GEOGRAPHY

of

Enlieu and Environs

General:

Enlieu is an island off the Southwestern coast of the Low Kingdoms (Uruhr). It is in an area of volcanic activity that helps keep it relatively warm in the temperate waters of the Great Blue. The island sports a varied climate and numerous terrains.It is sparsely inhabited and sports only one major road of any consequence (the Crossing). It is in the midst of some very rich fishing areas and is made of fertile soil. Enlieu has often been a place of refugees, or a settlement of various diaspora, but never a political power in its own right.
The Western portion of the island is spider-webbed with a series of faults and canyons that produce a confusing maze of dangerous crags and crevices. That region is mostly uninhabited by humanoids, though there are numerous creatures that make their homes there, from moutnain goats, to eagles, lions and other animal life. There is but one human settlement, Crag Keep, which hosts a hundred or so hearty souls. That outpost was established to stem the tide of pirates who navigated the dangerous western shores estsablishing caches and hidden cave ports. More recently the warriors of Crag Keep have fended off attempted settlements of Wierdlings, bands of barbaric Fallen who act as brigands and highwaymen.There are rumors that the crags open to reveal subterrainian access to the oceans that are inhabited by various aquatic denizens who deal with the pirates and otherwise ply against the good people of Enlieu. The west is also home to the Great Green. This is a large plain of high grass home to numerous species of animals, including several feral horse species. There also is rumored to exist a small number of tauric creatures (centaurs, minotaurs, wemic and lamia) that live in a sort of bachanalian dance, sometimes coming together to mate and revel in their wildness, other times being bitter foes competing for the limited resources. The Great Green is a flat plain on a slight angle, from the height in the center (a thousand feet up) to the cliffs overlooking the sea (200 feet up). Traditionally the best land is thought to be in the center.
The Eastern portion of Enlieu is nearly as unsettled as the West, but its current state hides its more ancient past. When Enlieu was first settled hundreds of years ago, its western slopes were found to be rich in minerals, gold, iron, copper and other ores. These were extracted with some ferocity and the land is still pockmarked with surface mines and pierced with mine shafted digging deep in the Salt Hills. Eventually the ore ran out and the settlements built along the western slopes were abandoned. The land was parched with sediment and salt pulled from the interior of the mines, and to this day only the most heart of plants grow there. Some people manage a small trade of mining and salt extraction from the hills, but they are mostly left to the wild. Since their abandonment, many of the mines and natural caves were taken by orcs, goblinoids as new homes, and they have begun to repopulate the area. In some of the loftier peaks the hills (reaching a couple thousand feet high) are home to an unusual group of bluish apes known as the Bondi. These are fierce creatures that defend their territory ruthlessly, though they rarely stray froms it. The only major settlement, apart from a few fishing villages, and pirate coves along the coast is Halidon.
Halidon was once the center of the mining trade and a major seller of fine salt tothe rest of the world. The city was built away from the danger surf (and out of the way of the oceans harsh weather). In the end, this spelled ruin for the city. Its salt trade eventually diminished and without access to the sea it could not serve as a center of trade or development. There is still the remains of a proud city there. The city is the only walled city on Enlieu and finds itself in need of those defenses to protect itself against goiblin and orc raids. The forges of Halidon still produce high quality weapons and armor to supply the guards manning its walls. Halidon is reknown for its fountains which tap the water table deep in the hills, and provide the inhabitents with fresh water. It makes the city one of the best defended in the area.
The Center of Enlieu (or the heart) is the most heavily populated and active region. Bordered by two large forests (Golden Oak Wood and Stark Wood) the region is a fertile area that has attracted several large settlements. Golden Oak Wood is an old and rich forest of tall oaks and other hardwoods. On its borders are several large villages that plunder the woods for game and timber. There are rumors of creatures living the wood that are ancient and powerful. Most feared perhaps are the Green Trolls, a species of Trollkin that range from small but fierce creatures resembling kobolds, to full size trolls that dwell in the canapy of the great woods. It is said that the wood is also home to small groups or individual elves who've left their homes to find new places of ancient green magic. Golden Oak Wood is thought to be the older of the two great forests and thus more entrenched with magic. Somewhere in those woods druids still ply their ancient trade, but they do so in secret and to ends unknown to civilized man. Stark Wood is quite a contrast, though no less dangerous. It is mostly a pine forest that is thick on portions but also nearly a swamp in places. It is considered quite dangerous and forboding. There is little game that scrapes a meager living there, and much danger. It is most famous for the giant spiders than inhabit many of the tall trees and thick underbrush. The only creatures that seem able to challenge the arachnids are the Blood Hawks. These bright red avians roost in the tallest trees and frequently feast upon the spiders. Blood Hawks are sometimes coaxed to live elsewhere and have been known to serve humanoid riders and trainers. The Starkwood gives way to the Dead Marshes which are inhabited only by marsh life, crocodiles and snakes. It is an area that is sometimes a graveyard for sailing ships caught in danger currents to the north, but not sought out by anyone since it has no resources, limited fresh water, and many dangers. It is so names because of certain salts and minerals in the waters that serve to pickle and preserve teh flesh of dead creatures, including many humans there. The southern part of the Central region is occupied by a small range of volcanic mountains known as the Wispy Peaks. These semi-dormant volcanos belch forth steam and smoke and cloak the peak in a perpetual cloud cover. The mountains are held with some dread by the local inhabitents as it is believed to be home to Fire Giants among other dangers. One of its peaks, the God's Pyre is an active volcano just off the coast of the south. This volcano and its numerous steam vents warm the sea around it creating an almost tropical region in the heart of the cold seas.Steamy Reef is filled with unusual water life that can live and grow in the hot sulferous waters. There are five noteworthy settlements in the central heartland. They are connected by the single highway of Enlieu known simply as the Crossing. This road is watched by patrols of Rangers known as the Crossing Guard. There is considerable travel along the highway, and it somtimes used by merchants who hire ships on both ends of the crossing rather than try the dangerous seas to the north or south of Enlieu.

Cities

Daetaan (Pop 5,500 Humans (40% Malaanese, 30% Quesais, 20% Sunese, 10% other), Elves, Gnomes)
One of the oldest cities on Enlieu this port cit was founded back in the days of explansion of empire (2000 years ago) then called Tamaculis. It is dedicated to the port and trade with the city slowly spreading out from the port. Much of its industry is focused on the sea, both supplying the ships with food, repairs, sail cloth and other essentials. Daetaan is a natural stopping place between Thelessa and Venrami. The city sports a decent set of docks and good harbor. There is little fishing done there, but many deep water fishing boats make Daetaan their home port. For political reasons Daetaan was never a major port for the Blue Navy, as a result many boats that did not desire 'imperial' or 'royal' attention woulf frequent the port often selling and exchanging cargos with Uruhrian vessels. This trade was tolerated by the Blue Navy since it provided the Low Kingdom with good unavailable otherwise.The Suni Bazaar is a nightly (by tradition only) event where teh sale of illicit items is common-place as well as many other dark transactions.
Daetaan is ruled by Viscount Reland Kuras (a family loosely allied to House Lessa). The Viscount maintains a cadre of trained marines capable of both aquatic and land based fighting, they are based on the one great ship that makes Daetaan its home port the war galley "Storm Drake". They are lightly armored and trained in swimming. The Coastaliers are typically armed with scimitars and javelins. The Crossing guard also maintains a small keep in Daetaan, it is independent of the Viscount and held with some suspicion by the lord.
Tevis (Pop 1000 humans, one hundred non-humans)
Tevis is a small city built onto and around a fort designed at some point in the past. Historical records are somewhat vague about who it was designed to defend against, but the general consensus is that it was built to protect against spider armies from the Stark Wood. Tevis has a moat but no walls (which is one reason that spiders seemed a likely enemy, walls would be useless against them).Tevis has two bridges that connect the city to the highway, but these bridges are built on floats so that they can be moved or pulled ashore and prevent land assualt. Tevis is not particularly famous for anything, it makes a decent leaving off of the nearby woods and grasslands. Mostly cattle ranchers and related industries. Cattle are rarely brought into town, except in time of war or for slaughter. The RedWater days are those around the annual slaughter when the moat collects the run-off of the blood from the abattoire. These are big celebrations and draw crowds from around Enlieu, especially the farmers, ranchers and craftsmen seeking to sell their harvests, meat or goods.
Tevis is ruled by Sir Wendel of House Longhorn (their symbol is a longhorned skull).
Chabot (Pop 400 humans, 100 non-humans)
This large village sits on the edge of Duchess Lake and does a decent trade in freshwater fish, timber from the Stark Wood, and game from the surrounding areas. They also serve as a trading post for miners from the Salt Hills, fruit gatherers from the Clover Wood, and ranchers from the nearby plains. The keep is really just a tower with a large house attached to it. The lady owns the small mill attached to the lake and stream, as well as the abattoir and tannerıs. There are only a few freeholders in the town but the Lady treats all hear people with care and respect.
Rules by Dame Chabot, a knight with a small retinue of other knights, known as the Order of the Pale Hart (symbol of a white stag). The knights are a roaming order that are sent out on various missions, often to the mainland and elsewhere. Her ancestry is Enduirian.
Port Chayla (Pop 12,000 humans, 2000 non-humans)
The largest city on Enlieu. This growning and vibrant city is one of the most beautiful on Malaan. It was designed to be the playground for the nobles and aristocracy of Uruhr just before the Apotheosis it ended up being more of a refuge for them than anything else. The city has almost no industry, but instead is supported by ancient wealth and gifts from foreigh countries. In fact, the main product of Port Chayla is land and safety. The city sports "embassies" and second homes of many families and is considered something of neutral ground by all the powers. It hosts a substantial militia in the form of the Queen's Guard and a small fleet of corvettes as well as well positioned catapults protect its harbor. A small but developing city on a shallow bay. Port Chayla was designed to be a summer palace for the would be queen of Uruhr. She desired a retreat where she could meet various nobles and foreign dignitaries and entertain them. So the port was cut through the reef and the cliffs were terraced to provide gardens and homes for the peasants who would serve her. When the palace was built, the small support village and port, began to grow. Houses of the major families were built and embassies for the foreign powers grew. The city began to grow in anticipation of the Queenıs arrival. But that never happened. She disappeared and the kingdom fell apart. Enlieu became again, a home of refugees. Some of the wealthy that built homes to be close to the queen sought refuge in the city. Other homes that were not ever occupied by their rightful owners got Œpurchasedı by others who sought a haven from the apotheosis. Although the city never founds its glory, it has managed to do well despite that. There is a fair amount of wealth, and a willingness to bring in the finer things from abroad. The palace is unfinished but occupied by Lord Amridin who was the queenıs viceroy during her regency. He rules Port Chayla with the air of a house steward treating the various shop-keeps and boat masters as though they work for him. All the same, his coin is good and his interference is minimal. The cities militia and police are still called the queenıs guard, although there is little suspicion that she will ever show up. Amridin seems content to rule for as long as he can, but he has made no effort to secure his official title to the lands. The palace is also host to several foreign dignitaries and some distant relations to the queen, including a few survivors of family Ockham.
Port Chayla is rules by the Lord Viceroy Amridin.