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Trall-Goth
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North of the Deathwaste lies the wild, uncivilized expanse known as Trall-Goth, which, in the language of the Orcish races, means "forsaken place." Comprising the majority of Talanu’s landmass, it remains largely unsettled. This is in part due to the unpredictability of the weather patterns, the baffling layout of the geography, and the ferocity of its denizens. Much of the land has still not recovered from the massive outpouring of magical energies. Its northern third is permanently icebound, but is still subject to wild fluctuations in environment. (You really don’t want to be next to a snow-covered mountain when the temperature suddenly swings to 110 degrees Fahrenheit). The people of Trall-Goth, if you can find them, tend to huddle together for warmth and security. Its "civilized" inhabitants are primarily concentrated in three city-states, the desert nation of Târiq, and the barbarian tribes of the Plains of Mag Mor. Various uncivilized peoples occupy the Mountains of Korac, and a small, isolated settlement of Kaeron still dwell in Fayhome, far to the north. One might wonder why anyone would journey to such a forsaken and dangerous place. The answer is simple – loot. The land of Trall-Goth is riddled with ancient Kaeron ruins, as well as relics of the other races before the enslavement. In some places, riches lie discarded under the open sky, waiting for someone to come along and claim them. It is this sort of person, the adventurer, which comprises the majority of the population of the north. The rest are either descended from those who did not leave with Kar-Thone, or are members of the various indigenous barbarian tribes that have dwelt here since time immemorial.
Nations of Trall-GothThe City-State of MellikThe city-state of Mellik is where most people end up when they get sick and tired of running for their lives from trolls, dragons, bandits and the like. It is the largest city on Talanu, and ironically, is in many ways more dangerous than the land in which it is located.Mellik’s realm of influence covers the city proper and everything within an approximate 100-mile radius. It has a standing militia that patrols the area constantly, clearing the area of any danger, and rescuing folk in trouble (for a price).
Mellik epitomizes violence, betrayal and death, all in the name of having a good time. It is, at least officially, ruled by Marius Heptomus, the Chancellor of the State. In reality, it is run by the various gangs and factions within the city. The current ruling faction is determined by who is paying Marius the most at any given time. Organized crime is the norm here, and they pander to the basest of humanoid desires. Gambling, prostitution, gladiatorial combat, and slavery all are openly practiced here, and those who find that sort of thing distasteful are encouraged to keep their opinions to themselves. Mellik produces no exportable goods. Instead, it magically imports or produces everything that its citizens need independently, and then sells it to them at a premium. It employs many mages and clerics of less-than-sterling moral character for expressly this purpose. As a result, the town is a self-contained bastion of debauchery and danger. Mellik’s chief and most bitter rival is its sister city of Allesh-Gilliam. The two cities vie for the money and sparse population of the north, each seeking to seduce the powerful to them in an effort to conquer the other. The City-State of Allesh-GilliamThe city-state of Allesh-Gilliam, bitter rival of powerful Mellik, is a twin to that evil place. It was established later, though, and as such has always been viewed by the people of Trall-Goth as a second-rate operation. Its current ruler, Oraum Mathinieux, is a man of ambition, and unlike his counterpart in Mellik, he is puppet to no one. He himself rules all the crime lords with an iron fist, and has actually been successful in getting them to work together. They are all bound by a common cause – crush Mellik and make Allesh-Gilliam the ultimate power in the north.Like Mellik, it controls the land within a 100-mile radius of the city. This means that some of the land is shared with Mellik, and is in dispute. The two cities’ patrols often clash when both are in these areas at the same time. Also like Mellik, the people of Allesh-Gilliam cater to those in need of entertainment and escape. Intoxicants, theater, prostitution, etc. are to be had at a premium. The City-State of NorimarCompared to the garish, uncouth bustle of Mellik and Allesh-Gilliam, the simple city-state of Norimar seems plain and unremarkable. It is not nearly as big as either city, nor does it seek to control the land around it. What is does have to offer, however, is uninterrupted opportunity for research.This place is part outpost, part arcane mecca. Though not established by the University Magius, it has certainly drawn their attention, and their influence can now be very strongly felt. This walled city is the home to many scholars, all who have fled the distractions on life in the Empire to devote themselves to their studies. Also called the City of Towers and Lights, the architecture of the place has developed in a very haphazard fashion. Each block contains several wizard towers, and at night the light of spells and incantations insures that darkness never truly falls. No single person rules the place. It is governed by an elected council who understands that its primary job is to make sure that everyone leaves everyone else alone. The Barbarians of Mag Mor
Also known as the Countless Hordes, the plains and adjacent
swamps, forests and deserts are teeming with barbarian tribes. The different
tribal names are too numerous to count, and change with the passing seasons.
They live a constant life of travel and warfare, each trying to prove that they
are the dominant tribe of the north. The organized folk of Trall-Goth,
even the fierce denizens of Târiq, live in constant
fear of the day that the barbarians quit bickering and join together.
Fayhome
This place is put on most maps in response to rumors. Most claims that there
is a small community of Kaeron, not corrupted
by the Blight, living in the ruins of a great
Faery stronghold in the north, are scoffed at. But the rumors keep flying. No
one can substantiate these reports, or even give a specific location, but most
people would agree that there is some sort of settlement in the northwest corner
of the continent, in a land locked in permanent winter.
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