A reader's guide to Drowtales (worldsetting in brief)

A reader's guide to Drowtales (worldsetting in brief)

Postby Kite » Fri Apr 22, 2005 8:16 am

The Worldsetting of Drowtales in brief
an on-going guide to the underworld

To better help readers and roleplayers, I'm constructing this guide to spread more knowledge about the Drowtales' worldsetting. It's to aid readers new and old in what is, and isn't known, about the underworld and its inhabitants. Use this as a quick reference and introduction to the underworld in general.

First of all, this guide will not at first touch upon the Tei'kaliath and their origins. However, as more and more information is revealed through the Path to Power manga, it will be added and expanded (if possible). As a contrast to the Tei'kaliath, entries about Chel'el'sussoloth and other cities will be put in as a reference and example of underworld society and culture.

Please note: This guide is to be the world setting in brief. While I mean it to be encyclopedic in nature, it is not meant to be encyclopedic in length. While it cannot answer all possible questions, I'll do my best to link to or put in entries that people inquire about as time permits me, and edit the entries when needed. If you want to know more, reading the Moonless Age comics or browsing the Drowtales Wiki will educate more than this guide will. :)

Index

Frequently used Terms
Prologue
The Three Worlds
Fae, auras, and the use of mana
Elves, and the origins of the Drow race
Underworld society and culture


(Edit:
I'm revising the (old) players guide this month to make it more relevant with the remakes and new chapters. Many from the previous entries I made three years ago had broken links and had outdated information. I'll be updating them too. For now, please read the new posts I made here for world setting information (those, too, will be better organized with time). Feel free to poke me for urgent questions, but understand that I work during the weekday. :)

What I've posted here is something I've been working on for the past few months on my spare time. It's not complete, but I think it covers as much as possible. A bit of warning: it's a little wordy.)
Last edited by Kite on Tue Aug 30, 2005 7:39 am, edited 3 times in total.
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Frequently Used Terms

Postby Kite » Thu Oct 23, 2008 8:52 pm

Frequently Used Terms

A * donates a term that the Tei'kaliath may not know inherently due to seclusion.

Moons Age
The name of the age where the Moons War took place, which ended with the elves' exile to the underworld.

Moonless Age *
The current age, with the rise of the Drow races in the underworld.

Clan
An organization of people with strong leadership to bind them together.

Ill'haress
A leader of a major clan.

Illhar *
A leader of a minor clan.

Mana
A type of formless energy in the ethereal plane which can be manipulated to produce a wide variety of effects.

Aura
A creature with the ability to produce and contain mana has an aura. The aura itself is a container which mana pools into.

Nether creature
A being which exists in the ethereal plane. Commonly known as 'nether demons' for their ability to taint and possess aura bearing creatures.

Taint, Seeding
The result of a parasitic nether creature growing inside of a host creature's aura. It was nicknamed the 'taint' due to infected auras all having the same identifiable malformation (to those trained to see it).

Val,
Vel *
Honorifics used when referring to major clans, or politesse used when speaking to or of their high born. The honorific Val derives from the ancient times of Sharess. The honorific Vel was introduced by the Sharen clan when tainting became an accepted practice.

Fae
A race which possesses an aura.

Dark elves (dokkalfar), Light elves
Elves are an overworld race of fae. Dark elves lived on the southern continent, while the Light elves lived on the northern continent.

Drowolath *, Drowussu *
Drow are an underworld race of fae which evolved from the elven race. Drowolath have an ash-brown colored skin, while drowussu have grey skin.

Xuile'solen *
A breed of sightless fae evolved from the drow. They are also known to have stunted, nearly undetectable auras.

Ver'drowendar *
A drow seeded with a parasitic nether being, nicknamed 'tainted'.

Goblin
A name for the human and orc races.

Element
Anything that mana can pass through can be an element. Be it the elements of nature such as earth, fire, and air, or more material things such as blood and bone. Some elements are abstract, like pressure.

Sorcery
A fae's innate alignment to a particular element.

High Sorcery
Multiple innate elemental alignments, considered extremely rare.

Foci
A mana-infused object skillfully carved and inscribed so that it is attuned to an element.

High Art
The trained use of foci and sorcery to bend elements to ones will.

Golem
Something powered by the use of mana infused gems, usually mechanical in nature but can also be biological. This could be as simple as a lock or as complex as a machine of war.

Tir'ay
A form of martial arts favored by the Tei'kaliath.
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Prologue

Postby Kite » Mon Oct 27, 2008 9:43 pm

Prologue
The War of the Moons, the Exile of the Elves, and the founding of Chel'el'sussoloth
This text can be found in Chapter 0 (prologue), but it is slightly modified for the purposes of being informative.

Before the civilizations of man and beast grew upon the ruins of the northern and southern continent, great battles between many elven nations had raged across those ancient lands.
It was a world plunged into war.
Wars so terrible that the earth and the very moons themselves were scarred forever.

Unable to live in their homelands any longer, the elves moved away to the deepest corners of the world:
To the depths of the rifts below the mist seas, and to the deep caverns.
To the highest mountains and even into the sky itself.

Yet, step by step, they were pushed back to their last defences by an enemy they themselves had brought upon the world.

Sharess, once queen of one of the great dark elven nations, sacrificed herself to repel the invaders and led the survivors of the elves to the dark underworld below the earth.

There, under the world's surface lay a dark, barren world of tunnels and caverns; a sparse environment where life was permitted to flourish in some rare areas.

In an infinite darkness, many lights came into being. The renewed lights of civilization.

Her people saved, Sharess then disappeared into the enemy's own lands, leaving her exiled people to struggle for their survival in their new world.

Over time, some of the lights faded.

The few lights that remained began to glow brighter, their civilization expanding in the few habitable underworld lands.

Chel'el'sussoloth is one of these flowering underworld civilizations, where nine great city states and many other factions struggle for dominance within a massive populated set of sprawling caverns.

These lands knew its share of catastrophes and war, especially with the nine great powers splitting the lands amongst themselves. But water, heat, and protection from natural disasters allowed it to prosper, the population ever increasing.

Light is eternal and everywhere, pushing the darkness away to the edges of the land.

A hundred thousand people living in this small universe barely fifty kilometers wide. Forced to stack themselves on top of each other, always higher and further away or deeper into the recess of the caverns. With each new child born, the competition over food and living space increases.

Yet peace was kept for more than a millennia under the rule of the Imperial Queen: Diva'ratrika Val'Sharen, also known as the Val'Sharess. She is the eldest female of the greatest clan in Chel'el'sussoloth, the Val'Sharen, and one of the few that remain who knew Sharess: the savior and worshipped goddess of her people.

This small empire is the light of all that remains of the elves of this region.

The world above is now considered a hellish place full of dangerous beasts, and few dare to go and seek the fortunes of its ruins or its rare bounty of needed materials.

While the Imperial Queen keeps a semblance of unity between the great clans, not all is well in Chel'el'sussoloth.

Generations have passed and the elves have all but faded away. The children of the dark elves were born... changed, different from their parents. Their new children bore skin the color of ash and with each new generation, their hair began to lose its color, becoming a bleached white.

The elven parents were horrified, for their children were know longer elves. They had become 'drow', and this new race grew and had children of their own, and found themselves more adapted to their underworld environment than their elven ancestors. Slowly, but surely, the elves were replaced by this new species of survivors, and tension began to mount between the two races.

A war broke out on who should rule their underworld homeland, waged by the many generations of elves and drow in political and sociological battles, some ending in bloodshed. The elves lost ground little by little. While some managed to hold onto power, most fell into oblivion; forgotten or dead.

The dark skinned drowolath, whom the wars had made victors, spread far and became the majority.

The light skinned drowussu, a minority whose determination and unity had permitted them to keep several keys to the power of Chel'el'sussoloth.

The sightless xuile'solen, widely considered savages and scavengers, live in the darker places of the underworld. Their existence is said to be the unfortunate result of failed underworld settlements.

The red-eyed ver'drowendar, a raising phenomenon in Chel'el'sussoloth where drow intentionally seed their auras with a parasitic nether creature. The effect of the seeding permanently turns their eyes a shade of solid red, giving them the nickname 'tainted'.

The Imperial Queen once promised a return to the overworld, their ancient homeland, but a thousand years have passed and no effort to return has been made. The elves are now few, and their hope is fading.

In a constant struggle over tiny pieces of habitable land, resources, and food, the drow have entangled themselves in constant war with each other. In some places, things have become so scarce that the poor are forced to eat their dead. Yet, interest in returning to the overworld as a civilization is almost non-existent. The Imperial Queen's grip over the drow generations is slipping, and some fear that she may never be able to fulfill her promise to her people.
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The Three Worlds

Postby Kite » Mon Oct 27, 2008 9:44 pm

The Three Worlds

There are three known worlds:
The Underworld, where the drow have lived for a thousand years.
The Overworld, the ancient lands of the elves and now considered a wasteland due to the Moons War.
The Skyworld, said to be resident to the kingdom of dragons and their high cities.

The three worlds are ancient, and have all seen their shares of catastrophes. In a time already forgotten to the elves, shattered pieces of a broken moon rained down upon them, the pieces striking their fragile world. Their legends say that this is how the mist seas were born, and were the first cracks to reveal the labyrinth-like underworld beneath.

One thing known to the elves from their history is that the powerful winged dragons were once elves themselves, permanently transformed by their peers in times of need. They were numerous, and had constructed their own flying cities in the skyworld. In the Moons War, they too took part and suffered just as grievously as their kin. Little if nothing is known about how they fared since the elves' exile to the underworld, but rumors say their floating islands are still seen drifting in the sky.

The overworld was home to two great peoples: the dark elves living on the southern continent and the light elves the northern. One with skin the color of brown earth, and the other pale as milk. The dark elves were not one single people, either; there were nine kingdoms, each one different from the other, each ruled by its own queen. Of the light elves, nothing is known of their people in those times, nor why they warred so often with their darker kin; whatever became of them after the Moons War is lost to history.

The dark and light elves were not the only races who once lived on the overworld. The elves were but some of the fae, a species which have auras. There were the goblin races such as the humans and orcs, as well as the lesser bestial races such as the feral and naga, all of which are aura-less. The fae species is believed to be virtually extinct on the overworld now, save for the elves who managed to survive the war.

The underworld, before it became a refuge to the fleeing elves, was not lack of its own native peoples. Its most prominent natives were auraless, could only be described as extremely short, pale, and hairy with round ears. Unlike the elves, they were well adapted to the underworld and could live in extreme environments that the elves could not. Settlers who had the chance to stumble upon their fortresses and cultivated fields were not always welcome. It would not be unusual to say that many were tempted in to conquering the natives' lands and fortresses because of this. Most natives are hostile for this reason.

Chel'el'sussoloth itself was a region prized by the natives for its fertile fields and its rare natural light which the place gets its namesake: a giant pillar covered with a luminous plant whose pale glow could be seen from all corners of the cavern. The cavern itself is immense with many shelves, levels, and stags of rock that hung from the ceiling and rose high from the floor, with several passages leading directly to the overworld's surface.

Most regions settled by elves were not as lucky as Chel'el'sussoloth with natural resources. Most still remain in the dark, for there were many tribes of elves which fled independently from those who founded Chel'el'sussoloth. It's unknown how many settlements survive to this day, or how many existed in the first place, for the underworld is still largely a mystery.

With the overworld a wasteland and the elves gone, the once suppressed and enslaved goblin races rose and took the empty lands for themselves, managing to survive the aftermath the warring elves inflicted upon the world. The tribal goblin race, the orcs, took the northern continent. The industrial goblin race, the humans, took the southern. In Chel'el'sussoloth, caravans and raiding parties often part for long journeys in the overworld to trade for or plunder goods from the goblin villages.

With resources in the underworld becoming more and more difficult to acquire with the passing centuries, caravans and raiding parties are becoming commonplace. Yet, in Chel'el'sussoloth, interest to rebuild civilization in the overworld is low. The overworld immediately above is a wasteland, as many who have seen it with their own eyes will say, and travel is too long and dangerous to reach habitable land. This subject is still highly debated in the council meetings between Chel'el'sussoloth's nine high clans.
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Fae, auras, and the use of mana

Postby Kite » Mon Oct 27, 2008 9:44 pm

Fae, auras, and the use of mana

The Aura

Elves are, if conditions are right, capable of living near immortal lives. Not that they're immune to death or disease (they bleed just like anyone else), but in the sense that they can live for many centuries. The condition is simple: if they stay together in large groups, their bodies will not age past late adulthood. This is a trait widely shared by the fae, a species defined by one thing: a living aura. The aura, and the mana it produces, is just as important to a fae as its own physical body.

As a body needs nourishment and care to survive, the aura of an elf needs mana. Like all fae, the elves' aura palpitates mana through its body. The more fae there are in one area, the more mana there is. Great amounts of mana produces a pool (of mana), and that pool in turn feeds the auras. So long as there is a pool of mana to draw upon, the auras remain efficient in palpitating mana. If there isn't a pool, the elven body has to produce more mana for itself, the overcompensation to feed the aura causing stress and wear upon the body. In other words, an elven body dies slowly if no pool of mana is present. Dying can take up to 50 to 100 years, quicker depending on how old or how large their aura was. In a well-developed society however, death by 'old age' is something that simply doesn't happen. It's considered a really terrible way to die.

The number of fae needed to meet the condition of immortality for elves is difficult to measure, for not all auras are the same. The auras of most fae grow as they age, and as that aura grows so does its need for mana. Further complicating the matter, most fae are born with auras of varying sizes. Ancient queens and powerful leaders would travel with their armies if crossing a desolate area, while a normal elf would need only travel in groups or in a caravan. While having a large aura may seem like a burden, it has played an important role that the elves grew to exploit greatly in their society: the manipulation of mana.

Mana

Like the aura, mana exists on the ethereal plane, invisible to most forms of life. It's a form of energy that permeates through nearly all forms of matter, and through the aura it can be used to manipulate that matter. It's not as simple as may first appear to be. The matter described in this case is anything in the material plane, covering even abstract conditions such as heat and darkness.

When matter is infused with mana, the mana becomes harmonized with it. This attunement between mana and matter is called an element, which is the bridge that elves have come to exploit. With training, an elf can harmonize their aura with an element, allowing them to shape the mana within it, and thus the matter, to their will. Some examples of common elements are heat, cold, water, and earth. Mana can itself be used like an element, and is considered the most basic of them all.

At birth, the aura of a newborn fae becomes aligned a specific element, meaning that they are more naturally inclined at manipulating the mana of that element. This natural alignment to an element is called a sorcery. In extremely rare occasions, the new aura can be aligned to several elements at once; this is called a high sorcery, and the mix can produce some very unusual results. While sorceries are said to be influenced by the elements which the elves expose to themselves to, the chance of high sorcery is believed to be highest in royal bloodlines.
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Elves, and the origins of the Drow race

Postby Kite » Mon Oct 27, 2008 9:44 pm

Elves, and the origins of the Drow race

On the Overworld, two races of elves dominated the continent: the light elves, whom lived on the northern half, and the dark elves, whom lived on the southern half. Light elves had, like their name implies, light colored skin and preferred the sun. Dark elves had darker skin, and preferred the twilight of the moons. Their differences were not just skin deep, however. This difference we'll discuss in length another time.

Dark elves favored a matriarchal society; their women presumed the superior sex because of both height and ability to give birth. Not to say that their men were weak; this was certainly not the case. In truth, they are probably more physically equal than the human sexes.

Another trait which defined the dark elves was their brightly colored hair. Shades of purple, blue, red, green, and everything in-between. While the color of their eyes were just as brightly colored, there was one shade which did not naturally occur: red eyes. Red eyes were the sign of a serious malady: that a netherworld creature had infected the aura.

Of the fae species, the elves are a race particularly sensitive to mana. It defines much in their ways of life, and even their evolution. An elf's elemental alignment, or sorcery, is one example of this. Sailors were born water sorcerers, farmers had plant and earth sorcery in their family, etc. Where they lived and how they lived their lives influenced their children to come. But from time to time, something different happens, especially with abrupt change.

It was the War of the Moons that drove the fae race into near extinction, harried by netherworld creatures which consumed mana and infected auras, causing many to die outright or worse, turn into monsters themselves. Unable to combat this threat, the elves fled the Overworld and found refuge underneath the world's surface: the Underworld, where they had to face a new set of challenges.

The underworld was unfriendly, sparse, and dark. Very dark. The scattered elves made settlements where they could. Those unable to make peace with the natives had to conquer them. Those unable to find sufficient food and resources had to be creative, or die. Those unable to find natural light were forced to make life possible without. The road was hard, but somehow, some managed to cultivate new civilizations. Life struggled, but survived. The foundation was set for future generations to build upon, but realization was setting in that those future generations would not be elves, for in the settlements all their children were born changed.

The origins of the Drow

A new race was born from the elves that took refuge in the underworld. Their bewildered and frightened parents named their strange children 'drow', for the ashen color their skin and hair had taken. Their eyes, still as bright as their parents, could see better in the dark. The newly born race was different and overall, more adapted to their parents' new underworld environment.

At first, elves did not take to their new progeny well. Those that were not killed at birth grew, and prejudice was high. With time however, it began to dawn upon them that no new elves were being born in the underworld. Acceptance took time and soon became fact, and with no new elven children the race of elves were slowly fading away with every death. The drow were quick to fill any gap their parents leave behind, and their increasing appearance in society became the norm.

The drow were at first split into two sub-races: the drowolath, named for their darker skin; and the drowussu, named for their lighter skin. Of the two, the drowolath had better vision in the dark and were the greater majority. The drowussu, like their elven parents, favored places of light.

Even in their success, the drow, like their elven parents, began to face similar challenges from their own changed kin.

Like the elves birthed the drow, the drow birthed the xuile'solen. In the far reaches of the underworld where the lights of society had failed and life was difficult and cruel, this new race came to be. The xuile'solen are, at first glance, drow born without eyes. They thrive in a world devoid of sight, relying upon their other honed senses. Also unlike the drow, their auras are small and their teeth and jaw are more suited for bestial predators, allowing them to open their mouths to an unnatural degree to swallow some smaller prey whole. -- Most societies cast out babies born as xuile'solen, if not kill them outright. Those that are lucky to survive are often taken up by wandering tribes of their own kind.

The newest of the races are the red-eyed Ver'drowendar. The Ver'drowendar are unlike the other races, in that they were not born the way they are. They were drow or elves whose aura was changed, seeded with a netherworld parasite. The effect of the seeding permanently turns the host's eyes a shade of solid red, giving them the nickname 'tainted'. The reasons for being tainted are varied and not always on purpose -- some undergo the seeding for personal gain, while others are 'infected' due to encounters with nether creatures. The nether parasite feeds upon and grows within the host's aura, yet its presence also immunizes the host's aura from being seeded by other parasites.
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Underworld society and culture

Postby Kite » Mon Oct 27, 2008 9:45 pm

Underworld society and culture
known underworld cities and regions
An unfinished section. I didn't have time to include everything that I wanted, but it should be enough. The Tei'kaliath's old city is not included here.


As underworld civilizations grew and connections between cities were made, it became apparent just how much the elves lost, and how dominant the drow race had really become. While a great many settlements failed, the ones that survived flourished, each different in their own ways due to centuries of isolation and struggle.

Nidavellir
A region of the underworld open to the sky. Nidavellir is a land shrouded dense fog, also called the Sea of Mists. It is easy to lose ones' way here.

Chel'el'sussoloth
The great Jewel of the Underworld, home to the most nations of elves that exiled themselves from their ancestor's lands and one of the rare places where drowussu could be found. It is most known for its giant pillar of natural, luminescent plants which bath it's caverns in a perpetual twilight. Chel governed by the imperial queen Diva'ratrika, who was mandated to protect what is left of dokkalfar civilization, and the council of the 9 high clans. Calling it a 'city' would not do it justice for the reality of it's political situation and size; it is more like an empire comprised of many city-states ruled by the different clan factions, who from time to time war upon each other.

Char
The distant, small town of Char is shrouded in myth, for it does not receive many travelers and is known to be difficult to access. Few wish to go so far in the northern underworld, under where the ancestral lands of the light elves used to be. Tales speak of it's town being ruled by a single clan of spirit summoners, and that it is plagued by surrounding nests of xuile'solen tribes that pillage and eat unwary stragglers.

Hel
This city is said to be a terrible place that would make even Char appear as a nice place to live in. Hel cannot be reached by underworld means as an ocean separates it from the rest of the region.

Hive
A hidden community of driders under the Mother's watchful gaze, located in the outskirts of Chel'el'sussoloth. It's a peaceful community with no influence or army.

The city of fallen clouds, Machike'shikumo
An ancient castle of the dark elves that fell into ruin. It was taken over by the Sarghress who turn it into an outpost and gateway to the overworld. A favorite spot for relic hunters and a safe heaven for anyone who wish to explore Nidavellir.

Doebrim'linthel
A dvergar trading town. Accepted by the drow as safe but sometimes rebel dvergar use it to spy upon caravans to ambush later on.

The silver city, Nuqrah'Shareh
The Ill'hardro clan's city of origin. The people are traders, their origins being from the same dark elven nation that created the nomadic Siyah-khorshed, known to be raiders; two sides of the same coin. Nugrah'shareh is a city more docile than most with the peaceful Illhar'dro ruling it with economical power rather than military. Even though the city is more distant than others, they hold so many outposts that they can remain competitive in the world market. Every major settlement has an Ill'hardro outpost, including Raveran which they managed to take over economically due to it's proximity. The great fortress within the city is named Quasreh Nuqrah.

Raveran
Small, peaceful town that has many ties with Chel'el'sussoloth and Nuqrah'Shareh thanks to the Ill'hardro clan.

The nomadic town, Siyah-khorshed
Both a clan and a town of its own, the siyah-khorshed are home wherever they go. With no resources of their own to exploit, they make a living out of raiding and trading. They are considered by many the plague of the underworld.

Mimaneid
City in the roots of a giant world tree, and origin of the Nal'sarkoth clan. It is located near the nidavellir and many of its people settled there as farmers to grow food. The roots of the tree are mythical in size, reaching far into other nations. It's people claim that the tree is impervious to fire, for even though a cataclysm burnt its leaves and consumed all life surrounding it, the tree itself endured and slowly came back to life. The city has some racial diversity due to other elven nations having settled in it, but not much in comparison to Chel.

A rogue dragon, Vidopnir, is said to roost in the tree and is sometime consulted by the people of Minameid. The people there developed a lot of sorceries related to nature, making them very powerful in their own lands but vulnerable in a nation such as Chel'el'sussoloth which is mostly made of rock.

Mimaneid is much rich in supplies of food thanks to the soft earth, the tree itself, and their proximity to the sea of mist. Foreigners who make the mistake to threaten their tree with fire pay dearly when their plans failed.

"I'm no vidopnir," is said to be heard often as a typical answer to a question the native doesn't know. Or equivalent expression.

The emerald city, Felde
A town situated upon water in the Nidavellir. Built upon the side of a mountain of hard ore, the people of Felde dug themselves a safe haven at the mountain's base. Their town takes great advantage of its land building both vertically and horizontally, up and down along the mountain's walls and crevasses, above and around the surrounding lakes. Their hanging city shimmers due to the ore extracted from the mountain, and for rich travelers it's like a resort, a place to escape the stress of Chel'el'sussoloth. Real estate in this place does not come cheap or easy, and those that live or stay here are either wealthy, or natives. The natives are mostly fishermen who work to provide food for the rest of Felde, found living along the city's bottom where the ground is rocky and houses are cheap.

The town of scholars, Sha'shi
A research post funded by the Sharen clan, a rumored source of their extensive golem development.
Sha'shi is a town set haphazardly in the middle of the sea of mist. It's built upon against a fallen fragment of a moon, whose ore is crystallized due to its hot entry into the planet in a time long forgotten. Sha'shi's unlimited source of exploitable gemstones attracted many researchers from cities across the continent: Chel'el'sussoloth, Nuqrah'shareh, Mimaneid. Due to its distance and lack natural resources, it's a costly place to live in.
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