Colaurum

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Colaurum
Colaurum
Region
Everwind Country
Political Control Colaurum
Capital Polaris Keep
Main Demographic Human

General Information

A land of gentle, sloping plains, surrounded by ocean and woodlands. The northern border is shared with the Induin Forest and the eastern border with Ceeta Grove. The Haen'mor Mountains connect with the south eastern edge of the land, and from there around the south west a gentle coast fills the remainder of the perimeter. The kingdom of Colaurum is a maritime kingdom with larger overseas holding than any other human kingdom.

Notable Locations

Colaurum may be known for his naval strength, but the land boasts a variety of curious locations.

Towns

  • Arksmouth - A stranger place is difficult to find. Some say that even the military of Colaurum avoids this salty sea-town. There are many stories revolving around Arksmouth, ranging from terrifying in nature, to strange and mind-boggling. Some say visitors to this town never leave.
  • Polaris Keep - The capital of the kingdom. A strong castle sits near the coast, encompassed all around by a large, bustling port city, complete with strong city walls. One of the largest cities in the Northern Human kingdoms in terms of land area. A lucrative maritime trading hub.
  • Port Shalroc - The northern hold of the Colaurum navy. The third largest port town in the kingdom.
  • Reynoldston - A midway town between Fort Moorwald and Port Shalroc. Some people say they don't like outsiders in this town, but many deny such hearsay.
  • Rhymmenville - A sea port located a ways up the mouth of the Eastrun Current. It is the chief shipyard of Colaurum, building the majority of her naval vessels. It sits on the edge of Rhymmenwood.
  • Sirull's Bend - Often called the "Doorway City" to Colaurum, this town sits between the main road and the Eastrun Current, at the very edge of the kingdom's inland territory.
  • Southport - A small, coastal fishing town. The last spot of civilization before the Southcoast Road starts up into the Haen'mor Mountains.

Forts

  • Fort Moorwald - A sizable fortress that commands the northern portion of the territory.
  • Fort Sammeth - An ancient fort that was built when Colaurum extended its borders inland. It is currently garrisoned as an eastward defensive post.

Dungeons

  • Riddleholdt - A dwelling of kobolds that keeps close to its dwelling. They fear drawing too close to Rhymmenville, but are too large a presence to oust.
  • Terimdeeps - A deep system of caves, leading under the Haen'mor Mountains. There are rumors of disappearances in this area, though no cause is known. Some say these caves hold an artifact of great power.

Landmarks

  • Eastgrove - This small camp serves as a watch point over the border shared with Ceeta Grove. Tales of disappearance, similar to those of Terimdeeps, have buzzed about this point, though militia members write the tales off as rumor.
  • Rhymmenwood - This sizeable forest is tended and harvested as a source of renewable lumber for Rhymmenville.
  • The Walking Wood - A strange corner of the kingdom that lies within the geographic boundaries of the Ceeta Grove forest. There are many strange stories about this forest, and some believe a tribe of gnolls resides here, guarding an ancient artifact of power.