CosetteValjean
Administrator
Posts: 5
(2/20/04 6:32 am)
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~ Places of Essarin~
This board is an original creation. Yet the history, races, and characters are based on some of Tolkien's invisioned world.
This world is called, Esarrin. Below, is some information, about the races and locations in this world -- including some light history and background on them.
Places in Esarrin
- Esarrin is the name of the country (Like Middle Earth)
~ Map of Essarin ~
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Romanoth Valley - The home of the Terre Danaan; discovered after 200 years of wandering near the East. The battle of Romanoth was faught between Men -- both good and Evil. The favor was within that of the forces of good, and they triumphed over evil--sending the wicked back into the depths of Ovi Mobani. Romanoth is now the central city for Men and lies at the base of the Maerim (the great mountains that border the North East). The Elves reside above in Carandil; helping to protect the valley below, and holding true to the alliance formed.
Carandil - Deep within the vast northern mountains that border the Romanoth Valley, the Elves hid a city of might and power. One of the most central Elven cities. It was the last resistance--a threat to the enemies of Men and Elves; complete with high walls and mighty gates. The Elven Lords even befriended many mortal men; the hunters and rangers that helped established the wide wooded realm, and Romanoth Valley. It lies on a flat ridge on the Maerim Mountains; and is placed alongside the river which flows down alongside the valley to become the Falls of Elphain. Pure and clean is the water; coming from it's direct source it has a rejuvinating ability. The water's purity can be used for much healing and the rebuilding of strength--yet once it hits the valley below, it becomes merely drinking water for the mortals and others.
Deckit - A city of great variety. This lies South-West. The area is populated with Men, Elves, Halflings, and even some Dwarves on occasion. There is a large wooden structure that borders around the city--allowing it to be very controlled and yet protected. Though not much do the residents of Deckit fear, for the city is used by all to their own advantage. Evil servants plan and plunder, Men trade and make deal, Elves come to exchange meeting with other Elves--yet do not stay long. Meadow Ring lies slightly North East.
Anomani - The humans who dwell in this city are more secluded. It is located just behind/South of the High Hills and East of the Rockey Valley. They do not enjoy getting involved with the dealings of the lands about them. They care nothing for the troubles of others--and have some of the brightest, and arrogant Lords in Esarrin. Most councils are held in this society, and it is well protected. Normally none are allowed to leave, or gain access, unless it's an emergancy, or some other crisis.
Ennismore - More of an area than a specific city, this land is fairly scattered. There are smaller villages within the borders of the realm. The area lies a few kilometers from the High hills further south, and the Rocky valley which lies to the East. The River Ancar runs along the Eastern border--giving a resourse, as well as protection should they need it. Though residents oft must travel to different sections of the speratic land to get certain provisions, it is a fairly quiet place; though vast in size. Untouched is it by evil, for nothing of sheer value lies within. But is and interesting place. Elves do often visit, and the people welcome them.
Araduar - City by the water -- Dwarf populated. There are two parts to this city; that which lies along the water, and that which lies within the mountains of Maerim. The Dwarves do not use the outer part much--for they are used to the cold darkness of the mountains. Yet they do venture out for days at a time; gathering water, or food (hunting). Yet most of their time lies within the mountain--seeking riches and dulging deeper and deeper for more cavans and homes. Dwarves are not prone to socializing and keep to themselves mostly. Though on occasion, Elves have passed through--the exchange of words were less than pleasent--but it did not last long. Most Elves passing through did so merely to get to either Carandil or Mornen Lonigh.
Mornen Lonigh - Another dwelling of elves. This is not so much a city, as it is a great land of trees. The Elves are resourceful, and have built their habitats within the comfort of the strong trees; residing on the thick branches. This forest is legended to be protected by Elven magic. Whether or not the rumors are true, the Elves within the land are quite skillful and deadly. They are prone to be less socialable than the elves from Carandil -- disregarding the alliance, and thinking all races beneath their own. Yet to their own kin, they are as open and kind hearted as any.
Fynwood - Home to the Woodland Elves. Kind spirited, these Elves disregard racism involving race. The wood is located East of the Romanoth Valley, and slightly South of Hepraina; home of the Halflings. It is a very luscious and plush wood--seemingly green, large, and sparkling. All are welcome here, for the wood has shelter for those travellers who seek it. Yet be not fooled. Fynwood is heavily guarded, and guarded well. Those Elves within are among the most skilled: Twathedilion, the 'Elves of the Forest'. Yet on opinions of alliances, do not expect an answer from them. They do what is needed, and retreat back to their forest.
Eölan Wood - Home of the Aelfborns and all others of magical aire (nymphs, sprites, etc). The wood is dark, and mysterious; appearing twisted and frightening to those who look from afar or at the boarders. Rumors have been spread about what lies within--yet none but the Aelfborns know. Five camps dwell in the woods; home of their slowly growing society, away from the judging eyes of Men and Elves. Heavily guarded is this wood, magical mischef awaits those who venture in without fair purpose. The sprites and nymphs carry about their own business in the wood; governing nature and what is green. Be warned, this forest dwelling is also under guard of the dragons.
Meadow Ring - The land which connects all cities and realms to each other. The Meadow Ring is the largest part of land....and is owned by none. It is a mixture of plains, meadows, forests, groves, marshes, and rocks. Many pass through the land, but rarely stay longer than necessary. It is very easy to get lost in Meadow Ring. However, towards the center of the Ring, there are five stone structures. Two large vertical pillars, with another pillar overtop; forming somewhat of an upside down "U" form. Each pillar has some writing engraved on the two vertical pillars. One pillar is engraved in Elvish, the other in the writings of Men, one if in the markings of dragons who represent all magics, the other in Dwarvish, and the other in the black tongue of Ovi Mobani.
It was in this ring, that the first great battle took place: Tűr Daer (translation: Great Power). All races faught in this battle--many casualties lost. In the days of the beginning, this battle was to determine who would rule over the land of Esarrin. Yet all races were equally matched. Though the battled raged for days and days, soon each race retreated back to the direction which was closest.
The Evil Servants and children of evil retreated to the South--deminished greatly in numbers. The Dwarves retreated to any mountain which happened to be close, though many headed for Araduar. The Elves headed for the North--claiming both the North West and the North East for residing. The Men were not so fortunate. They scattered and divided themselves foolishly. Some heading for the North East, others to the South East and West. And that is how their realms came into place. Each race settled down in their chosen enviornment--builing it into what they would and beginning to slowly regrow in numbers once more. This feud is far from over....and the battle for Esarrin will soon resurface for a final time.
Dadben - The lush, green fields of the Halflings. These small and humble creatues prefer to stay somewhat detached from all other happenings in Esarrin. They do not engage themselves in the battles or arguments. The Halflings are content to live in peace; drinking ale and tending to their fields and gardens. Rarely any other race enters the Shire. The occassional human passing through -- though most often than not, at night. The land is boarderd by light forestry. The homes are built within the hills that roll throughout their section of land and small streams trail throughout.
Gorbeck - Located in various places within the Gyrich Pass. These are the dwellings of goblins. Occasionally, an orc company will try to settle into a piece of the Pass -- yet will swiftly be swept off by the Goblin population. Any who travel through this pass be warned, for it is not an easy treck.
Ovi Mobani - The vast lands of darkness, evil and shadow brought entire tribes of bandits, thieves, brigands, and orcs into the valley and its surrounding areas; it lies far South. These lands are perilous, and consumed by some of the worst evil. The lands are decaying and sterile; no produce grows. This is the central city of shadow...having some of the most powerful reside there.
Irekei Camps - Known primarily for their ferocity in battle and their ruthless treatment of all non-Irekei -- raiding parties of Irekei are the terror of all settlements that border on the outskirts of Ovi Mobani. They were those evil men, punished and pushed from greater realms. Their camps are somewhat spread out, and their numbers growing. Be warned travelling by such a place.
The Underworld - Dark deep caves that seem endless in length. There are many canyons and creatures dwelling beneath the earth. What lies above is Ovi Mobani. Valkhar rules this underworld, calling all to his will. He deals only with those in power, in order to gain more himself. The many caverns make it easy to get lost in such a place. Do not venture down unless your intent is evil or ally.
Amlug Torn - Slightly North of the Eölan Wood, this is a deep fieled area; consisting of meadows and thick groves....enough shelter and secrecy, that all dragons reside there. Few travel past or through it.
The Iron Islands - Not far to the northeast of the main continent, are six rocky isles rising from the sea. Named Dragonstone, Great Spire, Old Spire, Faëin, Blackmont, and Harlaw, all are small compared to the mainlands. Each island has its own Salt King or Rock King. It is also said that every captain is a king aboard his own vessel, and so it is little to wonder at that the islands are named the land of the ten thousand kings.
The High King of the Isles was chosen from among their number, until King Urron made the throne hereditary by mudering the other kings when they assembled for a choosing. Urron's own line was extinguished a thousand years later when the King of Harlaw swept over the other islands.
The Grey Kings extened their rule far beyond the isles themselves, carving kingdoms out of the mainland with fire and sword. King Qhored could truthfully boast that his writ ran "whenever men can smell salt water or hear the crash of waves." In later centuries, Qhored's descendents lost the western shore. Today, thousand of years later, the Grey King Euron Crow's Eye rules from the isle of Dragonstone. The words of his house have remained the same for years; We do not Sow
Edited by: CosetteValjean at: 2/22/04 7:42 am
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