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New Terra is the unexplored, untamed world where Nathan's second campaign is set.

The Relocation
Almost 80 years ago, an event known as The Relocation occurred. Living creatures of all shapes and sizes were teleported from Faerûn to a new, untamed world. Seemingly, the event was random, with no discernible pattern as to what creatures were teleported and where on the new world they ended up. Fish and sea creatures were found inland, having suffocated to death without water. Likewise, animal and humanoid bodies washed up on shore for weeks after The Relocation, obviously they had been teleported out to sea.

The world, eventually named New Terra, was a dangerous world full of monsters, dense forests and untamed landscapes. Many of the creatures that already lived in New Terra were similar to those that lived in Faerûn, with the addition of some that had never been seen before. In fact, New Terra shared many similarities with the old world, except there were no man-made structures, no ruins, no signs of intelligent life anywhere.

People quickly realised that there was safety in numbers, with many taking refuge in Sanctuary, a developing settlement on an island in a large lake. Others took their chances settling in smaller groups, with varying levels of success. Port Mast was probably the most successful of these other settlements, with most other smaller settlements either being eradicated by monsters, starvation or disease. There were rumours of people who had braved the unknown seas, setting off to find safer lands. There were still more rumours of cannibal clans who had inhabited a jungle island to the east, although these rumours were never confirmed.

Now, 80 odd years after The Relocation, civilisation is still trying to determine what happened. Religious institutions have claimed that it must be the will of the Gods; however, although Clerics are seemingly still able to draw power from their deities, none have had any direct contact with the Gods of Faerûn. Alchemists and astrologers have put forward their own scientific explanations, as have wizards and sorcerers. But all answers, regardless of whether they come from religion, science or speculation, inevitably lead to more questions. The only thing known for sure is that New Terra is seemingly cut-off from Faerûn.

The Wound
New Terra is split lengthwise by a large river, named The Wound, that flows North to South. In central New Terra, The Wound splits to surround Sanctuary (the name of both the city and the island). The rivers surrounding Sanctuary are called The Water Wall, as it protected the early citizens of Sanctuary against all manner of dangerous monsters. The Wound is used mostly as a means for transporting goods from northern settlements to Sanctuary, and from Sanctuary to southern settlements.

Sanctuary
Sanctuary is the largest and oldest city in New Terra. The geographical safety provided by The Wall meant that people were able to defend Sanctuary in the early days after The Relocation. Sanctuary is now the seat of power for all of New Terra, with the four members of the founding council controlling mostly everything that happens in New Terra.

Port Mast
Port Mast is the self-proclaimed 'free' city of New Terra, as they do not recognize the authority of the founding council of Sanctuary. The population of Port Mast is half human and half other races. Outcasts and people fleeing Sanctuary can find refuge in this port town.

North Cove
A natural cove that is near to but sheltered from the eastern sea is port to Sanctuary's sailing fleet. The settlement of North Cove is a trading hub where goods from all over New Terra are brought to be distributed to all parts of the continent. North Cove is also home to the less savory Pink Island and was the location of the Black Invasion.

Zion Farm
Zion Farm is a mostly gnome run farming plantation in northern New Terra. Built next to three inland lakes, the fertile soil and plentiful water supply made an ideal place to grow crops. Two huge magical weather domes house farms that produce crops year round for Sanctuary's population.

Hullabeck
This rural lumber mill is both town and business. Owned and operated by Garrut Maplesaw, this lumber mill produces most of the lumber used all across New Terra for building houses, ships and whatever else wood is used for. The orientally styled town is a beautiful and unique place; constructed by master dwarven carpenters, houses and businesses sport intricate carvings around door frames and lintels. Some of the more extravagant houses are beautiful works of wooden art.

Mort Mine
This large mining facility is the oldest and largest mine in New Terra. Not only are precious metals mined here (as well as coal and iron ore) but New Terra's currency 'the golden seed' is minted on site.

Mosquito Swamps
The Wound empties in to the Mosquito Swamps in southern New Terra, a humid and muddy swampland where very few people live. Although large gold nuggets have previously been found in the swamps, few dare to travel in to the dark, muddy forest, as dangerous Lizardfolk have made their homes deep in the swamp. The Mosquito Swamps were the location of the First Swamp War and the much shorter Second Swamp War.

Tunstead is the most southern town in New Terra and is built on stilts right on the edge of the Mosquito Swamp. Tunstead's main trade is in bricks made from the clay earth of the swamp.

Deep Wood
The dense forests and unusually high number of monsters in Deep Wood meant that it was never colonised by New Terra, despite several attempts. As such, the wooded island remains wild and unexplored. At night, the howls and screeches of monsters can be heard coming from Deep Wood and parents tell their children stories of the evil that lurks in the dark forest, an evil that is held back only by the courageous men of Wild Outpost.

Wild Outpost is New Terra’s first defense against the eastern island of Deep Wood. Establish in the year 9, a garrison of Sanctuary’s military sits on the eastern bank of the river, guarding the only bridge to Deep Wood. On the western bank, two towers doorstop the bridge's large, iron gatehouse. Each half of the bridge acts like a draw bridge that can be raised and lowered, the two halves meeting in the middle of the river. This bridge, the only of its kind in New Terra, was designed by the gnome artificer Saxi Zion, who went on to design much of Zion Farm. The bridge is kept raised throughout the day, only lowering once a week to allow the guardsmen in the gate towers to change shifts with the garrison. Each watch tower by the gate has a huge ballista mounted on the roof, a deterrent to more intelligent beasts and a powerful weapon against monsters foolish enough to wander within range. That isn't to say that monsters haven't tried to breach the gates of Wild Outpost. Ogres, Owlbears, Gnolls and even Wyverns have been known to attempt to cross the bridge. So far though, the soldiers at Wild Outpost have stopped them all in their tracks.

Northern Mountains
The northern coastline of New Terra is a mountainous region where civilization has yet to settle. There is speculation that some Hunters who fought under Yulis Black's banner and managed to escape Sanctuary's forces after the Black Invasion escaped in to the northern mountain ranges and are still there to this day.

Timeline


