06-30-2006, 06:21 PM
Places:
Kri Sona- the youngest of the three nations that exist upon the continent of Drath, Kri Sona stands as a marvel to technological and scientific advancement. The multitude of settlements is connected by an intricate web of brick roads. Originally inhabited by a race of elves, that race has long since been extirpated from Drath. The two races grew symbiotically over the centuries until growing suspicions about one another led to an all-out war. Though they held a numerical advantage, the elves had underestimated how much information the human's had horded from them. With their magics (which had grown vastly superior due to secret studies), the race of man completely obliterated their elven allies.
Unlike the rather archaic dwarves and dragoons that live to the southeast and southwest respectively, the race of man has developed at a highly accelerated rate when its comes to architecture, medicine, weaponry, and studies in the arcane magicks. The borders are safely guarded by strings of reinforced walls and magically-employed defensive towers. Listed below are a few key locations within the walled nation of Ikri Sona.
---The capitol city of Kri Sona, Sesarna, was erected at the foot of the Stonevale mountain range. Although originally nothing but a mere settlement for the nomadic people from across the sea, the citizens eventually managed to empower themselves through the knowledge they slowly assimilated from the native elven race. When the elves were exterminated in the War of Magic, the humans rebuilt the war-ravaged city as a massive, magical citadel. Nowadays it is often referred to as ?The Jewel of Drath," because of its multitude of ivory towers, stained-glass, and ornate structures. Within the city resides the High Council, a group of wizards led by the Archmage Tarryn Fae. They oversee and maintain order within the walls of Kri Sona from their fortress at the top of the city.
---The outpost of Borodino is the closest encampment to the kingdom of Brutania. It stands as a training grounds for all of Kri Sona's standing military and doubles as a prison for all the outlaws. It is here that one would find the dregs of Ikri Sona, as well as the diminished army that claims to prevent disorder from breaking out.
---The Stonevale Mountains are lowest peaks on the continent of Drath. Nevertheless, they eclipse the majority of the horizon from those denizens of Kri Sona living on the rolling, forested plains. The mountains themselves are the basis of many rumors and wild stories that circulate through the nation. Most of the rumors have no factual backing, but the majority of people living in Kri Sona are nevertheless terrified of the black, jagged peaks that surround them on three
--The Sallazana Desert is a barren wasteland to most, but to some of Drath?s lesser races it is a home sweet home. Many travelers would be well-advised to avoid this place due to the high temperatures and lack of available water. Furthermore, this is also the place where the mighty Sand Trolls have managed to eek out an existence around the only oasis in this deathtrap. They don?t take too kindly to strangers, so be prepared for the worst if you want to traverse this sandy graveyard.
Kallak - the eldest nation on Drath, Kallak has existed for eons as the home of the Dragoons and dragons. The dragoons live in an amalgamation of settlements and cities across the south and western portion of Drath. High above them, their ancestors reside, constantly safeguarding, along with other denizens of the continent, the descendents they expelled with extreme prejudice so long ago. Like their human neighbors to the north, the Dragoons practice magic, but in a much more shamanistic sense. Practices such as necromancy are banned in Kallak. When it comes to the other nations, Kallak is allied with their dwarven neighbors, and
---Referred to as the 'chief settlement' of the Dragoon people, Arconia exists at the base of the Nazrath Mountains, and as such. Their current chieftain is Rinallo Kallak (for whom the entire nation is named), who is considered to be the most powerful dragoon alive. Rinallo lives in a massive fortress erected on the mountainside.
--The Toggo Forest is the home of the Forest Trolls and the legendary Jyuken. Not much information exists of this place due to the secretive nature of the forest, and the deadliness of its inhabitants. Only the strongest and most brave of adventurers would dare wish the take a hike through this lush, green nightmare.
Brutania - the smallest of the three nations inhabiting Drath, Brutania is limited to its capitol - Stroth'dar, and a few settlements on the neighboring fields. The nation is located to the east of Kallak and the southwest of Kri Sona. The dwarves as a race have always existed within their mountain citadel, and as a result, they are the most brutish of the three key races. There are no magical practitioners within Brutania, with the exceptional of the clerics. Ever since their allies the Elves were obliterated in the War of Magic centuries ago, the dwarves share a kind of blood feud with their human neighbors. Because of this, most of the dwarves have withdrawn to the safety of their subterranean fortress.
---The city of Stroth'dar is the age-old center of the dwarven race. It is hear, within the peaks and valleys of the Stroth'dar Mountains that they live, completely separated from the outside world. The only reason the city itself still exists is due to the unrivaled craftsmanship of the dwarven people. Within the city, Tornall Grushaw, the leader of the dwarven people, lives. There is also a church founded and operated by the clerics--the only magic-users in the entire race.
---Located high above Stroh?dar, Mount Daegammon is considered to be a means of traversing from Brutania to the Underworld, although none have survived the trek through the twisting, maze-like labyrinth of tunnels that lies beneath it. Nevertheless, at the snowy summit, a clan of dwarven clerics has built a monastery where they worship the mountain and the secrets it contains.
---The fortress city of Dagoth stands as a testament of dwarven versatility. Despite numerous sieges by humans, the fort still stands. Despite their victorious, tensions are always running high at the fort as more and more soldiers always need training. Nevertheless, many claim it's a relatively safe place to live.
The Underworld - when someone dies, their soul leaves their mortal body and they are banished to the Underworld. It is here where all the deceased are given the chance to prove their worth and scale the mountain that leads up to Purgatory (Mount Purgatory). Along the way they are forced to atone for any and all sins they perpetrated in life, leading for most of the more diabolical spirits to fall from the hill and into eternal damnation. Those who succeed are granted a second chance at life and those who fail...well they must prove their worth to Hades if they ever want to escape their living hell. Otherwise they are damned to an eternity in this twisted, bleak abyss.
Kri Sona- the youngest of the three nations that exist upon the continent of Drath, Kri Sona stands as a marvel to technological and scientific advancement. The multitude of settlements is connected by an intricate web of brick roads. Originally inhabited by a race of elves, that race has long since been extirpated from Drath. The two races grew symbiotically over the centuries until growing suspicions about one another led to an all-out war. Though they held a numerical advantage, the elves had underestimated how much information the human's had horded from them. With their magics (which had grown vastly superior due to secret studies), the race of man completely obliterated their elven allies.
Unlike the rather archaic dwarves and dragoons that live to the southeast and southwest respectively, the race of man has developed at a highly accelerated rate when its comes to architecture, medicine, weaponry, and studies in the arcane magicks. The borders are safely guarded by strings of reinforced walls and magically-employed defensive towers. Listed below are a few key locations within the walled nation of Ikri Sona.
---The capitol city of Kri Sona, Sesarna, was erected at the foot of the Stonevale mountain range. Although originally nothing but a mere settlement for the nomadic people from across the sea, the citizens eventually managed to empower themselves through the knowledge they slowly assimilated from the native elven race. When the elves were exterminated in the War of Magic, the humans rebuilt the war-ravaged city as a massive, magical citadel. Nowadays it is often referred to as ?The Jewel of Drath," because of its multitude of ivory towers, stained-glass, and ornate structures. Within the city resides the High Council, a group of wizards led by the Archmage Tarryn Fae. They oversee and maintain order within the walls of Kri Sona from their fortress at the top of the city.
---The outpost of Borodino is the closest encampment to the kingdom of Brutania. It stands as a training grounds for all of Kri Sona's standing military and doubles as a prison for all the outlaws. It is here that one would find the dregs of Ikri Sona, as well as the diminished army that claims to prevent disorder from breaking out.
---The Stonevale Mountains are lowest peaks on the continent of Drath. Nevertheless, they eclipse the majority of the horizon from those denizens of Kri Sona living on the rolling, forested plains. The mountains themselves are the basis of many rumors and wild stories that circulate through the nation. Most of the rumors have no factual backing, but the majority of people living in Kri Sona are nevertheless terrified of the black, jagged peaks that surround them on three
--The Sallazana Desert is a barren wasteland to most, but to some of Drath?s lesser races it is a home sweet home. Many travelers would be well-advised to avoid this place due to the high temperatures and lack of available water. Furthermore, this is also the place where the mighty Sand Trolls have managed to eek out an existence around the only oasis in this deathtrap. They don?t take too kindly to strangers, so be prepared for the worst if you want to traverse this sandy graveyard.
Kallak - the eldest nation on Drath, Kallak has existed for eons as the home of the Dragoons and dragons. The dragoons live in an amalgamation of settlements and cities across the south and western portion of Drath. High above them, their ancestors reside, constantly safeguarding, along with other denizens of the continent, the descendents they expelled with extreme prejudice so long ago. Like their human neighbors to the north, the Dragoons practice magic, but in a much more shamanistic sense. Practices such as necromancy are banned in Kallak. When it comes to the other nations, Kallak is allied with their dwarven neighbors, and
---Referred to as the 'chief settlement' of the Dragoon people, Arconia exists at the base of the Nazrath Mountains, and as such. Their current chieftain is Rinallo Kallak (for whom the entire nation is named), who is considered to be the most powerful dragoon alive. Rinallo lives in a massive fortress erected on the mountainside.
--The Toggo Forest is the home of the Forest Trolls and the legendary Jyuken. Not much information exists of this place due to the secretive nature of the forest, and the deadliness of its inhabitants. Only the strongest and most brave of adventurers would dare wish the take a hike through this lush, green nightmare.
Brutania - the smallest of the three nations inhabiting Drath, Brutania is limited to its capitol - Stroth'dar, and a few settlements on the neighboring fields. The nation is located to the east of Kallak and the southwest of Kri Sona. The dwarves as a race have always existed within their mountain citadel, and as a result, they are the most brutish of the three key races. There are no magical practitioners within Brutania, with the exceptional of the clerics. Ever since their allies the Elves were obliterated in the War of Magic centuries ago, the dwarves share a kind of blood feud with their human neighbors. Because of this, most of the dwarves have withdrawn to the safety of their subterranean fortress.
---The city of Stroth'dar is the age-old center of the dwarven race. It is hear, within the peaks and valleys of the Stroth'dar Mountains that they live, completely separated from the outside world. The only reason the city itself still exists is due to the unrivaled craftsmanship of the dwarven people. Within the city, Tornall Grushaw, the leader of the dwarven people, lives. There is also a church founded and operated by the clerics--the only magic-users in the entire race.
---Located high above Stroh?dar, Mount Daegammon is considered to be a means of traversing from Brutania to the Underworld, although none have survived the trek through the twisting, maze-like labyrinth of tunnels that lies beneath it. Nevertheless, at the snowy summit, a clan of dwarven clerics has built a monastery where they worship the mountain and the secrets it contains.
---The fortress city of Dagoth stands as a testament of dwarven versatility. Despite numerous sieges by humans, the fort still stands. Despite their victorious, tensions are always running high at the fort as more and more soldiers always need training. Nevertheless, many claim it's a relatively safe place to live.
The Underworld - when someone dies, their soul leaves their mortal body and they are banished to the Underworld. It is here where all the deceased are given the chance to prove their worth and scale the mountain that leads up to Purgatory (Mount Purgatory). Along the way they are forced to atone for any and all sins they perpetrated in life, leading for most of the more diabolical spirits to fall from the hill and into eternal damnation. Those who succeed are granted a second chance at life and those who fail...well they must prove their worth to Hades if they ever want to escape their living hell. Otherwise they are damned to an eternity in this twisted, bleak abyss.
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