Adum (Grisaire Supplement)
Adum, Heart of Forest[edit]
Notable Places[edit]
- Capital: Selif is the capital of Adum. It is known for hosting a magnificent tree at the center, named the Heart Root, the tallest and oldest plant anywhere on the planet. In addition to having magical properties, the tree serves as a guardian system for the surrounding city. Its size is also so big that parts of it have been made into the city's central municipality governance offices. The tree's properties provide a magical barrier throughout the reaches of Selif that deter threats, particularly undead and aberrations. These special properties of the tree are being studied by scholars from around the world, making Selif a decent hub for arcanists.
- The Heart Root Laboratories are a government-owned series of facilities built into the sacred tree itself, with many arcane hubs embedded into the root area, where plenty of research is conducted. Scholars often can find rooms there if no inns are open in town. All sorts of interesting specimens may be brought and stored here. Its repute as a place of study has attracted a diverse body of scholars to its employ.
- The High Council is the reigning body of law and scientific merit in Selif, as well as all of Adum. They are a bit of a technocratic circle of researchers renowned in their work on multiple fields including arcana, history, and land preservation.
- Ganjielo is the primary bureaucratic district of the city of Selif. Anything related to governance or civics, but not relevant to magical studies, can be found here, from identification papers, to filing complaints, and also the city prison. The city colors of blue, green, gold, and white are worn by all the guards and city workers here, and the banner hangs on the halls.
Urrgarda: Also known as "The Giant's City," Urrgarda is a heavily fortified city at the forefront of the border before the Frigid Wastes. It was a settlement formerly built by giants and is now the predominant home of the antaeud, who are descendants of those founding giants. The ground here is very cold and hard, making it difficult to farm. The city has its own miniature sovereign family, who see the city as a gate to the unknown dangers of the Frigid Wastes. Their main area of trade relies on mercenary work and weapons. The city is highly guarded and outsiders are almost instantly noticed and closely watched.
Senzhilim: This city is considered the dead-end of Adum. It is the end of the country's main trade route. Fortified by walls, it also has access to the Northern Gulf via a small port just outside its limits. It is commonly a drop-off spot for supplies headed to Urrgarda. Decently populated, it has a population of rather reclusive people who are slow to turn and run. The climate here is not as cold as Urrgarda, but it is enough to make one's breath fog.
Mogrim: This city is east of Selif and is a prosperous trade center thanks to its location along a major caravan route that runs down all the way to the south of Endix. It is a common stop for those looking to go to Edim and further.
People[edit]
Adum has a diverse population, particularly its southern areas. Towards the Frigid Wastes lie the hardier races with ties to giant-kin, like goliaths and the antaeud. Humans, elves, and halflings populate more down towards the trade route. The natural beauty of Adum is home to a few tribes of wyrwood. A small cabal of tritons are known to historically swim about the warmer waters of the west part of the Gulf. Towards the west, where there are many forests and natural resource wells like quarries for mining, races like goblins and some wood elves call the wilderness their home.
Society[edit]
Ne'er Do Wells[edit]
- Green Hoods
Culture[edit]
A significant amount of Adum is covered in coniferous, lush, and temperate forests. These age-old forests are establishments in and of themselves, being seen as gifts from the Earth Mother, Darakan'ta, herself. Needless to say, these natural gifts and the bounty they come with have fostered not only a strong belief centered around the natural world, but also in hunting and other outdoorsman activities, as well as architecture and land development that emphasizes stewardship and respect for nature and its spirits.
Back to Main Page → 5e Homebrew → Campaign Settings → Grisaire → Geography