Places of Note

New Creation
Noxus, City of Despair
Logos’ Rest

The cast city of New Creation is where our story begins. Located in the center of the seemingly-endless desert known as the Ocean of Gold, this is a place of merchants, traders, and mystery. The city is protected by an outer great wall called the Placidium, which has been magically warded to keep its denizens safe – from beast, from storm, from scorching winds.

New Creation lacks any real government – instead, individuals and families who have invested great time and effort into the improvement of the city have been granted the title of Noble, and they oversee the day-to-day of the cities – as such, this has led to some unusual laws being created. For example, there was the notorious scoundrel who rose to fame after mapping out the many tunnels and labyrinthine passageways beneath the city. This feat was the first of many adventures that were later romanticized and published, and upon becoming a Noble, he quickly organized laws allowing for organized thievery within the city walls.

Most notably of these families of Nobles is the innocuously-named Glassblowers’ Guild, a predominantly female group who have their fingers in everything from city politics to worldwide trading to archeological expeditions. While still extravagantly wealthy, they have become the target of choice for thieves, con men, and bachelors attempting to marry into money in recent years.

The ‘people’ of Noxus can still remember when their home was a bloody paradise, when its black jungles bloomed wild, when the hot, primordial oceans washed against unspoiled beaches, when the Shrouded sunned themselves on armorlichen spires miles high, their razor-sharp foreclaws glittering in the violet light.

Located on the north-eastern landmass of Amaranthia, Noxus is a settlement where the physically and mentally strong acquire power through any means necessary, regardless of the consequences to their peers. The predominantly Shadar-Kai citizenry generally stands behind the principle that only the powerful have dominance, regarding the qualities of benevolence and compassion as signs of weakness. Strength begets strength, at least as far as the residents of Noxus are concerned.

The ruling political organization of Noxus is called the High Command, and it acts as the head of the military. In Noxus, the military controls every aspect of the political landscape; there is no separation between the warfare and politics. The eternally youthful-looking leader of the High Command, the Black Queen, has ruled Noxus for countless years. In stark contrast, her partner, Valdez the Black King, has been upon his deathbed for almosr three years now. Withered and frail, it’s a miracle the King remains alive in the nightmarishly hostile society.

Noxus is a city that resembles its inhabitants – dark and sinister. The foundation of the city was built into a granite mountain, and a fair portion of the city lies underground. Structures are built on top of and into the mountain itself. A tremendous man-made moat, filled with a witches’ brew of foul and putrid liquids, circumnavigates the city; the moat serves as an excellent means of cutting off access to Noxus through but a few key points, all of which are heavily guarded. At the top of the granite mountain resides the headquarters of the Noxian High Command; the building itself vaguely resembles a human skull from a distance. Beyond the huge city walls lie those Noxian denizens too poor (or too lucky) to live inside.

By day, the desert around New Creation is a stark, fractured and scorched wasteland; at night, it is a frozen, waterless tundra swept by frozen winds. An acrid, ashy odor clings to everything. The hot wind brings with it sand particles that sting exposed flesh and inflame the eyes. Except for the sigh or howl of the air currents, the desert is cloaked in a gravelike silence.

The slightest breeze stirs up a silvery-gold pall of dust that clings to the surface like a fog. It becomes impossible to tell where the silt-laden air ends and the dustbed begins. When the wind blows more strongly, as it often does, the Oceans of Gold become a boiling cloud of dust, the edges tinged with crimson sunlight. On such a day, a traveler near the ocean cannot see more than a few feet in any direction. The dust coats his clothes, his face, the inside of his nose, and even his lungs. He cannot see the ground or the sky, and when he walks, his feet drag through inches of thick silt. He grows disoriented, and it becomes an easy matter for him to wander into the ocean and disappear forever.

Travellers caught in such a storm often seek refuge wherever possible…

Unreleased 06

Situated on a secluded isle, the Eladrin capital of Zaun shines as a paragon of virtue amongst all the other worldly settlements. The people of Zaun are driven by their common cause to disseminate benevolence and justice for the betterment of all beings. They view malice and selfishness as a disease which should be expunged from the psyche of humankind. Those who come to Zaun and choose to settle within the borders of the city-state are expected to share the ideals and virtues of its citizenry. Those who seek personal gain at the expense of others quickly find themselves ostracized.

Towering spires litter the skyline of Zaun, with majestic flags flying high along the parapets of the city. The white marble walls virtually gleam with power and nobility. The city itself sits next to a natural port, with the majority of the city resting on a plateau.

Zaun is the only government run by a constitutional monarchy, wherein the King serves as the head of state and an elected council serves as the legislative body. While the king is a strong ruler, he is kept in check at least partially by the Zaunian Council. The current King of Zaun, Virgil III (a.k.a. Jarvan Lightshield Virgil the Third), works earnestly with the Zaunian Council to ensure that the sanctity of the city-state remains pure and true. He is a powerfully built Eladrin with eyes so blue they almost appear black. Though not particularly tall, Virgil’s presence alone make him appear to be a giant. Frequently dressed in shimmering silver armor with ornate holy symbols carved into the metal, he often mingles with his subjects and speaks with a kind, though absolute, authority. Since the rule of Virgil II, there has never been an attempted coup or rebellion of any kind in Zaun.

The Queen passed away a decade prior, leaving her husband and twin daughters in grief. It is said than in the last year Zaun has begun to flourish, and the city has begun to undergo….changes….

History walks the streets of this Dwarven city in the form of the dead, phantasms con­signed to wander Hammerfast’s streets until the end of days. This mountain city was once a necropolis, a collection of tombs where the dwarflords interred their people. As the dwarves’ wealth grew, their burial chambers changed from simple stone sepulchers to lavish trea­sure vaults filled with the material wealth garnered over a lifetime.

It withstood the sundering, though many of its treasures were lost; and, in time the dwarves re-emerged. But the citadels of the dwarves were broken, famine and plague grew thick across the land, and monsters and raiders prowled freely in the aftermath of the global destruction. In the face of such chaos, the dwarves made a fateful decision. Why waste fortifications on the dead? They had no use for it. It has since grown into the largest and richest settlement in the southern portion of the world.

Yet although Hammerfast has changed, its past lin­gers on. The great statue of Thazen Stormbellow stands like watchful gargoyle over the city, said to protect the dwarven people from attack. The old traditions live on – drinking, political squabbles, goldcutting, and the dangerous ‘rites of passage’ such as the militia proving themselves through the Hornworthy ’ceremony. ’

Places of Note

Oceans of Gold revlemming revlemming