Tag: Eshma Kol

Results

  • Kesa ValHander

    Kesa ValHander is a brown haired master fighter who was the first to venture outside the invisible wall, and kill one of the monsters he found there. Though he is a dwarf, even the elves of [[Eshma Kol]] respect his wisdom, judgment, and above all, his …

  • Keld Isle Prison

    Keld Isle Prison is an inescapable prison set on an island almost a mile out to sea on a cliff spire almost one thousand feet in the air. Sharp rocks lining the waters below put to rest any ideas of jumping to safety. The details of prisoner transport …

  • The Hall of the Lost Arts

    The Hall of Lost Arts was named for it is where many of the great researchers and scientists work to reclaim the knowledge that was lost over the last three thousand years. Because of all the wisdom gathered in this one building, it also grew to become …

  • The Warriors' Grounds

    The Warriors' Grounds is a training arena where combatants fight for sport and training. The Guards appear to look the other way on much of what goes on in the Grounds and the surrounding area, leading it to become one of the biggest den of thieves as …

  • The Mages' Quarter

    If [[The Hall of the Lost Arts | The Hall of the Lost Arts]] is where magic is studied, the Mages' Quarter is where it is mastered. Here, all of the spellcasters can find a home, regardless of race, since they are looked upon with a mixture of fear and …

  • The Downmines

    The Downmines is a massive series of interconnecting tunnels and caverns built under the city to house the many subterranean races that call [[Eshma Kol]] home. In order to avoid conflict, the tunnels that lead between the homes of races that do not get …

  • The Gardens

    The Gardens are along the outside of the city. It is composed of all of the farms, vineyards, gardens, ranches, and forests maintained throughout the city. Many of the nature-based races and classes (Such as Wild Elves and Druids) make their homes here.

  • The Hallowed Grounds

    The Hallowed Grounds are the home of all good aligned deities and neutral deities whose clerics channel positive energy. Creatures of Evil Alignment are not welcome in this section of the city, even if they worship a neutral deity whose temple is in this …

  • The Black Sanctuary

    The Black Sanctuary is home to the temple of all evil gods and neutral gods whose clerics channel negative energy. Good aligned creatures are not welcome here, even if they worship a neutral deity whose temple is in this district.

  • The Merchants' Bazaar

    The Merchants' Bazaar is the primary center of crafting and trade in [[Eshma Kol]]. While some grocers and merchants of day-to-day goods can be found in some of the other districts, anything that can be found in the city can be found here. This includes …

  • The High Mountain

    The High Mountain is where many of the explorers and adventurers gather when they are not training. Much like [[The Warriors' Grounds]], the law is very loosely applied here. However unlike [[The Warriors' Grounds]], "loosely applied" means "not even …

  • The Governmental District

    The Governmental District is home to all nobles and high society types. Additionally, it is where all government offices are held. This area has a strict Lawful Neutral alignment.