Tag: Places

Results

  • Brockroling Clan

    Your Clan! Orlanthi traditionlists. Celebrated for their hospitality and feasting. They equally oppose the Empire of the God Learners and the EWF. They favour the formation of a tribe amongst the clans, although their chief [[:orl-wax-skin | Orl Wax- …

  • Castle of Lead

    In the centre of the Uz land of Halikiv stands a vast black tower of lead which is rumoured to sink down beneath the bowls of the earth to the underworld itself. Legendary underground Uz stronghold. Ancient heart of the old Stygian empire. Rumoured to …

  • Dorastor

    Cursed land of Chaos. Bad things come from this place! Arkat slew Nysalor the great deceiver here, winning a great victory over Chaos before he turned traitor. This cursed land of broos is hated by everyone for the Chaos that spills through Kartolith …

  • Guhan, Uz Hills

    Home to many Uz who followed Arkat from the Shadowlands at the end of the First Age. The Uz clans of Guhan are more militarised then is usual for these primative creatures. Following Arkat some even have a tradition of worshipping Humakt rather than …

  • Telmoria, Land of Werewolves

    Heavily forested and hill territory between Lankst and [[The Empire of Wyrms Friends | The Empire of Wyrms Friends]] stronghold of Ormsland. The Telmori and primative hunters, aided by shamanic magick which allows them to transform ito wolves. Many of …

  • Karia

    A scourged land as the result of great battles between Arkat and Gbaji the deceiver. Nothing survives long here... Ghosts of slaughtered soldiers prey on the weak, magically engergies from by-gone wars devistate person and land alike with random …

  • Ormsland

    Grassland surrounded by craggy hills. The mountains and rocks which surround this land and becoming increasing twisted and shaped to mimic the features of dragons and other reptiles... even though no crafter has laid a hand on them. Frontier of [[The …

  • Wonderwood

    Sacred hunting grounds, where creatures of gigantic proportions and rumoured to be protected by guardian spirits. It is a tradition for Odalya worshippers competing for the right to become god-speaker to hunt their prey here. Although a deadly place, …

  • Fiesive

    A hapazardly built town constructed and controlled by four neighbouring clans: - [[Brockroling Clan | Brockroling Clan]] - Moot Talkers - Horn Blowers - Stangari to take advantage of traders using the river or travelling from Safelster to …

  • Ballid Forest

    Dangerous, thick forests. The Aldryami who live here permit travellers to wonder the outskirts of this forest. However, even the smallest wild knows that if you accidentally stray too far into elf woods you will wind up dead - either from a unseen …

  • Nidan Mountains

    Mostali have settlements under these mountains and therefore no-one is allowd to cross except through High Lama Pass. Occaisonally, the Mostali will trade for their exceptional weapons, armour and tools at the town of Bad Deal. However, the prices or …

  • Keanos

    Part of the East Wilds of Ralios. Once s fertile land, but cursed in the First Age when Orlanthi and Malkioni broke their peace pact creating bad willing amonngst the spirits of the land. The people here, if not bandits or other outlaws, are nomadic …

  • Saug

    The Clans here are Orlanthi traditionalists, but the poor land means that many Clans practice the less civilised practices of banditary and raiding the weak. Urox is the primary warrior god worshipped here and Saug warriors are known for their …

  • Fronela

    North of the High Lama Pass lies the land of Fronela. Although the rules of this land are worshippers of the Invisible God they have thrown-off God Learner rule and are therefore more tolerable than other Malkoni. The ruling Fronelians reside in cities …

  • Safelster

    Grassy low-lands. Heavily urbanised by the [[God Learner's | God Learner's]]. The dukes and counts of Safelster have owed allegiance to the Middle Sea Empire for many generations now. However, many traditionalist bandits and outlaws fight to reclaim …

  • Ramalia

    Rich, fertile lands. Trades crops and craftsmanship with many parts of Ralios and beyond. [[God Learner's | God Learner's]] strong-hold.

  • Drom

    A famous collection of Tula's. Traditional strong-hold of the shamanic totem worshipping cults. The strongest worshippers are traditionally possessed by the spirits and can transform themselves into animals without the aid of divine magick. However, …

  • Syran

    'The Quiet City'. Famed for alchemy and glass-blowing. However, local laws, imposed by the [[God Learner's | God Learner's]], are overly restrictive and traditionalist Orlanthi find the culture here inhospitable.

  • City of Marost

    Martial strong-hold of the [[God Learner's | God Learner's]] in Ralios. Many troops come in and out of here to fight [[The Empire of Wyrms Friends | The Empire of Wyrms Friends]]. Founded by Arkat in the First Age, myths tell that it walls are built …

  • Town of Valantia

    Closest [[God Learner's | God Learner's]] town to Lankst. Well urbanised city, but with little in the way of renovation or expansion, as rulership of the city has been under dispute since the last Ducal Wars. Common place of trade between Lankst …

  • Howling Wolf

    In the high foothils to the North-East of Lankst lies the tule of the Howling Wolf Clan. Once a prosperous clan, Telmori raids and harsh winters have seen many clan members leave. The clans chief is [[:orlgard-sevenson | Orlgard Sevenson]], whose wife …