The "Yes" Group
- Yain Karai
- Valley of Monsters
- Elemental Planes
Laddenstradda – The Capital
Laddenstradda is the region’s capital, and the most populace city of the north east. A huge population of 500,000 humans, elves, halflings, dwarves etc. live in very small cramped quarters of Laddenstradda. Built on the old ruins of Shalo Saana, a powerful city state that was abandoned hundreds of years ago, Laddenstradda holds little resemblance to Shalo Saana’s original architecture.
Gothic needle like spires pierce the otherwise calm and empty skyline. Smokes from chimneys create a thick overcast all over the city, hiding even middle portion of the tallest Laddenstradda’s building called the Liycee. This enormous tower is the regions biggest university, and arguably the largest mage training facility in the world.
Streets of Laddenstradda are cobbled together from neatly packed stones, that make tight streets. Short maze like walkways often prove to be challenging even for native born citizens of Laddenstradda. Darted long narrow windows give a peak inside of the modest living rooms of bewohner, and often illuminate the streets in frequent light rays. The smell of chemicals and magic byproduct makes it difficult to breather, and loud machinery and magical experiments create a constant background noise.
Laddenstradda bewohner (a word to describe Laddenstradda citizens) parade around the streets, on their way to saloons or work in the latest fashions. It seems that fashion changes so often, that only a few can keep up with the latest trends. However intelligence and culture have always been deemed highly valued attributes among the bewohner. Wealthy bewohners spend money on education and try to cultivate interests in art, magic, and anthropology. As a result, Laddenstradda is full of self important dilettantes and amateur magicians.
The city is organized into nine districts loosely based on Shalo Saana’s original neighborhoods. In Shalo Saana’s time of prosperity, four rivers ran through the marshlands. It made the marshes into fruitful farmland, proved to be a perfect place for an ancient city state to claim a stake. As the city grew, it expanded from a small camp to engulf a large territory, big enough to be split by the rivers. Laddenstradda eventually took a similar shape, when it was built over the ruins of Shalo Saana. These districts are named after the original neighborhoods, but in actuality have little resemblance to the districts of ancient Shalo Saana.
Hashen – is a large industrial district that is famous of metallurgy, smithing, and woodworking laborers. Although it is not the biggest or the wealthiest neighborhoods, Hashen is a very Important part of the city, providing majority of durable goods for the region.
Hashen Warten – is near Hashen district, and is another commercial area. Unlike Hashen, Hashen Warten is a business outlet for the merchants throughout the city. Large shops, open markets, and factory storefronts make up the majority of the neighborhood. Often full of latest demos and sales presentation on the weekends, Hashen Warten is a popular district for shopping and entertainment.
Liycee – is a district entirely dedicated to the mage university. An unnaturally large tower rises above all other sharp rooftops in Laddenstradda. The tower that is continuously being built by students and faculty, serves as the city’s intellectual center. Book shops, coffee houses, and trade schools populate the area around Liycee.
Den Brad – is a lower residential neighborhood that houses city’s servants, laborers, and craftsman. Den Brad is always bustling with activity. Workers going to and from work, working class kids running back and fourth, and communal festivals and events take place regularly, to strengthen the community.
Vermenia – is an upscale residential neighborhood for the wealthy bewohners. Ruling blood lines have large lavish homes throughout the district. Upper scale statesmen and important travelers often try to visit Vermenia in hopes of making accidental contacts with the ruling elite. This neighborhood is often quiet and peaceful on the surface, but behind closed doors there is a world of cut-throat politics, as the bloodline families struggle to keep control of the region.
Palatone – is the cheapest and the most dangerous neighborhood where the poorest bewohner live. Those who are unfortunate to cross the blood families, working untouchable jobs, and those without family connections are forced to find refuge in the shadows of old ruins.
Freist – is the religious district. Laddenstradda doesn’t have an official religion, and the bewohners are free to chose their own faith. Even through bewohners rarely bother with spiritual things, being part of a particular faith can prove to be beneficial for making business connections. Incidentally, Freist is also the official government district where public records are suppose to be kept.
Shalo Saana – is the only district that resemblers the original city. A colossal cathedral has been built around Shalo Saana’s original gladiatorial arena. Fairly regularly large gladiatorial events take place for the entertainment of Laddenstradda. In a city comprised of intellectuals, it would be unimaginable to have a bloodthirsty arena, but Laddenstradda Historical Society has restored Shalo Saana in the guise of traditional reenactment. None of the types of fights (beast against beast, humanoid against humanoid, or a grand melee) would have ever taken place in historical Shalo Saana, but this is wildly popular form of primal stress release. Bewohners who lead a fairly polite lives, can vicariously participate in brutal battles without having to be in harms way.
Robani – is a lower residential area, that quickly became slums. Unlike Palatone, Robani is a large open area for non-bewohner residents. Those who work within the city, but are not bewohner often cannot find residence in any other district, and are forced to live in Robani. There are several prominent communities formed in Robani of various outsiders, and despite the nasty rumors, Robani people are very friendly and welcoming to visitors.
Yain Karai – The City of Heroes
Yain Karai is not a traditional city. Its a large open campground that was established along the farthest south east waypoint of the Windy Trade route. It started out as a camp site for merchants, who specialized in exotic goods and gem stones. The large flow of money quickly attracted other merchants and traders. Unfortunately this group of merchants eventually attracted unsavory individuals, who would take advantage of military lacking trades-people.
Blackmail, extortion, and muggings quickly escalated, once the thieves heard of the wealthy unarmed camp site. The escalation of violence eventually resulted in a raid on the merchant city (later it became known as “The Ruby Massacre” This name was given by the Imperial soldiers who found scattered gem stones among the bodies of the unarmed dead merchants.)
Despite the setbacks, this location remained a perfect connection point between the civilized world, and the exotic unknown. Merchants established a democratic governance, and began to hire adventures to protect them.
Soon, the tent city became a proving ground for fortune seekers and aspiring adventures. Rich traders and explorers continuously ventured into the unknown, and often awarded hefty contracts to body guards and assistants. Over the decades, adventuring groups almost completely took over the city, making it less of a commercial post and more of an adventurer gathering.
Today, Yain Karai is known for its adventurers. Its the final destination of merchants to buy exotic goods and magical artifacts coming from the unknown. And the start destination for young adventures to try and make a name for themselves, by venturing out into the wilderness.
Valley of Monsters – Southeast Wasteland
This southeast region has become colloquially known as “The Valley of Monsters” because of the large number of deadly creatures inhabiting the region. The barren charred stone landscape wasn’t always a dangerous terrain.
The region used to be a large beautiful grassland, with a temperate climate, and home to many peaceful species. Among the plane living like Halflings, Gnomes, and Humans, this used to be their original habitat.
The magical potency may have also been the region’s downfall. Because of the large quantities of residuum, magic users took interest in the region, mining out the powerful dust. Two groups of magic users dominated this region and drove out or corrupted majority of the natural life, and twisted the landscape.
Powerful ogre mages was one of the first groups to discover the landscape as a potential for residuum mining. Although Eladrin profusely deny the accusation, their ancestors were the second group that took interest in the residuum. As their magical ability expanded and grew in power, it eventually sparked in a conflict known as “The Wizard Wars”. The continuous use of magic of mass destruction eventually cause a calamity, permanently destroying the landscape.
In the present time, this barren wasteland hardly resembles its original look. Hard jagged stones that pierce from bellow the ground making mazes full of magically twisted monsters stalking unlucky wanderers. Burned stone landscape, occasionally covered by thick cold mist that houses spirits and bound angry vengeful undead.
From below the ground, huge insects burrow through and creating large underground complexes, eventually coming up to the surface to feed. Constant cloud overlay, and a variety of unnatural weather patterns makes the Valley of Monsters an inhospitable locale.
Only the brave or foolish will wander into the valley, attempting to gather exotic materials, hunt and slay rare monsters, or look for long forgotten artifacts left over from “The Wizard Wars”.
Elemental Plane Of Air
According to the Great Wheel cosmology model, the Elemental Plane of Air could be reached via the Ethereal Plane, an adjacent elemental plane, or by an elemental vortex. If traveling through the Deep Ethereal, a blue curtain of vaporous color indicated the boundary of the Plane of Air’s Border Ethereal region. Once in the Border Ethereal, a traveler could observe the Plane of Air and be detected by its denizens. Using the spherical model, this plane was adjacent to the para-elemental planes of Ice and Smoke and the quasi-elemental planes of Lightning and Vacuum. Elemental vortices could occur wherever a high concentration or nearly pure form of an element was found, and could be temporary or permanent. A vortex to the Plane of Air could manifest in the eye of a hurricane or in the clean, crisp air atop a high mountain, for example. Temporary gates could be created by the plane shift spell or the abilities of powerful druids.
In the World Tree cosmology model, the Astral Plane connected all planes with the Prime Material Plane and the Ethereal Plane was only used for journeying between locations on the Prime. The Elemental Plane of Air was not connected or coterminous with any other elemental plane. The spell astral projection could be used to reach the Plane of Air via a pale blue color pool. Additionally, the gate and plane shift spells could be used to open a temporary portal to this plane.