Arkat Returns Peoples and Places

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Much of this text may have been copied from elsewhere, but it was so long ago (for a FTF game) that I don't remember where - if there are any problems, please get in touch. Some material has more recently been taken from the Glorantha Wiki (glorantha.fandom.com) under the CC-BY-SA Community Content licence


RALIOS OVERVIEW

A great expanse of many cultures and societies, centred on Felster Lake, a placid inland sea, surrounded by the precipitous Rockwood Muntains to the northwest, north, east and southeast. The three major regions of Ralios are Safelster, the densely populated lands around Lake Felster, Vesmonstran to the north, and the Eastern Wilds bordering Naskorion. This game is centered on naskorion, where Safelster and the East Wilds meet.
  • Beyond Ralios
    • To the northeast, but separated by the Rockwood Mountains, is the young, expansionist Lunar Empire.
    • To the northwest and southwest are Fronela and Seshnela, whose main influence on Ralios has been the worship of the One God Malkion, and its seeding of a caste-based society, of farmers, knights and wizards, the foundation for the city states of Ralios.
    • To the south and east lies Maniria, centre of barbarian culture and worship of the storm and earth gods Orlanth and Ernalda.
    • To the east lies Dragon Pass, part of Maniria and in each age the centre of world events, now widely prophesied as the crucible of the coming Hero Wars. **Far to the east beyond Dragon Pass are Pent and Prax, wastelands full of nomads, but the site of ancient battles against Chaos.
    • Even further east, it is said there is a Dragon-land where people worship not gods or spirits but rather air, earth and water dragons; that they deprive themselves of common sustenance, and so become embodiments of the dragons; that instead of using weapons, their warriors claw the hearts out of their enemies, and their wizards breath fire to destroy entire towns.
  • Climate
    • Winds are generally warm southwesterlies which drift into the Rockwoods, so the climate is quite temperate, with mild winters and warm summers. There are often weeks of howling gales during Storm Season, particularly in the Wilds.
    • Goran’s Wind: Goran’s Wind occurs most Storm Seasons. Howling gales concentrate progressively on the Wilds and spiral in from the mountains until they concentrate on a point where they blast through to the Underworld. This is said to have been Orlanth’s route on the Lightbringers Quest and each year sees claims from Orlanthi clans or tribes in the Wilds that the entrance is on their lands.
  • Terrain
    • The Wilds are dominated by rolling hills and primaeval deciduous forests, with sparse undergrowth and barbarian steads in clearings. The exceptions are northern Delela, which has wide stretches of moorland, and Keanos, where the conifer-covered hills are rockier and more precipitous, leaving most of the rainfall to collect in pockets of swamp. The most fertile farmland is found in the river valleys formed by the Doskior and Allspring rivers, the former having been exploited very succesfully in Naskorion. In Vustria, the terrain is best described as rocky and unwelcoming, such that it said that the most pampered Sentanos Princess would be no different from the native Hsunchen within a day, with her fine clothing cut to ribbons by the sharp rocks and roots the only source of food. In many places, the rivers have carved gorges and ravines, especially in Firhals (Noskorion) and of course Vustria.
  • Animals
    • Animals are of supreme importance to many in this region because due to the influence of the Hsunchen in Vustria and the strong relations of the Orlanthi with their animal ancestors. Apart from the elusive "flying dogs" and occasional strange beings from the Wonderwood, the larger animals are wild horses, deer and elk, as well as goats in Vustria and boar in Firhals and Keanos. Eagles and vultures are commonly seen, evoking signs of protection among lowland peoples as they are seen to be spies of the savage Hsunchen and the barbarians. Meanhile, hawks are seen as their noble counterparts and are kept by nobles. Cattle and sheep are common throughout settled peoples, but are commonly attacked by wolves from Vustria and wild alynx from Keanos.
  • Peoples
    • While the Hsunchen are most definitely Hsunchen in origin and have been there a long time, it is unclear whether the Orlanthi in the Wilds are originally Hsunchen or Theyalan. The various clans retain notions of Hsunchen ancestry and with it particular clan totemic animals, they speak a form of Theyalan and worship Theyalan gods of the Orlanthi pantheon. Similarly, in western Naskorion particularly, it is unclear whether the people of Firhals were originally an Orlanthi tribe who adopted a western view of religion, or were immigrants from elesewhere who adopted the religion of their new neighbours
  • Languages
    • Hsunchen speak clan dialects of Hsunchen and have no writing.
    • People in Delela, Saug and Keanos all speak Theyalan dialects, known as Delelan, Saugan and Keano. They can speak the other two with a XX improvisational modifier, and other Theyalan dialects of Ralios (such as Lankan or Naskori) with a XX modifier. There is no writing. Storytellers sometimes use sticks carved with notches in a system of varying depth and width as a mnemonic aid, but this does not qualify as writing, so oral history is more important.
    • In Naskorion, the Safelstran customs of writing prevail. Language...
  • Domestic Animals
    • In Hsunchen lands, there is no domestication, only a relationship with the totemic animal.
    • Elsewhere, the most fertile farmland lies adjacent to the rivers - thus the population tends to concentrate there, mainly growing wheat (Ralia's grain) or rice near Xanost. Pigs and poultry are raised on farms, and higher ground is used as grazing for sheep. Cattle is kept by many clans [Naskorion], though far from all, and there is a certain rivalry between the clans that are predominantly farmers and those that rely heavily on cattle-herding. The second most common beast of burden (after the ox) is the native horse; a small, sturdy and agile breed. Only the brave or foolhardy use horses for riding: if you should happen to meet a band of Galanini, they will take exception to this treatment of their brethren. But hitching them to carts, wagons or chariots presents no problem and is common in Naskorion. Dogs are used by shepherds for practical reasons, but cats are preferred in Orlanthi lands. Shadow cats are a special case: in Delela and Saug a smaller breed (SIZ 3-4; only kittens are SIZ 1 or 2) is found, and is rare enough to be reserved for the wealthy. Larger cats (adult SIZ 5-6) are common in Keanos, where they are both trained for the hunt and allowed to roam wild.

VESMONSTRAN

This northern region is a land of monsters.

  • Bad Deal. This is an outpost of the great Mostali factory Nidan. Here lies the High Llama Pass. it is one of the few places where Mostali trade with other races.
  • Ballid is an Aldryami forest. It trades with Lankst at Tavos. The last time it sent its warriors outside the forest was to aid Arkat the Liberator.
  • Lankst is a region of barbarian Orlanthi. What do we think of them?
  • Ormsland is the land of dragonewts
  • Telmoria is the ancestral land of the Telmori wolf people. They deal with Chaos.

SAFELSTER

A swirling kaleidoscope of city-states and variants of the Malkioni religion; most practice sorcery, though some worship Orlanth, Arkat, or other gods. The meeting place of a central Western culture with Theyalan and Hsunchen culutures on its borders . A thousand years ago, Great Arkat established this region as the Empire of Peace.. Since then, there have been attempts at centralisation, but unification even within a single city-state has proven difficult. City-states rival one-another. Within a city-state, there is a delicate balance of power between Monarchy, the leading Families and the Church, whether or not the populace perceive this. Meanwhile, each of these factions has internal power struggles, particularly notable in the response of the Church to various Heresies. The principal city-states in Safelster at the moment are Naskorion, Sentanos, Kustria, Otkorion and Daran.


NASKORION

Nation-state of Salfester, with a strong Orlanthi tradition. Many within Safelster would consider Naskorion to be part of the Wilds, as worship of Orlanth is common, but most citizens of Naskorion would disagree. Legitimacy in Naskorion tends to come from alliance with the oldest noble family, that of Firhals, the only family of pure blood. The Duke of Naskorion, Rainard de la Faucille, is seen as a foreigner, but has allied himself through marriage to the daughter of the Lord of Firhals, Ontor the Hammer. Since then, the Duke, has made use of the Uz trading routes to procure a force of Uz bodyguards from Halikiv. He has since taken lands to the north and south of of Naskorion.

Trading routes in the region of Naskorion and the east Wilds The principal human trade route follows the Doskior river up from Felster Lake to Melebar in southern Naskorion. This is rivalled by the Argan Argar insect caravans between Guhan and Halikiv, which are said to pass over or under the mountains on to Shadows Dance or the Shadow Plateau to the far northeast. There are also irregular Issaries caravans between Vesmonstran to the north and the East Wilds, passing through Vustria. Finally, there has recently been heightened activity of traders from the distant Lunar Empire. While it is not always clear what these Etyries merchants are carrying, it must be valuable for them to use the Kartolin pass from Dorastor.

Garema A newly formed county formed on lands taken from the Riagos. The Duke granted this land to those who had served him militarily. By setting taxes on these new barons at the same level as other, smaller and more established counties, he aims to promote expansion.

Bemelor This county is traditionally divided into the knightly fiefdoms of Enelor, Theewer (also a medium city), Dasegkor and Hrolan. Talaan is a castle. The second city in Naskorion is Bemelor, of a medium-size, fortified with an earthen rampart. It lies along the trade route through the country and is supported by rich agricultural land.

Kantara Half the inhabitants of this medium city are trolls, separated from the human half by earth ramparts and has the greatest caravansai for caravans in the Duchy. The humans have largely accepted the presence of the cult of Argan Argar due to the wealth this has brought.

Marost Heartland of Naskorion, this region has the most fertile land, now included parts of Borin recently taken, and is also the centre of trade. The city is the capital of Naskorion, the castle is the seat of the Duke, and neither have ever fallen to siege, supposedly because the walls were made from 100 swords taken from creatures killed by Arkat the Destroyer centuries ago.

Melebar This is a small city with a harbour, and serves as a trading post on the route from Safelster to Naskorion.

Kator This is a small city with a castle, once part of Borin but captured by the Duke a few years ago. The count and countess of Borin were killed in the battle for Kator and many of the inhabitants believe that the young Duke will rescue them in the future and recapture the surrounding lands. they bear a tremendous fear of the trolls of the Duke's bodyguard which are ensconced in the castle and only come out at night.

Xanost This county was once part of Sentanos and is held by the Duke’s chamberlain, Pierre Trideines. The seat of Xanost which city lives off the river. The general contentment of the inhabitants at the change of leadership is exemplified in the city of Nurleer. blah-de-blah. Thuran is a castle and was the seat of the Sentanosi lord.

Firhals This county is riddled with steep canyons and covered with dark, primeval forest. There is little land suitable for agriculture. The Lord of Firhals, Ontor the Hammer, is the only noble of Naskorion of pure blood. He worships St. Orlanth, Orlanth Rex aspect and manages his county exactly according to Orlanth's laws. Castle Defender is his seat.

Srowal This forested and hilly county is ruled, it is said with a hard hand, by Sroult, Lord of Srowal. He detests his Orlanthi neighbours and seeks to stamp out any worskip of their pagan gods in his county, as well as keeping a watchful eye on any Aeolian rites among his farmers. They complain little, for he always avenges fiercely and raids by the barbarians to the west. The seat of Sroult's power is the castle of Srowal. He is the fifteenth generation of his house to hold this county, all of them members of an obscure Arkati sect. This is the subject of much rumour, principal among these thathe is a devotee of Arkat the Deceiver. The only city is the small one of Zudial.

Greatrock This imposing castle, with its steep black walls and, so they say, its mortar made with the blood of the eastern barbarians defeated in battle, was completed in the last ten years. Orktbrak, the Uz champion of Naskorion, is posted in this castle, using it to launch attacks on raiders from the Raigos. Officially, Sroult is in control of this castle, and he has a garrison of human ducal soldiers there. He detests the trolls but is happy to use them from warfare.

Zorakarkat Temple and fort constructed by the Duke of Naskorion to facilitate the passage of troll caravans across Ralios. Trolls can open the magic gates, merely by pushing with their hands but others cannot and must use other gates. It is protected by the powerful spirit Zorakarkat, supposedly the manifestation of Arkat the Troll, and serves as the castle of Arkat Reborn. It took only two years to build, using the full resources of the Duchy, and before completion had become a symbol of the New Stygian Church of Naskorion.


ELSEWHERE IN SAFELSTER

Borin Reign of young count Darmangon, whose parents both die in battle with Naskorion. Through this battle, Rainard de la Faucille, Duke of Naskorion won the city of Kator and surrounding lands. Borin is the origin and stronghold of the Boristi heresy. Many Boristi remain in Borin.

Tarin Small kingdom governed by several kings who share power. They are deputized by a beautiful cloistered queen. (Tareos is a small city, Rhiannos as well, but is an important trading post).

Duchy of Sentanos Once powerful, this Duchy has been losing northern lands (in Syran) to the army of Naskorion. Prior to this, the Proven Appearance of Arkat, in which the state monarchy had invested its power and legitimacy, failed to prove its claim. Then the manifested spirit of a Lankst hero, Siglolf Soulcrusher, destroyed the army and leadership.


EAST WILDS

"East Wilds" is the label applied to varying portions of eastern Ralios, usually by dwellers in the more civilized city-states that surround Lake Felster. On occasion it is also used by the inhabitants themselves, but they usually see themselves as belonging to a clan first, a tribe second, and possibly a nation as a distant third; defining even larger areas than that is too abstract for them. The core of the Wilds is the Orlanth-worshipping Theyalan barbarians of Delela, Saug and Keanos.

Orlanthi Society The typical Orlanthi extended family consists of 20-30 people, living in round timber houses (with conical thatched roofs) on a farmstead, and affiliated with a clan. The clan is usually centred on a village, built up of smaller houses (5-10 persons in each), where craftsmen and other specialists reside. At least, this is the norm in Delela. Saugian clans are as a rule smaller, and are often concentrated in a village-like clump of farms. In Keanos, a single stead can be home to an entire clan, since up to 80% of its members can be out hunting or herding at any given time (during the cold seasons, tents are pitched around the house for additional space). The cities are exceptional in having a good deal of rectangular buildings; this is in Kilwin mainly due to foreign influences, in the other two a result of refurbishing old ruins. Most clans are self-sufficient in everything except salt and raw metals, so trade is rather sporadic. The aforementioned Issaries and Argan Argar caravans usually stop at Kilwin and Istakax, while the river trade from Safelster also reaches Dorflik. For the past four decades or so, foreign traders have appeared out of Karia once a year, claiming to worship the moon and to have crossed Dorastor and Kartolin Pass. This is an obvious hoax: they're just some northerners who for unfathomable reasons have chosen to travel through Ormsland (and possibly Telmoria as well).

East Wilds Politics Politics in the East Wilds is a complicated matter. While there does exist a formal organization on the tribal level, with various parties manoeuvring for power on the councils, getting clan leaders to pay attention is always a struggle. Real influence is more a matter of personal charisma than of having a place in the hierarchy. A combination of the two is of course a good way to entrench your position. Things get even more complex in the cities, where there are constant clashes between municipal and tribal authority, and "foreign affairs" becomes more than a question of who to raid this year.

East Wilds Religion The religious practices of East Wilders follow the general pattern of Orlanthi throughout the barbarian belt, with Orlanth and Ernalda as the most important deities, but there are some noticeable local variations. Apart from those noted below, specific tribes can also have peculiar modes of worship. The Lightbringers are all present, though only the Chalana Arroy cultists play their standard role. Eurmali tricksters are relatively common in Delela and Saug, and their outlaw status is usually only taken seriously if they commit an actual crime. Issaries is mainly the god of heralds and messengers; his trading aspects are only represented in the cities. Sages of Lhankor Mhy are lawspeakers, runecarvers and keepers of the oral tradition; there are no such things as libraries or 'research' in this region. Many other deities of the Orlanth pantheon are worshipped by their normal adherents: Gustbran (smiths), Mastakos (charioteers), Minlister (brewers) and Odayla (hunters). Humakt was once popular in the Wilds but has been supplanted by Orlanth, and now only has temples in Kilwin and Dorflik. Storm Bull cultists haven't found this area very attractive - there's too little obvious chaos. But there are a good number of hopeful Uroxi in the tribes bordering Karia, from which the occasional monster does appear. And the recent influx of suspicious-looking types in red is encouraging. There are a number of important local divinities, most obviously Ralia the Wheat Mother. Also in the fertility business is Pastoma, goddess of the Allspring river, and her numerous daughter-naiads (who are spirits of the various tributaries). Doskior, god of the river by the same name, is more inclined towards travel and commerce. Several local Heroes serve to personify aspects of Orlanth: Nikur of Blackburn (Thunderous), Aringor Darstalsson (Lightbringer), Alakoring Dragonbreaker (Rex) and Retter the Stalker (Adventurous).

Kingdom of Delela A confederacy of a dozen Orlanthi tribes under the erratic guidance of the Voshfrei dynasty.

Riagos Riagos tribe of the Kingdom of Delela is the most important enemy of the Naskorions.

Keanos Living on infertile land, the Keanos eschew agriculture, living rather by hunting and herding. While their land is heavily forested, it is free of Aldryamis. While fiercel independent, the Keanos are something of a political island as they have no interest in others' affairs and others have little interest in their lands.

This tribe originally lived in Saug, but was forced to migrate during the early years of the 2nd age. Being outlawed by the Dark Empire didn't bother them in itself, but their irate neighbours proved willing to enforce the edict ("maybe this'll teach 'em to keep their damn cats away from my chickens"). The only nearby land not fiercely defended by previous inhabitants proved to be the dismal stretch of highlands to the southwest of Saug. A few clans did try their luck in Karia, but they were never heard from again. Luckily, the people of this tribe had always been enthusiastic hunters - wild game is about the only natural resource found in Keanos. Needing to work hard on survival, and having plenty of elbow room, they soon lost interest in picking fights with outsiders. Today, hunting and gathering are still the primary industries, supplemented by raising a few sheep (the only animals it's possible to herd on these barren hills). The people are a withdrawn lot: the 30 clans only amount to a population of 5000, and inter-clan contacts are few and far between (which puts a damper on the feuding so dearly beloved by Orlanthi elsewhere). Hunters and shepherds spend long periods of time without seeing a single human being. Many of them prefer the company of their shadow cats anyway. A Keanan has no personal belongings other than what he carries around with him. There is only one settlement in Keanos large enough to qualify as a town: Lodan. Most of its population is transient - hunters and traders coming to meet each other in the marketplace. Here pelts are exchanged for bronze from Safelster and beer from Saug. Lodan is also a religious centre, with the only Major temples in Keanos, and the traditional home of the King. Valk the Hand is King by virtue of his age, experience and uncanny (for a hunter) skill at bargaining. His main objective is to keep foreigners from wandering around loose in Keanos; they might have ideas about trading directly with the hunters, thus avoiding his tolls. In Keanos, the frequency of membership in multiple cults is higher than usual for Orlanthi: nearly everyone worships two deities, Orlanth and one other based on profession (predominantly Odayla, but also Voriof, Mahome, Yinkin etc). Ernalda, Ralia and the other Earth goddesses are hardly present at all, since there is no agriculture to speak of in Keanos.

East Ralios Orlanthi The many tribes of East Ralios share a common culture, called Orlanthi after their chief god. The Orlanthi live by herding and farming. Cattle provide milk and meat, and sheep provide wool. Growing wheat is seen as a sign that you can't afford a herd, but it's important for brewing beer. Families live in round buildings with conical thatched roofs. These can be quite large, and are sometimes found in ringforts or hillforts, huge earth and wood structures large enough to hold the herds in times of trouble. The clan is the most important social organization, owning all land, and their own unique magic. Clans frequently form into tribes to further common goals. Tribes occasionally join into temporary kingdoms, usually to deal with an external threat. The clan thane and tribal king are each assisted by a council, or Ring. People are ranked as thanes, carls, cottars, or thralls. There is much mobility between classes, and the clan thane is elected from a large group of eligible kin. Outside Orlanthi society, it is said that they spend as much time tending themselves as their cows. Common adornments include bracelets, necklaces, torcs, elaborate buckles, dyed linens, and mirrors. All adult males are warriors. Hearthguards are full time fighters in the service of thanes, and may fight from chariots. Given the choice of armor or a sword, an Orlanthi would choose the blade without hesitating. Many warriors fight clad only in magic. Most battles are small, and preceded by boasting, threats, and challenges. Heads are a popular trophy.


Men are feisty, unpredictable, and passionate while women are calm, calculating and possessed. Although each gender has their own roles, there are no firm rules, and women often become hearthguards or kings. Marriage is a partnership, with husband and wife sharing in property. Children are part of the husband's clan. They're frequently fostered, and are initiated into adulthood with various tests. Orlanthi law is usually settled in a court, though occasionally there are judicial duels. Judgments include fines and penalties, perhaps including outlawry. The Orlanthi believe in spirits and gods which guide everything, and interpret events as being of divine origin. People are protected from the supernatural and harmful fates by geases, which prohibit dangerous behavior.

The major deities worshipped are: Orlanth: King of the World, storm god, culture hero, men's god. Ralia: Cow Mother, Wheat Goddess, Land Goddess, women's goddess. Issaries: The Talking God, god of travel and heralds Lankoring: The Knowing God, lawspeaker

Minor deities include: Humath, god of swords and death; Mastakos, Orlanth's charioteer; Chalana the Healer; Heler the Rain Bringer; Voriof the Shepherd, god of boys; Odall the Hunter; Gustbran the Smith; Drogarsi the Dancer; Bemurok the Storm Bull, chaos killer; Vinga the Adventuress; Eurmal the Trickster. Most clans worship their own heroes or local deities, and have Kolating, or spirit masters.


VUSTRIA

This parched, hilly area is claimed by no-one. Broken as if an angry stone spine had risen and been shattered in a thousand pieces. Its rivers leap off cliffs and shoot through gorges. The soil is different too, common plants do not grow while strange ones do. The only inhabitants are shepherds, Telmori, madmen and bandits.

Hsunchen (N.B. from David Dunham) In Ralios, the hunter-gatherer Hsunchen are to be found in Telmoria, Vustria, Basim, and Pralorela, as well as within East Ralios. All Gloranthan Hsunchen are descended from the Fiwan, the animal folk of Pamaltela. The original inhabitants of Ralios were Hsunchen, each tribe worshipping an animal totem. During the Dawn Age, Theyalan missionaries from the World Council of Friends converted many of them to Orlanth worship, but even these (e.g. Delela, Saug, Keanos) retain animal totems and creation myths derived from their Hsunchen past. Those who didn't convert (especially in Vustria) still follow the ancient animist Hsunchen practice where magical power resides in animal spirits, and can transform themselves into their totem.

Hsunchen tribes in east Ralios are: Alekki (moose) Basmoli (lion) -- note that the Sandrya and Basim tribes no longer practice hsunchen ways Damali (deer) Galanini (horse) Karoni (mountain goat) Lotari (raccoon) Pralori (elk) Telmori (wolf) involuntarily become wolves every Wildday. Udari (otter)

Several tribes are believed extinct, either because they were exterminated, emigrated, or all converted to Orlanth and stopped practicing the ancestral ways:

Bemuri (cattle) Bisami (muskrat) Jarvi (wolverine) -- the Sabadari wolverine people still live in Fronela Kivitti (elephant) Mraloti (boar) Various minor reptile tribes (including lizard, snake, wyvern, crocodile, turtle and chameleon) Velori (puma) Zebra The Sedrali dog-men from the Ballid Forest are considered beast-folk, not hsunchen. They are not usually found in East Ralios. Outside Ralios (in Fronela) live the Ghadari (wooly rhinoceros folk), Rathori (bear folk), and the Uncolings (reindeer folk) Methe the Traveller, an Issaries worshipper from the Belovaking clan, has more to say about the hsunchen…


OTHER REGIONS OF RALIOS

Rockwood and Mislari mountain ranges These define the eastern boundaries of Ralios. While their may have been traffic across these ranges in previous Ages, it is only trolls, flying creatures and the occasional Hero who are known to cross in the modern age.

Vesmonstran An Orlanthi region, but they are merely farmers.

Corolaland This is a buffer zone between Halikiv and it’s Orlanthi neighbours and is claimed by both.

Wonderwood An extremely magical Aldryami (elven) forest. Madmen are often described as having “gone to Wonderwood” and mushrooms or toadstools are often crushed underfoot with the rhyme “Back to Wonderwood you go/There your silent madness to sow”. Wonderwood lies at the foot of the Mislari Mountains and has through the ages (esp. the Second) been much-reknowned as a great hunting ground for its incredible beasts, which play a particular part in Keano hunting mythology.

Karia To the north of the East Wilds, Karia is rumoured to be a nest of Chaos, but this may arise from its proximity to Dorastor.

Halikiv A land ruled by an ancient lineage of trolls, in the far eastern corner of Ralios. Despite their geographical isolation, they are more familiar to the inhabitants of Ralios than are their Orlanthi neighbours, due to the caravans which cross many lands on their way to Guhan in the west.

Orsmsland Dragonewts control Ormsland. They are strange….

Ballid Aldryami forest (elves).

Tarinwood Aldryami forest (elves).

Dwarves They live in the Nidan Mountains and trade at Bad Deal, a Lankst name.

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