Post by Hussar on Sept 13, 2004 7:57:58 GMT -5
This document is intended to give players a brief background about some of the key locations in the Scarred Lands. It should be noted that there is more information in the Scarred Lands Gazetteers for Ghelspad and Termana, but this should be enough information to get started with. Ideally you should know the area you would like your character to be from after reading the following synopses of the areas, as well as some knowledge of Scarn in general that every average literate citizen should know.
Ghelspad
Albadia: A nation of nomadic tribes in the northernmost tip of Ghelspad. It is a rugged and grossly unexplored area known across Ghelspad for its great barbarian warriors. It is composed of 83% humans, 10% half-orcs, 4% dwarves, 2% elves and 1% mix of the divine races.
Calastia: An imperialistic country which is constantly seeking to expand its borders and fill it war chests under the rule of the heavy-handed King Virduk and his Albadian Sorcerer bride, Galeeda. Viewed by most of Ghelspad as enslavers of the Halfling race and a great threat to the security of Ghelspad, these Chardun worshippers do not see themselves in that way. They feel they are rugged individualists destined to rule the entire continent of Ghelspad, and have even been sending settlers to Termana for exploration and cultivation while the halflings are treated as almost equals despite the rest of the world treating them like flighty children and patronizing them. The Calastian Hegemony is composed of 86% human, 11% halfling and 3% mixed of other divine races.
Burok Torn: Nestled within the Kelder Mountains is the great city-fortress of the Dwarves. Seeming to be constantly at war with Titanspawn, Dark Elven Drendali and even with King Virduk of Calastia, these dwarves are an inspiration to those that know of them. And while they are survivors of extremely dire circumstances the Dark Elves insist the Dwarves brought it on themselves due to some slight in the Divine War and later, by their isolationism. With rumors of Dark Elven emissaries courting King Virduk and the Calastian Hegemony, the situation for the dwarves does not appear to be getting any brighter. Dwarves copmpose 99% of the population with a small mix of divine races.
Glivid-Autel: Formed by those necromancers exiled from Hollowfaust for breaking its laws and torturing its citizens, Glivid-Autel sits atop a necropolis discovered in the terrible Hornsaw Forest. Obsessed with achieving immortality, these wizards are known for their capture of people glosth in the Hornsaw and gsavingh them by bringing them back to Glivid-Autel to work for the cabal of twisted wizards. Its population composition is unknown.
Hollowfaust: The City of Necromancers is probably the most misunderstood place in all of Ghelspad. Though it is guarded by legions of soulless undead, it is not evil necromancy that inspires these wizards. It is the pursuit of science and understanding. Not wrapped up in immortality, these wizards treat the populace with respect and dignity and its citizens enjoy protection, safety and a feeling of worth in a world where those are the absolute in luxuriesc all this despite final forfeiture after a person dies. Some even view serving the city after their demise pleasantly, after all, their soul still goes on to the next world and their animated and stripped bones can protect and shelter their loved ones. Woe betide anyone who crosses the guilds of the Necromancers however as the law is absolute in this city-state. Population estimates are 80% human, 10% dwarves, 4% half-orc, 2% other/mixed, 2% halfling, 1% half-elf and 1% elf.
Hornsaw Forest: Once known as the Broadreach Forest, so named after the river that runs through it, this forest was twisted when the Titan Mormo was rent asunder by the gods directly over it. Her black ichor was absorbed by the forest and transformed it into a dark and deadly place full of serpents and venomous Titanspawn. The elves that once were carefree and jovial protectors of the Broadreach have become gaunt and dour warriors who struggle to heal their forest while under the constant threat of death from the twisted abominations that now gather here to worship The Serpent Queen. Some elves insist these evil creatures, mostly hags, and serpent-like people, are trying to actually gather the pieces of Mormo in an effort to rejoin the pieces and invoke a powerful ritual to restore the Titaness. Its population composition is unknown, but many clans of wood elves call this forest home, as do many wood dwarves, some humans and some halflings along with many more Titanspawn and abominations.
Mithril: The Holy City of Corean is so named for the colossal Mithril golem said to have been forged by the great god himself. Founded at the end of the Divine War, only 150 years ago, Mithril is a dichotomy. The inner city, closest to the Golem is a lavish, pristine and orderly conglomeration of temples and church offices as well as the seat of the city-statefs government, while the slums beyond its walls house some of the most dangerous and destitute people in all of Ghelspad. To make matters worse it borders the Blood Sea, an ocean polluted by the foul blood of the Titan Kadum who lies imprisoned on the ocean floor. The fish are tainted more often than not and foul Titanspawn roam up from the sea and attack the city. As of late, the attacks are getting more organized leading many to believe that someone or something is now leading these creatures. Mithrilfs racial composition is 74% human, 8% dwarven, 6% elven, 6% halfling, 3% half-elf and 3% half-orc.
Shelzar: Perhaps the most decadent and debauched city on the entire continent of Ghelspad, Shelzar lies on the southern coast. Its government is rife with corruption and any manner of favor can be bought for the right price. Shelzar does have a strong backbone of merchant trade, but is better known as a place where pleasures found nowhere else on Ghelspad can be had. Shelzar is 76% human, 10% halfling, 7% half-elf, 3% elf, 3% half-orc and 1% dwarven
Vesh: A country that prides itself on being free and proud, Vesh isnft universally loved by all. Its organization of Vigilants, while self proclaimed scholars and chroniclers, are considered self-important meddlers by many. Vesh is bordered by the Mourning Marshes, which is the closest thing to a nation that the Slitheran rat men possess. Vesh is composed mostly of humans at 77%, dwarves at 10%, elves at 6%, halflings at 5% and half-orcs and half-elves weighing in at 1% each.
Ghelspad
Albadia: A nation of nomadic tribes in the northernmost tip of Ghelspad. It is a rugged and grossly unexplored area known across Ghelspad for its great barbarian warriors. It is composed of 83% humans, 10% half-orcs, 4% dwarves, 2% elves and 1% mix of the divine races.
Calastia: An imperialistic country which is constantly seeking to expand its borders and fill it war chests under the rule of the heavy-handed King Virduk and his Albadian Sorcerer bride, Galeeda. Viewed by most of Ghelspad as enslavers of the Halfling race and a great threat to the security of Ghelspad, these Chardun worshippers do not see themselves in that way. They feel they are rugged individualists destined to rule the entire continent of Ghelspad, and have even been sending settlers to Termana for exploration and cultivation while the halflings are treated as almost equals despite the rest of the world treating them like flighty children and patronizing them. The Calastian Hegemony is composed of 86% human, 11% halfling and 3% mixed of other divine races.
Burok Torn: Nestled within the Kelder Mountains is the great city-fortress of the Dwarves. Seeming to be constantly at war with Titanspawn, Dark Elven Drendali and even with King Virduk of Calastia, these dwarves are an inspiration to those that know of them. And while they are survivors of extremely dire circumstances the Dark Elves insist the Dwarves brought it on themselves due to some slight in the Divine War and later, by their isolationism. With rumors of Dark Elven emissaries courting King Virduk and the Calastian Hegemony, the situation for the dwarves does not appear to be getting any brighter. Dwarves copmpose 99% of the population with a small mix of divine races.
Glivid-Autel: Formed by those necromancers exiled from Hollowfaust for breaking its laws and torturing its citizens, Glivid-Autel sits atop a necropolis discovered in the terrible Hornsaw Forest. Obsessed with achieving immortality, these wizards are known for their capture of people glosth in the Hornsaw and gsavingh them by bringing them back to Glivid-Autel to work for the cabal of twisted wizards. Its population composition is unknown.
Hollowfaust: The City of Necromancers is probably the most misunderstood place in all of Ghelspad. Though it is guarded by legions of soulless undead, it is not evil necromancy that inspires these wizards. It is the pursuit of science and understanding. Not wrapped up in immortality, these wizards treat the populace with respect and dignity and its citizens enjoy protection, safety and a feeling of worth in a world where those are the absolute in luxuriesc all this despite final forfeiture after a person dies. Some even view serving the city after their demise pleasantly, after all, their soul still goes on to the next world and their animated and stripped bones can protect and shelter their loved ones. Woe betide anyone who crosses the guilds of the Necromancers however as the law is absolute in this city-state. Population estimates are 80% human, 10% dwarves, 4% half-orc, 2% other/mixed, 2% halfling, 1% half-elf and 1% elf.
Hornsaw Forest: Once known as the Broadreach Forest, so named after the river that runs through it, this forest was twisted when the Titan Mormo was rent asunder by the gods directly over it. Her black ichor was absorbed by the forest and transformed it into a dark and deadly place full of serpents and venomous Titanspawn. The elves that once were carefree and jovial protectors of the Broadreach have become gaunt and dour warriors who struggle to heal their forest while under the constant threat of death from the twisted abominations that now gather here to worship The Serpent Queen. Some elves insist these evil creatures, mostly hags, and serpent-like people, are trying to actually gather the pieces of Mormo in an effort to rejoin the pieces and invoke a powerful ritual to restore the Titaness. Its population composition is unknown, but many clans of wood elves call this forest home, as do many wood dwarves, some humans and some halflings along with many more Titanspawn and abominations.
Mithril: The Holy City of Corean is so named for the colossal Mithril golem said to have been forged by the great god himself. Founded at the end of the Divine War, only 150 years ago, Mithril is a dichotomy. The inner city, closest to the Golem is a lavish, pristine and orderly conglomeration of temples and church offices as well as the seat of the city-statefs government, while the slums beyond its walls house some of the most dangerous and destitute people in all of Ghelspad. To make matters worse it borders the Blood Sea, an ocean polluted by the foul blood of the Titan Kadum who lies imprisoned on the ocean floor. The fish are tainted more often than not and foul Titanspawn roam up from the sea and attack the city. As of late, the attacks are getting more organized leading many to believe that someone or something is now leading these creatures. Mithrilfs racial composition is 74% human, 8% dwarven, 6% elven, 6% halfling, 3% half-elf and 3% half-orc.
Shelzar: Perhaps the most decadent and debauched city on the entire continent of Ghelspad, Shelzar lies on the southern coast. Its government is rife with corruption and any manner of favor can be bought for the right price. Shelzar does have a strong backbone of merchant trade, but is better known as a place where pleasures found nowhere else on Ghelspad can be had. Shelzar is 76% human, 10% halfling, 7% half-elf, 3% elf, 3% half-orc and 1% dwarven
Vesh: A country that prides itself on being free and proud, Vesh isnft universally loved by all. Its organization of Vigilants, while self proclaimed scholars and chroniclers, are considered self-important meddlers by many. Vesh is bordered by the Mourning Marshes, which is the closest thing to a nation that the Slitheran rat men possess. Vesh is composed mostly of humans at 77%, dwarves at 10%, elves at 6%, halflings at 5% and half-orcs and half-elves weighing in at 1% each.