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*Note: Currently the descriptions section is limited
to just a majority of the cities. Soon, all labeled locations will have
a thorough description, and an easy-to-use navigation system will be added.
Please tolerate this sub-par organization until we have a chance to overhaul
the entire descriptions section.
For now, Use the Edit > Find (on this page) function in Internet
Explorer is you want to locate a specific city.
Belegaria
Once cradling the thriving and righteous nations of Men, Belegaria
has since fallen into shadow. Within
years, the countryside has turned from rich fields and glorious silver
walls to rotten earth and waste. Word
of a wicked spell has finally reached The Continent, and rumors of vile
deeds have slowly spread across the land.
The Black Orcs that patrol the territories of Belegaria have patrolled
as far as the great Arnodiad Causeway, which is the main route between
Westend and Belegaria. This is one of many reasons why very few dare to
travel to the corrupted lands of this peninsula.
Batta-
Being in the rocks of South Noram,
the people of Batta admired the power of stone and believed it would be
an effective weapon if they were ever invaded. After hearing of the atrocities
at Reidor, the townsfolk of Batta knew their rockdrops would soon be unleashed.
Although successful against the soldiers of Belegar, the stone traps and
slings only held the threat at bay for less than a day. Soon ladders and
climbing flankers breached the high walls scattered through the mountains,
and slaughtered the townsfolk of Batta. The gray stone town is now splattered
with rotten red. Because the people of Batta fought until their ends,
most of the buildings were destroyed by the White Infantry of Belegar. Now the village is a desolate graveyard.
Belegar-
Being beyond the Waste of the Black Spell and between the Noram Mountains
lies a broken city. The once great and glorious walls of Belegar have
now weakened and sunk into the rotten earth, and the stone and brick has
begun to mold and fester. Little is known of what now breeds behind the
walls of the Castle of Kings, where the essense of the evil and
rot festers. The people of the land have heard whispers of the corruption
of the east, and words of a wicked mage being at the heart of it all.
The Eryndor Crusade tries to spread word of the truth in Belegar, that
Maegamarth, lord of all death magic, has taken Belegar as a haven. Patrolling
Black Orcs circle the territory
of Belegar, and no Men have seen what has
been breeding and brewing behind what walls still stand. Even the Dark
Followers of Maegamarth must speak with a Black Orc, and even the most
dedicated of Maegamarth’s underlings has yet to see him. As the Men of
the land quarrel in their own matters, Maegamarth grows and plots tirelessly.
Will an army ever march to the rusted gates of Belegar and charge through
Maegamarth’s army of Undead flesh and Black Orc? The Eryndor Crusade trails
daily to alliance the peoples of the world in order to create such a force.
Belfalas-
A miniature version of the silver city, Belfalas was the main
port to and from the city of Belegar.
It was strictly under Belegarian Law, and often had wagons and caravans
going up and down Port Road
between the two. When King Leechian began widening his territory, the
traffic nearly came to a hault, and all the vessels of Belfalas were no
longer used for trade, but for war and the transportation of soldiers.
Being strictly under the laws of Belegar, all were commanded to either
work or fight for Belegar durings its battles for territory, and Belfalas
was left barren. It has now been taken over by patrolling Black Orcs of
Maegamarth.
Bridge
of the Torch-
When King Leechian ordered hundreds of infantry and firesmiths
to the Everledden Woods, he needed a makeshift bridge to carry the Men
across the great Rantiath
River. Within days a bridge was raised and immediately
forces were passing over the massive structure. It never occurred to King Leechian that he should
name the wide bridge, but after passing over it many times, the workers
began to feel differently. Due
to the massive amounts of fire and firesmiths being moved toward Everledden,
and because there were forces being shipped through all hours of the night,
the nameless bridge was called the Bridge of the Torch by those who worked
for its crafter.
Kolefas-
At first the people of Kolefas were in agreement with Reidor
and their refusal to give up their land to Belegar. After all, Kolefas
has always been a culturally rich trade town. Its customers were
the traffic between Belegar and Belfalas, which at a time was a very bustling
trade. After the slaughter of Reidor, Kolefas was quick to agree
to join Belegar, and give whatever blood, sweat, and goods that Belegar
demanded. Some Kolefas townsfolk were forced to join the military,
and fight in a battle they did not believe in. Most were put to
work in Belegar, working tirelessly for the production of arms in Belegar
under King Leechian.
Reidor-
Since the beginning of its past, Reidor was a bustling and
active town. Although they held nearly identical ideals as Belegar, they
always enjoyed their independence from the massive city. Although separate
from Belegar, they did business with them often, and the two helped each
other’s economy for many years. When the days of King Leechian were dark,
Reidor was the first town Leechian requested to submit to his rule
and lend their land to Belegar. Judging by the Belegar’s righteous
days as of late, Reidor believed King Leechian was bluffing, and they
refused the demand. Reidor took up arms, although they did not expect
a battle. Before long, Reidor did not see a battle, but a slaughter.
The White Infantry of Belegar spilled the blood of Reidor all across the
land, and it sent a strong message that echoed all the way to Westend.
Trunka-
Carved into the cliffs of South Noram and overlooking the great
Alta Ocean lies the hidden pathways of Trunka.
Although the halls now look raw and worn, signs of an elaborate culture
having done various carvings is still existent. The high tide during
the alignment of the planets sweeps Trunka clean every forty years, slowly
wearing down the stone. Historians have argued that the carvings
are ancient, in the days when Trolls were born deep in the Norams.
Others believe it is the lost writing of the first Dwarves. Over
the years, many different clans and races have squatted in or squabbled
over Trunka, and its long halls. Even today the inhabitants of Trunka
are unknown.
Dugar
Whipping
snows and frozen fields have thickened the skin of those who live on Dugar
island, the Dugans. Cultures are
primitive and simple when compared to those of The Continent, but the
resources of the mountains have proven profitable enough for light trade
with the mainland. Sometimes escapees
and convicts use Dugar for a haven, but either soon find it to be too
harsh or perish in the snow. The Nornin
Mountains spout from the Silivren Ocean
and climb high into the gray skies. If
one has not accepted a life of labor and toil, they will not survive long
in the snows of Dugar.
Dugwaur-
Beyond the Ice Fields of Dugar lies the frozen village of Dugwaur. When the Men of Forfalas
all wore kilts, a mighty warring clan was finally broken after years of
victories. The last of these Men took to the Silivren Ocean and
fled to the north. After many years, the clan thrives in the cold, with
a natural tolerance to the harsh changing of seasons in Dugwaur.
Dunfalas
To the west of the Bramblelands lies a land that is a step
back from the rest of The Continent. With
no main trading routes besides that of sailing, technology and culture
have not only had slow progress, but sometimes more is destroyed than
created. The seasons come harshly
and the law is thin, so traveling is often considered dangerous. Hithdor once financed a group of lawmen to survey
the main civilizations of Dunfalas in hopes of temporarily supporting
them until they can become a stand alone asset for trading. Shortly after the area was surveyed, the group
went back to Hithdor and has not yet returned to Dunfalas.
The
Black Trunk-
When Raak was at the height of his power, he raped the fields
of Manadh and stormed across the plains surging with the power of nature.
Although he was more powerful than anyone could have imagined, the alliance
of Men at Manadh drove him back into the plains, but at a devastating
cost. Raak took what energy he had left and escaped beyond the reach of
Manadh and haulted in the center of a still unspoiled field. Sucking the
life from this great field and rechannelling the energy, Raak pulled a
gigantic black tree from the earth. It pulled the rocks deep below up
as well and created an incredibly tall mountain wrapped around it. The
tree has now been petrified and all that remains is a tall sturdy black
trunk as hard as stone.
Dakimbo’s
Trees-
Different theories have been proposed about his race, but we
are unsure who Dakimbo really was. He is said to have lived for millennia,
or maybe even ages. Years ago, when he was the keeper of Redskin, he had
only one love. This love was a Woman who could fly, Oli. Oli lived in
a certain part of Redskin Forest with Dakimbo, where the air was damp
and the mushrooms were thick. They were boundlessly happy. But she eventually
died, and Dakimbo lived on. With the passing ages, he became violent and
territorial, and chased all the travelers from his land, which he declared
as Dakimbo’s Trees. Travellers fear the old legends, that Dakimbo watches
his woods and is prepared to defend it to the death. Treasure hunters
have been known to search the trees for any of Oli’s priceless jewelry,
supposedly hand crafted by Dakimbo himself.
Halls
of Raak-
After his first powerful assault on Manadh, Raak retreated
to Giant’s Pass where he found shelter in the halls he crafted. When the death druid Raak first learned his
wicked magic, he crafted halls of stone and hardened wood deep in Giant’s
Pass. There he found the secret
power of blending the magic of nature with the magic of death. He sapped the life from nature and channeled
the deep energies of the earth in a variety of vile acts. The spells and commands Raak unleashed left
all of the earth he sapped drained and lifeless. The soil turned to dust, the trees splintered
and broke, and the stones softened and crumbled. In these halls he learned the secrets of his
dark art, which no others have come close to understanding.
Ku-
Once a rich mining town, the Goblin Alliance destroyed Ku during
the chaos of the Orc Wars. After the Orc Wars, the army of Men did a few
patrols before going back to their respective cities. The army wiped any
race besides Men threat from all of the lands they inhabited unrightfully,
and Ku was on that list. The army of Men rushed up the slopes near Giant’s
Pass to battle the Goblins who have moved into Ku. The battle was grueling
and destructive, and many Goblin explosives were used. Finally the last
Goblin was slain, but not before he set off a gigantic explosion destroying
the entranceway to the mines of Ku. With smashing boulders thrown about,
the town was destroyed, and to this day is uninhabited.
Loga’Kux-
How Men pronounce Loga’Kux sounds very little like that of
an Orcish tongue. The Mountain
Orcs of Loga’Kux deeply believe in the harsh ways of a hostile tribe. They care little of crossing cultures with the
world of Men, and threaten to kill any creature in their territory that
is not of the Loga tribe. The Orcs
of Loga’Kux have been at war with Volo since the end of the Orc Wars.
Malenaru
Woods-
The outskirts of these woods are sparsely-leafed trees, most
of them small in height or thin in bark. But the deeper to the heart of
the woods, the trees grow thick and rampant. The leaves begin to turn,
orange and red in the center. People believe there is magic, or some sort
of power in these trees. In some areas, especially near Taen, all of the
trees are yellow and red, no matter what season. In these deep areas of
the woods, a very special tree can be found. The Hainwood trees, curling
and glowing white can still be found hidden among the towering red and
yellow trees. The wood from the Hainwood trees burns green flame. That
green flame is said to have mystical powers, allowing the Creator to sense
whatever is placed in the flame.
Nella-
Buried deep inside the Tugia Forest, Nella is a small village
of passive bards from all over. These people believe they have the deepest
appreciation of music, and when they all perform as a village, they can
create music more beautiful to the ears than any other sound.
Outlook-
Trolls live in outposts circling Outlook. The townspeople lumber
Redskins and transport them north. The Trolls protect the townspeople
from the night beasts who sometimes attack the lumberers. The cities of
the north pay large sums for the goods. However, the Trolls are very greedy,
and they demand an enormous sum for their protective and strength services,
and thus the town is very poor. The Trolls live filthy rich and greedy.
The small town of Outlook is overwhelmed with ghost stories, and has very
little night activity. The structures are all crafted from the huge Redskin
Trees, and thus there are very large buildings populating the starving
village.
Pass
of Neniathan-
A giant creature, some say an ancient waterwing dragon, some
say a long-necked lizard from the age of beasts, dwells to the east of
Limlug Island. The people have named her (or him) Neniathan, the mother
of all sea creatures. She is said to have birthed every species of fish
and hardshell that now swim the seas. In the old stories, it wasn’t until
Neniathan gave her children the right to breed that the ocean became overwhelmed
with life. Those beasts eventually created creatures of their own, and
new species were born and Neniathan was lost. The rumor of her immortal
life still frightens most ships away from Limlug and most of the surrounding
waters.
Poast-
Being the only major port town west of the Bramblelands, Poast
makes most of its revenue from shipping people and goods to and from the
region of Dunfalas. The most popular ticket sold is a one way trip to
Callen.
Pree-
The sky hangs heavy over the mucky village of Pree. Rain comes hard and frequent, which prevents
mostly every crop from being farmed. Most
of the trees struggle for life, and the majority of them have broken branches
and are waiting to collapse. The
villages are all aged and very few have kin, for nourishment is rare.
The main structure of the village is a tall wooden chapel called Haven. The minister of Haven is the only leadership
the people of Pree have ever known. It
is said that Witches study the dark magic in the murky trees surrounding
Pree, and it is the work of these Witches which frighten the people of
Pree into their dedication for the minister of Haven.
Revea-
A rolling village on both sides of Crolam river, the people
of Revea make a bit of money from tolls and some light tourism. Travelers
often stop for equipment and food, but the village has known peace for
many years. However, two decades ago, when Revea was bustling with business
and trade, the village was attacked by a band of thieves and sackers known
as the Brickwinders. Their leader Sza’loz ravaged the town. The people
of Revea were led by a young traveler named Sool, and eventually stopped
and killed most of the thief guild, and the survivors, including Sza’loz
retired shortly after. Sool was the town mayor for years until he disappeared.
A funeral was held even though the people of Revea never found the body.
Ruins
of Manadh-
Once a thriving kingdom in the plains, Manadh now exists only
as a graveyard. The only inhabitants
are those travelers who pass through the Wastelands of Raak as a last
resort in their travels. Sometimes
taking a short cut of this sort cuts the travelers lives short as well.
There is no wildlife, beast or plant.
The winds always whip and sting, and the air is thin. The walls of the city of Manadh still stand,
but the rotten stone has decayed enough for a small army to pass through
with ease. Inside its walls, all
of the goods have been long since taken by thieves and raiders. Centuries
ago, when the kingdom was still mighty, a wicked Druid named Raak had
a deep hatred for the leaders of Manadh.
He discovered a vile power, the ability to sap life from the earth
and abuse its strength until it withers and crumbles.
With this mighty power, he sapped the life from all the lands of
Manadh, and single-handedly came upon Manadh with more force than the
world knew was possible. The people stood no chance, but with his great
power came a desperation for more energy, which quickly expired. He had only enough strength to come back to
his halls in the Giant’s Pass. Word
of the vile acts spread to Eredhel, where King Riadarin sent many Elvish
forces, with himself at the front. They
allianced themselves with the Men of Manadh and marched directly to Giant’s
Pass, where Raak was slain among the rocks by King Riadarin himself. The result of Raak’s first assault left many
to die in the rotted Manadh, but those that escaped mainly sailed to Hithdor,
where their kin most likely still dwell.
Saur’Sah-
A remote village lies among the stoney ground of Saur’Sah.
Centuries ago, Saur’Sah was the main lumber resource for the city
of Manadh. Saur’Sah was famous for bizarre tools that allowed
them to lumber at an hastened rate. Now that Manadh has long since fallen,
so has the economy of Saur’Sah. What
remains is a view of a Manmade field that was once a part of Redskin Forest.
Today the people of Saur’Sah work as a community to accomplish the necessities
of life. Most of their meals are
cooked for large groups, but barely sustains the villagers.
Taen-
Mystical land of wood gypsys, of every race. Their queen, Caesabar’Amar
lives in a huge, hollowed Redskin tree, an ornate cylindrical dwelling
carved by herself. The people brag that it took their queen no longer
than a week to carve the shelter. Caesabar’Amar has never been seen by
outsiders, nor is her race known to outsiders. The people of Taen rarely
meet outsiders, and are a very spiritual people.
Thaw-
Unbeknownst to most dwellers of The Continent, Thaw was once
a great lighthouse used by travelers by sea or road. With time the town’s fires weakened and the
winds harshened. The Great Ices were relentless upon those who still had
some hope for their hometown. Eventually
Thaw was completely abandoned. Although
still freezing cold, the Great Ices weakened, and a caravan of peaceful
bards rebuilt the town. They lived
for years in peace, being that no others wanted to bear such harsh temperatures. But a ruthless band of raiders caught word of
the defenseless and passive people of Thaw, and the intricate and flawless
instruments they played. The raiders
not only sacked the goods and people, but destroyed the simple dwellings
that kept the people of Thaw warm for years. Very few traveled to Thaw
before the coming of the raiders, and thus little is known of all the
facts. One rumor is that the people of Thaw made the
most beautiful music in all of the land, but an unjust and warring continent
did not even hear the glorious sounds. Today, a small group of escapees
and convicts control the territory.
Tugaia-
Glistening along the sun, following down the Crolam River lies
Tugaia. Small in population, the town is mainly elderly Men and Women.
In their culture, they desperately cling to the lifestyles of their youth.
The village is all beautifully crafted Redskin wood homes and shops along
the river and up a small incline. A system of walk paths and elevators
makes traveling much easier. The elevators are powered by a system of
pulleys that eventually are pulled by a custom-made water dam where Waterfall
of Braak was. One building in this town sticks out, and can even be seen
from over the tops of nearby trees. The building is the home, living quarters,
and meeting place for the Tugaia Beaurocrats, a vast group of Men who
do trading and bartering through carrier pigeon communication to make
vast sums of money for the town. The Beaurocrats work very hard and thus
are never seen outside of the huge structure. Because the Giant of Tugia
has effortlessly defended Tugaia from invaders multiple times in history,
some say Tugaia needs the Beaurocrat’s money to pay the Giant of Tugia
for defensive purposes.
Tugia
Forest-
Nearly petrified in their density, the trees of Tugia bear
some of the thickest skin in all the land. When crafted for weapons, the
wood of these trees is lethal, but heavier than other wooden weaponry.
The trees are also made into ornate instruments. High levels of craftsmanship
were required to create these instruments. No large lumber group has worked
the woods of Tugia, although the wood is highly valued in the land. The
lumberer’s axes break and bend before the crew can get even a few trees
in the Thick.
Volo-
Although they have nearly no contact with the world of Men,
the Mountain Orcs of Volo believe it is necessary to not be hostile to
other people without reason. However, with the two groups feuding over
a territory in the Sands of Noman, the Volo and Loga tribes have been
at war since the end of the Orc Wars. Both masters of their own territory,
each tribe is too smart to fully assault the other tribes’ mountains,
for it would certainly mean slaughter. Because the Orcs fear the Sands
of Noman, the journey through the dry sands is treacherous in itself.
As of late, the Orcs of Volo have become more restless and yearn
to explore The Continent, but Chief To’Tok has passed many laws regulating
the Orcs, insisting they focus on defense and battle preparations.
Edheliu
The little knowledge that exists of Edheliu lies in the hands
of the Elves of Eredhel. One thing
about Edheliu is certain, and that is that to sail to the island means
certain death. Before the Elves
isolated themselves on the lush island, they warned The Continent that
they no longer cared for the land nor people of the mainland, and if any
being, friend or foe sailed within range of their island, those beings
shall perish before they reach the shore.
Forfalas
The
season pass with a chill but crisp air in Forfalas. Wide and worked fields
span across the western region while enourmous mountains dominate the
east. The great Towers of Hithdor nearly reach as
high into the sky as the Peak of Galim, which stretches from the highest
point of the Calad Mountains. Thanks to Hithdor and its towers, Forfalas
is no longer considered desolate and unworkable, for Hithdor has helped
create an entire system of trade and travel, including some of the most
expensive roads in The Continent.
Callen-
Encased in small guardtowers of stone, Callen serves as a port
of Hithdor. The streets of Callen
are paved to a smooth surface, ideal for the travel of wagons and caravans,
which make daily trips to and from Hithdor.
It is well guarded and strictly follows Hithdorian law. Nearly
all of the townspeople of Callen work either in transportation or harboring. Although they work often during the day, the
safe people of Callen often enjoy the taverns at night. However, Hithdorian
law is strict against any disorder that pours into the streets.
Hithdor-
No other city has shown as much structure and organization
as Hithdor. The thousands of Men
who live behind the walls of Hithdor exist in a world within a world. The city is vast and elaborate, housing a variety
of trades and professions from across the land. But the businesses that
find the most work are those that support the Hithdorian military and
the government programs, which can include any task from working on roads
to protecting neighboring people. Hithdor is famous for its towers, which
are considered among the greatest feats of Men.
They reach so high into the sky that on one of the many misty days
in Hithdor, the tops of the towers cannot be seen from the fields below. Although never used to their full extent, those
towers serve a defensive purpose, for at the top layers of the towers
are groups of archers and catapults. These
slinging weapons have been measured to rain volleys of arrows and catapult
stones all the way to each of the four gates, which are on each side of
the walls of Hithdor. With the
fall of Belegar, many expect Hithdorian law to slowly spread its territory,
as they have already taken steps in doing so. But with the recent assassinations
of Hithdorian officers, the Senate of Hithdor has had new priorities,
and the Hithdorian presence in neighboring villages has withdrawn as of
late.
N’Nathren-
Some scholars argue N’Nathren no longer exists, that the Elves
of the Old Ways have vanished from the mainland. But in the underneath
the tiny sunholes in the stone lies a secret series of chambers and rooms,
where only but a few Elves still dwell. Those who have seen the ornate
white halls of N’Nathren usually speak of it until the end of their days.
The white stoned walls and pathways are carved to perfection in this tiny
haven. The Elves in N’Nathren believe in the Old Ways of their heritage,
before the days of Men. They spend their time worshipping in the Old Ways,
and believing in ideals of a world without the corruptions of Men. Although
they are very devout to these beliefs, none of them were even alive during
that time in history. A few Elves of N’Nathren sailed to Edheliu, but
never sent work back that they had arrived.
Porsa-
The last great western Watchtower of Hithdor skies over the
rest of this town, allowing those with peering lenses to see as far as
the shores of the Valla River. The impressive watchtower is crafted entirely
of petrified wood from the forest that once stood where the Southern Midplains
are now found.
Wabar-
Cold and barren, only a few Men still live among the cliffs
of Wabar. The few that still live in the frozen village live a hard life
of travel and labor. The only resource in the area is the white stone
of the Calad Mountains, which the large Men of Wabar have been chisling
and hammering for many decades. Monthly, a heavily protected caravan brings
food and supplies to Wabar, which is traded for precisely hammered white
stone bricks. The caravan moves much slower on the way back to Hithdor.
Haradaria
Once
rich in culture, Haradaria is now a region of The Continent rarely traveled.
The harsh dry winds of Parparth and thick wet forest of Fuintaur have
spread threatening opinions of the region. The most thriving tribe of
Orcs and the tales of demons in the south have also been a deterrent for
travelers. But beyond the dangers are many mysteries, for many tales tell
of secrets within the earth of this region.
Braa-
The mayor of Braa, a Woman named Skaal, is a felon and has
reached the age of wisdom. After serving their sentences in Gohithica,
the people of Braa began a new life where their reputations as criminals
would not keep them from work and attaining status. Braa is mainly a laboring
town, with nearly all the townsfolk owning and maintaining their own livestock
as they graze and bask in the Dry Fields. Because of their criminal history,
the people of Braa are not allowed to purchase the land they must live
off, and often suffer losses of goods when diplomacy from Gohithica investigates.
Mayor Skaal wants nothing more than for her people to be peaceful land
owners and live in simplicity. Her wish is not fulfilled.
Cove
Woods-
Flourishing with crooked and ancient Whiteskin Trees, Cove
Woods is a mystical territory. Most travelers are chased from the woods
by a variety of beasts. These beasts are flourishing and thriving, for
they are pure, uncorrupted beasts. Some say the beasts protect their land
in a desperate effort to keep one last forest for themselves. When the
poachers of Gohithica came to hunt the beasts for trade, their methods
stained the white barks with splatters of deep red. It was not until this
decade that the hunters have been coming back with less and less hides,
and some of the intruding poachers have lost their lives.
Demon’s
Pass-
Although it can be treacherous, Demon’s Pass is a sturdy road
that winds through the Hills of Lutia, which is Orc territory. But travel
on this road is easy, and maintenanced by Gohithica. The Orcs of Lutia
are seen so rarely, it is rumored they have all left the south.
The
Firegrasses-
South of the Gray River, a thinned field blazes under the sun.
Here the grasses grow very tall but sparse. Too hot to farm or graze livestock,
The Firegrasses are practically abandoned, only rarely the people of Braa
explore and travel the fields.
Fuintaur
Forest-
Known as the last haven of Orc on the midland, the Wood Orcs
of Fuintaur have shown countless times that they have a territory, and
no others are welcome. After the Orc Wars, they have even lost trust in
other Orc tribes. Although they suffered heavy losses during the war,
some say the Wood Orcs of Fuintaur hae been breeding an army. Others say
they are desperate to keep their borders in check due to their lack of
numbers. The truth is unsure because of the brutality and efficiency of
these creatures, but one thing is for sure, Fuintaur belongs to the Orc.
Galadia-
Over the sweeping dunes of the vast Parparth Desert lies the
wide harbor city Galadia. The clay and brick huts and buildings sprawl
out near the coast, twinkling at night and blazing during the day. The
city may look appealing from afar, but the lifestyle of Galadia is lethal
and dangerous. No governments of Men or any race reach far enough south
for there to be any law in Galadia. Numerous convicts and powerful criminals
have been sighted roaming the streets at night. This freedom from civilization
allows the streets to be walked by various races besides Men, even though
they make up most of the population. Other factions and gangs claim territories
of the city and declare them off limits. The gangs live as high as the
rooftops and as low as the sewers, which run undernearth most of the area,
and are maintained very little. During the day, the city is bustling with
commotion, most of which being trading of goods and the visiting of taverns
and bordellos. These merchants are the only stable union of people in
the city, often having to unite when the gangs get too out of control
and begin destroying the goods during their brawls. Whether thief guild
or angry merchant, Galadia is no place for the weak of will.
Gotia-
An ancient farming town for dark-skinned Men, a life in Gotia
is a taxing life indeed. The farmers of this Elden town worship the essence
of water, and all forms are considered sacred. Although the Dry Fields
are very difficult to farm, Gotia’s people cannot abandon their town,
for it is a haven of dark-skinned Men, a rarity of The Continent in this
age.
Kakaru-
After the destruction of Belegaria, no travelers in years have
braved along Fuintaur to find the mystical tropic village of Kakaru. Once
a paradise, it was left in shambles during the violence of the Orc Wars.
Once sprawled across the bright and wide beach, the land in the Sands
of Fuintaur is said to once be rich and fruitful, but now it is predicted
to have blown away, the ashes of Palmleaf huts scattered into the Alta
Ocean.
Ladd-
In the past, Gohithica had attempted to raise up defensive
structures in hopes of widening their territories and organizing their
government. It was then believed
that a tower in the center of the Dry Fields would prove useful to scouting
the region, and thus the tower of Ladd was raised.
But before long the Dry Fields became harsher and Gohithica’s finances
went to many other projects, and Ladd’s stone walls were left to bake
in the sun. It is not known as
to who or what now inhabits Ladd.
Lum’Lumba-
A tiny village marked on the maps but rarely found, Lum’Lumba
is a group of Men who praise beasts and attempt to live in coexistance.
These Men do not live in shacks or huts, but beneath rocks, inside trees,
and in “nests” tucked in bushes. Since the coming of this small group
of Men, the hide and fur trade of Gohithica has significantly dropped.
Lut’Lok-
After the Orc Wars, the Orcs of Lut’Loc have nearly disappeared.
Before the war, they flourished throughout the hills. Now, the laborers
of Minera pass the hills weekly and unchallenged. Did the tribe move on
or has no one dared come close enough to the holehomes dug in the hills?
Minera-
Mystery surrounds this scorching village. Minera has become
a haven for those running from the law or escaping a past. Nearly no wildlife
exists in Minera, only broken ancient shacks and intricate steel structures
that jut from the hard sand. These structures require hard physical labor
to operate, for they send a metal shaft into the sand and eventually,
with enough work, a thick liquid is drawn from the earth and sold to Gohithica.
The few people who suffer this lifestyle benefit a life of solitude, separated
from the main land. But as night falls, the few Elden still pray to the
rain and the sludge, for darker being dwell in theselands.
Orchrome
Bridge-
Once a useful, sturdy bridge build ages ago, this bridge is
now decorated with Orcish craft and limbs of decayed Man flesh. This permanent
and well-crafted bridge of the ancient Men is now an unforgettable symbol
of who now owns Fuintaur. The Orcs could not destroy the solid structure,
but overturned enough stone to make it unpassable by wagon and horse.
Riverside
Woods-
Rarely is Riverside Wood traveled. One reason being that the
rivers along Fuintaur have swallowed many in the past. Strange sounds
and winds whip between the flat treelands, which due to the thick of the
trees begins to take on the shape of a maze. Many rumors tell of Riverside
being haunted. Avery few believe the hanting is a trick of a hidden forrest
community, which could be a once Fuintaur Tribe of Men, or of beasts and
creatures of the past.
Naugbar
Far
to the northwest of The Continent lies the frozen mountain island of Naugbar.
The Iced Peaks slope steadily from the Silivren Ocean, and merely
the look of them suggests strength. But the cultural strength of this
region lies deep within the halls of the mountains, where a ancient society
of Dwarves exists. The knowledge
of Naugbar is mainly assumption, for not only are the doorways to these
great halls difficult to find, but they are even more difficult to open.
The Dwarves were once exiled from The Continent, and this is the
land they have claimed as their own.
Glamran-
The largest of all four of the last cities of Dwarves is Glamran.
Its halls echo and tower above any who enter the vast stone structure.
Here is where all of the business and priorities of the Dwarves is done,
and if need be, the decision to import goods or food is made in the meeting
hall of Glamran. Shipment of these goods is done by a secret third party
that the Dwarves of Glamran have no problem financing. In order to stay
even more reclusive, Glamran created long halls and paths that travel
to Naugael, Naugaud, and Naudring.
Naudring-
Buried deep in the in the earth are the fire master Dwarves
of Naudring. Tirelessly the Dwarves craft great sturdy metal structures
and weaponry. The Dwarves pound their mighty hammers endlessly in hopes
of creating the most impressive weaponry the world will never see. In
the past, it was rare that any of these ruggedly crafted weapons left
the halls of Naudring and arrived on the mainland. Today, no one is allowed
past the great door of Naudring, which now stays buried under thick layers
of snow and ice, so deep that its elaborately polished doors go unnoticed.
Naugael-
The Dwarves of Naugael are masters of jewelry. Their halls
are much more quaint and smooth than the rest of their Dwarvish brethren
in the Iced Peaks. Some of the masterpieces can still be found floating
around the mainland. The come in the shape or rings, amulets, and even
crowns. The precision and detail on the ornaments is beyond notable, and
most of the jewelry on the mainland is already listed in history books
as being priceless. The doors of Naugael have not opened for centuries.
Naugaud-
The thick and enormous doorway of Naugaud can not be opened
by the strength of any being. But beyond a intricate system of gears,
pulleys and mechanics, the door can be opened by the casual cranking of
a tiny handle. The Dwarves of Naugaud used to be amused by this famous
contraption, but due to their isolationist beliefs over the past decades,
the mechanism has not been used for an outsider. The chambers of Naugaud
are all connected by a system of carts and elevators, machines that require
very little strength to use but deliver a very effective result. The gadget
masters of Naugaud have prided themselves on this skill ever since they
first took to the Iced Peaks. This group of Dwarves has always been known
for their experimentation. No one knows what new devices the Dwarves of
Naugaud have been crafting as of late, but explorers have noted a distant
blasting sound sometimes echoing through the northeast rocks of the Iced
Peaks.
The Midlands
From forest to mountain to sea, The Midlands is the largest
and most diverse region of The Continent.
The business of Men is mainly carried between two major cities
in this region, Duindor and Gohithica.
With such vast cities constantly bartering through paths and rivers,
The Midlands attracts many of those willing to participate in trading,
and many who wish to take advantage of trading. Alliances of villages
and the cities are essential to peacekeeping throughout The Midlands,
but very little cooperation actually occurs.
Organized criminals like the brutes of Pathlock or river raiders
of Cair Cibann are the main threats to this region, for money is king
in this land, and many Men do not desire to labor for their money.
Ancients’
Chamber-
A thick steel doorway carved with symbols of Men leads into
the Peaks of Solitude. Behind these towering doors lies a chamber dedicated
to the Lords of the old world. The glorious gifts of gems, metals, and
praises were inside for all Men of the world to bask in whenever they
pleased. This was a way of paying homage to the Lords before them and
recognition for the world they helped form. But when the corruptions of
Men began, and a priceless gift was stolen from the Chamber, it was sealed
for all eternity, punishing Men to never enter Ancients’ Chamber again,
and no one ever has. Only one who was pure of mind and spirit could possibly
be allowed inside. Those of such a will only lived before the corruptions
of Men.
Bothra-
Travellers can pay three pieces of silver to cross the Bothra
bridge. The townspeople of Bothra make very little use of their bridge
because they often quarrel with the people of the nearby town Sitra. Calling
the Sitrans “richies” and “greedy folk”, villagers in Bothra are quick
to speak nasty words of Sitra. The towns have been whispering rumors and
bad-talking each other for decades.
Brakken-
Reclusive and inward, the village of Brakken is filled entirely
with the Followers of Hul Dun'Sor, an ancient earthcraft that can be practiced
only by Marked Women. Although not inherently evil, the practices of the
Followers cause the night skies overlooking Brakken to swell and pulsate
a deep, almost sentient blackness. It is said that Brakken is actually
an ancient convent for Witches who fled their Cult Circles and decided
to direct their knowledge of the black arts to that of good.
Cata-
A sister of Porsa, Cata is the town that grew from Hithdorians
that tired of the constant presence of Hithdorian Infantry around the
Western Watchtower. Also, fine beds and hotels are found in Cata, as it
is the last great place to rest before the walls of Hithdor are reached.
Cliffan-
With a glorious view of the Silivren Ocean, the village of
Cliffan stands high on coastline cliffs. Although lacking in technology,
Cliffan is a productive village that has known peace for many years. Only when the Eldens have their annual councils
do they wear kilts. Most of the
people of Cliffan are either fisherman or shipmates.
Coffin
Fields-
The wind whips harshly between the Dry Peaks and Ethivia Mountains.
In the days when Gohithica had a just king, the alliance of the west came
to aid Gohithica in stopping a flourishing and menacing army of Mountainites.
In that battle, the last army of Mountainites was crushed and the creatures
scattered to the north. However, with victory came great losses forMen.
The losses were too great to properly bury the dead back in their western
homeland, so the thousands of Men were laid to rest in makeshift coffins,
sprawled throughout the plains. With enough rain, some of the wood can
be seen pressing up from the earth. Some say the spirits of the soldiers
are trying to ascend, and be properly buried. The treasureless bodies
have left a sense of death in the air, and farmers struggle desperately
when attempting to make use of the land. Even the grazing animals refuse
to eat from these grasses.
Coreisos
Minor-
The city upon a city, Coreisos Minor grew out of the buried
ashes of the lost Coreisos Major. Even legend has no story to tell the
tale of Coreisos Major's demise, but of late archeologists have dug passageways
down to the covered remnants of the old city. Surprisingly, it has been
disocvered that much of Coreosis Major is quite serviceable and stretches
far beyond the edges of the sister city that was built on top if it.
Deepshade
Forrest-
Rarely traveled, the ominous Deepshade Forest is the home of
two species of wildlife. One being the Chara Tree, a dark-skinned tree
that grows bent and rigid, thickly thrives in this land. But as usual,
where there are Charas, there are certainly Waskitas, the blood-sucking,
sap-draining tiny insects dreaded by travelers. Between pesky insects
and difficult thick trees, Deepshade is a self-protective territory, even
keeping most beasts away.
Dindar-
Probably the single
largest crop supplier in all of the land, the fields of Dindar have fed
mouths throughout The Midlands. For
long Hithdor has recognized the skill of these farmers and has granted
the farm town protection in exchange for a direct food route.
The thousands of people in Hithdor keep the farmers of Dindar very
busy, who have mainly known simple lives of farming.
But only several years ago, the first group of Black Orcs surrounded
Dindar with one hope; to plague the foods and seeds that travel throughout
the land. Although the battle was
harsh and the townspeople suffered significant losses, Dindar still stands
thanks to the Eryndor Crusaders who first prepared the defenses of the
town. However, in the pages of Hithdorian history,
the victory against the vile Black Orcs is credited to the Hithdorian
Aides which entered the battle after hours of grueling battle. Dindar
has since been very grateful to the Eryndor Crusade.
Duindor-
If one were to visit Duindor during they day, they would find
a bustling city of merchants and music. But at night, the streets are
treacherous, for many have wicked agendas that are better acted upon at
night. With many rich folk, and
many people who are wanted killed, there is a huge demand for skilled
assassins who work for money. It
is in the night hours that these assassins roam the streets and even rooftops. Some who are skilled enough are paid not only
for their tracking and killing skills, but for their ability to protect
as well, for bodyguards are a necessity among controversial politicians. The heavy clouds always suggest rain, which
comes hard and abruptly. Three
rivers meet under the only huge structure of the city, The Tripalace. Inside this giant building is the constant workings
of politicians and the living quarters for rich beaurocrats. Many years ago, Duindor’s Tripalace was the
home of Duindor’s King Amada, who ruled with an iron fist. When Hithdor came to overthrow Amada, the Duindim
were aided by Duindor’s very resourceful citizens, who agreed with Hithdor’s
suggestion for implementing a senate.
After helping Duindor create a senate similar to that of Hithdor,
they left and now the two great cities only relate through trade.
Dugond-
A small stopway along the Northern Pass, the town is filled
with simple folk who have shied away from the surrounding mountains and
have attempted to create a more placid, simple life tilling the small
patches of fertile soil. Strange and wild fruits and vegetables from all
parts of the continent and other far-off lands always take hold and thrive
in the patches of Dugond.
Gladeson-
The village of Gladeson was peaceful for long. The people were simple and hard-working, making
various crafts and tools they could use for trade. When Pathlock took over the Northern Pass, the
people of Gladeson at first suffered by
losing access to trade. But when
Pathlock began to harass them and demand goods and food, Gladeson quickly
lost its morale, and many moved to Duindor and Hithdor. Those who remain now live under the threats
of Pathlock.
Eredhel-
Deep in the lush trees of Eredhel Forest lies the last city
of Elves on The Continent. Until
recently, the Elves of Eredhel knew only the life of an Elf of old, living
passively in the trees, a life rich with spirit and the essence of the
wood. But when the Hand of Maegamarth was found, Maegamarth sent his most
direct followers, the Black Orcs, to retrieve his ancient statued hand.
The Eryndor Crusade allied themselves among the ranks of Elves, but the
Black Orc soldiers pushed through the thick trees and eventually some
groups passed all the way to the core of the city. By drastically underestimating
the force Maegamarth had created, the king of the last Elves, Riadarin,
fell to the wicked Black Orcs, who took his body to the east. Even other
races from all over The Continent have heard of the power and wisdom of
the ancient King Riadarin, whose body is now in Maegamarth’s control.
Eredhel and the Eryndor Crusade is not certain if Riadarin will
return reawakened as Undead, but they are certain of something else; if
Riadarin reawakens under Maegamarth’s control, he will be a formidable
adversary to say the least.
Gobbenath-
In the misty haze of the frozen beaches near Gobbenath lays
a large harbor. This ship harbor is about a day’s walk down the mucky
shore from the Gobbenath, and its intricate system of docks houses dozens
of large ships. In the village of Gobbenath, many different people have
taken to a life of working the seas. From the harbor, many of these rugged
Men sail the seas, most to take goods with force, and sack weak communities
of Men.
Gohithica-
Neither the flashing fires of the night time festivities nor
the sound of the banging music are the first experience when traveling
to Gohithica. The first sight of Gohithica when traveling down the Northern
Pass is the billowing smoke from the smoketowers. Fuels burn all day and
night for various grills and fireplaces. Some of these are for business,
but most are for pleasure. Many people of Gohithica live in the streets,
spending what money they can beg for in the taverns. But those who come
to the energized city to visit have a totally different experience. Banging
music, flashing flames and skin-filled bordellos excite the night of the
tourists. Although many condemn Gohithica for being a city of sin and
waste, it is the most popular tourist location for the rich of the land.
Guardtower
of Torlad-
Poised above the mucky shores near Gobbenath, the Guardtower
of Torlad is a small outpost brimming with rugged warriors of Torlad. These Men are brought wagons of food from Torlad,
the town they have sworn to protect, and are very dutiful and responsible
in defending.
Henge-
In the old ages, Henge was known for its ability to quickly
create volumes of blacksmithed goods for war and trade. Now, ages after
the last great battle called for Henge's efficient smithing skills, the
city has turned inward and reinvented their craft into an artistic medium.
The few pieces of Henge armor that do find the battlefield today are so
adorned and decorated that it is said enemies cower away from the ornate
plates.
Hithka-
The first effort Hithdor made to widen its borders was the
creation of Hithka. Somewhat south of Hithdor, Hithka consists of many
workers and independent artisans who work for businesses in Hithdor. Most
of the people of Hithka no longer have any ties to Hithdor personally,
but only in a financial way. Being the largest group of Hithdorians outside
of the city walls, the people of Hithka still abide under all of the laws
of Hithdor, although civil obedience is much more of an issue in Hithka
rather than its mother city. To answer this, Hithdor has most of its infantry
reserve posted in Hithka. Over the years, these law enforcement soldiers
have become very brash and demanding, and in times even brutal when it
comes to the ways of Hithdorian Law. Many civil uprisings have been quelled
by the soldiers of Hithdor.
Kiro-
Trees lightly cover the rolling hills near Kiro. The quiet
village is nestled away in the rolling hills by the Pale Mountains, and
has seen little turmoil from beasts or Men. All of that changed in one
night; the night that left Kiro in shambles. Dark Followers of Maegamarth
slipped into the small town in the middle of the night, and poured the
blood of the townsfolk onto the floors of their bedrooms. The Eryndor
Crusade helped fortify the village for when the corpses awoke into Undead.
Although Eryndor helped the people of Kiro defend and repair their village,
it is now lacking the feeling of safety which the townsfolk had been accustomed
to for many years.
Nettaur-
The master fishers of Nettaur are known throughout the land,
because their boats have been known to explore the oceans all around the
continent. Some fishers are more practical and make a very comfortable
living raking in pounds and pounds of small fish like Keep and Gupps,
which are shipped to Callen monthly. But the true pride of Nettaur comes
from the big game fishers, who hunt the waters in hopes of finding exotic
ocean creatures to sell for a high price.
Nunaur-
Nunaur is a very small, but culturally rich village of Men.
Most of the village consists of Elden who have moved from the faster pace
of life from Torlad, although the two towns often interact. Nunaur is famous for its impressive fabrics
and furs, which is credited mainly to the skill of the Elden Women of
Nunaur.
Oldpost-
For many years the people of Oldpost were fundamentalists and
deeply spiritual. They strictly
believed in the old ways of Men, but preferred to worship the Creator
in their home forest of the Nectarlands.
Being very resourceful with the trees, the people of Oldpost enjoyed
one of the richest forest areas in The Midlands. But for the last decades,
the berries and fruits of the Nectarlands have became thin and sparse,
leaving the people of Oldpost no choice but to create a cobblestone path
that connects to Northern Pass.
Pathlock-
Probably the largest group of organized criminals live in Pathlock.
The city is bustling and brutal, with flowing ale and frequent quarrels.
Women who inhabit this wicked place are either prostitutes or forced to
be one. How ever often these Men might fight one another, they will always
unite against a common threat. One such moment was the failed attempt
of Hithdor to re-open Northern Pass for commercial use by cleansing Pathlock
of its criminal behavior. But still to this day, any wagon going to Pathlock
without the intentions of joining this harsh city usually does not arrive
at its destination.
Rika-
Famous for its variety of ales, Rika is often visited by those
who wish to escape Hithdorian law but not leave the northern Midlands.
Since the taverns of Rika are sometimes housing soldiers and those who
have chosen battle as their profession, many mercenaries can be found
in this drunken town. There are
far more taverns in Rika than any other businesses, and even host an annual
ale competition. Ale made in Rika
has won the competition for nearly a decade straight.
Sitra-
Travellers can pay five pieces of silver to cross the Sitra
bridge. The townspeople of Sitra are Men of great pride and empowerment.
Many travelers know to stay clear of the taverns of Sitra, for rumors
have spread that the gambling games are rigged in the favor of the house.
The people of Sitra live comfortably, and very few of them reveal their
occupation to those curious enough to ask.
Shale-
Those who do not know of Shale are awe-struck the first time
their eyes come upon it. By all means, Shale should be a small town of
little consequence. However, given its strategic location, Shale is an
optimal trade depot for all sorts of goods. Goods from far continents
come into Shale and await pickup and shipment, while goods flowing in
from Dindar, Hithdor, and Duindor are packed and prepared for shipment
overseas. This tiny town has the most massive and advanced storage facilities
in all of the land, which helps Shale make up for its dreary architecture
with sheer immensity of its structures.
Taheen-
A very quiet town, no roads lead to or away from Taheen, which
is rare when so close to Hithdor. Nothing connects this village to the
outside world except the occasional visit from Callenfolk. Although under
Hithdorian law, little comes and goes from this town that by all rights
should be a ghost town.
Terka-
The quiet village of Terka is under Hithdorian laws. These
people work tirelessly for bustling businesses in Hithdor, and know of
little recreational time. The village is much less developed than Hithdor,
and has minimal patrols from Hithdorian Defenders. But because the main
forces of Hithdor are so close, there are very few criminal attacks on
the village of Terka.
Torlad-
All under a single clan symbol, the hard-working farmers of
Torlad love their land. They love their land enough to protect it and
lack any trust for outsiders and travelers. The people still wear the
kilts of old, but not all of them. Many of the old prejudices against
Elves are still believed, and the folk of Torlad are anything but friendly
with their Elvish neighbors in Eredhel. They are a unified people, especially
after the heavy raids they suffered from Gobbenath’s raiders in the years
past. The two clans have been feuding since.
Tundra
of Melch-
Ages and ages ago, when the Men began to flourish over the
Elves of the land, there lived the Man-King Melch. Melch was given the
throne at the age of youth, and lived mainly in greed. He led his kingdom
with an iron fist, and desired only power. He led to the first great clash
among the pure races when the Elves united against his kingdom and liberated
the people of his kingdom. The Elves casted Melch to the far east, and
cursed that land. When the weather turned, Melch froze in the tundra alone
until he perished. To this day, this area has continued to freeze, all
year around, with a relentless cold. Rarely do travelers brave this territory.
Westman-
The lands of Westman are rich and full of culture. The land
is open with lush farms, but the food is rarely for trade. The people
are independently territorial and have deep and widespread family associations,
and on a larger scale, they have clans. In formal cases, their officers
wear kilts for patrols and ceremonies. They are peaceful now, but there
is much bickering and slandering over land and family names.
Westend
Bluehill-
No one is left to see the beautiful navy blue and green sky
that can rarely be seen from Bluehill. The light from The Vanilla Hills
dances in the night sky during precise alignments of the stars. The villagers
of Bluehill used this phenomenon to fuel their interest in the stars.
The Starwatchers of Bluehill were forced to retreat to Silvo when the
Belgarian infantry stampeded through their village, and the survivors
were soon killed at the Battle of Silver.
Borroa-
Once a small fishing village, the simple river folk of Borroa
took heed of the fall of their neighboring villages. Before King Leechian
could extend his borders to their doorstep, they carried most of their
belongings and all their kin to long boats and joined the resistance at
Pann. None from Borroa have been found alive to date, and the small village
has been raided completely by thieves.
Fawnhome-
When there as lush rolling hills, the territory of Fawnhome
was wide, with its people mainly being farmers of grazing livestock. Those
who did not farm were usually skilled with a bow and hunting deer. The
many beasts thrived among the small treed areas. Those bows were very
useful in the Battle of Pann, but not useful enough. Ironically enough,
the only beings that now exist among the ruin of Fawnhome are a few starving
deer, who lost their source of food when the black spell rottest the soils
of the east.
Hillside-
What was once a small town of farmers and fishers, Hillside
retreated to Silveo when the shadow of Belegar began to spread past South
Noram. They left their quaint village to take up arms after hearing about
the fall of Fawnhome. The village is still in nearly perfect shape, untouched
by Belegaria when the townsfolk left. They have not come back.
Landon-
Once a successful town for travelers, Landon was known for
its fine wines and finer pipeleaf. Long has Landon understood territorial
skirmishes from their proximity to the Orc Woods of Fuintaur, so when
Pann called all nearby villages together, Landon was first to answer.
With most of their trade invested in ales and pipeleafs, they brough all
their valuable to Pann and took a last stand. Although they aided greatly
in the Battle of Pann, they were eventually crushed by King Leechian’s
forces. The black spell rotted the once lush pipeleaf gardens, and the
village has been scraped clean. There are signs of Orc throughout the
ruins.
Na’Nanay-
One of the last villages in Belegaria to fall under King Leechian,
Na’Nanay, was a small but lush tribe of Men. Travelers passed sparsely
due to fear of the Orc, and Na’Nanay rarely meddled with the outsiders
of the east. They were firm in their admiration of the woods and its medicinal
value, but their more ancient and tribal beliefs began to falter when
the east was in turmoil. If any survived the crushing boot of King Leechian,
surely they took haven in the now rotten Nann Woods.
Silvo-
When Belegar was bright and brilliant, its chief decoratory
resource was the shimmering silver from the mining town Silvo. Rich in
finance and rich in determination, Silvo was a town known throughout the
land. When the deep spiral mines were still worked, the extremely rare
metal Platna was sometimes discovered. Small pieces of Platna can be melted
with cheaper metals to craft large pieces of silver, or if kept in its
pure form is nearly indestructible and vastly expensive. Pieces of Platna
can be found in the edges of King Leechian’s blade and atop the crown
of Hithdor. With this fame the town was a bustling place of workers and
smiths, with many of their goods crafted in glistening silver. When Silvo
declined King Leechian’s offer to join his territory and hand over the
mines, and entire division was sent to crush Silvo. A battle at Silvo
was to be at hand. With the people of Hillside and Bluehill in their ranks,
the town’s militia was pushed deeper and deeper down the mines until air
was in short supply. In a valiant last stand, the townsfolk and militia
pushed the infantry of Belgar back during the Battle of Silver. But soon
the Belegarians pushed back and stomped through to finish their job, and
the townsfolk were slaughtered among the rocks and tools. Those that survived
died in the mines shortly after.
Sirbann-
This small village was crushed by order of King Leechian. But
when the soldiers arrived, the village was already desserted. Mainly consisten
of Elden and simple fishing folk, Sirbann was rarely recognized on maps.
Its one famous stucture was its marvelous library carved into a small
Cliffside. The library is now empty. It was assumed the people took their
chance on the Alta Ocean or fled west, but no other villages ever reported
seeing a caravan. Sirbann’s largest shit, one that might have been able
to brave the ocean, was never found.
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