The World of Teréth End - Gazetteer - Teréthor
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"Too often days swiftly pass / Weeping in the evening grass / There just is not enough time / Forthings you dreamt you'd do / The hours still drift by.

"Too many years, too high a cost / Too many lessons earned but lost / And still you complain all the time / Cursing the days before you / Lamentng the days gone by.

"And finally laying in your bed / Staring skyward, nearly dead / It all floods back one last time, / The chances that you left behind / But alas there's little left to do / ... but cry."

Dirimoran song

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Gazetteer > Teréthor


Present (653 DR) --

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Continent of Teréthor

Uncharted Land.  Rimmed by civilization, the interior of Terèthor is believed to be among the wildest of lands in the World of Teréth End.  From northeastern Arduwu where the Nekrule struggle to maintain an ancient alliance, to the eastern coast dominated by kingdoms formed from a fractured empire, to the jungle principalities of the unknowable Sharm and the roaming Naskarans, to the warring coastal states of the Kirydian Sea, to the remote western lands where men claim descendancy from Emereni kings, the continent is vast and varied.

The Jyar.  Terèthor is believed to the last continent to be inhabited by civilized races.  The first civilized race to make Terèthor home is commonly contested by the Dwürden and Elve, but even they credit the Jyar (JZHIGH-ahr) when the old name is mentioned.  The Jyar have not walked the lands of Teréth End since the days of the Bloodlings but their marks on the land remain.  The Jyar are not included among the lists of Teréth End's people because they no longer exist.  A giant race from which all current giants are thought to descend, the Jyar are believed to have been born from the mountains of Terèthor and walked the lands for many years.  Stories vary on whether the great Sharak was one of the Jyar, or a progenitor of the ancient race, out-living his progeny until the time of Sulyel.  The Dwürden tell tales of how the Jyar (mountain-lords) were once very numerous, but how over time they became more scarce.  Dwürden legends of the giants come from the telling of Gur-Undrü who reportedly sat with one of the last Jyar and talked at length about the doom that had come to the race.  It was explained in one telling of the hero's tale that with their dwindling numbers maddened Sharak so that he stomped all that he found.  Because of this, Sulyel's defeating of Sharak was viewed by some Dwürden as the Great Healing, though others have attributed it to the beginning of the end for the Dwürden, who like the Jyar are "of" the land.

Perhaps the most direct and noticeable marks left by the Jyar are the basins of the Grey Wastes and the mountain throne of Sul-Terèthor.  Jyar magics are mentioned in the Dwürden re-tellings as having raised the Fiery Isthmus in an attempt to see the Jyar king, for the giants could not step from the land or be dissolved by the sea.  Other tales claim that it was customary to lower land-bridges after they were raised but that when the death of the last Jyar king stripped the giants of this magic, so the Fiery Isthmus remained.  A similar land-bridge connecting to Lyrast is believed by the elder races to have been used by Uren to migrate to Terèthor in the very early days of their expansions but others find discrepancy with these timelines.

The most detailed (and possibly the only first hand) account of the Jyar is the tale of Gur-Undrü.  It should be noted that his accounting of the Jyar and the other more popular myths conflict on many points.

The New Battleground.  The Dwürden claim that in early times, they tunneled to the great continent from their strongholds in western Vulmura.  The Elve claim to have sailed to present Nazhalyr, a city of great antiquity and made in-roads deep into the verdant lands and high mountains where they constructed many great cities throughout Terèthor before the first sighting of Dwürden in that land.  The Dwürden agree that the Elve built many cities, but claim that they watched all of this from strongholds of their own, deep within the mountains.

The Shar Cradle

The Shar Cradle hosts one of three great jungles of the World of Teréth End.  It is ringed by an unbroken chain of mountains to the north, west and south.  To the east the Sea of Path carries thousands of brightly sailed ships to and from the region's bustling ports.


Fertile Coast

The Fertile Coast...


North Coast

The North Coast serves as the eastern border between the Old Empire and Vulmura.  During the last conflict between these two regions, the North Coast became a wide battlefield where the future of Teréth End would be determined.  In the end, the great cities of Oth and Taldàna were crushed by the combined Acentran-Elve armies, setting the stage for deeper and more lethal strikes against the Dekàlan Empire.  When the smoke settled, the Empire was fragmented.  Today, the region consists of numerous smaller states vying to be the next successor to the Old Empire.  The true heirs to the this history may not survive this period.  The city-state of Oth has been broken into many pieces and spends much of its dwindling resources supporting a burgeoning population, coping with widespread corruption and dealing with rogue states.  The city-state of Taldàna remains mostly intact but is threatened by the warlike Saranthi on its southern border, a people convinced that the fall of Taldàna will be the first stage of the Empire's ressurrection.


Arduwu

The Dwürden claim that in early times, they tunneled to the great continent from their strongholds in western Vulmura.  The Elve claim to have sailed to present Nazhalyr, a city of great antiquity and made in-roads deep into the verdant lands and high mountains where they constructed many great cities throughout Terèthor before the first sighting of Dwürden in that land.  The Dwürden agree that the Elve built many cities, but claim that they watched all of this from strongholds of their own, deep within the mountains.


Lower Plains

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Middle Kingdoms

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Ring of Saraddir

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West Coast

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The Fiery Isthmus

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Sul-Tèrethor

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Lost Kingdoms

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The Wild Coast

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The Central Vale

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Frozen North

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Gray Wastes

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Highlands

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Notes / References
  1. To Do: more work...

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The World of Teréth End, © 1995-2004, Dennis V. Stanley; Site Design by Three-Headed Baby Studios;
Site content not OGC unless otherwise labeled

Navigation

Gazetteer
Teréthor

Geography

The Gazetteer details the following regions:

Emer (The Lost Isle)
Lyrast (Ancient Land)
Tasserus (Wild Lands)
Terèthor (Uncharted Land)
Vulmura (Middle Lands)
Great Seas
Wonders of the World

The Cosmography details more "distant" locations:

Zarátam
Moons
Ethereal
Nether
Outside Lands

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Ref. PHB35 (Player's Handbook), © Wizards of the Coast
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