作者 主题: 艾奥巴瑞亚地理志  (阅读 405 次)

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艾奥巴瑞亚地理志
« 于: 2024-03-05, 周二 22:19:51 »
如果有人认为艾奥巴瑞亚只是一个由冰冻的森林、破碎的山脉和随机的废墟组成的野蛮荒原,那他就是个傻瓜。冰原,凯莫林,塞尔泽米安高地,诺门山脉———所有这些都是神秘,怪物,神话和魔法的家园,这些所有都已经被遗忘在温暖的气候中。艾奥巴瑞亚的人类王国可能是有史以来在冰川边缘徘徊的力量中最弱小的,但它的名字,唯一一个对这片土地和权力的宣传,仍留在那里。透过冰冷的薄雾和杳无踪迹的荒野,你会发现这片土地的传奇们拒绝被历史和遗忘的阴霾所笼罩。在这个地方,神话和历史模糊成一个单一的永恒的传统,编织着一种遗产,不同的土著人民认为这种遗产像任何宗教一样神圣,而到达这个地区的陌生者会忽略他们自己的危险。

Iobaria, to many across Avistan and Garund, exists only as a name for the northern Windswept Wastes and the uninhabited (or at least uncontrolled) lands between their own nations and the eastern powers of Casmaron. In truth, Iobaria is a vast region, unclaimed by any single power for millennia. The rough region has been home to many different factions over the centuries, and even the powerful kingdom of Old Iobaria only conquered roughly two-thirds of this wilderness at its height (though it claimed to outsiders to be master of everything from the glaciers to the Castrovin Sea).

Roughly eight out of 10 of Iobaria’s current inhabitants live outside the cities in settlements smaller than most Avistani hamlets (primarily in the forests, around Okor’s Basin, or in isolated caves near Mavradia, Lenusya, or Orost). For the human population, this tendency toward isolation may result from a fear of returning plagues, a spirit of independence and self-reliance, a need for anonymity, or a desire to not swear fealty to unworthy city-bound nobles. Others races, such as centaurs, cyclopes, and more savage humanoids, dwell in nomadic tribes with a wide range of campsites and rarely congregate in numbers larger than the average village. In any case, Iobaria on a map seems far more civilized and organized than it is in reality, and those mapped locations may be the most civilized spots therein.

What follows is a brief look into the vast realm of Iobaria. Those who wish to delve into the history of this land in greater detail can find a supplemental timeline of the region available on paizo.com.

Regional Geography

Iobaria’s relentlessly cold lands stretch from its northwest corner, between the glacial Icewall and the Lake of Mists and Veils, down to its southeastern corner, bordering the Castrovin Sea. The northern boundaries contain the Ice Steppes, whose rocky conditions fool many into dismissing them as a lifeless barrens leading to the glaciers and the Crown of the World. The most populous area for humans has always been Okor’s Basin, the sloping depression between the Lake of Mists and Veils, the Icerime Peaks, and the Syrzemyan Highlands considered by many to be the breadbasket of the north, with its varieties of hardy plant and animal crops. In fact, topographically, Iobaria resembles a crude pyramid, with its peak around Kirya and the lands sloping away from that peak in all directions, save where the Icerime Peaks meet the land.

The Syrzemyan Highlands encompass the majority of central Iobaria and are rife with caverns, hills, and mountains filled with riches and dangers aplenty (be they natural, supernatural, or monstrous in nature). This area contains the fewest human settlements of any size, though the chance of meeting lone prospectors, bounty hunters, or trappers of all races is still moderate. Many of Iobaria’s powerful waterways start from these uplands, with two exceptions: the Myrfrus River (or “Deeprun”) in the east and the Okorrus River (“Okor’s Flow”) in the northwest. Settlers and villages are few and far between, and local populations give their own unique names to the hills and territories of the highlands.

The Caemorin surprises many who come to Iobaria expecting naught but icy rocks and glaciers. These fertile lands are in some places even more productive than Okor’s Basin, though the plants and animals are still unfamiliar and unsettling foods to many whose roots stretch westward.

In general, Iobaria’s climate is near-arctic and quite hostile, but it supports a surprisingly robust ecosystem that keeps people strong, if isolated and hard. This still isn’t enough to make it more than a limited target for those after wealth and resources. Few who don’t already love Iobaria’s stark harshness ever stick around to see its beauty bloom in summer, and fewer still brave its threats to explore its ancient mysteries and ruins.

History of Iobaria

Little is known, even among the most learned scholars, about the first major powers to claim the northern steppes of Casmaron. Before the Age of Darkness and the formation of the Pit of Gormuz, cyclopes dominated northern and central Casmaron for more than an age. The ancient histories of Iblydos, one of the oldest known human nations of Casmaron, call the cyclopes’ empire Koloran, though whether this was the creatures’ name for their own land or simply the appellation of their human enemies remains uncertain.

The first human realm to lay claim to what all now consider Iobaria rose from humble beginnings in 752 ar. Twenty Ulfen survivors (out of an initial force of 60) staggered out of the Crown of the World and hunkered down in a small longhouse just as winter closed in. That mere longhouse eventually grew into Okormirr, the first of nine Ulfen cities or settlements of Njalgard, each city a stronghold for one of nine koffars. Njalgard is almost totally forgotten and has since been subsumed by the realm it spawned—Iobaria. The nation was named after Iobar the Potent, the heir to Orlov’s throne who cajoled or tricked each koffar into a trial by combat, besting them all to take control of all Njalgard’s city-states and unite the lands as one state. After the Choking Plague fractured the populace and induced local rebellions, the three powers within the remaining cities of Kridorn, Orlov, and Mavradia held on to power for a few centuries, but never restored the full glory of Old Iobaria.

Plagues, for one reason or another, seem to crop up more regularly in Iobaria than in other lands. Since the second millennium of the Age of Enthronement, plagues have struck with limited to widespread effects no less than 55 times. Despite these eruptions of illness and the mystery of their source, most Iobarians stay due to their love of their land or innate sense that surviving its challenges makes them stronger and more worthy to inherit such a noble land.

Nearly 500 years after the Choking Death fractured the original nation, three warlords, their followers, and their dragon allies restored the rule of New Iobaria. With the inner highlands now easily reached by dragonriders, the three armies quickly conquered the realm anew by 3309 ar. Treachery among the human rulers led to strife and eventually left only one clan in control of Iobaria after 3870 ar (many allies and enemies fled west to what is now Brevoy). The second realm of Iobaria lasted another 8 centuries, until its power dwindled due to infighting and the Drakeplague of 4519 ar. Now, only the covetous factions controlling Kridorn, Mirnbay, and Orlov believe Iobaria still exists in any meaningful way, and their claims to power are only as strong as the mercenary armies they hire.

Iobaria in the present has pockets of civilization all tightly tied to trade, money, and what little control or influence some warlords or former nobles can cobble together through gold or might. Overall, Iobaria has become the wilderness the outside world has long believed it to be, though its people keep their balance and stay alive by knowing what the harsh land and its varied races can do to and for them. Those who respect each other’s claims hold détente among themselves and survive; those that ignore the balances of power or reach beyond their grasp find themselves as lifeless as the frozen stone pinnacles of Hvorsuli.

People of Iobaria

In Iobaria, unlike the lands of the Inner Sea, no single ethnic group or race controls the majority of power. In the eyes of Avistani or Garundi natives, “Iobarian” seems to mean “any human from the northeast who is not obviously Keleshite or Casmar.” To natives of this land, the few folk who claim to be “true Iobarians” are those humans and others who yet believe in the leaders that claim the realm still exists. Many simply live here without the benefit of any social denomination or ethnic group beyond their associated family, clan, tribe, or faith. Of the primary sentient races found in Iobaria, the most populous are centaurs, followed by humans, dwarves, and a smattering of other races both civilized and savage. Of the typical monstrous races, ogres, random hill and frost giants, trolls (including at least one enclave of rare rock trolls), and all the various goblinoids are the most common.

While most countries or travelers encounter only one tribe or type of centaur, Iobaria’s steppes, hills, and forests are home to members of three recognized groups, similar to human ethnicities: the Azorva, the Rashalka, and the Tsolniva (though others exist east across Casmaron). The Azorva are mountain and highland centaurs, stockier and stronger than the norm, and of darker skin and coat hues in general; they dominate the mountains and highlands of Iobaria. The Rashalka are familiar centaurs in look and stature and are the most numerous of Iobarian centaurs in the west and all across the south, ranging from Okor’s Basin to the Caemorin. Tsolniva centaurs are the most hirsute of centaurs—the hair on their torsos is nearly as thick and long as the coats covering the rest of their bodies. The centaur tribes lack any central authority or government between clans, though elder clans maintain long-standing claims on widespread territories (recognized by other centaurs and most races).

Numerous other bestial races also make their homes across Iobaria, most notably several tribes of werecreatures. Two regional words found nowhere else on Golarion, “kodlak” and “kodlok,” are used by native humans to classify beings who become baser animals or assume animal traits. Lycanthropes are kodlak—humanoids who shapeshift to assume animal forms. Centaurs or boggards or harpies are kodlok— human-like creatures with discrete and stable animal traits (rather than shapeshifters). Depending on one’s location and religion, being kodlak or kodlok can be a death sentence or a quick way to power. Only Iobarian humans make these distinctions;kodlak and kodlok races see humanity as just another enemy or rival against whom they fight for the resources of the cold lands.

Iobaria at a Glance

Iobaria is a collection of sites, geographic features, and mysteries. Many of these locations have both traditional local names (cited first in the following list) and names by which they are known to the land’s human population and traders from beyond (noted in quotation marks).

Antoll: The most comfortable city in all of Iobaria, Antoll stays insulated from the worst of the cold by the open and heated waters of the Nyvyrd. Waters piped beneath the city (installed at New Iobaria’s height, when it was the capital from 3312 to 3679 ar) keep many homes and businesses warm year-round. This is one of very few cities not founded upon or near the ruins of a cyclops city, and its primary draws today are its pearl and fishing trades and its libraries of magical, religious, herbal, and medicinal lore, founded long before the Pathfinder Society ever breached its walls. A battalion of troops sent from Veka “help keep the peace” (but actually monitor the citizenry to prevent revolts against the koffar Rjul, whose control of trade and military forces around the Nyvyrd make him a de facto despot). There is a growing faction in Antoll opposed to Rjul’s excesses, but his spies keep its numbers under control by frequently arresting members and executing them on trumped-up charges.

Ardshrod River: “The Icy Way.” This icy river traces the chill northern tundras of Iobaria, separating the semisettled lands of the south from the more savage north. Few dare travel the river except in the summer months, as it is often choked with iceflows.

Artrosa: “The Three Who Watch.” These three massive stone mesas are visible from many Iobarian cliffs despite the distance. Crudely carved into the cliffs are three nude female humanoid figures of uncanny scale, their bodies at least a half-mile long. While their race is unclear, the figures show a long-haired maiden, a pregnant matron, and a hunchbacked crone, each holding up a hand and warning the viewers away (though from what is unclear).

The Caemorin: Both natural resources and dangers hide among the small copses of conifers scattered throughout these scrub grasslands, making travel into the tall seas of grasses worthwhile to those seeking fortune. A variety of animals wander the undulating slopes of the Caemorin; the centaur tribes and other hunters regularly trap them for their tradeable pelts.

Castrovin Sea: The central sea of Casmaron influences the climate of southern Iobaria with its open waters, changing the tundra to semi-arable lands. The waters of the Castrovin are notoriously harsh and unforgiving to all but the most skilled pilots or craft, limiting much sea traffic to fishing boats huddling in coastal waters rather than providing a means to invade bordering states.

Caverns of Pirthous: A gnarled tangle of tunnels and moderate caves, the Caverns of Pirthous are one of the best-kept secrets on the Syrzemyan Highlands. While many know these are the winter homes of the Azorva and their refuge in times of war, no non-centaur has ever discovered an entrance to the caverns beneath the highland hills without immediately meeting its death. If other centaur clans have similar subterranean or subarboreal hideaways, they are even better at keeping those secrets, for these remain unnamed as well as unmarked on any map.

Coreth Wood: This wood is a notorious haunt for ogres and hobgoblins who live in cavern complexes beneath their roots. For humans, Coreth Wood is the sole source of the fine frostfir wood from which artisans carve beautiful works of art valued in many affluent Brevic homes.

Daruthrost: “The Loss Bridge.” This cyclopean bridge arcs over the Deeprun Crevasse and might have once spanned it entirely. However, its central span and sides fell away long ago, leaving a quarter-mile gap at the bridge’s apex. High winds (enhanced by magic) render the gap treacherous at best for flying, and few try after seeing the skeletal remains smashed against the craggy, broken edges of Daruthrost’s span.

Dirrinir: “The Deathly Mountain.” Many myths and legends surround this tall peak of naked, barren rock, its many craggy steps (carved long before even the cyclopes came to power) leading up its slopes to 20 or more cavern maws. Some claim this mountain spawned the first cyclops, giant, or member of some other race (the specifics depend on whom one asks). Most know that many treasures (and many more deaths) lie within its labyrinthine caverns. The most powerful and famous artifacts ever to come from its halls include the Diadem of Thyrv, the Crown of Mirim, the Perobov Maul, and Kridor’s Shininglaive.

Duroth Wood: This gnarled and hardscrabble old forest is home to a few gnome settlements, as well as to other civilized races seeking safety and shelter. The wood itself may contain treants or other creatures that torment and torture those beings they deem unwelcome here. As within Fangard, a group of werecreatures defends this forest’s borders and interior without explaining themselves or what they guard.

Evaren: This has been the primary trade town between humans and non-humans at the threshold of the Syrzemyan Highlands for long centuries. Evaren is much reduced in population after the last two plagues, though people tired of the isolated life within the forests or out on the tundra often come here to avoid having to pay allegiance to any but the Council of Three who rule the town by means of money, might, and magic. The kind but aged Councilor Pavla Trynar is generally regarded as the most powerful magicuser in all of Iobaria, though her score of apprentices help to keep the peace more than she does directly.

Fangard: The largest single forest in Iobaria, Fangard is home to many factions and forces, only some of whom are known to the humans of Iobaria. Without using the ancient roads, no human has ever crossed through Fangard alive (though some were allowed to exit from whence they came). Rumors tell of such hidden wonders as an elven court, the homes of Erastil and other gods sacred to trees and nature, and a surviving remnant of the Koloran Empire watching to see how they can best use their ancient powers in a world of mortals-turnedgods. The only truth widely held is the presence of werebeast hunters and rangers (primarily werebears and werepanthers) who patrol the forest borders against intruders and despoilers.

Finadar Forest: What separates this forest from other Iobarian woods is its unique scarlet-needled pines, known as bruorsivi (“bloodpines”) to the local human populace. Bloodpine sap is deep red and is both very flammable and slow burning once dried; the wood itself is a deep burgundy color that brightens after carving and polishing. (The wood’s primary use is as fuel, its slow burning hardwood being an efficient source of heat for many.) Many folk make wind-resistant torches from seedcones soaked in bruorsivi sap atop a twig. While other tree species exist here, the Ulfen explorer Finadar gave his name to the forest by bringing back knowledge of the bruorsivi.

Fralros: “The Charred Watchtower.” This watchtower of the Koloran Empire has seen use in both old and new Iobaria, the massively scaled stone structure having been partially adapted for human use with smaller steps carved up its 100-foot height and smaller ramps and floors built within its massive chambers. Once called Orostros (“Watching Star”), it has been known as Fralros ever since the Great Horde trapped many within and choked them to death by burning fires all around its base for months. Streaks of char still mar the length of the tower, and uneasy ghosts and other threats have occupied the partially ruined tower for a thousand years. If travelers need to pass Fralros, they always do so swiftly and in daylight.

Franax: This pleasant, human-built port once excelled at ship repair and building thanks to its protected bays and its three islands, onto which the port expanded. Now, its buildings lurch in half-repair since the town lost 80% of them to fire in a misguided attempt to eradicate a plague of boils and bone-aches in 4651 ar. Today, the shipbuilding and repair happens in Orlov, and the few who remain in Franax live amid a frenzied struggle for control between Niath Koyra, a fisherman of some repute and coin, and the druids of the Glacircle, who wish to convert all to the worship of an elemental power embedded within the tundra and the Icewall.

Grenalthrost: “The Great Bridge of Grenalf.” This massive stone bridge spans an immense crevasse within the mountains and makes it possible for folks to enter the plateau known as Grenalf. However, even after centuries of use, the Great Bridge still takes its toll in lives the mechanical traps that defend it spring to life and grind unlucky travelers to paste between its massive stones or fall away on hinges for a time, dropping folk to their deaths.

Hask-Ultharan: “Cairn of Many Torments.” Like Fralros to its south, Hask-Ultharan appears to have once been a massive watchtower for the Koloran Empire. This is a modern guess, as the cairn’s peak rises above Fangard’s trees, and few natives tempt fate enough to approach its dark, rune-covered stones. By accident or design, there have always been giants of some form here, and the longer they remain, the more savage they become toward any they deem to be approaching too close. According to the most recent reports, a mixed group of hill giants and their even more brutish kin has made camp there and begun loud rites with massive bonfires on nights of the new moon. (For more details, see Iobaria’s entry in the Pathfinder Chronicles Campaign Setting.)

Hills of Nomen: Named by a fearful Taldan wanderer, the Hills of Nomen contain the primary territories of a large number of centaur tribes, as well as other nonhuman races. The stretch of Koloran road from Lenusya past Katrivish has long been considered the most dangerous to any who fail to respect other races and their sovereignties. Bones from more than a few armies and their arrogant human commanders litter these hills after vain attempts to “stem the inhuman tides.”

Hoofwood: This coniferous forest is home solely to centaurs and native animals—no other sentients walk or clamber among its trees. As such, it is peaceful save when the northern tribes make war against the local centaur tribes, thundering out of the Ice Steppes to upset the centaur camps in Hoofwood. Throughout the forest lie many pit and spring traps (effective against centaurs, hoarpanthers, and others), which make it dangerous to invade the forest.

Hroran: Once a vibrant logging camp that used the fast waters of the Noyrus to send timber down to the growing Kridorn, Hroran is now a ghost town, its buildings and roads all overgrown by the forest and its animals, which were quick to reclaim it. Few know what happened to Hroran’s people, save that all disappeared without leaving a single body behind during the snow-heavy winter of 4388 ar.

Hvorsuli: “The Snow Spires.” This majestic ruined city (created by unknown powers at a giant scale) of thin spindle-towers and massive gates and walls is a tantalizing mystery for treasure and mystery hunters. Only its foremost gatehouse lies outside the glacier that entombs it, though this allows access inside the frozen city (as do a few broken domes exposed atop the glacier, which allow one to drop into Hvorsuli). A few accounts mention a great power that glows on rare nights deep within the city, held within by the ice and the glacier god Rheth (worshiped by some depraved druid circles).

Ice Steppes: The harsh tundra that dominates northern Iobaria thunders with the hooves of centaurs, the crack of glaciers, the roars of ice wolves and hoarpanthers, and the skittering of hundreds of creatures unseen in other lands. While dangerous and dire, the Ice Steppes have more life (and death) than most expect of an ice-frosted desert.

Kask-Kirrulthar: A slightly more expanded site than the other two 100-foot-tall watchtowers (Fralros and HaskUltharan), Kask-Kirrulthar has an active population of wraith-like beings among its shadowed ruins. While the sun or moon shines, these wispy figures (which faintly resemble anything from children to dragons) remain tied to the stones of this town/watchtower. If any living beings approach within 2 miles when there is no light in the sky beyond starlight, however, these wraiths swarm toward them and flay the warmth and life from their victims’ bodies before the light drives them back to their stony prison.

Katrivish: This small town has few inhabitants beyond its mad druids, who all carve out one of their own eyes to honor their cyclops god, Prathos (“the Howling Eye”), and gain gifts of wisdom and knowledge for their sacrifices. Whether mad or not, they have unseen powers that help them find and trap any who dare enter the woods around Katrivish.

Kirrosuli: “The Hauntspires.” A perfect triple circle of 90 spindle-towers 20 feet in diameter and 60 to 90 feet tall, the Hauntspires’ purpose is a mystery since there are no apparent openings into these slim white-stone towers, each of which is topped by a massive crystal cone or pyramid. On nights of the full moon, mournful songs seem to come from the towers, though no figures are ever seen there.

Kirya: This city high above the Syrzemyan Highlands lies nestled among a ring of peaks breachable only by wing or by the Koloran road across Grenalthrost onto the Grenalf Plateau. The Ulfen explorer Grenalf followed the road up into the mountains and survived the bridge’s traps to discover a cyclops ruin dominated by temple structures at the edge of a crystal-clear mountain lake (named OrostKar, the Lake of Stars). He named the settlement Kirya after his wife, and as the faithful rededicated the temples to their own gods, the area became the focal point for pilgrimages from all across Iobaria. Kirya grew to be one of the larger Iobarian cities, its newer structures built from the wood of Orostgard to the east. However, 7 centuries of logging the Orostgard unleashed something long hidden in the mountains around the plateau, resulting in the deaths of all humans in Kirya by 1574 ar. In the past three millennia, many powers have taken control of the plateau for a time. Cyclopes and hill giants built grisly sites like the Temples of Blood and Bone out of their human victims. Hobgoblins reclaimed the plague-cleared city for a time. Since 3212 ar and the rise of New Iobaria, Kirya has been under human control, though it currently stands neutral and unaffiliated with any of those claiming control from Kridorn, Mirnbay, or Orlov. Its leader is the great druid Fedor Vasylk, whose circle embraces 36 local nature gods as children of Erastil.

Kridorn: “Kridor’s Cliff.” The second great power of Iobaria, Kridorn rises on a sloping cliff at the edge of the Castrovin, its proud towers and lighthouse shining bright for any sailors on the sea. The second most populous city in the region, Kridorn is a city spoiling for a fight with any who point out its shortcomings. Koffar Buran Evyas is the fourth Evyas to hold power here. In his greed, he sees himself as the future overlord of Iobaria, as do his manipulative advisers, all of whom easily outwit Buran. The koffar’s constant focus on drumming up his own (and the city’s) reputation leaves many municipal decisions and services to others, and thus the large city has unreliable services unless one meets the price demanded. Still, this remains the safest city in southern Iobaria, even with its troubles.

Kridorthrost: “Great Bridge of Kridor.” One of the great bridges left from the ages of cyclops dominance, Kridorthrost, which spans the Noyrus, has a small cyclops ruin on its western end, while the human populace has built many wooden and stone structures up along the bridge’s length and on its eastern end. This town, controlled by Kridorn and its so-called “noble houses,” does not officially limit trade or travel to Mirnbay, but those allied with that rival city suffer more than the usual number of accidents and problems while passing through.

Lenusya: Empty of human inhabitants for more than 100 years since a plague took half its children, Lenusya has become a temporary haven and safehold for many brigands from time to time.

Mavradia: A silent and barren ruin of both cyclops and human construction, Mavradia was once a gem of Iobarian civilization, but the Drakeplague left much of it engulfed in wild magics—great powers of flame, ice, and acid—and over one-third of the city crumbled in less than a day because of battles among dragons seeking a rumored cure within the city’s walls. Later attacks by giants and their allies out of the depths of Fangard again made the city a longtime battleground for control. A second plague spelled the end of Mavradia when an unknown disease turned many inhabitants into mindless gelatinous creatures that preyed on all others. Both dragons (undead or otherwise) and the oozing deaths of Mavradia keep this once-great city a dangerous place to visit.

Maw of Karth: This massive fanged maw vaults high over the two small mountains that frame it, creating a carved cyclops’ head as the gate. Karth’s tongue forms the stairs to it, and his fangs and teeth the siderails leading to an ancient stone roadway. The danger of this gateway is simple—many brutish monsters and creatures see this as a holy site and worship Karth as a god, making it a choice ambush site for goblins, kobolds, and the like.

Mirnbay: Stone and wood palisades shelter this city, and a peaceful lagoon provides a safe and easy port. Mirnbay is the most vibrant and prosperous of the cities of Iobaria and its most populous. Its most recent influx of Galtan nobles upset the social and mercantile order for a time, though matters now seem resolved (the Galtans presently control more than a third of the trade guilds). The nobles of Mirnbay hold power carefully through alliances and strategies that seem arcane even to those used to labyrinthine politics. House Rhukov (the surviving splinter of royal House Arjal) holds the most power and controls the city through its wizards and their arcane colleges. House Xsagi, a longtime ally growing restless, holds power over the military. Their combined might keeps in check the other 17 noble houses and the five Galtan “newcomer” houses. Still, deals and treaties flow fast and furious as Koffar Ivad Rhukov plans to wrest power from Kridorn and Orlov and rule Iobaria himself, and he promises rewards undreamed to his fellow nobles… though few know if his word can be trusted.

Mishkar: A fully human-built town of wood and stone (not scavenged from cyclops ruins but plowed up from the surrounding hills), Mishkar rests on a hill surrounded by long-built defenses. Unallied with any of the other power factions, Mishkar’s people (a mix of Varisians and Taldans with a random assortment from elsewhere) value their independence and make this city-state relatively selfsustained. Its former purpose as a guard-garrison against threats from the Grenalf Plateau is long in the past. Today, Mishkar is made up of good folk building a strong agricultural and trade base that can help them purchase mercenaries or train soldiers to resist the inevitable armies to come. Alliances with some local centaur tribes have long been discussed, but none have occurred other than those forged of necessity, when resisting goblin hordes out of the upper highlands.

Myrfrus River: “The Deeprun.” The Myrfrus protects the eastern frontier from invasion. It’s unsafe for travel or trade, and not just because of the large carnivorous creatures that swim its waters and lair in riverside caves. The river cascades down innumerable waterfalls and rapids during its course, 50 of which lie between Daruthrost and the Castrovin Sea alone.

Myrnorosk: The sole recognized non-human community in Iobaria, Myrnorosk is a relatively recent town that has risen up around a series of artesian springs. The halflings and dwarves who established the town in 4661 ar allowed a few human families to settle here, but the original population has a secret way to determine rulers—this community holds kodlak and kodlok races in high regard, and in fact reveres them. To be a lycanthrope is a sign of specialness here (and even the problematic werewolf is welcome if in control of its changes). The komar (“mayor”) of Myrnorosk is the dwarf Harsk Vladaxe, a werebear and head of a dwarven clan with more than a few lycanthropic members. Even their religious members revere Erastil and those subordinate gods with a mix of animal power to them. This is not actively discussed, nor is it hidden; any travelers are treated as kindly as they act themselves. Those who take offense at or hunt lycanthropes should not expect to leave Myrnorosk easily—or alive.

Nirrus River: “The Cliff-flow.” The headwaters of the Nirrus give it its name—springs and a series of small lakes feed into the riverbed from the Icerime Peaks and their foothills, often flowing or falling off cliffs into the five main tributaries that become the Nirrus. More human settlements cluster near this waterway for its fishing (or to pan for precious metals) than elsewhere in Okor’s Basin until one goes north of Storith Wood.

Norinor: Despite its borders on the Hills of Nomen and the upper highlands, the Norinor is actually a relatively sheltered and peaceful forest with more human settlements and “hideholds” within its borders than any other Iobarian forest of note. However, the people living there are hundreds of individuals seeking their own paths and goals, not a singular community. Thus, they do not come together easily to defend each other, save to share information on or warn each other of outsiders in the Norinor (like marauders from Kridorn press-ganging folk into their ranks to increase Koffar Buran Evyas’s power base). In fact, while knowledge of the forest, its resources, and its dangers is common, folks herein often know only their immediate neighbors within a couple of miles and few others, unless their trades involve travel beyond a 5-mile radius.

Noyrus River: “The Runningflow.” The Noyrus provides much fish as well as one of the few avenues into the heart of the Norinor and to its tiny settlements. In fact, the only way most who live in the Norinor reach the outside world is by taking a barge down to Kridorn (or a smaller village before it) to trade their goods for those unavailable among the trees (like steel axes or anvils).

The Nyvyrd: “The Warmth Water.” This massive freshwater lake improbably hugs the Icewall glaciers and remains a steaming warmth unexpected in the north. Its waters teem with fish and sea life of both amazing and monstrous proportions and variety. The only safe waters onto which boats venture lie very close to shore, as sailors fear being capsized by the flippers or jaws of the enormous predators out on the open waters. Nearer to shore are massive beds of shellfish (a major staple) and pearl beds yielding peals of colors and varieties unseen anywhere else (including ice pearls, striped pearls, and some shells nearly as hard as tempered steel). Hundreds of small settlements and cabins (and sometimes Taldaninspired villas or mansions) lie abandoned (or inhabited by brigands or worse) all around the warm shores here, either due to plagues or forced evictions by nobles seeking to control access to the Nyvyrd.

Okor’s Basin: This depression slopes from the Syrzemyan Highlands and western Coreth Wood all the way to the Lake of Mists and Veils. Somewhat sheltered from the worst arctic winds, Okor’s Basin holds a good stretch of farmland, its inclined fields producing dwarf strains of barley, wheat, rye, and other grains. Domesticated and wild cattle herds roam all across this area, thanks to the scattered settlements of westerners over the centuries.

Okormirr: “The Rest of Okor.” All but abandoned save for a small population of druids and their families, Okormirr is nonetheless the most obvious example of an Ulfen settlement, with its log lodges, dragon poles at its wooden palisades, and the like. This city has seen resettlement many times, and its present residents increasingly grow weary of Prince Tzakiv Korya’s empty promises of Orlov’s return to greatness. The Druid-King Aalgin expects all who live in Okormirr to swear fealty to his circle and their giant god, Perbov (“the Father of the North”), whose sweat forms the Lake of Mists and Veils.

Okorrus River: “Okor’s Flow.” While the Okorrus is a relatively small river now, there is some evidence that it was once much deeper and stronger in its flow. Aside from its steep banks and some dry lake beds along its path, the primary bridge across it seems built to span a river of greater height, depth, and width. The Okorrost, or “Bridge of Okor,” is one of the first cyclops structures most folks encounter as they travel into Iobaria from the west.

Orlendas: This town has risen from the ashes more than a dozen times, whether destroyed by fire, plague, human war, or centaur marauders. Its importance to Franax and Orlov as the logging source for shipbuilding has waned, but lumber remains one of the town’s primary goods, along with small game pelts. Its other recent claim to fame is its komar, Kasrel Unilich, an exiled Galtan noble and ranger whose abilities and coin have made Orlendas far more defensible and prosperous than ever.

Orlov: The oldest “city” of Iobaria and long the capital of that first realm, Orlov is a crumbling ruin in all quarters, whether built by cyclopes or by humans, millennia later. Occupied by fewer than half its former inhabitants, the port city simply ignores or walls off places too ruined to fix or inhabit (and its stonesmiths are a far cry from their forebears that carved up the cyclopean stones for their own use). Prince Tzakiv Korya is among the last of his line, descended from one of the factions that restored Iobaria in 3304 ar. He assumes this makes him the legitimate heir to power, though he lacks the money, allies, and will to forge the country anew. For now, he bides his time, luring monied allies from Cheliax or the River Kingdoms to his cause to bolster his plans for reconquering the whole of the region.

Oroskirr: “The Ever-Watching Eye.” Also called the Opal Island, Oroskirr is an enduring mystery. Its opalescent dome glows every night and crackles with energy, drawing lightning to it during storms. None have ever broached its shell to tell of the mysteries beneath it, though many assume it is the source of the warming waters of the Nyvyrd in which it rests.

Orosknir: “The Eye Mount” This lone mountain peak stabs higher than its neighbors by a good height, though its name comes from the massive eye carved into its eastern face. This eye never gets covered by the snowpack, and it flashes with energies every few decades, though to what effect none can prove. Many guess this magic may have something to do with the frequent plagues.

Orost: “Star.” The only safe stop on the roads between Orlov and Mirnbay, Orost has become a site of growing importance and strife among the factions fighting to control Iobaria. In the center of town is a massive building of wood and stone that houses the central ruling komar; inside it becomes obvious humans constructed the building over and around an ancient two-ringed stone circle of massive proportions. The town’s name comes from the star mosaics in the floor of this former temple, though its growth and defenses have given it a crude star shape as well. Numerous envoys and proxies of the powerful from Orlov, Mirnbay, Kridorn, and Veka frequent this trade town, and the local law enforcers merely try to protect the citizens from the battles and intrigues among those scrabbling for power among the host of visitors seeking trade goods.

Pharrus River: “The Swiftflow.” The Pharrus yields much wealth in fishing, gems, and metals. There are more edible varieties of fish in this river than any other within Iobaria. It also boasts many sites and shallows wherein folk pan for nuggets of precious metals or random gems (very few brave the dangers of the mountains to mine directly for these resources, preferring to stick to the riverbeds and their many hardscrabble camps).

Sjohvornor: Sjohvor is a great white wyrm who claims the northeastern Ice Steppes and the northern Deeprun Crevasse as his domain. An uncounted number of shattered dragon skeletons litter the cliffs and steppes around his glacial mountain lair, warnings to any foolhardy enough to approach. He is the eldest and strongest dragon to survive the Drakeplague of 4519 ar.

StorithWood: When the ruins that became Orlov were first discovered, Storith Wood encompassed all of Okor’s Basin, but over the centuries human logging has greatly reduced its size. Korred, satyrs, and fanatical circles of druids now defend its trees from loggers (though they do allow removal of deadfall by local humans, delivering it to the forest edges in exchange for other goods, like cattle or knowledge).

Syrzemyan Highlands: The vast central portion of Iobaria is a land of rough hills, jagged cliffs, and high mountains. Few humans live in this harsh region; the few rugged highlanders who do huddle in well-defended “huntholds” among the far more numerous centaur tribes and rampaging ogre and cyclops bands.

Thraxnorni: “The Bone Caverns.” Unwitting travelers fall prey to the Thraxnorni when they pitch camp at the crossroads at Fangard’s edge. A nearby stone cairn, long hidden beneath thick deadfall and underbrush, marks the entrance to the Bone Caverns. The cairn lies but a short distance from the roads, and the undead and other menaces that exit the caverns at night feast heartily on the unwary. The Bone Caverns get their name from the tales of many tunnels beneath the forests and roads, all lined from floor to ceiling with bones. Whether the tales are true or not is unknown, as few who get dragged beneath the cairn (or other hidden sinkholes) return to report.

Veka: The easternmost hold for Iobaria in the Ice Steppes, Veka has stood as a garrisoned fort town since its founding. This is the power base for Koffar Rjul, a shrewd and ruthless man whose family’s control of Veka’s smithies (where all metal weapons and materials in the area are forged) led to his control of the local military, making him the most powerful man around the Nyvyrd. He hopes to increase his control over Antoll and ally with Prince Tzakiv Korya of Orlov—or if the latter fails, isolate the Nyvyrd from the prince and preserve his own power.

Vladmirr: Only its relative isolation and proximity to the Icerime Peaks have kept Vladmirr from becoming a major city and a player in Iobarian politics. The Pharrus River’s delta, which surrounds it on all sides, provides many arable patches for crops, and the river also yields large amounts of precious metals panned in many places along its length. Still, the lack of a protected port and the high waves of the Castrovin Sea make Vladmirr only a temporary stop for loading or unloading goods in good weather before most make sail for Kridorn to the north. Consequently, the town’s population hasn’t managed to grow much over the years, and in the end Vladmirr has ended up as more of a support operation for Kridorn (providing grains, cattle, and gold) than the hub of power it has long hoped to become.

Volod: One of the newer settlements in Iobaria, Volod came into being in 4400 ar to replace the lost logging camps of Hroran. This town has been tied to the logging and wood trades for much of its history, and these professions still dominate Volod’s mercantile aspects. Despite its traditional past, Volod has become a strange place of late, with druids talking of new gods walking the highlands and the Norinor, demanding worship.

Vurnirn: “The Centaur’s Cliff.” The sole cyclops ruin in Hoofwood and the largest single centaur settlement in Iobaria, Vurnirn plays host to many conclaves of clan leaders every summer. It is the shared seat of power for the Rashalka clans Kraask, Tsurvom, and Voaldyn, with the city split among them into three zones of control. These three clans (and Clan Phelor, which dwells in the southern forest) all share the Hoofwood as territory and maintain a provisional alliance against the more ruthless Tsolniva centaurs to their north. Vurnirn also marks the northernmost reach of Rashalka centaurs in Iobaria.

Zradnirras: Once a powerful city for cyclopes and then later for Iobarians, Zradnirras is now a deadly shambles of stone, magic, and danger. At least one family clutch of dragons lives in the toppled tower ruins, watching the city and the crevasse to the east for prey. Still, tales of the Zradnirri Arcolleges and their fabled magics draw many to its dangers (and its dragonworshiping goblin and kobold legions).

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Re: 艾奥巴瑞亚地理志
« 回帖 #1 于: 2024-04-18, 周四 17:44:00 »
艾奥巴瑞亚掠影

艾奥巴瑞亚集合了各种遗迹、地理环境和神秘事物。 其中许多地点既有传统的当地名称(在下面的列表中首先使用),也有当地居民和外来商人所熟知的名称(在引号中表示)。

安托尔(Antoll):安托尔是艾奥巴瑞亚最舒适的城市,尼维尔德河(Nyvyrd)开阔而温暖的水域使安托尔免受最严寒的影响。城市地下的水管(修建于新艾奥巴瑞亚鼎盛时期,彼时安托尔是AR3312 年至 AR3679 年的首都)使许多住家和商铺全年保持温暖。 这是极少数并非建立在独眼巨人城市废墟之上或附近的城市之一,今天它的主要吸引力是它的珍珠和渔业贸易以及魔法、宗教、草药和医学知识的图书馆,这些图书馆早在探路者协会进入它的城墙之前就已经建立。一个 从维卡(Veka)派出的兵团在这里“帮助维持和平”(但实际上监视公民以防止针对科法尔朱尔Koffar Rjul的叛乱,科法尔朱尔对尼维尔德河周围的贸易和军事力量的控制使他成为事实上的专治君主)。 安托尔境内反对鲁朱尔暴行的派系不断壮大,但他的间谍通过频繁逮捕这些组织的成员并以莫须有的罪名处决他们来控制反对者的数量。

阿德斯罗德河(Ardshrod River):“冰之路”。 这条冰冷的河流沿着艾奥巴瑞亚北部的冻原流淌,将南部的半定居土地与更加蛮荒的北部分开。 除了夏季,很少有人敢在这条河上航行,因为这条河经常被冰流堵塞。

阿特罗萨(Artrosa):“警戒三人像”。 在许多艾奥巴瑞亚悬崖上——哪怕距离很远——都能看到这三座巨大的石柱。 山壁上粗糙地雕刻着三个规模惊人的裸女像,她们的身体至少有半英里长。 虽然她们的种族并不清晰,但这些人物形象显示了一位长发少女、一位孕妇和一位驼背老妪,每人都举起一只手,警告观看者离开(尽管具体要离开什么并不清楚)。

凯莫林(Caemorin):在这片荒草丛生的莽原上散布着小针叶树丛,其间中既隐藏着自然资源,也蛰伏着危险。对于那些寻求财富的人来说,进入高高的草海是值得的。 各种各样的动物游荡在凯莫林起伏的坡地上。 半人马部落和其他狩猎者经常捕捉它们以获取毛皮用于交易。

卡斯特罗万海(Castrovin Sea):卡斯马戎大陆(Casmaron)中央的海域以其开阔的水域影响着艾奥巴瑞亚南部的气候,将苔原变成了半可耕种的土地。 卡斯特罗万海的水域对于除了最熟练的领航员或船只之外的所有人来说都是臭名昭著的严酷和无情,因此这里的海上交通仅限于挤在沿海水域的渔船,而非提供入侵邻国的手段。.

皮尔托斯洞穴(Caverns of Pirthous):皮尔托斯洞穴由蜿蜒曲折的隧道和中等规模的洞穴组成,是叙尔泽米亚高原(Syrzemyan Highlands)保存最完好的秘密之一。 虽然许多人都知道这些是阿佐瓦半人马(Azorva)的冬季家园和他们在战争年代的避难所,但没有一个非半人马不会在发现通往高原之下的洞穴入口前立即遭遇死亡。 如果说其他半人马部族也有类似的地下或树林之下的藏身之处,那他们甚至把这些秘密保守的更好,因为这些秘密都连名字都没有,也没有标注在任何地图上。

科瑞斯森林(Coreth Wood):这片森林是食人魔和大地精们臭名昭著的出没地,它们居住在树根之下的错综复杂的洞穴群中。 对于人类来说,科瑞斯森林是优质霜冷杉木材的唯一来源,工匠们用这种木材雕刻出美丽的艺术品,并被许多富裕的布雷沃家族视为珍宝。

沙虫之喉(Daruthrost):“残桥”。这座弧形的单孔桥横跨深渊裂缝(Deeprun Crevasse),曾几何时连接着裂隙的两侧。然而,它的中间段和侧栏早已坍塌,在桥的中部最高处留下了约四分之一英里的间隙。(通过魔法增强的)强风使得这个空隙对于飞行来说危险异常,很少有人在看到被沙虫之喉的崎岖破碎的边缘撞得粉碎的骨骼遗骸之后还敢尝试。

迪尔尼尔山(Dirrinir):“死亡之山”。 这座光秃秃的、高耸的岩石山峰有许多神话和传说,它的许多崎岖的台阶(甚至早在独眼巨人掌权之前就已开凿),沿着向上的山脊,通向 20 个或更多的洞穴。有人声称这座山孕育了第一个独眼巨人、第一个巨人、还有第一个某些其他种族的成员(具体情况取决于询问的对象)。大多数人都知道,许多宝藏(以及更多的死亡)都位于其迷宫般的洞穴中。其大厅中最强大、最著名的神器包括蒂尔夫的冠冕(the Diadem of Thyrv),米里姆的王冠(the Crown of Mirim),佩罗波夫之锤(the Perobov Maul)和克里铎的闪亮大砍刀(Kridor’s Shininglaive)。

杜罗斯森林(Duroth Wood):这片崎岖荒芜的古老森林有一些侏儒定居点,也是其他寻求安全和庇护的文明种族的家园。森林本身可能生长着树人或其他生物,它们会折磨那些他们认为在这里不受欢迎的生物。就像在范加德(Fangard)内部一样,一群兽化变形生物守卫着这片森林的边界和内部,但它们既不解释自己是谁,也不是说他们守护的是什么。

埃瓦伦(Evaren):许多个世纪以来,这里一直是位于锡尔泽米亚高地(Syrzemyan Highlands)入口处的人类和非人类之间的主要贸易城镇。在最近两次瘟疫之后,埃瓦伦的人口大幅减少,尽管厌倦了森林内或苔原上的孤立生活的人们经常为了避免效忠任何人——除了通过金钱、力量和魔法统治这个城镇的三人议会(Council of Three)以外的——而来到这里。善良但年老的议员帕夫拉·泰瑞纳尔(Pavla Trynar)通常被认为是整个艾奥巴瑞亚最强大的魔法使用者,尽管和平更多是由她的学徒而非她本人直接帮助维系。

范加德森林(Fangard):范加德是艾奥巴瑞亚最大的单一森林,是许多派系和势力的所在地,其中只有一部分为艾奥巴瑞亚的人类所知。在不使用古老道路的情况下,没有人类活着穿越过范加德森林(尽管有些人被允许从他们来的地方离开)。传言称,这里有许多隐藏的奇观,包括一个精灵宫廷、埃拉斯蒂尔和其他对对树木和自然来说神圣的神祇的家园,以及科洛兰帝国(Koloran Empire)的幸存残余者——他们正在观察如何在凡人登神的世界中最好地利用他们的古老力量。众神。唯一被广泛知晓的事实是兽化人猎人和游侠(主要是熊人和豹人)的存在,他们在森林边界巡逻防范入侵者和掠夺者。

菲纳达尔森林(Finadar Forest):这片森林与其他艾奥巴瑞亚森林的区别在于其独特的猩红色针状松树,当地人类居民将其称为 布鲁尔西维bruorsivi(“血松”)。血松树液呈深红色,非常易燃,干燥后可以缓慢燃烧;木材本身呈深酒红色,经过雕刻和抛光后锃光瓦亮。 (这种木材的主要用途是作为燃料,其缓慢燃烧的硬木对许多人来说是一种有效的热源。)许多人用树枝上浸有布鲁尔西维树液的球果种子制作防风火把。虽然这里还存在其他树种,但乌尔芬探险家菲纳达尔带回了有关布鲁尔西维的知识,从而以自己的名字命名了这片森林。

弗拉洛斯焦魂塔(Fralros):“烧焦的瞭望塔”。这座科洛兰帝国(Koloran Empire)的瞭望塔在新旧艾奥巴瑞亚都曾投入使用,它有着巨大尺度的石头结构,但经过改造已经部分适应人类使用,在其 100 英尺高的巨大的房间内已建造了较小的台阶和较小的坡道和地板。它曾经被称为奥罗斯托斯(Orostros),即“守望星”,而在大部落(the Great Horde)将许多人困在其中并在其基地周围焚烧数月后使他们窒息而死后,它被改称为弗拉洛斯焦魂塔。塔身上仍残留着焦痕,不安的鬼魂和其他威胁在一千年来占据着这座部分毁坏的塔楼。如果旅行者需要经过焦魂塔,他们总是会在白天迅速经过。

弗拉纳克斯(Franax):这个宜人的人类建造的港口曾经在船舶修理和建造方面表现出色,这要归功于它受保护的海湾和港口扩展后囊括的三个岛屿。现在,该镇的建筑处于半修复状态,因为AR 4651 年,该镇为了根除疖子和骨痛瘟疫的错误行动导致了火灾, 80% 的建筑被烧毁。如今,造船和修理工作在奥尔洛夫(Orlov)进行,留在弗拉克斯的少数人生活在两派势力疯狂的控制权斗争中:一方是尼亚斯·科伊拉(Niath Koyra)——一个有点名声也有点钱的渔民,另一方是冰环(Glacircle)德鲁伊——他们想要让所有人信奉一名深藏在苔原和冰墙之下的强大元素生物。

格雷纳尔之喉(Grenalthrost):“格雷纳尔夫大桥”。这座巨大的石桥横跨山脉中的巨大裂缝,使人们能够进入被称为格雷纳尔夫(Grenalf)的高原。然而,即使经过许多个世纪的使用,这座大桥在收取以人命为代价的过路费:保卫它的机械陷阱突然启动,将不幸的旅行者在巨大的石头之间卡住、磨碎,或者在铰链上吊挂一段时间,然后投入深渊之下的死亡。

哈斯克-奥塔兰(Hask-Ultharan):“众多折磨之石塔”。与南部的弗拉洛斯焦魂塔一样,哈斯克-乌塔兰似乎也曾经是科洛兰帝国的一座巨大的瞭望塔。这是一个现代的猜测,因为高耸石塔的尖端高出范加德森林的树木,很少有本地生物愿意冒险接近其黑暗的、布满符文的石头。无论是偶然还是设计如此,这里一直都有某种形态的巨人逗留,而且它们停留的时间越长,对任何它们认为靠得太近的东西就会变得越野蛮。根据最新的报告,一群山丘巨人和他们更加野蛮的亲戚在那里扎营,并在新月之夜开始举行盛大的篝火仪式。(关于更多的详细信息,请参阅《探索者编年史战役设定》中艾奥巴瑞亚的条目。)

诺门山(Hills of Nomen):诺门山由一位可怕的塔尔多流浪者命名,这里是大量半人马部落以及其他非人类种族的主要领地。对于那些不尊重其他种族及其主权的人来说,从莱努西亚(Lenusya)经过卡特里维什(Katrivish)的科洛兰(Koloran)大道长期以来一直被认为是极其危险的。在试图“阻止非人类大潮”并失败之后,不少军队和他们傲慢的人类指挥官的尸骨散落在这些山丘上。

马蹄森林(Hoof Wood):这片针叶林是半人马和本土原生动物的家园,没有其他有智能的生物在树林中行走或攀爬。因此,除非北方部落与当地的半人马部落开战,从冰原(Ice Steppes)轰鸣而出,扰乱马蹄森林的半人马营地外,一切都是和平的。整个森林遍布许多陷坑和泉水陷阱(对半人马、白豹和其他动物有效),使得入侵森林非常危险。

赫罗兰(Hroran):赫罗兰曾经是一个欣欣向荣的伐木场,利用诺伊鲁斯河(Noyrus)湍急的河水将木材运送到繁荣发展的克里多恩(Kridorn),但现在成了一座鬼城,它的建筑物和道路很快就被森林和动物们夺回、占据。很少有人知道赫罗兰的人们发生了什么事,只知道在AR 4388 年的大雪纷飞的冬天,他们全都消失得无影无踪,连一具尸体也没有留下。

赫沃尔苏利(Hvorsuli):“冰雪尖塔”。这座雄伟的废墟城市(由未知力量以巨人的尺度建造)拥有细长的纺锤状高塔和巨大的城门和城墙,对于寻猎宝藏和秘密的人们来说是一个诱人的谜团。只有这座城市最外侧的城门位于将这座城市埋葬的冰川之外,而这座城门正好允许外人进入这座冰冻城市内部(冰川顶部暴露的一些破碎的穹顶也可以让人掉进赫沃尔苏利)。有一些记载提及,有时,在夜晚,城市深处有一种巨大的力量会发出光亮,这种力量由掌管冰和冰川的神祇瑞斯(Rheth)所掌控,而这位神祇受到一些堕落德鲁伊结社的崇拜。

冰原(Ice Steppes):这片严酷的苔原主宰着艾奥巴里亚北部,回荡着半人马的蹄子、冰川的裂缝、冰狼和白豹的咆哮,以及数百种在其他土地上看不到的生物的掠过声。这片冰原危险且可怕,但其上的生命(和死亡)比大多数人对一片冰冻荒漠所预期要多。

卡斯克-基尔鲁萨(Kask-Kirrrulthar):卡斯克-基尔鲁萨的遗址比另外两座 100 英尺高的瞭望塔(弗拉洛斯 和哈斯克-奥塔兰)稍大一些,卡斯克-基尔鲁萨的阴影废墟中有一群活跃的幽魂般(wraith-like)的生物。当太阳或月亮照耀时,这些纤细的人形(它们隐约类似于从孩子到龙的任何东西)仍然受缚于这座城镇/瞭望塔的石头上。然而,如果任何生物在天空中没有星光之外的其他任何光亮的情况下接近两英里范围内,这些幽灵就会蜂拥而至,从受害者的身体上夺走温度和生命,直到光亮重新将它们赶回那座石头监狱。

卡特里维什(Katrivish):这个小镇除了疯狂的德鲁伊之外几乎没有什么居民,他们都挖出自己的一只眼睛来致敬他们的独眼巨人神祇普拉索斯(Prathos,“嚎叫之眼”),并通过他们的献祭获得智慧和知识的礼物。无论他们是不是真的疯了,他们都拥有看不见的力量,可以帮助他们找到并困住任何胆敢进入卡特里维什周围树林的人。

基洛苏利(Kirrosuli):“闹鬼尖塔”。闹鬼尖塔是由 90 座直径 20 英尺、高 60 至 90 英尺的纺锤状尖塔组成的完美三重圆圈,其用途是一个谜,因为这些细长的白色石塔没有明显的开口,每座塔的顶部都有一块巨大的水晶圆锥体或金字塔。每到月圆之夜,塔上似乎会传来哀怨的歌声,但那里却从来都看不到任何人影。

基里亚(Kirya):这座城市位于锡尔泽米亚高地(Syrzemyan Highlands)之上,被群峰环抱,只能通过翅膀或穿过格雷纳尔之喉(Grenalthrost)到达格雷纳尔夫高原(Grenalf Plateau)的科洛兰大道(Koloran road)才能抵达。乌尔芬探险家格雷纳尔夫当年沿着道路进入山区,并从大桥上的陷阱中幸存下来,在水晶般清澈的山湖(名为奥罗斯特卡尔Orost-Kar,“星之湖”)边缘发现了一座以寺庙建筑为主的独眼巨人遗址。他以妻子的名字将这个定居点命名为基里亚(Kirya),而随着信徒们重新将这些寺庙用于供奉他们自己的神,该地区成为了来自艾奥巴瑞亚各地朝圣路线的交汇点。基里亚逐渐成为艾奥巴瑞亚最大的城市之一,其较新的建筑是用东部奥罗斯特加德(Orostgard)的木材建造的。然而,奥罗斯特加德长达 7 个世纪的伐木活动释放了高原周围山脉中长期隐藏的某种东西,导致AR 1574 年基里亚所有人类死亡。三千年来,众多势力都曾一度控制了这片高原。独眼巨人和山丘巨人用他们的人类受害者建造了像血骨神殿(Temples of Blood and Bone)这样的可怕场所。大地精一度占据了这座被瘟疫扫荡一空的城市。自AR3212年新艾奥巴瑞亚崛起以来,基里亚一直处于人类控制之下,尽管它目前保持中立,并且与任何声称控制克里多恩(Kridorn)、米尔贝(Mirnbay)或奥尔洛夫(Orlov)的人没有任何同盟关系。它的领袖是伟大的德鲁伊费多尔·瓦西克 (Fedor Vasylk),他的结社供奉 36 位当地自然神,将这些神祇视作埃拉斯蒂尔的孩子。

克里多恩(Kridorn):“克里多悬崖。”克里多恩是艾奥巴瑞亚的第二大势力,矗立在卡斯特罗万海(Castrovin)的倾斜海崖上,其引以为傲的塔楼和灯塔为海上的水手们带来了明亮的光芒。克里多恩是该地区人口第二多的城市,也是一座热衷于与任何指出其缺点的人进行斗争的城市。 科法尔·布兰·埃维亚斯(Koffar Buran Evyas)是在这里掌权的第四位姓氏为埃维亚斯的人。在他的贪婪大梦中,他将自己视为艾奥巴瑞亚未来的霸主,他的善于操弄、并且全都比布兰聪明的多的顾问也是如此认为。科法尔持续专注于提升自己(和城市)的声誉,从而将许多市政决策和服务机构留给了其他人,因此,除非满足所要求的价格,否则这座大城市的服务机构并不可靠。总之,尽管存在一些问题,这座城市仍然是艾奥巴瑞亚南部最安全的城市。

克里多之喉(Kridorthrost):“克里多大桥”。克里多大桥是独眼巨人统治时代遗留下来的伟大桥梁之一,横跨诺伊鲁斯河(Noyrus River),在其西端有一座小型独眼巨人遗址,而人类沿着桥本身和在桥东部末端建造了许多木制和石头结构的建筑。这座由克里多恩及其所谓“贵族家族”控制的城镇并没有正式限制前往米尔贝(Mirnbay)的贸易或旅行,但那些与这座敌对城市(指米尔贝)结盟的人在经过时会遭遇比平常更多的事故和问题。

莱努西亚(Lenusya):自从一场瘟疫夺去了这里半数孩子的生命后,莱努西亚已经在一百多年里再无人类定居,不时成为许多强盗的临时避风港。

马夫拉迪亚(Mavradia):马夫拉迪亚由独眼巨人和人类建筑,如今是一座寂静而贫瘠的废墟。它曾经是艾奥巴瑞亚文明的一颗璀璨宝石,但龙兽瘟疫(Drakeplague)让它的大部分被狂野魔法吞没——火、冰和酸的强大力量——这座城市的超过三分之一在一天之内化为废墟,只因巨龙在这座城市的城墙之内寻找一剂传说中的解药并爆发了战斗。后来,巨人及其盟友从范加德森林深处发起的攻击再次使这座城市长期成为了难以统治的战场。第二场瘟疫宣告了马夫拉迪亚的终结,当时一种未知的疾病将许多居民变成了无心智的胶状生物,捕食所有其他人。马夫拉迪亚的龙(无论是不死生物还是其他生物)和死亡泥怪让探访这座曾经伟大的城市成为一件危险之事。

卡斯巨口(Maw of Karth):这个巨大的有着尖牙的大嘴高高地耸立在包围它的两座小山之上,在大门处形成了一个雕刻的独眼巨人头部。卡斯的舌头构成了通向它内部的楼梯,它的尖牙和利齿构成了通往古老石路的护栏。这条通路的危险很简单——许多野蛮的怪物和生物将这里视为圣地,并崇拜卡斯为神,使其成为地精、狗头人和其他怪物的首选伏击地点。

米尔贝(Mirnbay):这座城市被石头和木头的尖顶栅栏保护,宁静的泻湖提供了安全便捷的港口。米尔贝是艾奥巴瑞亚最有活力、最繁荣的城市,也是人口最多的城市。最近加尔特(Galt)贵族的涌入一度给这里的社会和商业秩序带来了坤困扰,但现在问题似乎已经解决(加尔特人目前控制着超过三分之一的贸易行会)。米尔贝的贵族们通过联盟和策略谨慎地执掌着权力,即使对于那些习惯于迷宫般的政治的人来说,这些联盟和策略也显得神秘莫测。鲁科夫(Rhukov)家族(阿尔雅尔Arjal 王室家族幸存的分支)拥有最大的权力,通过他们的法师和奥术学院控制着这座城市。萨吉(Xsagi)家族是一个越来越不耐烦的长期盟友,掌握着军队的权力。他们的联合力量足以遏制其他十七个贵族家族和五个加尔特“新来者”家族。当科法尔·伊瓦德·鲁科夫(Koffar Ivad Rhukov)计划从克里多恩和奥尔洛夫手中夺取权力并亲自统治艾奥巴瑞亚时,交易和条约快速而激烈地进行着,他向他的贵族同胞许诺了做梦也想不到的奖励……尽管很少有人知道他的话是否可信。

米什卡(Mishkar):米什卡是一座完全由人类以木头和石头建造的城镇(不是从独眼巨人废墟中清理出来的,而是从周围的山中犁出来的),坐落在一座被很早以前修建的防御工事包围的山上。米什卡的人民(瓦瑞西亚人和塔尔多人以及来自其他地方的各民族的混合)不与任何其他权力派系结盟,重视自己的独立性,并使这个城邦相对自给自足。它曾经作为防御格雷纳尔夫高原(Grenalf Plateau)威胁的卫戍部队驻地的用途早已成为历史。如今,米什卡由善良的民众组成,他们建立了强大的农业和贸易基地,可以帮助他们购买雇佣兵服务或训练士兵以抵抗未来不可避免的军队到来。长期以来,人们一直在讨论与当地一些半人马部落的联盟,但除了在抵抗来自更高高原的地精部落时所形成的必要联盟外,从未建立过其他的联盟。

米尔弗鲁斯河(Myrfrus River):“深流河”。米尔弗鲁斯保护着艾奥巴瑞亚的东部边境免遭入侵。在这里旅行或贸易并不安全,不仅仅是因为在其水域中生活并在其河边洞穴中栖息的大型食肉生物。这条河的河道中有无数瀑布和急流倾泻而下,其中仅沙虫之吼和卡斯特罗万海之间就有 50 余个。

米尔诺罗斯克(Myrnorosk):米尔诺罗斯克是艾奥巴瑞亚唯一知名的非人类社区,是一个相对较新的城镇,围绕一系列自流泉而建立。在AR 4661 年建立这座城镇的半身人和矮人们允许一些人类家庭在这里定居,但这些原住民有一种秘密的方式来决定统治者——这个社区非常尊重,甚至是崇敬科德拉克(kodlak)和科德洛克(kodlok)种族。兽化人是这里的特殊之处(即使是有问题的狼人,只要能控制变身,在这里也是受欢迎的)。米尔诺罗斯克的科马尔(“市长”)是矮人哈斯克·统御之斧(Harsk Vladaxe),他是一只熊人,也是一个矮人部族的首领,该部族中有不少兽化人成员。甚至他们的宗教成员也尊敬埃拉斯蒂尔和那些混合了动物力量的从属神。这些事不是主动讨论的,但也不是秘而不宣的;任何旅客都受到与他们自己行为一样的友善对待。那些冒犯或猎杀狼人的人不应该指望轻易——或者活着——离开米尔诺罗斯克。
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