Territories and Map Points

Éshurna

Surface Cities

Uruban
The city of trade and commerce, festivals and bars, were many may enter with fat purses and then leave with just a sewed-together bag of cloth if they aren't careful. Scholars travel to Uruban for the extensive library of the histories of Éshurna.
Port Tamik
The other city well known for its trading, Port Tamik delivers the exotic fares of western lands to Éshurna. Second only to Uruban for finesse, Port Tamik allows many to slake their wanderlust and go sailing abroad.
Ergosus
The city of peaceful monks who spend their days meditating and disciplining themselves to become better people. Monks who are given the opportunity to travel abroad revere this as an honor and do so with a glad heart to help those they find. Scholars travel to Ergosus to finish their studies in the quiet atmosphere and refine their religious knowledge.
Ergosus was given the Immortal Turtledoves of Peace by Heous, the god of Peace, as an honour for their devotion to bettering the lives of who they could.
Yursan
A farming town who does much work to supply Éshurna with grains and other agricultural goods within their power. Perhaps a little judgmental and close-minded at times, but the people tend to be honest.
Yursan was given the Golden Amulet by Nythius, the god of Nature, in honor of their love of life and the earth.
Kelos City
The city of law and justice, Kelos devotes its time to training upright paladins of a high order and are the general police force of the lands.
Kelos was given The Book of Law by Balswick, the god of Judgment, in recognition of their desire to maintain order and justice.
Hairo
The city within the Vinariu Forest, devoted to study of stars and delicate dance of the sky. Governed almost purely by elves and centaurs. Scholars travel to Hairo to hone their astrological knowledge.
Hairo was given the Twilight Cloak by Myrael, the goddess of the Heavens, to allow them to walk closer to the stars.
Port Axin
The port city in subtle disrepair. Their docks are in the Dread Sea, and many ships are destroyed by the terrible terrors below the waves. Many people question why this city still stands, when the pirates and underwater monsters seem to have their way with this city. Port Axin is almost completely ruled by pirates and other ruffians. Perhaps Axin remains as a more convenient way for those who inhabit Ruethik's Isle to come to the mainland.
Kerune
A small fishing town far from all but Quulc. A strictly human settlement that is unwelcoming to outsiders or other species. They mind their own business, making their living off their gleamings in the sea.
Quulc
The city that none enter unless they have a death wish. Ruled by unruly orcs, bugbears, and other large goblinoids with their smaller cousins the goblins as their slaves, Quulc has no roads leading to it, and none out of it. Quulc proudly worships their evil goddess Ersuul, carrying out raids in her name. Those who wish to make it as a ruffian or barbarian go here. (This is basically the safe haven of the creatures Ersuul lures to her cause.)
Quulc was given the Devil's Bastard Sword by Ersuul, the goddess of War and Chaos, because she thinks of them as pets and wants to settle a score with Balswick and Heous for some reason even the monks of Ergosus do not know.

Mountains and Terrain

Mainland
Grassland, forest, mountains.
Narish Plains
Orc and half-orc camps.
Vinariu Forest
Elf and centaur woodlands.
Skaalg Range
Home of the giants, large goblinoids, and any non-human that can withstand high climates. The foothills are inhabited by the savager ones of the species, but Megrog's Peak is claimed by those who wish for law and order. There are many villages and cities in a small kingdom, the main city being at the very peak.
Argo Range
The mountains are guarded by trolls and ogres. Hidden somewhere in the valleys is the entrance to the rumored Drow cities.
Baerthos Range
The Elder Rain River flows from under these mountains and ring with the faint clanging of dwarven forges.
Njumi bestowed a gift upon the dwarves which has since been stolen by a stranger, so the dwarves haven't welcomed visitors in a long time and still actively seek the treasure.
Mount Skult
The only active volcano on Eshurna, it was rumored that the thief who stole the ancient artifact of the dwarves hid it somewhere within the diamond mines in the volcano. Many dwarves can be seen searching in the area and making good use of the supply of diamonds, but it is dangerous and the volcano is quirky.
Nalchland
An island of the southmost part claimed by Eshurna, the largest temples to all the gods were built here. Only those who have spent years in worship may dream of one day serving upon this isle. Even the followers of Ersuul dare not taint the holiness of the island for fear of invoking the wrath of many gods.
Iguaro Isle
Lizardfolk and so... many... lizards...
Ruethik's Isle
Infested with human pirates and dread sea serpents.
Crystal Isle (Name to be changed eventually.)
Behind the glistening, sapphire cliffs lies a mystery: What is in the central lake that causes visitors to disappear? One old legend claims that there once was a great battle between the gods and demons. The demons were led by Karnog who wanted control of the world and to drive the gods out. He seduced Ersuul, and the two fought together against Balswick, Heous, Nythius, and Myrael. Karnog and Ersuul were eventually defeated. Karnog was locked deep below the sea yet not in the sea to prevent his escape, and Ersuul was punished, but allowed to keep her position as a goddess to keep the balance. Ersuul misses her lover, and it is only a matter of time until she finds a way to free him.
(When the adventuring party finally reaches the Crystal Isle, they find themselves in one hell of a maze, complete with traps and ice/tundra monsters. Hey, the gods had to make as hard as possible to resurrect Karnog, ya know?)
Hawthorne Keep
Unnatural amounts of thorns grow in the forest. An ancient castle lies in the center. It is rumored undead cannot pass through, and a large number are held deep within the castle.

Mirowan

Mirowan

Ithurnes

Ithurnes
Myranethanakanth's Lair is now inhabited by a chimera, previously by fleeing dragons.

Guara Isle

Guara Isle
For 4-6 Players, Levels 12-15 What used to be a prison, long ago a sorceror was sentenced there for fity years for attempting to the island and wreacking havoc. When released, furious for "being wronged for the attempt to help the government and economy with a fresh outlook", he reclused, studying to become a lich, and remembering the stories of all the potential servants buried under Prison Keep. When he became a lich (at lvl 17), he created a small army of zombies and took over the prison, and revived the criminals to make Prison Keep his castle.
  • The guards are mohrgs, previously murders.
  • The ghosts floating around were previously thieves.
  • The original guards were killed and reanimated as skeletons.
  • The sorceror-lich then hired gargoyles to scout the island so he could enjoy his new empire. The villages pay him tribute to keep from being ravished by undead.
  • Wights are kept in Batwing Gorge to guard the catacombs.

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