and of course their famous mead for transport not just within the nation’s borders, but beyond to others. Olynhame is known for its lavish festivals and wild parties and at the turning of the seasons. The temple of Demeter Olynhame is magnificent, grown from a bower of trees and hedges it encompasses an acre of land and includes a small lake, numerous orchards, carefully tended seasonal flower clocks and several mazes. Most Druidic circles have members who tend the temple and hold regular rites here.
The Eastern Marches
The Eastern Marches are a huge territory of windswept land, dotted with small stands of trees, tumbleweed, venomous snakes and strange formations of red stone. They look barren and uninhabited to the untrained eye, but hidden from view the landscape is pitted with canyons, arroyos, gullies and gorges. In some of these, life can be found and the tribes that make this land their home.
Moving with the many herds and the seasons, these tribes thrive in a landscape where others would struggle to survive. Orcs make up the majority of the tribes, though Goblins, Ogres, Centaurs and Minotaur clans also dot the landscape. Some are warlike while others are willing to trade or share a fire and a meal. Close to the south coast, most tribes become more wary of strangers, the threat of Wood Elf raids keeping them on alert.
The hills in the far eastern edge of the marshes are considered holy lands for most of the tribes and even among those who don’t share this view; they are treated with respect. During Ares’ time among them, the orcs assaulted Den-Jinja many times, but Zeus would always recall Ares at the critical moment, leaving the Orcs leaderless. The end result was heaps of their dead left on the field to be buried in mass graves by the elves. Large numbers of cairns are scattered through the hills that come from that time and many more have been built since as different tribes leave monuments to their dead.
Den-Jinja
Sitting at the heart of the hills in the Eastern Marches, Den-Jinja was the last of the elven cities decimated by Zeus’s thundercloud. The residents of the city worshipped Zeus above all others and among the broken columns and shattered homes carvings of Zeus’s crown and javelin are commonplace. As the cloud approached they refused to believe that their father god would turn against them, calling out prayers and offering sacrifices, but they were not answered and almost none of the elves survived. Now all that remains of them are wailing spirits, languishing among the ruins and lashing out at the living in bitterness at their god’s fury. The remnants of the cloud, centuries later, still darkens the sky over Den-Jinja, and every hour or so the broken remains of its towers are illuminated by lightning and echo with the sound of thunder.
The Western Shore
Den-Perend
Once the elven centre of magical learning, Den-Perend was destroyed not only by the lightning of Zeus’s thundercloud but also the tsunami of Poseidon’s storm, and in the wake of that destruction broken and uncontrolled magic has infested the city. Any number of strange magical effects might be observed by a visitor, but the two most common are areas entirely devoid of magic and those where portals to other realms appear. Today the nation of Isylta competes with the city-states of Voromont and Túya for control of the ruins, each side seeking to find any great magical treasures left behind and to exploit any opportunities offered by the region’s portals.
Isylta
South of the ruins of Den-Perend and bounded to the Gohari desert to the east, the kingdom is ruled from Linhold by a monarch supported by a feudal system and made up of mostly human communities. Claiming the right to rule through divine right the ruling family is said to possess Zeus’s axe, given as a gift at the forming of Evercity. While they claim lordship all the way to the river Adalin they avoid any open conflict with Túya and hold little dominion that far north with most of the small communities along the river effectively independent. As well as securing its people against the ravages of the Wood Elves, Isylta sends expeditions every few years to the ruins and so maintains a substantial army. While some expeditions are very successful when they fail there is often a great deal of suffering in the land; taxes are raised and the young encouraged to sign up for the army to reclaim the nation’s glory and where that is insufficient they will often hire mercenaries to fill up the ranks, though these are often treated as cannon fodder.
Voromont
Built very much as a military encampment there is a sense of order but also impermanence in the city of Voromont. Little has been done to soften the edges of its structures and they are not built with aesthetic concerns or comfort in mind. The devastation of the Erespia saw a great number of Tieflings torn from Hades and dumped into Karithia against their wills. Once they understood what had happened the Tieflings immediately claimed ownership of the ruins of Den-Perend. Ostensibly they will claim this is necessary because they are seeking a way to return to their home, but many factions within their own ranks actively work to gain more power on Karithia and it has been several hundred years since any Tiefling was able to return through the portals of Den-Perend. While most Tiefling are born to Tiefling parents within the city, some are born to non-Tiefling parents out in the world. These typically lead a life of suffering as they are mistaken for some type of demon and often they will find their way to Voromont seeking a place where they can be accepted. As their numbers are not great, Voromont hires a great many mercenaries, often entire companies, to defend its walls and support its expeditions. Such work is highly attractive to the mercenaries as the Tiefling command pay good wages and are tactfully careful never to waste of any of the soldiers at their disposal.
Túya
In contrast to Voromont, Túya is more a work of art than a city, its high fluted towers and ivory coloured walls and buildings make it a wonder to behold. Home of the Aasimar (or demi-gods) each resident wears their allegiance to a god proudly. The residents of Túya believe that the gods have called them to this city to wage a war preventing the Tieflings from ripping open a hole to Hades in the ruins of Den-Perend. As with Voromont, it appears that not everyone is fully committed to that cause with the residents spending as much time beautifying their homes as seeking the downfall of Voromont. Occasionally driven by a vision, their god’s calling or a simple desire for glory an Aasimar will feel the need to quest and small bands will strike out to the city seeking to achieve great renown by disrupting the nefarious plans of the Tieflings. Particularly pious or desperate mercenaries seek work in Túyaas typically the pay is poor with soldiers expected to be serving out of a sense of duty. That said, the food is good, the scenery amazing and the healthcare beyond anything seen elsewhere. Additionally, should any great wealth be discovered during a quest the Aasimar frequently have no interest in such things, considering such things beneath them. Aasimar are born in all areas of Karithia, but many will feel the pull to settle in Túya at some point. Several less pious scholars have suggested that the gods use Túyaas a holding pen when they are not sure what to do next with their Aasimar.
Keksia
This tiny Gnome community sitting on a smaller set of ruins would seem like easy pickings for one of its more powerful neighbours or the many wild tribes that inhabit the forests to the north, but something the Gnomes have found in those ruins, or maybe something they have made means any who seek them with ill intent once they are within a day or so of the city suddenly find themselves remembering a pressing need to be elsewhere or a sense of dread that the gods have cursed such an enterprise. Great tinkerers the Gnome of the Keksia are far freer in their experiments not focusing on the making of weapons alone like those in the Forge. A walk down one of the cities many wide thoroughfares will often result in hearing the word “Eureka!” squealed in great excitement several times, that or “duck!” as a test goes spectacularly wrong. It was the Keskian Gnomes who invented the portal stabilizers that allow much of the exploring of Den-Perend by other communities and keep the Gnomes wealthy enough to focus on their experiments.
Anemos
High up on the side of the mountain Emos, this small town to the east of Keksia’s dominion, like many others long the Elemental Mountains, contains a high proportion of humans linked to particular elements among its residents.
The Drowlands
Borkal
A vast crater a dozen miles across and several deep marks the spot where Brokal, the greatest city of the dwarves, once rested beneath the earth. No one is sure what exactly happened and several versions exist; a foolish deal struck with devils, a punishment by Hades or the dwarves opening a portal to the abyss by accident. What is known is that for several months all contact with Borkal was lost and then, in an instant, the entire city was gone along with all its inhabitants. Now the city is said to stand in the Fields of Despair on the banks of the River Styx where it begins to descend into the abyss and the dwarves of Borkal act as the first defence against the never-ending threat of the demons. Rumours also suggest that in the ruins the barriers between planes are thin and easily crossed.
Den-Qender
Zeus’ thundercloud struck first and without warning at Den-Qender, the city that was at that time the capital of the elven nation. The first strike of lightning reduced to central district to slag and the thunder was so loud and powerful it knocked down the remaining buildings and shattered the city’s walls, scattering them into the surrounding fields. Following that the thundercloud split in four seeking the other great cities of the elves.
Given the destruction of its walls, some now refer to Den-Qender as Fal-Qender for the river Lasias that flows nearby.
Now a place of pilgrimage and mourning, many shrines and mortuaries have been raised around the city and temples of many of the gods have been raised. All such building has remained outside the few remaining sections of the outer wall that stand like broken teeth, marking the ancient boundaries of the city. At its heart a glass bowl some 200ft across marks the point of the lightning strike. For some, its surface still gives off heat, while others claim to see lost loved ones in its opaque surface and hear their cries on the whistling wind that seems to inhabit the place, a very few claim the residue of Zeus’s strike imbues them with power and strength.
Ko-ofest
Still mostly buried beneath the ground, Ko-ofest is the only Drow city with any surface structures. Ko-ofest acts as a major travel hub as it sits in the largest north-south running valley in the Elemental mountains and maintains hundreds of miles of roads running north, south and west. While the Cult of Artemis drew the Drow back from the ‘Darkened Path’ (a term used to describe Hecate’s mandates and teaching to the Drow) they remain an intensely competitive society. While this doesn’t typically turn to murder and genocide as it would have in the past, the great houses jostle for position endlessly, with Matron Mothers always looking for the next opportunity to improve the standing of their house. Much of the architecture has been reworked across the city with spiders almost entirely removed, replaced with a fawn in brambles motif as a dedication to Artemis. While deer meat is perfectly acceptable it is a serious offence to hunt or kill a fawn in the city’s domain.
The major subterranean settlements of the Drow are:
Aran-hulis
Formed around a series of volcanic vents and renowned for its hot spring baths and the richness of it’s Mulk (Rothe wool).
Aran-etam
Great seams of precious metals were long ago mined out to create the twisting caverns and alcoves that this city fills. While much of that ore is long gone there are still great deposits of mithril and the city enjoys a great deal of trade with the Forge.
Fal-zolan
The falls of Fal-zolan are said to be enough to take your breath away. The city itself is nestled into a cavern underneath the falls supported by two vast pillars and the skills of its famously powerful mages. The vast multi-channelled falls cascade water constantly, and the streets close to the entrance of the city experience an almost constant rainfall. The magical lights that illuminate the city rotate and shift throughout the day and creating magnificent rainbows that the residents can read like a clock.
Ko-tenebris
Deepest of the Drow cities Ko-tenebris is said to have been closest to Hecate and the ‘Darkened Path’, but now seem almost as aggressively devoted to Artemis to a degree that makes most other Drow nervous.
Phaestian Mountains
Dolina
The Karikdan clan have ruled the dozen or more dwarf cities from Dolina since the Okharan royalty disappeared with the city of Borkal.
At the time of the disappearance, a member of the royal family named Davdan was ward at of the Karikdan clan and married off quickly to a member of the family named Vald. One of them must have been of each gender as children were born to them and from that line the nation now takes their rulers.
Hephaestian has no gendered pronouns and it is only when translated into other languages that they gain any such meaning, the words most often translated as ‘King’ and ‘he’ could just as easily have been translated ‘Queen’ or ‘her’, but most other races see a beard and make assumptions, most dwarves don’t care enough to correct them. Relations between dwarves rarely concern themselves with gender and while there are male and female dwarves, a relationship between two dwarves could be formed of any gender pairing and only the dwarves themselves are likely to know. Most unions are made to confirm an agreement or bind families and clans closer together and arranged marriages are the norm. If it is discovered later that they admire each other and take pleasure in each other’s company that is a happy coincidence.
The lay of Davdan and Vald is a classic of dwarven culture, lasting many hours in its fullest forms. It outlines the many trials and tribulations of their reign and the difficulties of their relationship given they each were passionately attracted to other dwarves at the time they were married. It admires how well they put aside personal feelings and happiness time and again for the good of the dwarven people. At its conclusion Vald abandons Davdan to a grisly death at the hands of the Drow (prior to the Erespia) because to rescue them would have cost the dwarven people too dearly at a time when resources were stretched too thin. The last few verses are told from Davdan’s point of view where they realise their love for Vald precisely because they were left to torture and death. Dwarves consider it a romantic masterpiece while most other races seem confused and bored by the time a presentation is complete.
Many hundreds of years ago members of the Okharan family found their way back to Karithia, but they had somehow been twisted by the abyss, feeding off hatred and a thirst for vengeance against those of their kin who were not drawn into the hells. Attacks have been plentiful, savage and fought without mercy over the centuries. No dwarf has been able to confirm where the war parties originate, but it is believed that somewhere in the deep underland the Duergar have founded a home.
After many centuries of fighting against the darker races of the underland; the Drow, Ilithid, Duergar, Kuo-toa and more the dwarves have developed a society that focuses on cohesion and cooperation. For a typical dwarf first and foremost comes the nation, then clan, then family and finally personal gain or enjoyment.
Slow to forgive and likely never forgetful the Dwarves still view the Drow with suspicion and while welcoming the cessation of hostilities begrudge losing the exclusivity of underland goods they had enjoyed before the Drow opened up trade with the surface.
Dolina itself is the only dwarf city in which natural light falls, set as it is in a huge cavern, one end of which opens onto a south-facing cliff face. The giant faces of two dwarves are carved into the rock face above the cavern opening, gold plated with eyes rumoured to be made of precious gems. The city rings with the sound of industry as the great forges and foundries produce weapons, armour, ironwork and jewellery ranging from the commonplace to the exotic. Trading extensively with both surface and underland communities Dolina is an incredibly wealthy city.
While in the city (as with any other dwarven community) it is expected that any resident or guest will act to protect of the city and offer aid should any emergency occur, failing to do so will likely result in arrest.
Standing on the eastern side of the cavern the Lawhall matches the splendour of the royal palace on the western wall. In this building, all dwarven law is recorded and it is the home of their judicial system, a system based on precedent and case law built up over centuries. Each dwarven Judge will spend decades training and debating in the Lawhall before they are granted the title. Cases are handled quickly and once a court is in session the Judge holds complete sway and will question and hear evidence for as long as they need before making their judgement. A court allows for no appeal and inline with their cultural priorities a Judge will often act to defend the nation if they are uncertain. Many outsiders accused of petty crimes are banned from any city in the dwarven realm as a precautionary measure. Conversely those considered vital to the city’s defence and wellbeing are often given lighter sentences. Outsiders hearing this imagine an opportunity to abuse such privilege but Judges have been known to act in defence of tradition or unity as much as explicit need.
Bezdana
After leaving Dolina and travelling for many weeks through the underland dark you might eventually come to Bezdana. According to the dwarves the city is directly beneath Dolina, but a thousand fathoms deeper and no one seems inclined to argue with them. Set in a natural geode the city is barely lit and yet filled with a soft glow at all times. The legend tells that the original founders were part of mining party that was seized by Duergar, after being blindfolded and bound they were marched for many days and their leader Vodis a devote of Athena prayed for assistance. What some put down to a simple earthquake, Vodis claimed as a miracle as while on one of their infrequent rests they stopped near the geode only for it to crack open throwing shards of crystal that speared their captors. Freeing themselves Vodis led his party into the geode finding a wide-open space inside along with a stream that somehow flowed down through the earth and into the geode and a ready supply of fish and mushrooms to sustain them. Famed for its crystal deposits, large quantities of gemstones are cut from the surrounding area, but the geode itself is considered holy and remains untouched. Free-flowing water is a huge blessing to the city and they are able to maintain substantial herds of Rothe trading them both for food and Mulk.
Peshchera
After many ages, the mines of Peshchera show no signs of failing and the great tiered city is built into two sides of the fissure that contains a seemingly endless supply of ore. Known as the city of bridges thousands of them span the chasm between the north and south faces and in places houses and markets have been built on the suspended structures. Focused almost entirely on mining operations the settlement the city produces vast quantities of iron, gold and silver.
Kan’on
The newest of the dwarven cities, founded barely two hundred years ago the Cerkora clan operates the city as more of a military encampment. The nearby Kuo-Toa territory has resulted in many clashes, but the extensive mithril deposits have made it impossible for the dwarves to resist.
The Forge (Kovat)
It is said that somewhere in the heart of the volcano Hephaestus works tirelessly out of the reach of men and gods, but what he’ sworking on none are certain.
Build into the side of an active volcano the Gnome city commonly known as the Forge is more formally called Kovat in Hepheastian, though a great many of its inhabitants never learn their ancestral tongue. Made up of many levels, most visitors will only ever see the Hearth, perched on the outside of the caldera with water flowing beneath it that keeps the great turbines turning. The river Falton falls away from what appears to be a wall of solid rock, but hidden from view by the great rush of water is a portal that leads onto the elemental plane of water. No one is exactly sure what magic, for surely magic it must be, allows the Forge to exist.
Graceful buildings and luxurious parks dominate the Hearth along with the demonstration grounds at the very edge of the outcropping. In the Hearth, the salespeople of the gnome factions demonstrate the latest technology and weapons they have developed. For those who want an edge in trade or war and have sufficient coin the Forge is always open for business. The factions form tightly bound groups mostly within families working always to the benefit of their own and often engaged in clandestine disruption, sabotage and theft from each other. While no outright warfare exists between them there are still casualties among the different factions and the powerless are frequently the victims in the endless power struggles.
The Bellows district, set beneath the Hearth, houses the most important and influential members of the factions as well as the Great University and the Hall of Assembly. Life here is a series of formal gatherings, symposiums, technical briefings, political manoeuvrings and gentile competition.
While the University technically remains independent, individual scholars are known to accept ‘gifts’ at private meetings and let slip new ideas before they are formally announced. Frequent presentations of new ideas occur and an auction of research, experiment results, models and prototypes are often held at their conclusion. Some factions attempt to purchase such to help them develop interesting ideas while others employ gifted tinkerers to duplicate and develop the ideas from just the presentation.
The Hall of Assembly is technically the governing authority within the Forge, but in reality, very few new laws are ever past as wrangling the different factions to a successful vote (itself a difficult challenge given the system’s labyrinthine quorum rules) is next to impossible. Heracles in his labour to get the Hall of Assembly to pass a new law, only succeeded by threating the lives of everyone present, and the law they passed banished him from the Forge.
Lower still, in a rising heat is the Beck, where the wild ideas and fabulous inventions of the academics squarely meet the reality of what the gnomish engineers can construct. Compounds within the Beck are heavily guarded, as this is where the aforementioned disruption and sabotage take place. Important workers and valued engineers will have lodgings within the compounds but most workers live below.
The Sawge is the lowest level of the city and houses the least skilled labourers. Dirty, dark and constantly hot the poor and powerless live in the Swage. Most faction-sworn manage to live in small communities on the riverside where the water falling on the outside of the mountain at least gives some relief. Venters, however, are casual workers with no affiliation and live on the side of the Swage closest to the volcano’s main channel where the ground is frequently hot to the touch and life is brutal and short.
Adalespi
The seas around Adalespi are well patrolled by the wood elves who attack anyone they can catch, and with the enchantments on their ships, that’s pretty much everyone. Those who have survived approaching the island report two wooden settlements one at either end of the island. They appear to be elvish in construction but what they might be called is anyone's guess.
Den-Jugal
The southernmost of the ancient elvish kingdom’s great cities the whole of the island was swamped by Poseidon's great storm and much of the city swept away. Those brave enough to have ventured onto the island and who’ve then managed to avoid the wood elves report a city that seems abandoned and overgrown, filled with odd shadows and the sense always of being watched.