- Arkat's Hold (medium city):
- Situated at the eastern end of the Building Wall, this fortified city
was designed and built by the ancient hero Arkat, whose spirit is worshipped
as one of the city gods.
- Asrelia's Retreat (medium city):
- The capital temple city of the North March sports the most splendid
earth temple in Esrolia. The mother of wealth has attracted numerous money-lenders
and other bank-houses.
- Axe Hall (small city):
- This temple city on top of the Shadow Plateau houses the largest independent
regiment of Babeester Gor axe maidens.
- Backford (medium city):
- Located right on the south bank of the Syphon River, this city controls
the main ford across the Syphon. All traffic on the Royal Highway has to
go through the city gates, which has ensured a modest income to the otherwise
pressured Eorl of the city.
- Bandori River:
- The Bandori Valley is home to the southernmost of the four old tribal
federations of Heortland. Unlike the other three, this smaller tribe did
not receive a duke when the Hendriki tribe, assisted by the upsurging Aeolian
Church of Heortland, took control over the other tribes after Belintar's
ascension. The only city in the Bandori lands, Refuge, is controlled by
God Forgot Brithini who maintain their status even though the city was
conquered by the Hendriki around 1350.
- Baron Sanuel's Land:
- Outwardly one of many Malkioni mercenary/trader lordlings, Baron Sanuel
received part of the Volsaxi Valley as a land grant by Prince Terasarin.
Even though he adopted Malkioni creed and bearing upon his marriage to
a Seshnegi dowager baroness stranded in Nochet, he still is true to his
noble Sartarite ancestry, and has the covert support of his family in Aldachur.
The Kurtali tribe of the Volsaxi holds a certain grudge against the Baron
for taking parts of their lands, but they acknowledge his sovereignty over
his land and people.
- Belernos (small city):
- This city in Longsi Land, Esrolia, sits directly on the edge of the
Arstola Forest and is Esrolia's marketplace with the Arstolan aldryami.
- Blackwell (medium city):
- Blackwell is the human name for this fortified troll city. At its centre
a great well encircled and covered by black stones contains what is said
to be the brains of the monster slain by Belintar whose bones form the
Lead Hills blocking the former course of the Creek-Stream River. Although
a troll city, there are some humans of the Kitori tribe who have taken
residence here after their tribe was driven out of the Marzeel valley.
They keep contact with their kin in the Troll Woods through the Argan Argar
merchants.
- Blackwind Marsh:
- A dark and soggy marshland is all that remains of the once wide river
bed of the Creek-Stream River after the monster summoned by the Only Old
One was slain by Belintar, in 1318. Only a small amount of the earlier
water seeps through the Styx Grotto into the old river bed and trickles
into the steadier flow of the Marzeel River, formerly only a tributary
of the River.
- Bottomland Marsh:
- The tidal flats at the foot of the Shadow Plateau, surrounding the
northern half of Frog Island. At high tide it is grazed by seatrolls living
in flooded tunnels below Shadow Plateau, while at low tide newtlings from
Frog Island harvest the trapped seafood.
- Brol (medium city):
- This city at the confluence of the Eagle and Whitefall Rivers is famous
for its sheep market.
- Building Wall:
- This structure erected itself by magic during the Building Wall Battle
in 1605 and thwarted a large-scale Lunar invasion into Esrolia. Its appearance
varies along its length, sometimes like a coral with pointed spikes (rumoured
to be venomous to touch), sometimes like an earthen rampart topped by Esrolite
square shields. The Pharaoh ordered several units of militia to stand where
the wall would rise, and included them and their spirits into the wall.
- Bullflood River:
- The Bullflood gains its name from its source, Stormwalk Mountain, where
the Storm Bull once wrestled the head of a mountain god. On its upper course
are the settlements of some of the most traditionalist Orlanthi clans of
Heortland, whereas its lower course through the plateau goes through the
heartlands of the Hendriki tribe. On its long delta below the plateau fisherfolk
of islander stock and newtlings ply their trade. The Bullflood can be shipped
by small river craft a good way into the plateau, upt to five miles from
the city walls of Durengard.
- Caladraland:
- The southwestern of the six great subkingdoms of the Holy Country is
a heavily forested mountainous region with much volcanic activity. A chain
of very high active volcanoes is connected through lesser peaks and craters,
some active as well, some dormant since before the Dawn. Rich volcanic
soil and continual rainfall have given rise to a temperate to subtropical
rainforest teeming with life. The human inhabitants' semi-nomadic burn-and-slash
horticulture has prevented large permanent cities except around their temples,
namely the Low Temple in Vinavale, west of the Vent, where the president
resides, and the High Temple upon the crater of the Vent where the religious
leaders rule the land. Compared to the farming or herding communities around
them, Caladraland is sparsely settled. The mundane gouvernment is headed
by a president elected by the clan leaders among themselves. Each clan
may provide the president for only one term, and no kinsman of a president
(even from a different clan) may succeed him. The president must be approved
by the religious leaders as well as by a folkmoot. The priesthood of the
Volcano gods Lodril (originally Caladril) and the Volcano Twins Caladra
and Aurelion has magics to suppress or summon volcanic activities. Their
religious influence extends long outside of the region controlled by the
Holy Country, well past the Voilor River which comes out of the Solanthi
lands. The culture is patriarchalic and somewhat warlike. The main unit
of society is the clan, led by the clan chief and his advisors. The clans
field well-trained units of spearmen which find occupation among the Pharaonic
troops as well. Caladrian warlords conquered Porthomeka, the southernmost
part of Esrolia during the Pharaoh's ascension and installed themselves
as the warrior-nobility of Porthomeka, while the native Esrolite inhabitants
continued their way of life. The westernmost part of Caladraland has been
conquered in turn by enterprising Wenelian barbarians who installed themselves
as the ruling nobility. Now the rulers of state of Thonble defend themselves
and their Caladralander subjects from the raids of their barbarian kinsmen,
taking much of the pressure on Caladraland. The Caladrian natives of Thonble
still follow the religious leadership of the High Temple.
- Casino Town (medium city):
- This infamous small town is known as a gamblers paradise. It is run
and protected by the Brithini lords of God Forgot, who receive the largest
part of their income from their cuts on the winning. The bank has been
broken only once, by Belintar, and the bankholders still pay interest on
their losses to this day. Like surprisingly many of the cities in atheist
God Forgot, Casino Town has a patron spirit in Our Lady of Credit. This
goddess of wealth, luck and chance "giveth, and she taketh away."
Casino Town attracts adventurers and gamblers from all over the known world.
It is one of the few places where one can encounter Wolf Pirates, barbarian
warlords or decadent Lunar nobility in relative peace, provided by the
attention of centuries-old Horali guardsmen backed by powerful Brithini
sorcery.
- Choralinthor Bay:
- The wide and relatively shallow inland sea forms the core of the Holy
Country. Almost one third of it falls dry at low tide, and an enormous
current runs out through Troll Strait whihc can be used by skillful captains
to save up to a day on their outward journey. Also known as the Mirrorsea
Bay, the waters keep calm even when the storms are raging across Kethaela.
This is due to the influence of Choralinthor, the god of this sea. The
son of the Land Goddess and a Sea lover is calm and friendly. The fisherfolk
hold him dearly for he rewards them with excellent catches as well as comparatively
safe passage, and the Ludoch praise his sokid strength.
- City of Wonders (medium city):
- Located on the magically raised Loon Island, this city was created
by the Pharaoh as his capital. It is dominated by enormous magical constructions,
symbolizing the magical strengths of the six main subkingdoms.
- The Pharaoh has a magical bridge which can reach into the heartlands
of each of the six subkingdoms.
- Clanking Ruins:
- The remains of the city of Locsil, also known as Machine City, are
a cursed and haunted place. In the Second Age the God Learners built a
great city to the Machine God Zistor, a dreadful contraption of devices
and magic which devoured spirits and even gods. Only after a ten-year siege
the God Learner abomination could be overthrown, and only by a cooperation
of all races and peoples of and around the Holy Country. The victors cursed
the place, and only the mast daring or desperate adventurers enter the
ruins. Few return.
- Dammed Marsh:
- When the monster slain by Belintar turned into the Lead Hills, the
Creek-Stream River was blocked in its course down to its mouth into the
Mirrorsea, at the city of Karse. The waters gathered north of the Shadow
Plateau and turned it into a great marsh. Only when Belintar dug the New
River the waters found a new way to the sea, but the land where it had
been dammed remains a marsh to this day.
- Deeper (medium city):
- The capital of the Mirrorsea Ludoch lies at the bottom of the Troll
Strait. No ship can enter the Mirrorsea except by their notice, or across
the treacherous tidal flats between the Rightarm Isles.
- Dizbos (small city):
- This frontier city in South Esrolia has been plundered each time a
Ditali or Solanthi invasion was launched into the Holy Country. It sits
at the end of the northern route of the Wenelian Trader Princes.
- Donbry (small city):
- This city in the heart of South Esrolia has an annual great fair at
which the grain haulers and the mill owners bid for the grain harvest.
Located on the back of the Thorab Hills it provides the easiest route from
North Esrolia to the Trader Princes' roads to the West.
- Duchamp (medium city):
- Overlooking the ford across the Minthos River, this city controls the
trade of the southern duchy of Heortland with the mainlands.
- Durengard (large city):
- The royal capital of Heortland, and seat of the archbishop of the Aeolian
Church.
- Ernalda (small city):
- This square-walled city has the greatest temple to the Earth Mother
in all of Esrolia.
- Esrolia:
- The most densely populated land in Western Genertela is almost entirely
dedicated to grain fields. The special blessings of the Earth Goddesses
allows for two harvests per year even though the climate is little different
from the surrounding lands. As a result, practically no pasture exists
in the lowlands, and the many villages are within sight of their neighbouring
villages. The land is dominated by three rivers, the Gorphing and Malthin
Rivers joining the Mirrorsea north of Rhigos, and the New River which enters
Choralinthor at Nochet. The Rivers are separated by two comparatively low
watersheds, the Willford Hills stretching south from the Skyreach Mountains,
and the Thorab hills forming the backbone of South Esrolia. The culture
is matriarchal, and the priestesses claim that they alone follow the ancient
ways of the Earth mother. Men are restricted to a secondary role in the
husband cults of the earth goddess. In the hillier terrain of Longsi Land
and the North March, the farmland becomes interrupted by some pasture,
and an agriculture more similar to the Orlanthi farmsteads dominates the
picture. The women are still in control, but the men take more interest
and part in the administration of the land - they are considered brutish
and unruly by lowland standards, although the Orlanthi barbarians still
consider them effeminate. Esrolia is the single greatest exporting nation
of grain. Esrolite wheat is shipped from the Mirrorsea ports to the countries
in the west. Most of the grain trade runs through the ancient port of Nochet,
where the Capratis family from Pasos holds the grain shipping monopoly,
but the independent ports of Rhigos and Storos outside of direct control
of the council of queens are trying to circumvent this monopoly, with some
success. The Esrolite cities are ruled by the queens as well, but they
have become a refuge for the men who don't conform to the women's standards.
Cults like Lhankor Mhy or Humakt form an outlet for male independence,
and their adherents are tolerated with only mild disdain by the female
rulers. The port cities have more than their share of outsider influence
and immigrants, leading to entire city quarters under independent control
in Nochet.
- Footprint:
- A deep depression, about 20 miles wide and almost 60 miles long, whose
origin is said to have been Larnste's foot stamping down on a squirming
thing from beyond the world. When the Soul Arranger stamped down, the Storm
Mountains folded up, but the squirming thing reached around and bit the
god who limped off howling in pain. Afterwards a god grabbed the masterless
spear of Lodril and drove it deep into the sore left by the thing, releasing
the imprisoned fires of the volcano god. A storm god (likely Kolat) blew
the ashes and dust into the depression and petrified the woods around the
chaos sore which became the Foulblood Forest. While his magic could not
destroy the festering chaos, it could confine it in its place by denying
it the life to infest.
- Foulblood Forest:
- Where the poisoned blood of Larnste fell to the earth, horrible mutations
befell the forest there. The chaotic inhabitants of this place know it
as Forest of First Reward. It is a holy place for several chaotic cults,
whose adherents linger around its fringes.
- Frog Island:
- The largest island inside the Mirrorsea Bay is connected to the Tangle
by the Bottomland Marsh, tidal flats inhabited by seatrolls. It is inhabited
by a newtling tribe led by a priest king who pays homage to Flesiska, protectress
of amphibians.
- God Forgot:
- The only Sixth of the Holy Country without any elemental affiliation.
Its people did worship gods like all the other peoples around the Mirrorsea,
but their gods were all slain or lost during the Darkness. When the Waertagi
came after the I Fought We Won Battle with Brithini Talars searching for
their lost founder, the people gladly accepted them as leaders and their
atheist creed.
- Gorphing River:
- The southern of the two main rivers of Esrolia springs high on the
slopes of the Mislari Mountains, deep within the Arstola Forest. It runs
through the Ditali Lands, where it is joined by the Warm River, and runs
through a deep and unnavigable gorge from Thelos to the great bridge. At
its mouth into the Mirrorsea Bay it is joined by the Malthin River, the
other main river of Esrolia.
- Heortland:
- The eastern region of the Holy Country is called Heortland after the
ancient hero-king who led his Orlanthi people out of the Darkness. Originally
a term for all the Heortling (Orlanthi) lands of Kerofinela, the modern
Heortland is restricted to the land southeast of Dragon Pass. The western
border of Heortland is formed by the Mirrorsea Bay. White cliffs up to
three hundred metres high overlook a stretch of marshland and dunes interrrupted
by the wide mouths of the five rivers of Heortland which have cut deep
gouges into the plateau, effectively dividing it into separate peninsulas.
The plateau is mostly flat, with only low rolling hills brought here by
the Glaciers of the Darkness. The land is as densely settled as Orlanthi
agriculture allows, sometimes even denser where the heavier western plow
has found acceptance. Few forests survived the millennia of plow and axe.
The further east one comes in Heortland, the rougher the terrain grows
as one enters the foothills of the Storm Mountains. Already twenty miles
inland from the Royal Highway connecting the plateau cities forested hillsides
enclose still fertile valleys. Sheep graze the rich pasture, and wealthy
farmer clans control the valleys. Higher up in the foothills farmland becomes
sparser as the land gets rougher. Finally the high valleys of the Storm
Mountains allow only little farming and herding. The craggy peaks of the
Mountains serve as the eyries of the Wind Children, winged humanoid descendants
of the lesser Storm Gods who have inhabited these mountains already in
Godtime. The cities of Heortland dominate either the coastal stretch or
the lowland plateau. Each (with the exception of Mt. Passant) is located
at one of the rivers, usually just above the navigable part. The northern
part of Heortland is formed by the Marzeel Valley, a steadily rising lowland
between the Shadow Plateau and the Storm Mountains, with many rolling hills
roughening the terrain as the land rises to meet Dragon Pass. The eastern
portion of the Valley is covered by the Troll Woods, a forbidding dark
forest of predominantly fir trees which has been the home to trolls since
the Darkness, whereas the western part is fair farmland. The culture of
Heortland is mainly Orlanthi. The High King of Heortland, traditionally
of the Hendriki tribe since Arkat liberated the land from Palangio the
Iron Vrok, is the nominal ruler of all the peoples east of the Mirrorsea
Bay and the Shadow Plateau, but in reality only the southern part of Heortland
is under his direct control. The lowland people of the Plateau are very
civilized, and some have been thoroughly westernized. The Hendriki tribe
was put into rulership after the reign of Palangio the Iron Vrok, and they
have been friendly to Western influences ever since. Unlike the small tribes
in the tradition of the Orlanth Rex cult which are predominant in most
of the Barbarian Belt, the Heortland Orlanthi have formed clans of comparable
size which only rarely formed into greater cooperations below the common
kingdom. When Belintar first entered Heortland around 1316, there were
four greater tribes in Heortland. The Hendriki controlled most of the central
plateau and the coast, the Solthoni were centered upon Jansholm, the Minthings
upon Duchamp and the Bandori along the Praxian border. These tribes had
formed from smaller federations to rival the Hendriki, who alone had maintained
a larger cohesion than that of the clan after the Dragonkill War. The Hendriki
were allied with the Only Old One, but Belintar undertook a great heroic
quest to draw them on his side. He succeeded with the help of the Aeolian
Church of Heortland, then just a wizardrous subcult of Orlanth, and gained
Hendriki help or at least neutrality in his struggle with the Only Old
One. The Hendriki, whose new king was a staunch supporter of the Aeolian
Church and a close ally of the Wenelian Merchant Princes, started a campaign
to unify all the tribes under his personal kingship, and he succeeded to
subdue the other three tribes by 1325, sending waves of refugess north
into Dragon Pass. His son and successor continued his expansion policies
and conquered the God Forgot-held southern part of the Plateau around Mt.
Passant with his mounted cnihts. This time the refugees went both north
and east, into the Praxian Marches. Refuge was taken and became the seat
of his younger son.
- High Temple (medium city):
- Situated on the crater walls of the Vent, this temple city has basements
filled with boiling lava. The high priesthood of the volcano gods controls
the magics and priesthoods of all the volcanoes along the Manirian coast,
even outside of the Holy Country.
- Holy Island:
- This island marks the birthplace of Choralinthor.
- Hot Point:
- A dormant volcano on the northeastern border of Caladraland.
- Ironfort (small city):
- This heavily fortified port is the seat of the Admiral and his outer
warfleet.
- Jansholm (large city):
- The centre of the northern of three Heortland duchies sits atop a river
island just above the Solthi rapids. The Royal Highway enters the city
over two ancient stone bridges of apparently dwarven built.
- Jorsh (medium city):
- The capital city of South Esrolia became a border city during the Kethaelan
Civil War during and after the ascension of Belintar.
- Karse (large city):
- The city of Karse is the centre of the Barony of Karse. This seaport
has a long (though interrupted) history
as the turntable between central Genertela and the Seas. Originally located
on the opposite bank of the River mouth, the city of Karse was resettled
only after Belintar had killed the Only Old One and redirected the Creek-Stream
River. The new city was founded by dissident nobles from Heortland who
received a land grant of the Karse along the Marzeel mouth. The new city
soon attracted settlers from all over the Holy Country. With the Opening,
Karse has experienced a second growth, out of its city walls. It now serves
as the most important place to offload goods destined for Dragon Pass or
Peloria, once again.
- Kenstone Island:
- This island east of the Troll Strait has a strong fisherfolk population
of Islander stock, but is ruled by a Hendriki noble as part of the Kingdom
of Heortland, and is the base for the small fleet of stout boats forming
the royal coast guard.
- Kethaela:
- The ancient name of the Holy Country after Kethaa, a goddess of the
land whose descendants are claimed to live in Wenelia. Another name of
the region was the Shadowlands (especially during the rule of the Only
Old One).
- Knight Fort:
- This ancient and forbidding fortress looms over a squalid Praxian oasis
inhabited by the enigmatic Oasis folk of Prax. It was erected in an earlier
age as the defence against Praxian raiders. After a long period remaining
unoccupied by any troops, the fort was taken and repaired by Heortland
forces around 1360. Since then it has served as the main base for the royal
forces protecting the marcher settlers. Recently it has been crewed by
mercenaries, including both Brian of the Volsaxi and Sir Richard the Tigerhearted.
- Kosh (large city):
- The capital city of Longsi Land also marks the upper reach for river
travel on the Eagle River.
- Leskos (medium city):
- This Heortland seaport at the mouth of the Bullflood River lies on
a peninsula between the river bed and a lagoon. It occupies the best quay
sites for deepwater ships with goods heading to Durengard.
- Lighthouse (small city):
- A dormant volcano on the south shore of Caladraland which has become
sort of an urban centre of the surrounding clans, providing a market place
where sailors who brave the Poison Shore can trade with the landbound population.
A magical flame directs the ships into the safe harbour below the city.
- Longsi Land:
- The northwestern province of Esrolia between the Malthin and Eagle
Rivers is less densely populated than the central provinces, allowing for
some pasture between the fields.
- Loon Island:
- Belintar the Stranger raised this island out of the centre of Choralinthor
Bay in order to fulfill an ancient prophecy. It now is the site of his
magical capital, the City of Wonders.
- Low Temple (medium city):
- The mundane capital of Caladraland dominates the most civilized region
of Caladraland, the Vinavale.
- Lysos River:
- The Lysos River springs in the Skyreach Mountains above Arkat's Hold
and joins the New River which has taken its course through the old river
beds of the Runnel and Lysos Rivers to the city of Nochet.
- Machine Ruins:
- Also known as Clanking Ruins, these ruins
are a most drastic reminder of the blasphemy of the God Learners. This
capital of the Zistor or Machine God cult was besieged at the end of the
Second Age, and afterwards the ruins were cursed and trapped by dwarf automatons,
disease spirits, shadows and other demons. While there still might be magical
treasures of the bygone age waiting to be found, nobody but the most desperate
or the most bold have dared to go there.
- Malthin River:
- One of the two main rivers drainig Esrolia, the Malthin River springs
in the Mislari Mountains north of the Arstola Forest. Uwards from Roskoth
in Longsi-land it isn't navigable except in early sea season, and even
then only by canoe or raft. Roskoth can be reached by small river craft,
whereas larger river craft or even smaller seagoing ships can make their
way up to Mygalos, where the Malthin is reinforced by the waters of the
Whitefall River its tributary, the Eagle River. The only crossing (except
by ferry) downriver from Mygalos is at Pennel Ford. The Malthin River drains
into the Choralinthor Bay at Rhigos, where it is joined by the Gorphing
River.
- Marcher Barons:
- The Marcher Barons of Prax are Heortland nobles who settled here during
the later phase of the Heortland Civil War. Protected by the mighty Knight
Fort, refugees from the civil war settled under the supervision of merited
followers of the conqueror king. The barons form a warlike and somewhat
rough community of individuals who put great prize at their freedom to
act as they see fit. They only unite when their land is threatened by Praxian
raiders, and even then sometimes reluctantly.
- Margar Fort (small city):
- This fortress marks the border between the Porthomekan supremacy and
Caladraland proper.
- Martof River:
- The main tributary of the Minthos River in southern Heortland.
- Marzeel River:
- The Marzeel River springs in the northern ranges of the Storm Mountains
and gathers strength in the Troll Woods. Originally only a tributary of
the Creek-Stream River, the Marzeel now provides most of the water flowing
into Choralinthor Bay at Karse, and few people remember that this once
was Lorian's way when he followed the beckons of Magasta.
- Marzeel Valley:
- The northern part of Heortland is dominated by the Marzeel Valley.
After the Dragonkill War, all human settlers had been driven out of Dragon
Pass, or slain, and few wanted to settle that close to the dragon-haunted
lands. Those who did best were the humans of the Kitori tribe, who had
maintained a common tribe with trolls since the Dawn Age. They controlled
the human settlers of Esrolite or Heortling stock who held out under the
sufferance of the Only Old One. Originally the valley of the Creek-Stream
River, Belintar's victory over the Only Old One blocked that river with
the Lead Hills, and made it even less popular for human settlement, so
the Kitori tribe remained in power. Only with the resettlement of Dragon
Pass by humans the valley experienced an increase in traffic and population.
When the kingdom of Sartar was founded in the Quivin Hills, regular traffic
travelled through the valley, and the Kitori took their share of the trade,
and often more. In the late reign of Prince Saronil, his younger brother
Tarkalor organized the sun worshippers of Sartar and the suppressed farmer
clans of the valley in resistance of the troll-friendly Kitori, and with
the aid of the newly re-settled Sun Dome Temple pushed the Kitori tribe
back into the lands of their troll allies. Ever since, the Volsaxi tribal
confederation ruled the valley from the ancient hilltop-fortress and city
of Whitewall.
- Minthos River:
- The southernmost of the five rivers of the Heortland plateau springs
in the southern Storm Mountains and is joined by the Martof River at the
edge of the foothills. It is navigable for sea-going ships up to the port
city of Vizel, and for smaller river craft up to a few miles below Duchamp.
The river marks the border between the duchies of Mt. Passant and Durengard.
- Mirrorsea Bay
- Another name for Choralinthor Bay, also just called the Mirrorsea.
- Monros (medium city):
- This city controls a ferry across the New River as well as the customs
for the river barges traveling to and from Nochet.
- Mt. Passant (large city):
- The capital of the southern duchy of Heortland overlooks the southern
plateau from a solitary rock. Founded as an Orlanthi hilltop city in the
First Age, it was given to the Talars of God Forgot after the expulsion
of Palangio the Iron Vrok during the Gbaji Wars. It remained independent
from the Kingdom of Heortland until its conquest in 1356, after two seasons
of siege warfare.
- Mygalos (medium city):
- This river port is the farthest possible place reachable by large river
barges or small seagoing craft. It serves as a main shipping facility for
the grain of inland Esrolia.
- Necropolis (small city):
- The living inhabitants of this complex of temples and catacombs are
outnumbered by the thousands of dead resting in and below the city. The
Esrolian cult of Ty Kora Tek has its centre here.
- New River:
- When the Creek-Stream River had been blocked by the Lead Hills, Belintar
dug the upper course of the New River to release the Dammed Marsh into
the river beds of the Runnel and Lysos Rivers, connecting Nochet with the
great River.
- New Crystal City (medium city):
- This city was built with dwarfen aid from Gemborg during the reign
of Palangio the Iron Vrok. It is famous for the multi-faceted gems lining
its towers.
- Nochet (metropolis):
- The greatest city in this part of the world, and rival to most other
metropolises, Nochet was founded around a Waertagi drydock and seaport
during the Dawn Age. While still ruled by a matriarch advised by a council
of queens from Esrolia, the city has several autonomous enclaves, some
ancient, some of more recent origin. Within the city walls members of all
Kethaelan nations can be encountered, as well as traders from the West
(Nolosites in Tumerwal, Quinpolic merchants in Alata ruled by Don Capratis,
Vadeli, Handrans) or even further overseas (Umathela, Fonrit, Teshnos and
Teleos). Altogether, more than 100,000 souls make this city buzz. Nochet
is the home of the largest temple library of the Lhankor Mhy cult.
- People of Note:
- Asmodea, priestess of Lhankor Mhy;
- Don Capratis, ruler of Alata;
- Donna Elena Rosa Capratis, young wife of Don Capratis;
- Theodopoulos, head librarian of the Lhankor Mhy great library;
- Vancelain du Tumerine, bishop of the Rokari church in Nochet;
- Zero the Detective, greatest private investigator of Glorantha.
- Sources: The Smell of a Rat (story by Alan LaVergne, in RQ Companion), Wyrm's Hold (scenario by MOB, in Tales #13)
- Pedastal (medium city):
- This port a mere 10 miles south of the gates of Nochet is firmly controlled
by an Esrolian queen and forbids permanent settlements of non-Esrolites.
These measures haven't yet helped to break the monopolies western merchants
have bought from the council of queens, though.
- Pennel (medium city):
- Situated at the main ford connecting South and North Esrolia across
the Malthin River, the queen of Pennel controls most of the grain transport
from South Esrolia to the grain docks at Nochet.
- Poison Shore:
- The coastal waters of the Solkathi Sea between the Mournsea and the
Rightarm Isles form a treacherous shore. In addition to sharp cliffs and
reapers who bait passing ships into seemingly safe anchorages, the extent
of the Closing can take unexpected sweeps inwards and surprise coastal
craft. The Ludoch shun this area as well, fearing the underwater eruptions
of boiling water and acid gases, which gave the name to the stretch. Murthdryami
forests benefit from the mineral-rich exhausts, though.
- Porthomeka:
- This land between the Gorphing and Shining Rivers was a southern province
of Esrolia before the Kethaelan Civil War during and after the ascension
of Belintar, when it was conquered by Caladrian warlords.
- Queendom of Jab:
- The efforts of scorpion-queen Gagix Twobarb in subduing three other
queendoms by devouring their queens after personal duels have formed this
sizeable state of scorpionmen on the slopes of the Storm Mountains. The
amounts of half-wit scorpion breed released in Dark Season has experienced
a steady rise since she has come to this power.
- Refuge (large city):
- Refuge was founded as an exile colony by an unknown group, even before
the Darkness. Several groups claim this privilege, including an unorthodox
sect of Brithini, the Eurmal cult, and indigenous natives who claim kinship
to the Oasis Folk of Prax. The old port of the city and the Lighthouse
in the bay are of Waertagi origin. Even though conquered by Heortland in
1360, the city is still controlled by Brithini lords, who take care to
please the conquerers sitting in their castle. The city itself appears
to be lawless, and in certain quarters thieves and other criminals hold
almost unlimited power. There are also fisherfolk and Heortland exiles
among the residents.
- Rhigos (metropolis):
- This metropolis is located on a peninsula reaching into the river mouths
of Esrolia's two main rivers, but its hinterland is controlled by the warlords
of Porthomeka. The city is ruled by the Demivierge, a religious position
as well as mundane, and has a great temple to the virgin aspect of the
land goddess. The Demivierge is directly responsible to the Pharaoh, and
has to report in the City of Wonders in person each year, to deliver the
city's tribute and services. Rhigos has maintained a careful independence
of both the Porthomekan warlords and the council of Queens in Esrolia.
Its seaport lacks the great drydock facilities Nochet has inherited from
the Waertagi, but still is impressive. Generally, Rhigos strives to get
equal with its rival, Nochet, but so far there has been no great success.
While easily the second greatest city in the region, Rhigos lacks both
the lustre and the size of Nochet to really get even. This has produced
a touchy pride in the locals who will go at great lenghts to avenge even
imagined slights against their city. As a result, Rhigos has produced perhaps
more duelist than any other place in the world, and the Rhigosite style
of fencing with two light swords is considered deadly even among staid
Humakti.
- Rightarm Islands:
- Often simply called "The Islands", this archipelago is one
of the six subkingdoms of the Holy Country. Outsiders tend to think of
the Islands as a land of human fisherfolk and sailors inhabiting the numerous
islands connected by tidal flats riddled with ever-changing canals. Most
are unaware of the Ludoch mermen who populate the slopes of the peninsula
and cooperate with the human inhabitants. The human ruler is known as the
High Admiral of the Boats. He was made the admiral of the Pharaonic fleet
as well when the Closing was overcome by Dormal the Sailor. The real power
in the islands is exerted by the Ludoch mermen whose merchief rules from
the city of Deepest. The islands - known as dry spots - are controlled
by the merfolk as well, and Seapolis, the largest city of the "legged
folk", is part underwater and part on the islands. Giant guardian
cranes stalk the salt marshes of the tidal flats, ready to attack any intruders.
- Roadend (village):
- This village on the border between the Volsaxi confederation and the
Principality of Sartar marks the end of the royal Sartarite road from Wilmskirk,
which is continued by a much older but very worn-down trade path through
Volsaxi lands.
- Runnel River:
- Formerly the border between Esrolia and the Grazelands in Dragon Pass,
this tributary of the New River now marks the extent of a no man's land
beyond the Building Wall.
- Seapolis (medium city):
- The largest settlement of the human inhabitants of the Rightarm Isles
lies on a couple of islands. The canals and pools in between are the home
to about as many Ludoch mermen. In its knowledge temple the current Prince
of Sartar, Temertain, survived the systematic assassination of the members
of the royal house of Sartar.
- Shadow Plateau:
- One of the six subkingdoms of the Holy Country. This tabletop plateau
is inhabited by uncounted trolls and trollkin, and its surface is prowled
by wandering shadows. Once the mightiest volcano of Kethaela, this was
the site of several battles between Lodril and Argan Argar for the hand
of Esrola. The Darkness God shore off the top of the volcano after chaining
Lodril, and forced the volcano god to build the Castle of Black Glass,
also known as Obsidian Palace, atop the Plateau. This wondrous city reached
up into the sky with its highest spires, and its basements led down into
Hell. The Only Old One, son of Argan Argar and Esrola, ruled Kethaela from
here during the Great Darkness and well into the Third Age, until challenged
and conquered by Belintar the Stranger. During the final struggle between
Belintar and the Only Old One, the fabulous spire of the Obsidian Palace
was shattered, and black dust was spilled all over the surface of the plateau,
covering what meagre vegetation endured there. "All that now remains
is a land of ghosts, black sand swirling about the top of the plateau,
and a great bubbling tarpit where the centre of the palace once stood."
Around the plateau the land steadily rises towards Dragon Pass. While the
southern edge of the plateau rises about 1000 metres above the narrow coastal
stripe known as the Tangle, its northern side stands only a few hundred
metres above the valley. Its northeastern end is continued by the Lead
Hills, the petrified remains of the great monster summoned by the Only
Old One but slain by Belintar. Inside and below the plateau uncounted tunnels
and grottoes are inhabited by trolls and trollkin. The most famous of grottoes
is the Styx Grotto, a stretch of caves washed out by the River when it
was dammed by the Lead Hills. After the New River had been dug, the River
still runs part of its course through the grotto, and some trickles still
seep through below the Lead Hills into the Blackwind Marsh.
- Shining River:
- The Shining River springs in Vinavale in Caladraland, and flows through
Porthomeka to its mouth into the Mirrorsea at Storos.
- Sindpaper:
- This island of the Rightarm archipelago was the place where Belintar
the Stranger swam ashore during the Closing.
- Skee Island:
- An island of the God Forgot archipelago.
- Sklar (village):
- This settlement on a bay in northwestern Heortland is inhabited mainly
by fisherfolk, but the rich marsh pasture has attracted a number of Hendriki
herders to settle here. The current Archbishop of the Aeolian Church was
born and raised here.
- Smithstone (medium city):
- This city in Volsaxi lands is famous for its masonry. The river beds
around it provided the white quartzite which makes the facing of Whitewall
so impressive.
- Sober Island:
- This island in the Mirrorsea Bay lies halfway between the port of Karse
and the City of Wonders. It has gained its name from the fact that by the
time a ship outbound from Karse reaches this island, even the most intoxicated
victim of shanghaiing will have sobered up enough to recognize his new
fate.
- Solung (medium city):
- Situated south of the Shining River (IMO the unnamed city on the
Shining River, north of the Solung Plateau, should be named Solung, not
the border city between Porthomeka and the Ditali Lands), this city
collects the tribute of the native farmers of eastern Porthomeka to be
traded in Storos.
- Solung Plateau:
- This volcano lost its peak in a legendary explosion during the Grey
Age. The remaining trunk has been lying dead ever since.
- Solthi River:
- One of the five rivers cutting into the Heortland plateau, the Solthi
springs in the Troll Woods and runs around the island of Jansholm through
a narrow gouge into the Mirrorsea Bay.
- Stone Cross (altar):
- This altar was erected by the Pharaoh to commemorate his treaty with
Ironhoof, the centaur King of Dragon Pass. It stands on the Crossline,
a formerly magical border erected by the dragonewts after the Dragonkill
War.
- Stonewood:
- This petrified forest in the Footprint gives silent witness of the
Footprint myth. It originated when a Storm God (likely Kolat) blew the
cloud of dust, ash and poison that emerged from the place where Lodril's
Spear pinned down the Squirming Thing over the forests surrounding the
sore left by the poisoned blood of Larnste's foot. It has since served
as a killing ground for the chaos emanations from the Foulblood Forest.
It is rumoured that, if entered at certain times from certain directions,
the petrified forest is alive (but stony). The rare wanderer into these
parts rarely return, falling prey to wandering stone monsters.
- Storm Mountains:
- This chain of mountains separates the land of Heortland from the Plaines
of Prax. There are several myths about their creations: When Larnste stamped
his foot on a squirming thing he saw, when Caladril's/Lodril's children
rose from within Esrola's womb, when Orlanth raised this chain to connect
his mother Kerofin with the Cosmic Spike.
- Stormwalk Mountain:
- This mountain is a sacred place to the Storm Bull. It is the site of
his victory over a son of Lodril, whose head he wrestled off when he came
into these lands. As a result, the top of the mountain now forms a spiral
pathway to a plateau on the top. The spiral pathway and the plateau are
the home to the largest known herd of skybulls. They are guarded by the
demigod hero Gorangi Vak and his dog.
- Storos (medium city):
- The only Mirrorsea Port under direct control of the Porthomekan lords,
situated on the mouth of the Shining River, has so far failed to rival
the ports of Rhigos or Nochet.
- Sylthi (medium city):
- This city on the Whitefall River marks the highest point upriver the
grain barges can travel.
- Syphon River:
- This river is unique in its retaining the original Godtime direction,
flowing from the sea to its source. When Magasta called all the seas and
rivers of the world to his aid to plumb the hole the implosion of the Spike
had left, the Syphon River too headed with al his force to fight the chaos.
Unfortunately the chaos at its source was stronger than the distant pull
at Magasta's Pool, so that it alone still runs to its headwaters.
- Talar Hold (small city):
- This heavily fortified city houses a colony of immortal Brithini lords
and their most faithful servants. They rule the (Theyalan) people of God
Forgot ever since the Dawning, after they had lost their gods to the Chaos
Wars.
- Tarpit:
- A whole filled with bubbling tar is all that remained of the staircase
to Hell in the centre of the Obsidian Palace after Belintar's final battle
with the Only Old One. The Castle of Black Glass was pulverized, and its
remains now cover the top of the Shadow Plateau.
- Thelos (large city):
- The capital city of Porthomeka lies at the western (lowest) end of
the Gorphing Gorge, a passage of the Gorphing River unpassable to all river
boats. All river travel has to use the overland route to the Gorphing Bridge,
where it can be let to water again.
- Tosk Island:
- The main island of the Leftarm Isles, aka God Forgot archipelago. From
its capital Talar Hold all the archipelago is controlled.
- Troll Strait:
- The only deepwater access to the Mirrorsea Bay experiences a strong
current at each falling tide, washing above the Ludoch city of Deepest.
The strait gained its name from the Sea Troll ambushes the God Learner
ships experienced when they approached the Shadowlands.
- Troll Woods:
- This firwood is the home for several troll tribes living in the eternal
shadows of ancient trees which have withstood even ravagous trollkin. More
recently the trolls have been joined by their long-time human allies of
the Kitori tribe who had been driven out of the Marzeel Valley by the sun
worshippers who came to aid the Sartarite prince Tarkalor and the tribes
which later formed the Volsaxi confederation.
- Twotop (village):
- This hillfort is the seat of the Sylangi tribe of the Volsaxi people.
- Vapor Pits:
- A place on the slopes of the Vent on the border to the Rightarm Islands
where hot geysirs shoot steam and mist into the air all day long.
- Vent:
- The largest Volcano of Caladraland reaches over 2000 metres above the
sea. Its smoke and fire can be seen all over Maniria when the priests of
the High Temple on the edge of its crater allow the built-up pressure to
release.
- Vizel (medium city):
- Built upon terraces hewn into the white cliffs of Heortland, this port
city on the Minthos River mouth serves as the seaport for southern Heortland.
Some of the inhabitants claim that Prince Sartar got the inspiration for
the Pockets of Boldhome on a visit to Vizel.
- Whitewall (large city):
- This ancient hillfort is centered around a hilltop sacred to Orlanth.
It has been occupied already at the Dawn, and although it was deserted
several times it still was resettled as soon as circumstances allowed.
The current city still has the Second Age drystone wall of snow-white quartzite,
reinforced with impregnated fir wood from the nearby Troll Woods into the
famous Orlanthi walls mentioned already in Palangio's "Accounts of
the Manirian War", a copy of which survived in the library of Alkoth
in Dara Happa. After the Dragonkill War the hilltop fortress remained unoccupied
until the Etori clan of the Kitori tribe reestablished Orlanth worship
at the temple in the centre of the city. Under the guidance of the Pharaoh
a temple to Argan Argar was added, in recompensation for the damages done
to the trolls during the ascension wars. The mixed human-troll inhabitants
held the fortress until Tarkalor Trollkiller led an alliance of sun worshippers
and rebelling tributary tribes against the Kitori and drove them into hiding
in the Troll Woods with the sun magic of his allies. The city became the
centre of the new-founded Volsaxi confederation, which maintained its independence
from both the Principality of Sartar and the Kingdom of Heortland. Only
recently the Etori clan was readmitted to the city, and only because of
their kinship ties to Brian of the Volsaxi.
- Willford (large city):
- The largest city in the North March overlooks the New River from the
slopes of the Willford Hills. Below the city the only ford across the New
River grants access to the farmland west of the Shadow Plateau. While relatively
safe from Grazelander raids, the farmers there rely heavily on the Babeester
Gor Maidens of Axe Hall to protect them from troll raids and trollkin hordes.
- Zoo:
- Located on the largest of the southern islands of the Rightarm archipelago.
Originally founded by the God Learners, the denizens of the Zoo found mercy
when the other works of the God Learners were destroyed. Exotic beasts
and beings from all over the world can be found among the ruins of this
once proud palatial park.