A Guide to the Kimsareina Peninsula
The Kimsareina Peninsula is divided into three kingdoms separated by the vast mountain ranges that span the peninsula, with biomes including forests, rainforests, grasslands, shrublands, and a desert, among others. The southern half of the peninsula boasts a subtropical climate with hot, humid summers and mild winters, while the northern half begins a transition into a more temperate landscape.
The Kimsareina Mercantile Front
The Kimsareina Mercantile Front (KMF) is a consortium of guilds encompassing the merchants, adventurers, and mercenaries of the Kimsareina Peninsula. The Front offers a variety of work for adventurous souls young and old, from slaying monsters to protecting merchant ships and everything in between. Your characters all work for the Front, and are taking on their first contract as a party. Your party has been contracted to complete a series of deliveries across the three kingdoms, at which point they will make their way back to the Front’s headquarters at the northern end of the Peninsula, on the border of the mainland.
The Kingdom of Sliv
By far the smallest of the three kingdoms, Sliv is largely ignored by the rest of the peninsula and left to its own devices. With prosperous farmland, a well established fur trapping trade, and a modest fishing industry, Sliv has a number of settlements characters can choose to call home, though of the three kingdoms, Sliv has the smallest representation of members within the Front.
If playing as a character originally from the kingdom of Sliv, please pick from one of the following settlements to use as your hometown.
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Vadim - A fur trapping community located in the northern reaches of Sliv, sitting halfway between the northern coast and the town of Tupelo. Characters from here would have grown up most likely as trappers or hunter-gatherers.
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Zeko - The largest farming community in Sliv, with fields as far as the eye can see of barley, wheat, and gourds, as well as fig orchards.
The Kingdom of Belcard
The largest of the three kingdoms, Belcard is defined by three things: Their mining industry, the massive black sand desert that stretches across a third of the kingdom, and their lively festivities. The people of Belcard are full of passion and life, despite the arid climate of their land. Though a mostly accepting people, the tragic history of Belard has led to an intolerance of dragons and dragonborn of any kind, deeming them hostile entities.
If playing as a character originally from the kingdom of Belcard, please pick from one of the following settlements to use as your hometown.
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Kemellar - Located in the southernmost point of Belcard, Kemellar serves as a coastal trade hub with a prosperous fishing industry and a large, sprawling seaside market. A melting pot of cultures, Kemellar is renowned for its love of food, having several food-centered festivals throughout the year.
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Qudu - Located northeast of Kemellar, Qudu is where a majority of the farming in Belcard is done, with vast meadows housing sheep, goats, and buffalo. Qudu also boasts a large textile industry, with many of the finest garmentmakers in the peninsula.
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Juhabra - The capital city of Belard, a massive, sprawling city located on the edge of the desert. Much of the city functions as a never ending outdoor bazaar, with silence being a rarity. Laughter can be heard from most any direction, the smells of rich tobacco, blooming flowers, and looming buffets found everywhere.
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The Granite Road - A long, winding strip of mining towns that line the mountains of Belcard, all connected by a seemingly endless road dotted with footpaths of pink and white granite. Nobody really knows who built the road, though the elders of the land tell a variety of stories. Characters who wish to be from a Granite Road settlement can refer to the list below, which includes settlements and the primary material mined there.
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Gahn - Tin, Emerald
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Endra - Copper, Turquoise
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Palsa - Diamonds, Magnesium
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Daidh - Gold, Quartz
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Jabazan - Ruby, Mica, Marble
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Abhalam - Iron
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Kilza - Salt
The Kingdom of Melnak
Known as “The Land of Knowledge” to most of the peninsula, Melnak is the oldest of the three kingdoms. Melnak is primarily known for the many colleges it boasts, catering to bards, mages, alchemists, and historians, among many others. Melnak also boasts several historical excavation sites, with a strong focus on uncovering the history of the peninsula and preserving the integrity of the land.
If playing as a character originally from the kingdom of Melnak, please pick from one of the following settlements to use as your hometown.
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Poirac - Home to the largest bard college in the peninsula. Was once inhabited by a druid circle, whose influence on the land can still be seen by the vast fields of flowers.
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Borvers - Home to an alchemy college and several master blacksmiths.
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Sarsier - Home to the cranberry bogs of Melnak, as well as the oldest winemaker in the peninsula.
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Monteyonne - Home to rival mage colleges (and a cult, allegedly)