Locations by Number
Lithdim is where the game will mostly take place and where most people will meet for roleplay and such. Lithdim is a great industrial metropolis filled with all sorts of urban wonders.
1. Great Lithdim's Mages Tower and Arcane College.
2. Malphoras; Naelvich's largest cathedral. Houses worship for many different faiths
3. Aefragal Nobles district of Great Lithdim
4. King Daphnes Johannsen Naelvich's Palace and home to The gold dragon known as "The Golden Wise"
5. Sword and Shield Military, Prison and Guard district
6. Market District
7. Pheragon Poor and Working class District
8. Terella Divine district
The main contienent is filled with many great wonders. From the dwarven frost giant kingdoms who had just recently become friendly to Herwaiai to Zhion advanced temple of psionic training.
9. Temple Zihon. Grand temple towards training Psionics
10. Town of Zihon.
11. Chomp Isle; Island of gnomes ruled by their king, King Harold Jimsley Chompska III. Often sells fire arms and special mechanical devices
12. Iron and Steel coast mines
13. Ierland Port town.
14. Silver Mining
15. Pharland large area north of Lithdim; it is home to many towns divided into regions such as the highlands and the lowlands. Humans and dwarves often live here and form kin and clans. (Races of stone may fit here very well)
16. Terra and Philins two towns; Terra the smaller one and Philins the bigger one
17. Arathgar the Frost Giant/Frost Dwarven kingdom
18. Mithril Mine
19. Spinsville; a small mining town, sends it's metals to Great Lithdim to make steam machines.
20. Harble; a small town surrounded by mountain. They often do mining or hard labor
21. Kerra; a live stock and animal training town
22. Hol; a small map near the frozen wastes. Hol often is a trading point for the frost dwarven/giants
23. Mycos; The Myconid kingdom. Mycos is very oriental in culture; much like ancient china; the people of Mycos train their inner "Ki". They are known to be fine wise craftsman as well as some kind of vacation getaway.
24. Phrilila, the elven kingdom does trade with Mycos and Herwaiai
25. Telechus; sometimes known as town of heroes. Many warriors began their adventures in telechus
26. Herwaiai, a very particular city most known for its relaxation. It is often a vacation resort for all classes of people. As a honeymooning spot it is very common. It does tropical trades with other nations.
27. Tramelli; a large port town with it's own military. Often does trade with the Trassian and Kobold nations.
Arathagul and Firjjidar have been at war for decades. Arthagul is the empire of Trassians (see custom/added content). The Trassians have pushed Firjjidar to the deep wasted desert. Firjjidar is a nation of tribal kobolds. The kobolds that live there tend to be very religious (lawful Neutral Usually). Civilized or otherwise non tribal Kobolds do not care much for the war and just go about their regular business. Trassians are very similar in that way as well. Will the war between the two nations ever end? Only time will tell.
28. Afrigard the once capital of the Trassian Empire. It is now Under Kobold Custody.
29. Afrigard's Military outpost and trading post with the main continent.
30. Kootinya; a large Trassian town it is surrounded by military outposts against the kobold nation of Firjjidar. This was retaken by Avraham and an Army of Hectors from Namiri Island
31. Riffington a colonized port town by Great Lithidim, it grants a trading post for both Trassians and Kobolds as well as a place where the gnomeish nation of Chomp Isle can trade goods.
32. Adamantine Mine
33. Kirjiidamar a large Kobold town on mining society. It mines adamantine to trade to Great Lithdim to create the stronger more reinforced steam construct servants of Great Lithdim. As well as weapons and other items of metal craft.
34. Temple of Hu-tuai; a legendary religious temple for Kobolds. There is great legend on how it was created by the holy word of a lost and forgotten dragon god who took away sight from three kobolds. The three kobolds had to build the temple simply with faith, and only through faith. The kobolds after much time created the extraordinary structure actually managing to make it very very stable. It was their faith that made it such despite not having eyes. The temple is roughly two thousand years old and is highly revered by Kobolds.
35. Tirjjidar a large city similar to Kootinya it once kept the kobold desert safe from Trassian armies. However this section has recently been taken over by Trassians (see Desert Wars Under Adventures). This was Retaken back by Yuk and his troop of Kobolds and is now a Kobold Town again. The Sniper Commander was defeated by Terjon
36. Karjidirdar is the capital of Firjjidar, it is run through a democracy by kobolds. It's executive branch led by a shaman named "Corjjina" she despite having a rather small nation in the desert has managed to keep the country safe from the Trassian threat.
37. Punya is a town very much like Kootinya. It was a Trassian military outpost to prevent the kobold nation of Firjjidar from taking back it's land. However; just recently it was taken back by Avraham Crockett and a massive Legion of Cloned "Hectors" from Namiri island.
38. Crash Isle a seasonal getaway and vacation spot which has plenty inventive and awarding results of inhabitants and denisens within. Some small ammounts of rural and nature scenery currently near Chomp Isle as one of the bigger islands. (New Location Courtesy of Jack)
39. The Aborted Crater - The Crater is a large burnt hole in the ground which is simply the remains of Dr.Infunt's Sky Base. Dr.Infunt was killed here and his ship fell making a huge crater in the earth. Who knows what sort of mad science experiments could have survived the blast? or perhaps even the plant and animal life affected by it. Could there even be the doctors notes here? Treasure? Nothing is known for now. (New Location Courtesy of BIRDMAN)
40. Namiri Island - An ancient offshoot culture that colonized a far off island micro-continent. Namiri is dominated a variety of terrain, from snowy mountains to a miniature desert, making it the ideal training ground for warriors. Culturally, Namiri's civillian population are required by their emperor to either join military training (mostly males, with -some- females) while women required to undergo Gesserit tutileage, (With the exceptions of a handful of elite gaurds, Gesserits to not allow males entry into any service whatsoever within the Gesserit Order.) A reclusive island that allows no outsiders within it's borders, except for an opulent Foreign quarter of it's capital city, situated on the coast. (New Location Thanks to Jarael)
41. The Frost King's Hammer - The Frost King's Hammer is a great and powerful Gauntlet of a dungeon. Many warriors and adventurers have been said to have delved deep into the dungeon however many don't come back alive. Those that do come out screaming in pain and agony and are eventually killed by the sabretooth tigers of the frozen wastes of Aftgardt. Many a trial for many an adventurer await here. (New Location Courtesy of Terjon and BIRDMAN)
42. Vraksia - A country in ruins from a recent war with Begnession. Many Trenches can be found from old battelsites and the remnants of airborne gas weapons are known to exist. Most of Vraksia's military disbanded after the war, most of them becoming raiders or going to ground as partisans. Who knows what is to be found amognst the ruins of this destroyed country.
Races and Culture
Main Player Races and Naelvich Custom Races
Humans come from anywhere and everywhere through out the realms and are open to many different types of culture. Humans are very good about blending into their surroundings and are usually able to fit into every society they enter.
Elves come from the northern middle eastern part of the continent. Phrillia is a country much like France. People from Phrillia usually speak a dialect of elven and common tends to sound very French like in accent. Elves are known for their extended talents in the many different kinds of arts.
Dwarves are an interesting race of people in Naelvich. They usually come from two very specific locations. Pharland and Aftgardt. Pharland is the Naelvich equivalent to the real world Scotland. People from Pharland usually speak a dialect of dwarven and their common sounding very Scottish in accent. In Aftgardt they are very German and Irish like. Dwarves of Aftgardt used to be at war with Frost Giants until just somewhat recently (about 100 years ago); the dwarves and frost giants of Aftgardt became friendly and formed one big society coexisting with one another. Dwarves are known for their very masterful craftsman ship with stone and metal as well as amazing warriors.
Halflings, are very urban bound people and often like to live in the cities. They usually live in Great Lithdim or Tramelli. In Great Lithdim; halflings speak a dialect accent that sounds British in nature. In Lithdim they are often merchants, factory workers, and other various jobs. In Tramelli however; Halflings are people with very strong creeds towards respect and the family. Halflings from Tramelli are infamous for their organized crime rings, and criminal activity. In the city; Tramelli born halflings are somewhat to be feared. However those who have not turned to crime are often very good chefs, warriors, and artistic people; who can be very kind and caring. Halflings from Tramelli speak a common dialect similar to Italians.
Gnomes come from "The Outback" as they call it, or as Naelvich knows it "Chomp Isle". Gnomes tend to be Australian like. Chomp Isle was founded by General Chompski of Great Lithdim 200 hundred years ago. It started as a settlement but soon became it's own place and country when Lithdim lost interest in it due to the savage goblin tribals of Chomp Isle. Gnomes tend to speak with an Australian like dialect of common and are known very well for their pursuits in nature, illusions, and often times crafting.
These two half species of humans like humans come from all over and adapt easily to almost any society. Half Elves usually come from Great Lithdim or Phrillia and may sometimes speak with a French like accent. Half Orcs usually come from Pharland or Tramelli and may speak with a Scottish or Italian accent.
Kobolds come from the desert of Firjjidar. The kobolds tend to be a mix between Egyptian like societies and Middle eastern ones. They buried their dead in great pyramids and their capital "Karjidirdar" is run by "Pharaoh Romar". Some Kobolds however come from the northern plains and often work in Great Lithdim as bankers, alchemists, or artificers.
The Trassians are very brutal sort of advanced dinosaur folk; whom live in a very tribal and primitive empire of Arthagul. Trassians are very African like in culture and will speak with a similar dialect to them. They rarely leave their home but those that do tend to become somewhat more civilized however it is often seen that they are unable to adapt to urban society and eventually turn to crime. Trassians are a new custom race and can be found in the Custom Content/Additions section.
Myconids are a very down to earth and humble sort of people. Myconids come from the kingdom of Mycos; a Chinese like civilization, Myconids find honor and respect as an important creed. Myconids are ruled under "The Jade King Mey-Tei". Myconids are a very wise race that often dabbles well in the arts, and philosophy. They are also very deadly warriors and tacticians. Myconids are different from Monster Manual II; please see Custom Content/additions for statistics and information.
There are many other races in the world of Dungeons and Dragons 3.5 and they can all have a place in the world of Naelvich. The real question is where would they come from? It is very important when you select a character you may want to really think about origins and birth places. See the following list on locations and culture to help you determine where exactly your character may come from.
Culture by Location
Great Lithdim is based off Great Britain and London. Great Lithdim is a very vast and wide city with room for many and all sorts of odd inhabitants. Although it is truly mostly human populated however; there is always the few exceptions. Many races come to Lithdim for a variety of reasons. The Metropolis itself is very huge and powerful; many come from around the world to attend it's Arcane College. Great Lithdim in general has a room for a wide variety of racial variation. At the core it is culturally like the real world British and most from the region speak in a very British like accent as well as using it's real world slang, and phrases. Overall Lithdim is a growing heavily populated metropolis with room for almost any kind of inhabitant.
Naelvich is a very large and wide continent with many different places and many different cultures. Below is an bulleted list of specific places, their areas, and their cultural Norms.
- Pharland - Pharland is similar to the real life Scotland. Most inhabitants from here tend to be of dwarven or human heritage. However many races from "Races of Stone" can fit in quite easily here. The Pharland area has Highlands and Lowlands where many small villages are set up. Pharland takes great pride in their family heritage and lineage. Inhabitants from these regions often practice cultural celebrations of their clan, kin, and lineage.
- Aftgardt - Aftgardt is a frozen, icy land home to very Germanic and Irish type of people. Dwarves usually come from this area along with frost giants. Many races from the book "Frostburn" can find a home in Aftgardt. Neanderthals would be very common in this region; however only some become truly civilized. Many Neanderthals still live in hunting and gathering or tribal societies.
- Darkwood Forest - Although only small villages and the like inhabit this area; The Darkwood forest thrives with many forest like inhabitants. It is most like Iceland and Greenland.
- Mycos - The Mycos region is most like Oriental societies. Races from Oriental Adventures may easily find a home in the Mycos region.
- Tramelli - Tramelli is a very Italian like city. In ancient times they were a very powerful empire. However they are a lot smaller than they used to be. This is a very Italian like society; the people can be very good. Unfortunately they are also infamous for Organized Crime.
- Phrillia - The elven kingdom and area; Phrillia is based off the french and is home to elves. The country itself is very beautiful; it is easily home to many different races and climbs of people.
- Chomp Isle - Home of Gnomes and "The Outback". Chomp Isle is known for being an excellent vacationing spot as well as a very adventurous continent. Gnomes come from here easily and there are many tribal goblins who live here as well.
- Crash Isle - This Island is somewhat south of Chomp Isle. It resembles almost a real world Jamaica in culture. The Island is colonized by Great Lithdim who farms it's hires native people to farm it's sugars.
- Arathagul - Arthagul is an African like country that is home to the Trassians. The Trassians tend to be a bit aggressive at times particularly to kobolds. Many reptilian races other than kobolds or kobold like races can be found here.
- Firjjidar Desert - Firjjidar is like Egypt and the middle east culturally. It is crawling with desert life. Many of the races found here can be used from the book "Sand Storm"
- Port Towns - There are many port towns in Naelvich. When in doubt the best place for a character to come from is most likely one of Naelvich's many ports. Aquatic races are also very common to Naelvichs port towns. The ports are usually a multicultural trade center where even great political enemies like Trassians and Kobolds could easily be friendly. This is a good place for races from "Stormwrack" to come from.
- Village of Zhion - The village of Zhion is mostly a place where Psions come from. Culturally it can be very much like Russia. However; the village itself is highly multi-cultural due to the many Psions who visit the great tower to hone their skills.