A Guide to the World of Sosaria
The ranger Shamino hath compiled the following guide to the known settlements of our realm. It serves as an addendum to the Book of Play and is intended to assist would-be adventurers in their quest to rid this land of the hell-born Exodus.
Britain – In the center of our fair land, on the eastern shore of the Sea of Akalabeth, rests the fair towne of Britain. It’s namesake given in honour of our sovereign, Lord British rules with a just and kind hand from his nearby castle. He hath worked diligently in the score of years since Minax’s fall to unify the disparate and independent city-states of Sosaria, thus it has become a centre of commerce and governance for our realm. It is here where Lord British issued the call for a champion to save the realm from Exodus, thus it is here where an adventurer’s sojourn must begin.
Devil Guard – Somewhere on the northern end of the Sea of Akalabeth rests the city of Devil Guard. Nestled between the towering snow-peaked mountains and the glistening sea, this city hath a long and storied history as an ancient seat of governance, and was once a forefront of defense against Minax’s horde of horned devils. The years of peace hath transformed it from a fortified bastion to an open marketplace. Sadly, the earthquakes that heralded Exodus’ appearance hath caused many landslides and made travel by foot no longer possible. Though the way remains hidden to many, the rangers from the region tell stories that access may still be found by way of the mysterious Moon Gates.
Yew – One of the oldest communities of the realm, the City of Yew is quaintly nestled amongst the magnificent trees of the Deep Forest. Protected by the thick canopy of these ancient woods to the northwest, the reclusive druids and stoic clerics hath embraced their affinity for nature and celebration of the divine. Within is the mystical Circle of Light, a holy place of worship for those who reside there. Be sure to search the forest well, for there is much else that lay hidden in Yew.
Grey – Far to the northeast lay the industrious City of Grey, a bustling sea port and hub of commerce. ‘Tis largely home to trade guilds, skilled craftsmen, larks, and enterprising merchants. As such, there is both fortune and merriment to be found in Grey. However, exploring the city is not without risk as ’tis also rumored to be frequented by less savory characters such as conniving thieves and bloodthirsty pirates.
Moon – The Holy City of Moon rests on Verity Isle to the east. ‘Tis a center of the mystic arts, astrology, alchemy, and magic of all forms and thus home to practitioners of said disciplines. The wizards, alchemists, and illusionists of Moon have dedicated themselves to the study of all that is hidden, thus it will undoubtedly serve as a source of invaluable knowledge and clues for a wise adventurer.
The Montors – The city of Montor was once a modest barracks for fighters who protected the southern reaches of Sosaria. But it hath seen immense growth since those times. Now two fully fortified cities, Montor East and West are twin town centers that together hold several armories as well as a prison. An adventurer may also enjoy the pub where fighters, paladins, and barbarians are always willing to share tales of their heroic deeds over a pint of grog.
Fawn – Fawn, City of the Sea, is an isolated and peaceful town located on the Bay of Beauty to the southwest. Once nestled beside a serene lake, its geography changed drastically as the land nearby eroded and gave way unto the sea. Despite its changing surroundings, the impassioned community of Fawn have dedicated themselves to keeping Fawn beautiful for all.
Other Places – Beyond the known towns, there are rumoured to be other more secret settlements throughout the realm that only the most clever of adventurers may find. Some of these, the rumors say, are places of wonder, such as a mysterious city that only appears when the time is right. Yet others are dark bastions of evil, such as the much maligned Death Gulch, where ’tis said that only the most unsavory of folk dwell. And darker still is the cursed abode of the vile Exodus, said to be on a fiery isle in the Great Ocean and guarded tirelessly by the Great Earth Serpent! Stay keen, dear adventurer, and search for clues. I believe thou must find all that is hidden to save Sosaria from this dire peril.