Locations of Ramorea

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Glasnost

Carved directly into the cold granite of the northern mountains, Glasnost stood at the mouth of a great valley that formed the main pass to the Skarr. It was the first and last bastion guarding the realm from orc incursions. The citadel overlooked a sheer drop to the Francien River’s source, where waterfalls cascaded from the peaks, both beautiful and perilous. Its design combined austere functionality with solemn grandeur:

Rilaten

Rilaten stands high in the Northern Highlands of Ramorea, nestled at the base of snow-capped mountain Peaks, where the mountains descend into sweeping valleys. It is a city of stone, order, and light, the beating heart of the realm’s intellect and governance. From its towers, one can see the white drifts of winter lying across the ridges and the glimmering thread of the Francien River far below, winding south toward the sea.

Sargon

Sargon is the grand  south-eastern port city of Ramorea, a place where the realm’s trade roads meet the sea. It is one of the oldest and most prosperous cities in the realm, rivaled only by Rilaten in power and prestige.

The Skarr

The Skarr is the great wasteland that scars the heart of Ramorea, a vast, blackened expanse where the world itself still remembers the wrath of dragons.

Once fertile highlands and forested valleys, the region was utterly scorched during the Battle of the Black Plains, when humankind’s armies fought and slew the dragons. The firestorms unleashed in that war burned so fiercely that the very soil turned to glass and the mountains bled molten stone. What remains is a shattered land of ash dunes, jagged obsidian ridges, and rivers of tar, where no grass grows and no birds sing.

Crosshatch

Crosshatch lies south of Hearthglen, west of Greyharbor, north of Sargon, and east of Cadrick, positioned amid gentle hills, patchwork farmlands, and small lakes. Though it has no defensive walls, it is naturally protected by distance and diplomacy, an attack on Crosshatch would harm every major city’s interests.

The town sits with the four major trade roads converging at its center, which gives it its name. Stone-paved streets radiate outward, lined with merchant stalls, blacksmiths, stables, and inns at each entrance cater to every kind of traveler, from nobles and scholars to caravan masters and wandering soldiers.

Cadrick

Cadrick stands at the northern end of the Francien River, where the waters surge from the mountains toward the plains below. It is a fortified crucial crossing, marking the boundary between the west and eastern heartlands of Ramorea. The only permanent bridge across the vast Francien River spans here, an immense stone arch known simply as “The Bridge of Cadrick.”

Cadrick’s skyline is dominated by the bridge’s twin gatehouses, each bristling with towers, battlements, and banners of the White Guard and the Royal House of Thalorain.
Most of its strength lies on the eastern bank where high walls and angular bastions protect the settlement.
Beyond the walls, roads lead, east to Rilaten, Sargon and Crosshatch.

Eldermar Haven

Eldermar Haven lies on the northwestern coast of Ramorea, where the Great Forest meets the sea. It is a small, weathered fishing town, known for its quiet beauty and resilience against the harsh coastal winds. The settlement sits in a sheltered bay, with narrow paths leading up into the forested hills and wooden piers stretching out into the cold northern waters.

Though far removed from the politics of Sargon or Rilaten, the village remains loyal to the royal house, paying tribute when ships arrive from the east.

It is also the birthplace of Tiernan Greyharrow, who grew up helping his father fish along these shores before tragedy and destiny drew him into the wars of Ramorea.

In tone and spirit, Eldermar Haven represents the heart of old Ramorea, humble, steadfast, and bound to the sea.

Blacktide Cove

Blacktide Cove lies on the southwestern coast of Ramorea, carved into the sheer cliffs that face the open sea. It is a pirate stronghold, hidden from passing ships by jagged stone formations and the constant mist that rolls in from the western currents. The only safe way in is through a narrow, winding channel between two towering cliffs, where dark waters churn and crash against the rocks like the breath of some ancient beast.

Once inside, the cove opens into a vast, half-submerged amphitheater of stone, surrounded by cliffs riddled with wooden walkways, rope bridges, and carved-out dwellings that cling to the rock face. Torches and lanterns burn at all hours, their light flickering on the wet stone and giving the whole place a molten, restless glow.

At the cove’s center, a massive anchored ship, once a royal vessel, serves as the throne of the pirate lord who rules the port.