The World of Teréth End - Gazetteer - Teréthor - North Coast
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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 > North Coast


Present (653 DR) --

...


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.

Oth (Old Empire)

Province of Roth.  Oth (Nor Kalas Oth) sits along the northern border of the Old Empire.  The state is a temperate forested region wedged between the towering Tor'n Evalshat to the west and the Dekàlan Sea to the east.  Since the Time of Empire, the southern arm of this land has fractured into a number of coastal kingdoms (i.e. Dragàllas, Kalthoram, etc.).  Although each kingdom maintains the right of its own sovereignty, they do so only at the whim of the Iron Throne.


Taldàna (Old Empire)

Province of Amra.  Taldàna (Nor Kalas Taldàna) languishes upon the foothills of the Tor'n Gorgyn overlooking the tranquil snow-white beaches of the Nyr Alùrin.  The state stands a ghost of her former splendor, but remains refined and elegant in her decline.  A pastoral region, Alurin is marked with patchworked farms, trimmed forests, and low hills and mountains.  Unlike the Old Empire states to the north and south (i.e. Oth and Candal), the lands of Amra have not been tortured by centuries of war and unrest.  With the exception of seasonal Ortori raids, life here is as peaceful as any in the civilized world. But even this land has its troubles as evidenced by stirrings from the Kingdom of Saranth on its  western border.  The peace it appears, is about to end.


Ezmir (Protectorate of Taldàna)

The "Warring Coast" of Ezmir is aptly named.  For over one thousand years, the coast of the northeastern Taldàna has been unrelentingly raped by war after war after war.  What was once an idyllic farmland is now littered with the machinery of war and more graves than there are people who have ever lived in these lands.  Settled early by Dwürden seeking ports of trade to move produce to and from their mountain homes, the lands were later populated by the tribal Ezira (from which the name is derived), who lived peacefully within the borders of the Nurumwar Gurm.  The climate changed during the 5th century HK when the Dekàlan army moved through the region, claiming all they found as part of their growing Empire.  The Dwürden were little match for the armies and the Ezira mistakenly felt they might fare better under Uren rule.  The region and its people were never assimilated into the Old Empire, remaining more a colony than part of the Taládan city-state.


Saranth

The Kingdom of Saranth exists on the western border of the Old Empire city-state of Taldàna and the northern border of the Kingdom of Caramis.  Walled to the west by a curtain of high mountains, the kingdom has remained secure for many centuries.  Originally, the land was part of the great city-state Kandal but was lost following the Second Acentran-Dekàlan War.  Settled by soldiers from Kandal and Ummon following the war, the place name means "nowhere" in the region's native tongue.  Across the centuries, the descendants of the soldiers that settled here have trained exhaustively for the day when they will be able to reclaim what was lost.  Reconnaissance from faraway lands report that the time for waiting is gone, and that three hundred years of preparation is about to be tested.


Calsador

Nestled deep within the high Tor'n Evàlshat lies a group of mountain valleys that are joined by a single wagon road.  The road has been used for centuries, but the wagon wheels that travel it have never managed to wear ruts in the frozen ground.  In each of the valleys of Calsàdor rest small villages and hamlets, blessedly unaware of an outside world.  In this way the people of Calsàdor have lived for centuries, their lifestyles and traditions protected by a single guardian whose legend grows with each passing generation.


Cladan

...


Ensoret

...


Farad Dragult

...


Ild

...


Kalthoram

The Kingdom of Kalthoram has been a thorn in the side of the Iron Throne for many, many years.


Keshwir

...


Theocracy of Danok

Mazyar.  On the western shores of the Nyr Platan crouches the Theocracy of Danok (The Theocracy).  A rugged land in the foothills of the Tor'n Evalshat, the Theocracy has presented a strange threat to the Othic city-state since it first appeared centuries ago.  Devoted to the worship of the dark god Danok, the state was founded in 240 DR, two years following the death of High Lord Eldin Zyan the First of Oth from a life-long illness.  The Theocracy's heart is a massive block of red stone first reported by travelers in the 4th century DR.  Though many have guessed, it is not known where the great stone came from.  The most well-known and visible element of the Theocracy are the Multiple, its prosletyzing adherents.  They can be identified in the crowds of Oth's great city and surrounding lands by their shaven pates and bright red robes.


Urdari Kingdoms

Before the Uren settled the lands above the Tor'n Evalshat, the Urdari Kingdoms were already centuries old.  In the ensuing millennia Uren tribes have invaded and built towns and cities on their lands, the Elve have made bloody war in their forests and the Ortor have raided their farms and taken their people into the mountains as slaves.  All of this time, the Urdar have waited for the day when a leader will rise among them and lead them to greatness.  In the recorded past of the Urdar, three Urgru have been crowned.  Of the three, great words are inscribed upon the stones of the forest and cliffs but none have led their people to the fabled promise of legend.


Nurumwar Gurm (Archaic)

Horned Kingdom.  In 964 HK, the ancient kingdom of Nurumwar Gurm disappeared from eastern Teréthor.  Pre-dating the Old Empire by thousands of years, the Dwürden kingdom was the last eastern holding of the Horned Kings.  The Tor'n Evalshat and Gorgyn once were home to several Dwürden cities connected by a network of stone roads and tunnels.  In addition, the kingdom once included coastal towns along the "Warring Coast" where ships might bring and carry their wares to distant ports.  Today these places sleep beneath the snowy mountainsides of the great peaks.  Some are open to intrepid adventures seeking treasures left behind by the retreating Dwürden, while others haved remained sealed and hidden for hundreds of years waiting for their builders to return.

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

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Geography

The Gazetteer details the following regions:

Emer (The Lost Isle)
Lyrast (Ancient Land)
Tasserus (Wild Lands)
Terèthor (Uncharted Land)
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Great Seas
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The Cosmography details more "distant" locations:

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Ethereal
Nether
Outside Lands

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