The Remnant Peninsula

Quick Redirect
 * Castia
 * Major Nations of Castia
 * Guild Hall

Culture
The earliest known ruin in the area of the City of Remnant dates back to the Vharum Republic, a marvel of dwarven engineering and organization, stretching along the Underdark from the mountains of Karden’s Spine all the way to the Snowglint Peaks, surfacing only in mountainous regions or areas with intense mineral wealth. In such an area was founded the mining outpost that would later be abandoned upon the fall of the empire and one day become Remnant.

After the fall of the Khatran Empire and the Warp that transformed Castia, the Dura-Khan’s younger brother carried his sister’s corpse across the continent, seeking a quiet, peaceful place to lay her body to rest. When he came across the ruins of the mining outpost, he had his entourage dig a grand mausoleum in the abandoned catacombs and establish a small settlement that he named Remnant: the last dying ember of a once proud and noble lineage, and what he believed to be the last remnant of heroic grandeur in the world.

Over time, as pilgrims came to pay their respects to Mirrash the Brave, who had united so many different peoples together with minimal bloodshed, the area became well-traveled enough for it to become a stopping place for trade caravans. From that, it became a small trading post, which later blossomed into a proper trading town thanks to a wealthy Elven family. Remnant would have languished like that forever, perhaps, if it had not been for a fortuitous circumstance: People from another plane teleported into the city, seeking a new place to belong.

The union between the Travellers who used lost magic to escape from another realm and the local residents formed a proper city from the foundation of a small trading town. The name Remnant resonated with the Travellers who escaped their war-scarred world for one with new possibilities.

Over time, their capabilities with trade expanded; the Travellers lent their familiarity with combat and other skills with the native Castian artisans and managed to establish trade routes by land and by sea. Nestled in the southwestern peninsula of the continent Castia, they were positioned in the ideal spot for expanding trade. With more business attracted money. With more money, they attracted people. With more people, they gathered resources and built a city big enough to hold their aspirations.

A molten melting pot of diversity, it comes to no surprise that numerous guilds sprang forth within Remnant. The first and most prominent being what is now known as the Adventurer's Guild of Remnant. It started from brave Travellers and vagrant jack-of-all-trades volunteering to guard caravans and boats to and from their city for trading purposes. The need to hone one's skill sets for such jobs—the need for heroes—gave birth to this group. Other guilds focused on different skills that could be used for this line of work and gained momentum in their own right.

As more people from different lands and various walks of life join at Remnant, more wonders and adventures are sure to unfold! The City of Adventure has taken off in the Age of Wings!

Birds of a Different Feather Nesting Together With nowhere to go, both Travellers and Castians worked together to emphasize the one thing they had going for them; trade and hired muscle. Slowly over time, Travellers were able to lend their wealth, magic and eclectic group of warriors to the Castians, who needed people to guard their cargo as they attempt to traverse dangerous lands and encounter dangerous creatures.

Eager to open up new avenues for trade, they adopted an open door policy for more mercenaries to build up their economy without having to risk losing too much well-established protection for their home front. From this, the internal (city guard) and the external (Adventurers’ Guild) forces were born.

Flying Out In The Age of Wings The experimental system seemed to work—trade became profitable (the main reason the market area is so diverse in all three of the main districts). With the natural phenomena of the land along with ruins possessing arcane, divine, and natural-powered secrets along with the prosperous environment for business, Remnant became a beacon for magic item vendors looking to make a quick buck or more importantly, gain wealthy repeating customers who were in need of any advantage against the various threats they’d have to face.

Major Resources Remnant has a lot of mineral wealth from excavations under and around the city and funnels a good bit of it into magic. It sustains itself via farming in the Outskirts, gets water from its small lake and underground rivers, has a complex and advanced sewers system, and maintains sustainable woodcutting in the surrounding forest.

Its main production is precious metals and gems, the remnant of its ancient beginnings as a dwarven mining outpost. The following two lists are in order of prevalence of the resource:
 * Precious Metals (Silver, Gold, Mithril, Adamantine, Platinum)
 * Gems (Sapphires, Rubies, Emeralds, Onyx, Diamonds)

Important Locations

 * Guild Hall
 * Upper District
 * Middle District
 * Lower District
 * Temple District
 * Market District
 * Lake
 * Guild District (formerly known as the Hero's District)
 * Hospital
 * Martial Guild/Arenas
 * Tinkerer's Guild
 * Airship Docks & Teleportation Circle
 * Council Hall/Jail Hall
 * Mage's Guild/Library

Government
Aristocratic Republic. Along with the heads of the Trade House factions, currently four prominent figures within Remnant act as the pristine ceiling other members aspire to become. They’ve poured time, money, and attention into building the magic metropolis into what it is today.

Leaders
Councillor Illbert Purerock, 238 years old, LN, Dwarven male '''Councillor Adrin Lyranil, ??? years old, N, Moon Elf (gender unknown/unspecified)''' Councillor Inessa Bogatsvena IV, 65 years old, LN, Human female Councillor Ozwaldian "Oz" Willowflower, 100 years old, CG, Half-Elf male
 * Braided jet black beard with golden rings, very strong and sturdy-looking, even more so than the average Dwarf
 * Owner of several mining companies across Castia
 * Mostly goes by the book but is open to exceptions if within reason
 * 6’2”, wiry frame. Typically wears dressed and robes that hide their figure with elongated sleeves. Has long silver hair with a bluish tint and cool, blue-grey eyes. Wears a golden circlet that resembles a crown of leaves.
 * Separated from their village for reasons unknown; made a home amongst the melting pot of races and ideals that is Remnant.
 * Named after ancient Elven kingdom in Castia.
 * Born into money as the daughter of one of the late councillors, Petronin Bogtsvena
 * Has three siblings, all married off to nobles from different continents
 * Values connections especially familial and/or noble ties.
 * Father is a prestigious High Elf; mother is a noble from Fyris (pre-Warp).
 * Keen on innovation (i.e. airships and firearms)
 * Wears suits without ascots/clothes/neckties; usually has symbols of trees and flowers in his accessories/clothing

Local Factions
Additionally, there are the four major factions in the city.

The Shield of Remnant "We defend Remnant from anything that threatens its legacy!"

This faction is the old guard of Remnant, focused on maintaining the traditions of Remnant. They contain the military and mercenaries of Remnant, as well as a good portion of the aristocracy. Stodgy, but they do genuinely care about Remnant, just not necessarily your Remnant. They get adventurers involved in disputes between noble houses, dealing with thieves, ancient curses, recovering family heirlooms from lost tombs, and dealing with old grudges with outsiders and elder beings.

City Watch, personal and specialized guards for the city’s elite, jailers. The Shield often fights other factions on social changes even if they lack sound reasoning. Some members are able to see past this but are still very difficult to budge on certain issues. However, if thoroughly convinced, they are an invaluable ally for any faction/guild.

Very familiar with the citizens they protect; a soft yet strong beating heart underneath all the armor.

The Avandic Association of Artisans “We have the clever, honed skill that makes this city truly wondrous.”

The AAA is an organization of merchants and artisans within Remnant that takes its name from the deity Avandra, goddess of luck, trade, and travel. These artisans usually craft all types of high quality common and magical merchandise that is often quickly purchased by the merchants who then sell it to the common people and adventurers alike for profit. As a whole, the AAA wishes to see their trade grow as they open up new business ventures.

The Laborers’ Union “We are the lifeblood of the city, the hands whose work keeps Remnant alive.”

The Laborers’ Union is an organization of Remnant workers of all types, covering builders, farmers, teamsters, servants, cleaners, and practically any profession that isn’t part of the other three organizations. They seek to protect the workers of Remnant, particularly those of lower class, and try to ensure all of the city’s inhabitants have a roof over their heads, food, clothes, and a job.

Because of this, they are rather in favor of expanding the city’s borders and reaches, championing endeavors that create more jobs, increase the city’s territory or improve what the city already has.

The Scarlet League “We are the spirit of the city, the faithful heart that remembers its culture.”

The Scarlet League is a well known and beloved organization within Remnant. It mostly acts as a charity for artists, entertainers, and those that wish to keep their culture and the city’s diversity of religion alive. They care deeply about social issues, especially those that surround these activities and have been known to support many up and coming performers and artists within Remnant, as well as projects that extend the reach of art, culture, entertainment and religion to the masses.

Because of this, the Scarlet League is often found arranging festivals, performances, charity drives and making the culture and art of the city accessible to the people.

Culture
To everything that now 'is', there is that which 'was'. To every child a mother, to every book an author, and to every nation a founder. The dwarven nation of Thim Dolur is no exception, with its vast expanses of wealth and power. All of this stemmed from one beginning: A group of runaway dwarves, exiled from their homeland of "Oramkadrel." I am sure that you now ask, "What is Oramkadrel? And why were they fleeing?" Both good questions, ones which will be answered promptly.

Oramkadrel is not only a city, but a nation, one which dominates the furthest north reaches of the mountains which are near Remnant. Their capital, Kal'Ein, sits in the last mountain in the chain. Because of its advantageous positioning, abundance of resources and lack of strong rivals, Oramkadrel has thrived for many centuries. They are an economic power to be reckoned with, and it is rumored that they have a military to match, though this is a secret not discussed with outsiders. To allies, this nation provides opportunity to expand horizons and achieve favorable trade. To others... not so much. The nation is slow to trust, especially when the outsider faction consists of more than solely dwarves. They operate under and imperial system, with an empress named "Sulrie."

Now you may understand the basics of what Oramkadrel is, but you may still be wondering why the founders of Thim Dolur were excommunicated. Simply put, they did not conform to the tenets of their old homeland. Although Oramkadrel prospered, much of its law and customs remained rooted in tradition. To transgress against these, whether they were spoken or unspoken, led one to become an outcast, a fate worse than death to many of the city's residents. Thim Dolur's founders, for various reasons, did not conform and were forced to leave, and the rest is history.

These refugees forged through the dangers of the mountains with bravery and resiliency that would define the city they would eventually found. Their journey ended when they came across an alcove in the mountain, one which their dwarven eyes immediately recognized as a perfect new settlement. Inside, the cave exploded outwards into a soaring, expansive cave, perfect for the new start these dwarves envisioned. More amazing, though, was the centerpiece of these caves: A large amount of quartz which reflected light throughout the canyon. Now this settlement, this city within the mountain, this literal beacon of light in the darkness, stands tall as Thim Dolur. The dwarves’ ancestors, as well as a small smattering of other races, have worked tirelessly to improve the city, and made progress on every front. For instance, through amazing advances in technology, lenses have been attached to the quartz crystals which shift and scatter any light, reflecting it off of every surface. Additionally, the town hosts powerful magic, the prime example of this being a teleportation circle linked with that of Remnant.

Notable People
Dalgrania Wyvernspine Ogran Axebreaker Marras Silverheart
 * Female Dwarf Captain from the Thim Dolurian Military/Guard Corp. Sandy Blonde hair pulled back in intricate braids. Has her face shaved. Dresses in Mithril Chain, and dresses in dark winter colors.
 * Most correspondence from Thim Dolur comes through her and her man Organ.
 * Male, dwarf soldier. Wears Mithril Breastplate and dark leathers. He has long raven black with streaks of silver. His beard and mustache are braided and beaded with carved runes. Sees the bigger picture and what good the guild could do, despite certain recent events.  Offers the occasional contract for the area.
 * The stocky blonde receptionist who handles the confused visitors who come through the teleportation circle.
 * Cheerful, pleasantly sardonic, and confined to a wheelchair unbeknownst to most as she stays behind her desk, hiding the stubs that end just above where her knees were formerly. They were chopped off by a goblin when she was an adventurer.

Culture
Known as “The City on the Cliff” or “The Hanging City” Hangalor is far to the north of Remnant on the coast. Built on the side of a steep cliff it's a nearly vertical city, it's agriculture done at the base of cliffs and in horizontal outcroppings specifically built for farming in the air. Ladders, and eventually balloon elevators as well as full on airships became the most common ways to traverse this city. Made up of Mul, Humans and Dwarves, they are a hardy people of both land and sky. There is a teleportation circle in the city.

Notable People
Galrin Thelbrik Zilma Viniz
 * Captain in the Hangalor Mul military. Not top leader but similar to Dalgrania in ranking and influence. Assigned as liaison for the Adventurers guild
 * Dashing charismatic Human woman
 * Prominent merchant that Peddles "exotic" goods.

Culture
A lovely port city located about a twelve days to the south of Remnant by foot. Settled by three retired adventurers about five years ago, this young port city is the home to lovely beaches and shores glistening with gold like sand and clear waters. The city has four main structures: a tower of arcane research, the mayor's complex, and a lovely inn. On the port there is a lighthouse covered in gems. Aside from the travelers and seafaring folk making their way around the peninsula for trade, the city is home to a number of druids and clerics and a small smattering of sand elementals. Being the closest sea port to Remnant, the city sees its fair share of adventurers and is the stopping point before reaching Hugonami, a few days further south in the sea. Being the only coastal trade hub this side of the peninsula, their primary exports include fish, produce, spices and Middle Eastern/Mediterranean styled food.

Notable People
Ricardo, Half-Orc 38 years old, Mayor Marco, Male, Wood Elf Wizard Derrick, Male, High Elf
 * A loving flamboyant individual, who loves a celebration more than work but he gets his job done because he cares about his city.
 * Is more focused on his arcane research and dislike talking to people but is willing to put that aside to get stuff done.
 * Marco’s apprentice. Is a very hard working wizard who wants to learn but is also very protective of his teacher and would not let anyone see him without a good reason.

Culture
Known as "The Sunlight City", Hugonami prides itself upon being an island of relaxation, a popular destination for weary sailors and retired veterans. Hugonami lies south east of the Remnant coastline and doesn't have much in terms of history, as it's an island more so than a nation. It attracts powerful people who wish to retire because it's a nice spot to lie down--thus it gained some attributes like a teleportation circle and a size-able group for a small "army." Other than that, this small city in the Blood Sea is ironically very calm.

Notable People
Town Mayor - Frederick Geezer Mayor Secretary - Margeline Von Butchman  Dock Owner - Scruffy (last name unknown) City Epics - Cherry Freebird the Mage and Daniell Hawkeye the Paladin
 * An old human man who walks with a sword for a cane. Is constantly holding his back with a gruff look on his face. Has a block of granite replacing one of his eyes, almost like an eyepatch. His duties as mayor are self explanatory, keep citizens happy and keep things under control.
 * The secretary of Mayor Geezer, Margeline. A woman in her 20s/30s that works for the mayor. An orcish woman with a black suit and tied up, slick, purple hair. Always seen with a coffee. Seems to only be in it for the money and the abundance of vacation days.
 * A three foot dwarven man who's origins are unknown. He must've been some kind of sailor, as he prides himself as the landlord of the Hugonami Docks. He has a big gray beard, usually carrying cigarette buds inside. He also wears an odd chestplate with a kilt-like add-on.
 * Basically the epics of the city. Cherry is an Elven woman with long, silk like robes with hair the color of cherries. She’s responsible for the teleportation circle being there, and she guards it most days. Daniell is responsible for leading the city’s small but noticeable army. He stands a mighty 7’6 and reeks of ale. He’s all smiles and laughs, with scrunchy blonde hair and a big toned body. He's also responsible for any and all potential Sahuagin raids.