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    Halfling in the Playground
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    Jan 2013
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    Default Talliente and Altruim, the places and ways of describing them.

    To begin with, this is by far not all I have for this region. This is chapter five, pages forty one to fifty, a mere seven thousand words out of thirty. But! But, this is the most interesting and useful part of the document so far. The races, the classes, the equipment, even the gods could all be substituted one way or another, but what makes this place what it is is the history, the geography, and the plots that are implied in describing them.

    While doing this chapter I found I was constantly noticing plot points, possible quests and adventures, hooks and signboards for the players to latch onto. More so than any other, if the other chapters were simply descriptive, this one is proving to be the most constructive. I use an in-world style of writing, which I've shown a few times before, where I describe things as quotes from in character. Often the information is biased, sometimes even flat out wrong, but overall misconceptions and inaccuracies are removed due to additional clarifying information. Some things are spoken of in an omniscient spectator form, the introduction, start of a chapter, part of a description, to provide real factual information to base the rest off of.

    But, less blathering, more descriptions. To begin, the map.
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    And then, into the text from the document itself

    Chapter 5: Places
    The lands of Talliente and Altruim, along with their direct neighbours the Barakas Hills and the Bay of the Mermaid, are a warm, temperate climate. They may not be steamy, hot places drenched in water, or due seasonal lands defined by the dry and the wet, but they are warm. A four seasonal climate persists, but even in the depths of winter water does not freeze, snow does not fall, save on the high mountains within the Barakas.

    All this changes every six years, when for several months the winds around the Frozen Isle change. Whether by magic, nature, spirits or gods, it is unknown, but change they do. And a great series of storms are blown from the Channel of Winter Storms onto Talliente and Altruim, turning the land cold, but still not frozen. Gale winds alongside thunder and lightning are the most apparent danger, but the rushing cold air from the Frozen Isle gathers water and heat from the warmer shores and shallows of Talliente and Altruim. This warm, wet air continues until it is forced up by the Barakas Hills, where great clouds form, and empty themselves into the hills. A torrential downpour begins over Altruim and western Talliente that doesn’t stop for weeks, and brings the immense flooding that created the Windrun Fens long ago.

    The Bay of the Mermaid is also affected by the change in the wind, icebergs and cold water are forced into the bay, changing how life is lived for the months that they remain. Many of the fish travel closer to the islands and shores, swimming to the warmer shallows as both the cold and the predators that live in the cold water approach.

    But for the rest of the time Talliente, Altruim, and the Barakas Hills are warmed but a northerly wind coming from the Sea of Endless Sand, which draws over the Gulf of Winds and brings consistent rain southward over the region. Whereas just to the west, in the Great Plains rain is scarce due to that same wind, which does not pass over the Gulf of Winds and merely carries sand and dust to coat the land.

    Talliente
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    Talliente is a Peninsula on the edge of what is known as the North Western Inner Lands, behind a mountainous range known as the Barakas Hills and surrounded on three sides by the Bay of Winds, the Channel of Winter Storms and the Bay of the Mermaid. Across its land ruins lie, from the ancient Shifters who have since joined together with a migrant race to become the Talliens. The great wizard Umpthway who’s magic is remarkable even to this day, and the giants who claimed the land as their own. The land is warm and peaceful, with basking sun and warm winds, rain and water enough to sustain the grassy hills that are iconic to Talliente. But every half dozen years the land turns cold, as wind from the Frozen Isle floods westward and brings ice, snow, and sea raiders to Talliente’s shores.

    “Talliente is a land of green hills and great open spaces, interspersed with occasion fields and farms where Talliens make a living in their holds. They are not numerous beyond measure, perhaps three hundred thousand all together, but they are scattered across the land.
    Feats of engineering exist in testament to the giants that once ruled the land, and the ingenuity and understanding of the Talliens to maintain them for so many years. Little lies in total ruin, instead rebuild and reused for generations.” Lenasi scholar, studying the lands of Talliente and Altruim, in the fourth century of the Age of Dreams

    Verizon
    “Here, in this far place, we begin the work to create another branch of the Great Reaches of Zo. At the end of this bay, with sheltered port and solid stone we shall craft a gateway to all the reaches. All the lands of Zo. Verizon, founded this day to be the harbourage for all ships of Zo in these northern reaches.” Inscription on the Founding Stone of Verizon, from the third century of the Age of Elders

    “When we first came to this land this city was little more than a ruin, made up of broken buildings and decaying docks. Even the harbour, once dredged to accommodate deep keeled vessels had formed reefs and dangers. It has been the work of two centuries to restore this city, bring the port of Verizon into some form of working order.
    Creating amicable relations between the Dökkálfar and the Talliens was an accomplishment as well, if not for the religious value of this city it likely would have been impossible. Verizon was an investment, and has gained more than we could have hoped. Trade without the dangers, or politics, of the more developed lands to the east.” Lenasi account, on the subject of Verizon, in the fourth century of the Age of Dreams

    “Verizon Hold, the greatest Hold, so great that not one holder can hold it alone. The Dökkálfar priestess controls the Temple Sect, atop the stony hill where the old palace stands. In the docks and upon the water the Lenasi rule, with pen and paper, documents and rules. And then we Talliens, out here in the outskirts do I hold, keeping together the guard and farmers that let the others live.
    They may minister and administrate, but without me and mine this city would not be so great.” Aduft Lenlofp, the Verizon Holder, in the seventh century of the Age of Dreams

    “The one thing you can’t help but notice about this city is the size of the buildings. Twelve foot doors, fifteen foot ceilings, two rooms fit atop one another in a building meant for one. The city is big, that stands out most of all. Even their rabbits are big, both the ones on two legs and the ones on four!” Sen Arim sailor, joking about the city of Verizon, in the sixth century of the Age of Dreams

    “Without a doubt the most impressive, and intact structure in the city of Verizon is the Temple of Nenaeris. While the Alfar claim religious dominance, as is their right as one of the triad, they deal little with other gods. So it falls to the Talliens to maintain the temple, and they do so wonderfully, with artistry and workmanship worthy of the ancient relics they maintain. “Lenasi account, on the subject of Verizon, in the sixth century of the Age of Dreams
    Tower of Uthaly


    “Wizardry is an art form, and one that only those both talented and skilled can excel in. A natural aptitude for magic is worthless without a skilled mind to direct it, and a skilled mind incapable without magical talent to wield. And so it is that wizardry, the greatest form of art, is so rare. So valuable.
    In testament to Uthaly, the Great Illusionist, the Should-Be-God, the Greatest Divine Instrument, we educate our people, his people. In Uthaly’s name we bring wizardry to all with the skill, talent, and will to learn.” First value of the Arcanists of Uthaly, created in the second century of the Age of Seven

    “The Tower of Uthaly is one of the oldest remaining schools of the arcane in the world, perhaps even the oldest. However, their achievements through the centuries are somewhat lacking, focusing intently on illusions created by their progenitor wizard. Admittedly the works of Umpthway – for that is his name, not Uthaly – are astounding and beyond even modern works of magic.
    The Tower of Uthaly; or more accurately, the site on which it is built, is one of his impressive works. A rainbow, made solid and firm, circles from the ground up several hundred feet before spiralling back down. Gravity itself is twisted, and if one sets foot upon the rainbow they feel that it is ‘down’. The Tallien Hares and the Moon Hares that are used as mounts and familiars in these lands are often seen racing along the rainbow. A dizzying sight, to say the least.” Lenasi account, on the subject of Verizon, in the fourth century of the Age of Dreams

    Temple of the Moon
    “It was in the Age of Gods, so many centuries ago, that Alune first came down to the land of Talliente, displaying the full aspect of Luna for all to see. Where once we venerated Luna with meat, blood and sacrifice she now called for challenge, competition and devotion. Denying the sacrifice of meat and blood in her name. The ancients knew not how to take the form of their goddess, for a thousand years they had venerated the moon in one way with no response from the divine.
    Alune shook the ancients of Talliente to their core, redefining their beliefs, their lives in mere days. And here, atop this hill, at the heart of this temple, was where she first came down and spoke unto her followers. And here we wait, listening for her word and wisdom. As we track the Wanderings of the Moon.” Alune Aldra, High Priestess of Alune, on the origins of the Temple of the Moon, in the seventh century of the Age of Dreams

    “In the time of the Giants the custodians of the Temple of the Moon, the ancients, rose up in rebellion and war against the invaders. They were obliterated, day by day the ancient peoples of Talliente fell until only the Talliens remained, guided by the Lepori pilgrims into waiting out the giantish lords.
    The original Temple of the Moon was destroyed, a monument to a rebellious people, and the worship of Alune turned to the spires of Lunacy. We did not rebuild the Temple of the Moon until the giants were gone, and all that remains of the original shrine are the marks where the ancient stones divined the passing of the moon.” Tallien High Priestess, teaching history, in the sixth century of the Age of Dreams
    Demarzin Hold


    “The mines of Demarzin are the only reliable source of Iron and Tin in Talliente. The mines were created by the giants; yes, their great sinkholes and cavernous tunnels remain, supported more by magic than engineering. But in the depths the spirals and tunnels of Demarzin continue in Tallien size onward so much farther.
    The smithies of the Hold are the greatest in the land, the strength of iron added to that of Demarzin, wealth and prestige known across Talliente. With tin comes bronze, sparkling coins and ornaments to show wealth to the outlanders and impress the lesser holds. So long as the metal remains in the hands of Demarzin, Demarzin will be the strongest hold in Talliente.” Heta Demarzin, first wife to the Holder of Demarzin, in the third century of the Age of Dreams

    “Metal tools, weapons and armour have been rare heirlooms and treasures in Talliente since the fall of the Giants. The Giants had mines in the Barakas hills, as well as the cliffs and hills of Talliente. But since their fall the mines have been abandoned, uncountable years for creatures and beasts to take over the depths and caverns left behind.
    A lack of metal drives a separation between those with and without, and those with the strength to fight and steal and those who do not. Bandits raid those without defences, and use their gains to barter for weapons of iron or bronze. A terror upon the land, but one that leaves little room for weakness amongst the Tallien Peoples.” Kair Demarzin, Holder of Demarzin, in the fifth century of the Age of Dreams

    “Demarzin and Izna hold both sit atop the Zial River, Demarzin at the sea and facing the sea raiders, Izna inland and facing the hill bandits. The two holds have been rivals; but allies since the fall of the Giants. In fact, what records remain from the giants implies that the Izna and Demarzin families formed the alliance that brought down the remnants of the giants.
    More than a thousand years of continuous holding by a single family in Talliente is almost unbelievable; it is rare now for any other hold to retain its name for two decades. Let alone a hundred decades.” Chronicler of Alune, Jisa Lune, in the sixth century of the Age of Dreams

    Nosolin Hold
    “Nosolin, the fourth great hold of Talliente, is a sea hold and fishing hold. For the longest time only Nosolin ships have plied the waters of the Bay of Mermaids, using better and bigger ships to draw in larger catches. Of course, over time, this has drawn the attention of the Merarel, and where others might fear bandits or the winter elves the Nosolin fishermen beware the Merarel.” Lenasi Account, on the hold of Nosolin, in the fifth century of the Age of Dreams

    “Nosolin is a port in its own right, with seaworthy ships docked and ready. Talliente may not have a navy, but there is a reason the sea raiders do not travel southward into the waters of the Bay of Mermaids. And it is not the Merarel alone that gives them pause.” Lenasi Account, on the hold of Nosolin, in the fifth century of the Age of Dreams

    “It is said the people of Nosolin partake in most disturbing practices, murdering and gutting the Merarel and eating them as a delicacy. Too much fish, too little greenery. The sea air can drive any man insane.” A Tallien, in the sixth century of the Age of Dreams

    Izna Hold
    “We of Izna have been the heart of all Talliente since the giants fell. Since their ruins became ours, their fields tilled by us, the herds our own. We are of the greatest holds, with silver and copper from the earth we make the coins the foreigners so love. With our fields we grow grains for the bread so widely praised. Izna is not Talliente as a whole, but it is its heart and its soul.” Izna Galboa, Holder of Izna Hold, from the fifth century of the Age of Dreams

    “Of the holds Izna is the one with the most land, the central giantish fort built in a fertile valley is the greatest selection of arable land in Talliente. And beneath the fort lie the copper and silver mines that truly make Izna rich. With their ores the Izna trade with Demarzin and Verizon for iron, wood, magic. With their abundance of food they have the greatest family of all the holds, too many for the holdless to raid or fight.” Investigation of Talliente, by a Lenasi trader, in the sixth century of the Age of Dreams

    “Izna might be the largest hold, held together by strong family ties and a powerful line of holders, but they suffer from the amount of land they must till. The distances they must travel. Even with watchtowers and outposts raiders still come, bands of outcast young. Those seen unfit, unwise, unwilling or unwilled, pushed away so another might plough the field. They seek riches and glory; but Verizon is too strong for any to see it as a quarry. So to Izna and Demarzin they flock, for silver and steel, coin and ground meal, to steal and plunder and prove their lives stronger than their oh-so hated brothers. But only to die, names forgotten and missed not by family and kin.” Words of the Outcasts, a tale of Tallien lives, told in Tallien holds for centuries

    “The thing which stands out most at Izna which sets it apart is the windmills. Elsewhere grains, Talliente’s main foodstuff, is ground by hand. Intensive, hard, backbreaking labour that limits the amount of bread that any farm can produce. But on top of half fallen down giant made farmer’s towers dozens of windmills stand, turning away. And few save the Holder’s family know their use, a strangely kept secret that makes Izna the food supplier for Verizon and beyond.” Investigation of Talliente, by a Lenasi trader, in the sixth century of the Age of Dreams

    Ruins of Tokazel
    “The giants may have built their great port at Verizon, with docks deep enough for their enormous vessels to come in to port. But in was at Tokazel that they first landed and built their first settlement. Little remains there now, overgrown ruins and fallen stone buildings. Over the centuries Talliens who have no hold of their own, cast out of their families or driven out by competitors, have gathered to become bandits and thieves. Attacking ships or travellers, returning to drink and revel, to make merry with all they steal. A hold for the holdless. Left alone only because they are no threat to those who could oust them from their slovenly hole.” Investigation of Talliente, by a Lenasi trader, in the sixth century of the Age of Dreams

    Ruins of Lenfardzel
    “Once Lenfardzel was an impressive city, of wide streets ornate palaces, temples devoted to many gods. For a giantish city it was of moderate size, seven thousand giants, twenty thousand workers and servants of a smaller persuasion. A Giant city was a city because a single giant needed as much space as three Talliens, and demanded so much more.
    So the giantish cities were so much larger to cater for a populace not much great than that which lives in Verizon of today. The entire population of Talliente could bunch up and live within the ruined walls of Lenfardzel, if only they could stand the bones left behind when the last of the giants died in their sleep. Unknowing of the desire of the Talliens to be free, of their once loyal servants lack of care for the giant lords.” Tallien High Priestess, teaching history, in the sixth century of the Age of Dreams

    “There is nothing left in the ruins of Lenfardzel except bones and stone, nothing In the way of gold or silver, steel or iron. Just the bones of ages past and the haunting memories of a people betrayed by their own beliefs and pride.” The remnants of the giants, part of a saga from the Age of Seven

    Eastern Spire of Lunacy
    “On moon’s Eve, upon that dreaming day, in the time when the gods themselves walked the world and played.
    Shadows would lengthen, clouds would form, and water would rise into the skies.
    Littlest droplets, seven colours shining, rose into the clouds forever to stay.
    In cloud born pool of seven coloured light, seemings and visions of the Moon are as clear as night is to day.” On the Origin of the Moon Pool at the Eastern Spire of Lunacy, dating from the Age of Gods

    “Gazing into the pool that sat on that cloud, defying all laws of science and reason, I could see the lesser Moon, Eastris; The Wandering Moon. In this land they call it Alune and it is an object of worship, and this… strange place, is littered with symbols and magical devices for the study and tracking of the moon. A telescope; one with greater magnification than I have ever seen before, sits in this place used for nothing more than watching the moon. And here that masterpiece of engineering has sat, barely used, for nearly a thousand years, perhaps more.
    There are secrets in the world wherever we go. And no matter what some may claim, the peoples we find are as liken as not to be as advanced as we are. If only bent on the purpose of their gods, not on studious endeavours.” Natrik ‘Tradewise’ Tolmeneu Likpar, Gnomish scholar of the Academy of Artificial Sciences, on a trip to the Western lands in the second century of the Age of Dreams

    Western Spire of Lunacy
    “There is legend of a third spire of Lunacy built by Umpthway, lost in great illusion; or perhaps an illusion itself. Only ever spoken of by the insane, the addled or those made to see it by magic, but whether they truly see it or are only made to believe they have. Umpthway’s magic is incredibly powerful, only a great mage could possibly create illusions that defy all attempts to believe they are real.” Tallien Scholar, studying the Spires of Lunacy, in the fourth century of the Age of Dreams


    Altruim
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    Altruim is the great watershed into which the great River of Winds empties, and all the water of the Barakas Hills flows. And above that truly immense flow of water, there are great rains that form from cold winds from the Frozen Isle reaching the warm Bay of Winds. Though the change in the flow of winds comes rarely, only once in a half dozen years, it brings a torrent of water to Altruim that does not end for weeks, blotting the sky with clouds and flooding the land with rivers of rain water.

    “From the brown and red battered rock, to the rolling blue sea, across the marshes until the hills run green. This land, this land I claim as refuge and name Altruim.” Dökkálfar matriarch, in the fourth century of the Age of Elders

    “Altruim is a land of marshes and forests, of rivers that flow true and strong, yet meander across the land for miles around. Altruim is not a calm, peaceful place. Predators and prey fight their battles amongst the water born trees, in the marshes and runs, upon and beside the rivers.
    And there the Dökkálfar make their home, they make allies with the animals, friends with prey and predator alike, to exploit them and make best use of them. Though they might not suffer pain, the suffer an unnatural life.” Of the Dökkálfar and the creatures of Altruim, a short work by an unnamed Lenasi scholar, in the sixth century of the Age of Dreams

    “The Dökkálfar live in Altruim, a wet place with little land to live upon. So they do not, they live under it in the mouths of caves where the water drains deep into the ground, or in houses raised above the water. Their food; rice, grows in still water pools they carefully create and maintain, shaping the flows of water around their fields, in such a way you can hardly even see that they are there at all. A secretive, strange and reclusive people, those shadowy Dökkálfar.” Tallien wanderer, speaking of the Watershed of Altruim and its inhabitants, in the sixth century of the Age of Dreams

    Pools of Silken Water
    “I heard a story once, of pools of water which smooth the skin, heal all wounds, even rejuvenate the soul. But they are guarded, by warriors of the Goddess of Life. But of course, they aren’t just warriors who guard, they are seductive mistresses, beautiful beacons of life, who live to bring new life into the world. Oh how I wish I could find such a place, but the forests are great, and dangerous beasts reside within.” Tallien tavern patron, in the seventh century of the Age of Dreams

    “The first holy place you will tend to is the Silken Pools, where the Naiads, ladies of the water, reside. Your oaths in full, must be held true, guard them with care and attend their needs. Often they will simply rest; for they need not food, nor the comforts necessary for mortals. But they desire warmth, comfort, attention and delicacies. So tend to them, in the name of Nenaeris.” Member of the Wardens, teaching an initiate, in the fifth century of the Age of Dreams

    “Waters pure, running free, clean and fresh to heal the birthing wounds. Tended and cared for those most pure, water is gathered and prepared, for the birthing is harsh, and calming to sooth and clear the mind and ease the pain.” Nenaeris, a part of the ritual of birth, in the second century of the Age of Dreams

    “The magic of the Silken Waters is paramount to our faith, it ensures good health and an easy birth. And more, when it is imbibed it ensure a hale and hearty child, a female child, blessed by Nenaeris to continue the future of the clergy into the future. And those that reside in those pools, if they grant the gift of child; then you and your child shall be truly, truly, blessed.” Priestess of Nenaeris, teaching noviciates, in the fifth century of the Age of Dreams

    Forest of the Unhallowed
    “They skitter and scurry, they thieve and prey, they are terrors great and small, of fear and hunger. They are many, yet few, a plague of thousands, controlled by tens true. They are ancient and decay, rotting flesh is the scent of their land. Unhallowed is their domain, where nothing lives and death walks in mockery. And the poison knights, stolen children made again, to serve and spin webs of lies and commit heinous crimes.” Dökkálfar story teller, warning young Dökkálfar of the Forest of the Unhallowed, in the fifth century of the Age of Dreams

    “Despite warnings our expedition went to the Forest of the Unhallowed, intrigued by the stories of giant spiders and walking dead. Necromancy, while a known branch of magic, is not something well studied. However, the practitioners of Necromancy in that forest… They did not appreciate our curiosity. Webs, as thick as an arm, hundreds of bones coated them, snapped and the marrow eaten.
    What created such a things was as much of a curiosity as anything else, until we met a Dökkálfar. Or, what we had thought was a Dökkálfar. It was what they call a Poison Knight, it spun the webs and lead us into traps, poisoned and cocooned half the expedition, and let the rest of us watch on as its master approached. A spider, as large as a man, crawled up and drained the life from our companions. And as we managed to regroup it raised their bodies to fight us. It was terrifying, only three of the twenty who went to the forest made it out alive. The last words of our leader, Timiar, were to record this, so I, expedition guard report my failings and return our notes. I give warning, do not approach the Forest of the Unhallowed, only death lurks beneath that dark canopy.” Solm Hess, Lenasi guard adding to the Lenasi Account, in the fourth century of the Age of Dreams

    Spirestone Obelisk
    “In the time of the Immortals the Lady of Magic walked the world, creating beacons of power that were made to rule magic for millennia to come. And so they have, great obelisks reaching into the sky, drawing and shaping the magic of the world, to disperse it for all to use. And there, at the foot of such obelisks, spires, channels and structures, is the greatest land for magic of all.” Scroll on the Nexus and Ley of magic in Reanven, held by the Wizards of Uthaly, dating from the fifth century of the Age of Elders

    “In the great delta of the River of Winds stands a strange tower, a tower that defies gravity, watching over the Bay of Verizon. Markings mar its surface, and runes are etched into the ring of stones that surround it. Even as water flows all around it, a pool stands in a glassy calm, and birds gather in their thousands, it is an eerie place that stands unmarked by time.” Dökkálfar elder, in the second century of the Age of Seven

    Forest of Luvanung
    “He is the Green Beast of the forest, a hundred span tall, five hundred span long, his breath is death incarnate and his word doom manifest. His riches are untold, to enter his domain is folly alone, yet life is forfeit not to wanderers in the wood. Knowledge he eats, along with those who refuse it of him. So tread that forest with care, and ready your wits and prepare a tithe, for he is the green beast of the forest that bears his name.” Dokkalfar Elder, in the sixth century of the Age of Dreams

    “Two hares, a sack of cinnamon, a silver gilded sword, along with a tale I have never heard… Hum. A surely fit price, for one to escape with his life, but a lock of hair, a straggling pear, could that you not spare? You do ask something of me, of secret magics, of necromancy. Surely one who seeks a secret is sure to provide a price worth more than their measly hide! Hah. A pile of treasure, I’m sure to take, to a lair I’ve yet to make. Listen well, two leg hare, of necromancy and magic and gods older than the Dam who once ruled my lair…” Luvanung, to a renegade Tallien Wizard, in the seventh century of the Age of Dreams

    “Never wrong a dragon, for they remember and plot for years. If you do one wrong, give them slight, perceived or real, it will be your end. Your families end. The end of your friends, your life, your land, your world. For dragons remember, and will take revenge, greater than you could imagine.” Lenasi traveller, warning a Tallien who has spoken of visiting Luvanung, in the fifth century of the Age of Dreams

    Late Bloomer’s Wood
    “A forest of trees, whispers and leaves, talking and tricking your ears. As it asks of your lives, begging in your ear, a forest that is alive. Illusions reign, of woody women reaching from the trees, seeking companionship, only to disappear back into the bark of the trees.” Legend of the Late Bloomer’s Wood, from the Age of Elders

    “It is hardest of all to tend those of the Woods, for they are as spread as the seed of trees. Blessing each tree individually, travelling between them, it can be hard to learn to which they are bonded. But if you find it, they will seek you out as a friend for life, and it is wise to bring them gifts so the forests welcome you well.” Member of the Wardens, teaching an initiated novice, in the fifth century of the Age of Dreams

    The Pale House
    “The Pale House, the bastion of the night, the only temple of Elaptir in the world. She readies herself in the pale light of the house, in the black stone walls, to her the prayers of her followers and send the cloak of the night across the world. From the pale house she spins her threads, spanning the blackest of nights and sending them out into the world.” Shimiala Sesensva, Dökkálfar priestess of Elaptir, in the seventh century of the Age of Dreams

    “There is only one structure built by the Dökkálfar that remains from their early years in Altruim, the Pale House. A sanctuary of Elaptir; the elven goddess of the night. They say it is her only, her last, temple. Built of black stone it is worthy of a goddess of the night, sunken into a pit and surrounded by water, one could easily believe the shadows of night originate from such an eerie place.” From the Lenasi Account, on the subject of the Dökkálfar of Altruim, in the fourth century of the Age of Dreams


    Barakas
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    The Barakas, or the Barakas Hills, is a range of weathered mountains and plateaus made of brown and red stone. It seals away the lands of Talliente and Altruim from the Great Plains, and is the windswept wall which catches the great rains which flow off of the Bay of Winds and channels them down its shallower side, into Altruim.

    On the side of Altruim the Barakas is a shallow, craggy and simple rising slope of hills. Which is why they are known to the Talliens and Dökkálfar as the Barakas Hills, instead of the Barakas Mountains. However, for the inhabitants of the Great Plains they are called mountains, or the Grand Wall, as they are sheer cliffs and know for terrible rock falls. Rubble is strewn across all of the western face, exposing metal ores that Ka’Karans occasionally attempt to mine, but are rarely worked.

    “Wall of broken red, scattered with rusted brown, barren and bold. Beasts rule the hills, running rivers red with blooded slaughter. The Barakas is a place great and grand, but do beware the beasts the fly, and those that roam, for that land is their home.” Tallien Speaker Wife, in the fourth century of the Age of Dreams

    “Fly, fly over hill and find prey. That is what we do. In sky we are queen, in hunt we rule, by flight we are strong. Landed are simple, weak, prey, necessary, mates. We take, we fly, we carry and rule, to land home in brown rock land far from green rock of landed.” Fearthun, lecturing kidnapped Talliens, in the sixth century of the Age of Dreams

    The Withered Spires
    “The Fearthun, a subgroup of the Harpies, have a large nesting ground in the Barakas Hills, in an area known as the Withered Spires. An area of thin, needle like rock structures that reach up for near a hundred span. In places the rock has been pulled away by talons over hundreds of years, making safe places for egg laying. For the Fearthun, as with all Harpies, are an egg laying species, and it is here in the withered spires they keep their mates, lay their eggs, and raise their chicks.
    One trait that the Fearthun have that is not common amongst other Harpies is that of community, most harpy subspecies are fiercely independent, and live only as individuals and their young. The Fearthun however are communal, nesting and even hunting in flocks that can number as many as a hundred. They also have the peculiar tendency of sharing mates, which means many of the Fearthun are closely related.” From the Study of Bestial Races, conducted by the University of the Cutting Yellow Alchemical Gold, copy donated to the library of the Wizards of Uthaly in the second century of the Age of Dreams

    “We fly, riding the wind, ruling the sky as queens. In the place of hatching we fight to be queen of queens, queen of roosts, queens of lightning. Some take flight against flight never to fly again, to fight in flight and fall to land never to fly again. All for young, to nest in spire of plenty, where hunt can be stored and prepared, with white stone to cure and purify. For the hunt is poisoned by time, and the white stone purifies, freshening the hunt against the flight of time.” Fearthun, strangely speaking to the scholars of the Gnomish Expedition to Talliente, in the first century of the Age of Dreams

    Dolmfos Canyon
    “It is the great canyon, river running its length, splitting the hills in two. On either side cliffs reach up, up, and up. To the pinnacle and highest reaches of the Barakas. It is a green canyon, filled with plants and water. But it is not safe, never safe, for dangers far worse the Fearthun hunt in the Dolmfos. From above the spitting spines of the Manticore, from below the tunnelling claws and stormy breath of a dragon. So venture into the Dolmfos only when in need.” Dökkálfar elder, in the sixth century of the Age of Dreams

    “Into the Watershed travel the great herds of the Plains, every year they follow the River of Winds into the Watershed for the rich blooms and flowerings that are an abundance of grazing. We cannot follow them, for though they charge at great speed dozens die to the grasping claws of manticore, tiger, dragon. Satiated they may be, but never for long, and a living larder is their long standing desire.” Great Plains Tallien, in the fourth century of the Age of Dreams

    “The River of Winds comes through the Dolmfos Canyon, supplying more than three quarters of the water that keeps Altruim flooded year in and out. While some thoughts have been made to travel up its length, to see what lies deeper into the western reaches, there is no chance of bringing a ship alongside. Even if a vessel could be brought past the fens and marshes, a string of waterfalls and rapids, steep rivers and outcroppings of stone bar the way. To say nothing of the predators that hunt in the canyon.” Lenasi Scholar, exploring the possibilities of an expedition to the North Western Inner Lands, in the sixth century of the Age of Dreams


    Grotto of Crystal Song
    “Only the most dependable of us are ever allowed to enter this place, for we must know how to survive alone, away from others. For this is the most remote of all the sacred places, here, where the Oreads reside, in the caverns where crystals sing. It can be haunting here, and the Oreads rarely do much, for they live as if time is far slower. It may be weeks before they decide to welcome a new member, or even notice you are here.” Elder Warden, explaining life in the Grotto of Crystal Song to a newly arrived Warden, in the fifth century of the Age of Dreams

    “There are gemstones that appear in the temples of Nenaeris that shine naturally, some innate magic. There are stories, of course, that there is some place where they can be found, but the locals refuse to explain. Always about some cave of singing crystals grown by stone women, held as holy by that backwards goddess they worship. Bah, we would strip that place for all it’s worth, primitives have no idea the price such stones would get at market.” Ka’Karan merchant, visiting Talliente for the first time, in the sixth century of the Age of dreams

    Gate of the Eye
    “An opening to the Eye, it stands there under rock that falls not from the sky. The land around shattered, broken, but a stone way stands. It is legend old, of daughter twins old, from time before Titans game and broke the shell. Legend speaks of path to the Eye, where word of future is made, wakened to each moment as it flies away.
    It is old. Older than old. Old as the land, old still it could be. To fly there is to invoke the wrath of winds, for they watch and wait to bring down those who fly near the Eye. Angry winds, over the brown red rock, go there we will not.” Fearthun, on the subject of the Gate of the Eye, a monumental ruin in the most inaccessible part of the Barakas Hills

    “It took months to reach the ruin known only as the Gate of the Eye. But upon my arrival I was not disappointed. Not only did a functioning, active way gate stand within the ruins, but a titanic dragon, near as large as Hithoria, lay at rest in the valleys below. I saw no hoard, but I suspect that the ruin itself is his; for it was certainly a male gold, hoard.” Lenasi Explorer, in the sixth century of the Age of Dreams


    The Bay of the Mermaid
    Spoiler
    Show

    The Bay of the Mermaid is an island strewn bay to the south of Talliente, in which a large population of Merfolk, known locally as the Merarel, live. The bay is generally calm, but when the wind turns to come from the Frozen Isle the bay is bombarded by broken away ice burgs, normally seen in the Channel of Winter Storms. The cold water, wind and ice causes storms to brew and wrack the islands and creates turbulence below the surface, although below the waterline is far less affected than above.

    “The waters of the Bay are haunted, by both living spirits and those long dead. The Merarel, sea sprites of alluring form, they swim, and swim, and sing. Their songs are not enchanting, but alluring, they may spin magic into their song, but not all do. They are those beneath the waves.
    And then there are those lost to the waves, haunted and lost, in the isles of lost sails. They will warn you away, and chase, chase, chase. For they wish none to share their fate, ghostly boats smothered in fog, bound to the bidding of the sea maidens below the waves.” Legend of the Bay of the Mermaid, from the fourth century of the age of dreams

    “It is not the Bay of the Mermaids, but the Bay of the Mermaid. On that the locals, the Nosolin Talliens at least, are adamant. They say the bay was not named for the Merarel, but in times before even the Giants came for one they call Uldana. They worship her, in a way, by giving tithe of pearls, woven cloth, colourful silks, so as to appease her so she does not steal them away. And Uldana, they say, is the first of the Merarel, the original, and she is reborn again and again, and it is here she resides in the deepest part of the seas.” Lenasi Scholar, in the fifth century of the Age of Dreams

    Isles of Lost Sails
    “We are trapped on these isles, for to leave would attract their attention. So we live in isolation, as far from the sea that surrounds us as we can, beside the trickling streams and under the shade of trees, burrows in the mountain to rest in safety. But little is here, few trees that bear fruit, little plants that harvest well. Fish is a plenty, but danger great to catch, and the young turn away from us and seek out the dangers of the shores of their own accord…” Island Talliens, in the second century of the Age of Dreams

    The Island of Cheel
    “It was in the Age of Gods that he was last seen, taking a boat onto the waves. His spires complete, his observation of the Moon all he could do from the land of Talliente. So he searched, and searched, and we was last seen upon the Isle of Cheel, where none live. There is naught save the Maw of the Depths, a great cave that delves down into the endless abyss of darkness. What lurks in the depths is mystery, but some say Umpthway travelled down into the darkness.” The Island of Cheel, told by a Tallien story teller, in the fifth century of the Age of Dreams

    The Secretive Depths
    “Beneath the water, if you look close enough, you can see spires and towers, domes and squares. Buildings, a great city, as large as Verizon, and more ornate and grand. All drowned, down below the waves.” Nosolin fisherman, in the sixth century of the Age of Dreams

    “A chasm reaches down, deep into the sea, down into the murkiest of depths where no light reaches. The Merarel go there, it is said, to breed. To raise their young, to dance and play, to keep those they steal away. So many rumours, few likely true.” Nosolin Holder, in the sixth century of the age of Dreams

    “Down into the deep, into the shelter of air sealed in, to be waited on for every whim. Come with us, come away, we’ll play, and play, play every day. We want you to come into the depths, come and we’ll love you too.” Merarel seduction of a Tallien islander, in the fourth century of the Age of dreams

    “Down there is Uldana’s domain, her harem and temple, her palace and servants. To be taken into the depths is an eternal fate, one from which none can escape.” Nosolin Holder, in the sixth century of the age of Dreams


    I would like to ask opinions on how well this is doing in describing the region, relating the tone, and providing interest hooks for players to latch into for adventures. Comments, criticism, advice and/or suggestions are all welcome.
    Last edited by QED - Iltazyara; 2014-06-21 at 08:04 AM.
    Is lurking less. This is a good thing.

  2. - Top - End - #2
    Ogre in the Playground
     
    ElfPirate

    Join Date
    Feb 2008

    Default Re: Talliente and Altruim, the places and ways of describing them.

    On names, I'd change Verizon and Umpthway. The former's a fairly well known company, the latter sounds silly IMO. Players giggling I think isn't the effect you want here.

    Is the Doimfos navigable? It's in heavier blue so maybe, but a canyon might be full of rapids. It might be worth noting.

    If there are dokkalfar, are there ljosalfar (or just plain alfar) somewhere too?

    I think it looks like a good setting & it does have good adventure hooks.

  3. - Top - End - #3
    Halfling in the Playground
    Join Date
    Jan 2013
    Location
    United Kingdom
    Gender
    Male

    Default Re: Talliente and Altruim, the places and ways of describing them.

    On the names; Verizon is a company? Never heard of it, except maybe as a complaint on some Youtube videos when they have internet issues. So that's not exactly relevant for a UK built setting; nor should it be an issue ever, if you look far enough every name will have been used somewhere.

    As for Umpthway, well, technically he isn't my character. He's from an early campaign in the setting, and to my players he built himself up as a legend. And actually, no player I've had would giggle at that name, that's not really what's found to be funny around here. I suppose it's somewhat strange from other perspectives, but I've come up with far stranger names and used them for a simple reason; if it's pronounceable, it's useable.

    And no, the Dolmfos isn't navigable. Partly because it's a canyon with a river in it and not a river. But also because of rapids, steep runs, small waterfalls, so that's something I need to add it. All rivers use the same blue though; but the colours can change based on the backing layer or be perceived as different due to the surrounding colours. I also notice I missed formatting on the Grotto of Crystal Song, an awkward shift after the Dolmfos there. I'll fix that when I add the navigability clarification.

    Alfa andLjosalfar are certainly around, somewhere. Although Alfar is the old name for elves in general in this context, and there are only three other primary elven groups I know about currently. Only one of those groups is nearby, a winter-elf group who live on the frozen isle, I have some basics about them and they're one of the 'Foreign Races' I'm going to work on as an addendum to the region.
    Is lurking less. This is a good thing.

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