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The Nations of Entar
« on: September 17, 2013, 03:25:07 PM »
The Nations of Entar

The Nations of Entar are the distinct geographical regions that have been made up over the years, through unification, conflict, succession and strife.  Not all are unified under one rule, but are historically significant areas.

[I.   ]  Valgard
[II.  ]  Andüné
[III. ]  Elentari
[IV.  ]  Khalar
[V.   ]  The Wastes
[VI.  ]  The Outskirts
[VII. ]  The Southlands
[VIII.]  The High Seas

The Northern Lands - Valgard

What is today known as Valgard, is by most people held to be the region where the ancestors of modern-day Entarians first set foot during the war-fueled exodus from the East. It was where primarily humans set up camp and started the machinery that would later fuel the exploration of Entar, becoming the single biggest and most successful region of Andüné. The Shield was also founded here - an organization that sought to protect Entar from any pursuers the East. After civil war and revolutions that would span half a generation and succeeding from the Andünése Empire, Valgard established itself first as a republic, before morphing into a sort of feudal monarchy.

Valgard is home to Entar's largest army, with all their forces combined. For one, there is Valgard's national army, which was chiefly the moving arm in gaining independence from Andüné and later overthrowing the nobles who rejected the idea of increased democracy. Perhaps even more awe-inspiring is the Northern Legion, an elite order of honorable knights, cavaliers and paladins who have sworn to protect Valgard and its people.

The river Vaaryn physically splits Valgard into 4 primary regions - north, east, south, west - with each geographical location corresponding to a certain ideological and political movement. Each region is split into regencies, each ruled by a Regent that holds a place in Valgard's Senate. There is a total of 12 regencies.

Politics and culture aside, Valgard is a beautiful and climatically diverse land. From the frozen Illyian Tundra to the rolling highlands to the open fields, from sharp coastal cliffs to steep mountainsides, Valgard stretches from one side of the spectrum and all the way over to the other.

Valgardian tidbits
  • Population: Predominantly human. The biggest diversity is found in the capital, mostly due to its cultural significance.
  • Neighbors: Andüné and Elentari to the south, the Wastes and the northern part of the Khalar Mountains to the west.
  • Capital: Elenion, which also called the City of Gods due to it being the only city in all of Entar that features a temple to every god. Aside from the religious diversity, Elenion is also host to the Great Library.
  • Points of Interest: Most notable of all the points of interest is the Dragon Vale, home to the peacekeeping Dragon Riders. Second comes Anfalas, the Tower of Sorcery, Entar's highest authority in all things magic. Then there are others, like Ostair Academy and the Shield Strongholds.

Further reading and details that may be omitted here can be found The Republic of Valgard article in the Grand Library

The Old Imperial Heartland - Andúnë

What was once part of a burgeoning human Empire, Andúnë is today a major nation in the lands of Entar, under the Paternal rule of their King.  Previously it had been a vast Empire along with what would become the Nation of Valgard.

After nearly three centuries of war and corruption, the turmoil in Andúnë at last settled down. But the damage had been done. Valgard suceeded from the Empire. Millions of crowns (gold) in debt, Andúnë could no longer afford to maintain control of the Haldarac Desert. The now small city of Tarsis declared its independence. Pirates roamed the neglected seaways. Andúnë was an empire no longer.

While a Shadow of its former glory, Andúnë retains a high level of prosperity, comprising many cities, including the Capital of Míriel.  They enjoy intermediate trade between their neighbours in the North and West, being Valgard, Khalar and the Elentári.

While perhaps not as powerful as intimidating a military as their former bed-mates of Valgard, Andúnë sports a large army and navy.  At the centre point of their armies are the Royal Knights who have sworn fealty to the Crown, command the armies of Andúnë during times of war, and dispense the Kings Justice during times of peace.  The once powerful, sea-superiority navy of Andúnë has been reduced but still has the ability to keep the waters of their nation clear of invaders and ne’er-do-wells alike.

Andúnë is coastal to the east and enjoys lush rolling countryside in its heartlands.  The River Vaaryn runs through the heart of Andúnë, making it an ideal land for farming.  The inland skirts the Elentári woodland to the east all the way up north to the shared border with Valgard.  To the south the Andúnë territory fades into wilderness around the limits of the Lemvices River, stemming from the Great Lake of Anorien, with the Southlands picking up the harsher terrain of the former parts of the Empire.

Andúnese Tidbits
  • Population: Like its former bedfellow, predominantly Human, but with a large diversity of Dwarves and Elves.  Elves can especially be found round the Elentári Borders.  Diversity of all kinds can be found in the Capital
  • Neighbours: Elentári in the northeast, Valgard and Khalar to the north.
  • Capital: Míriel, boasting the largest seaport in Entar.
  • Points of Interest: Many places in Andúnë are interesting for all walks of life.  The Anorian Lake is one of the Largest in Entar and sports a lush county on its shores, as well as the Anorian moorlands claiming host to many a Myth and Legend.  The Capital is a breathtaking and diverse city, well worth seeing.

Further reading and details that may be omitted here can be found in The Kingdom of Andúnë article in The Grand Library

The Emerald Jewel - Elentári

The nation of Elentari lies deep within the mystical and fertile forest of the same name.  The woodlands spread out in a vast sea of emerald making up the largest forested area of Entar.  Within the nations forested borders there a few cities, but like rare gems themselves to behold.  Seemingly native home to the Woodland elves, who can be seen, as often as hidden amongst the glades, clearings and denser parts of the woods, and within the cities within the borders.  Also resident within the cities of Elentari are the High Elves, who's original home was destroyed in great tragedy in ages past.  Amongst the trees outside the grandeur of the cities can be found small settlements amongst clearings or even incorporated into the boughs and trunks of the grander trees.

While clearings and glades are not uncommon, under the rich verdant green canopy of the woods little sunlight pierces through.  While gloomy patches are common place, the woodland is not without its sources of light, be they conventional or phenomenological.  Because of the wild nature of the seemingly untamed yet beautiful woodland, the unprepared are best to stick to the beaten tracks, lest they become pray to the wildlife that dwells within.  Despite the best efforts of the denizens of the woodland, not all creatures that stalk the dark pathways of the lesser patrolled area are as natural as the wolf or bear.  While the woodland can be a serene and peaceful place, excellent for one seeking solitude and meditation, therein lies a contradiction from the very biome itself.  The very nature of the woodland is that those wishing to evade notice, prey on the helpless from the shadows, or rob from the less fortunate as they make their way from city to city may find a boon within the woodland setting.  That is, if they can evade the patrols of the Royal Guard, charged with the protection of the woods.

A central river flowing through the woodland supports most life with smaller branches seeping to the wider parts of the forest.  This river flows all the way out into the neighbouring nations.  While many different houses of nobility hold influence in distinct sectors of the woodland, the woods themselves can be easily carved into three distinct areas.  The Northwood is probably the most mystical and naturally breath-taking part of the forest.  This is in part due to the Woodland Elves deep seated love for nature, and the harmony that encompasses their being there, being the main home of the Wood Elves.  Northwood shares a border and trade route to Valgard.  The Soutwood is similar but less mystical in nature than the Northwood.  It is a tranquil part of the woodland that was, upon the razing of their home nation, the choice of settlement for the High Elves.  It should be noted that while the two different Elven races seem to have divided the woodland, there is no segregation and both races of Elves live happily in the North and South.  The Southwood shares borders and trade routes with Andúnë.  Finally the Westwood.  A stark difference between the other two sections of the woodland.  The Westwood is almost feral in nature.  Wild and dangerous in itself.  Brigands freely roam, and the Royal Guard enter only with due cause.  A savage and wild nomadic tribe also roam this part of the forest, and have been known to harry the borders of the North and South woods. 

Elentarian tidbits
  • Population: The majority of the population is Woodland Elves and High Elves.  Uncommonly Humans can be found to live in the cities of Elentari, and it is rare for any other race to inhabit the nation, but not impossible.
  • Neighbours: Elentari shares borders with Andúnë, Valgard and Khalar.
  • Captial: Highwood is home to the Royal family and leaders of the people of Elentari
  • Points of Interest: The Woodland itself is a natural spectacle, and its cities a wonderment.  The Westwood is an area ripe for those of a more adventurous nature, but all should be careful of the infamous Uhai and his wandering band, who make their home in the Westwood and harry at its borders.

Further reading and details that may be omitted here can be found in The Elentári Woodland article in The Grand Library

The Spires Of Entar - Khalar

The staggering peaks of the Khalar Mountains make up the majority of the diverse and majestic scenery which is the home of the Dwarves.  From snowy northern peaks, all the way to the gloomy entrances of the Underdark, Khalar is both a sight for all, and a place with its own inherent dangers.  Dotting beneath the mountains are the great Dwarven cities, varying in size and spectacles.  These cities were crafted centuries ago by the greatest Dwarven craftsmen.  Also beneath the mountain can be found many caves of varying wonder and danger, as well as mines and ancient vast halls of Dwarven houses and Lords long forgotten.  A long with these wonderments of the world is a natural phenomenon, the Norzane;  A Desert of Ice, often referred to as the cold heart of Khalar.  While a treacherous place of howling cold winds and jagged sheets of ice, the Norzane serves as a divide between some of the major clans of Khalar, and is where trade routes cross over.

Khalar has eight clans, the oldest and largest of these being Clan Khur and Clan Thorgar.  Each clan has lands of varying size, depending on the size and strength of each clan.  Naturally, the cities of Thorgar and Khur are ruled by the clans of the same name.  Khur holds power in the fact that the city and its mines are the largest, and with the exception of rare lucky finds, the only source of Mithril in Entar.  Thorgar holds not only the power of being the only city built in the Norzane, but also being the guardians of the major meeting places of all trade routes. Thorgar is also a sight to behold, being built in both the mountain and the ice, it is comprised of majestic carved halls of ice and stone, and houses a popular tourist attraction of decadent hot springs.

As the Khalar range also houses the entrances to the Underdark and as such the only traffic route out of the Wastes, la nds are patrolled by their respective clans, but can be treacherous for those that stray from the beaten track.

Khalar tidbits
  • Population: Predominantly Dwarven as residents of the cities and settlements.  Orcs and Goblins can be found roaming the mountain ranges.
  • Neighbours: Elentari to the South-east and The Wastes to the North.
  • Capital: There is a divide between the cities of Khur and Thorgar, as such there is not a strict capital in Khalar, but due to the political structure of the Dwarves, each clan has its own land and home of differing size.
  • Points of Interest: The mines and the Dwarven constructs are of particular interest.  For the more adventurous there are many caves, and hidden structures within the mountains, the Norzane is home to rich trade but great risk.  Many entrances to the Underdark can be found in the mountains.  The hot springs of Thorgar are of interest to outsiders.

Further reading and details that may be omitted here can be found in The Khalar Mountains article in The Grand Library

The Desolate Lands - The Wastes & Underdark

Once the oldest and greatest of kingdoms in the land of Entar, but now a desolate wasteland, with nothing but trecherous danger.  The Wastes promise nothing but danger and ill fates to all.  Situated in the north western region of Entar, the Wastes are surrounded by the jagged spires of mountains.  Not only are the mountains nigh on impossible to cross in themselves, during the desolation of the old kingdom, the wastes side spires became unnaturally formed, making it even more difficult to cross.  This is why it is often considered the only way to get to or more likely from the Wastes is through the caves of the Underdark that make up a labyrinthine collection of tunnels that cover the entirety of the Wastes and spill out beyond the mountains in several poorly mapped areas.

The Wastes were once home to the kingdom of Loriath, the home of the High Elves.  During a great struggle with the forces of Darkness, the desolation occurred, and Loriath itself was dropped beneath the sea, the vortex of death and destruction leaving the scarlet tinged Blood-Red Sea.  The desolation of the lands began and what little is left in knowledge of the old kingdom is now the Wastes.  Many great battles were fought during these times and all people faced great struggles until the very desolation of the kingdom all but sealed the wastes from the rest of Entar.

Now a frozen wasteland, the only real settlements exist within the Underdark, the several cities of the Dark Elves, the remnant of Loriath who turned to the Darkness rather than fought it.  The largest of these, and the Jewel of the Drow is Shar'Oloth.  The web of tunnels from the Underdark connect to the city at the four majoy compass points.  The city itself was constructed during the second age upon a great plateau that rose from the middle of an underground lake in the cavern known to the Drow as Khandrakhar.

Another notable feature of the Wastes is the Maelstrom, beneath which it is believed the Darkness, Maedhros, is sealed during the last great battle of Loriath between Maedhros and Aldaron.

Desolate tidbits
  • Population: Predominantly Dark Elves
  • Neighbours: Strictly Khalar, due to the nigh impassible mountain ranges, and the best option to exit the Wastes being through passages to the mountains in the Underdark.
  • Capital: Shar'Oloth.
  • Points of Interest: The Wastes are a terrifying spectacle to outsiders.  A desolate wasteland, the Underdark could provide much interest to foolhardy adventurers.  The Blood Red Sea to the north along with a Maelstrom serve as a reminder of one of the greatest disasters to hit Entar.

Further reading and details that may be omitted here can be found at the old library.

The Freed Lands - The Outskirts

The Outskirts, similar to the Southlands, are not in essence a unified nation, but a geographical and historical area from the ancient empire.  There are several notable areas within the Outskirts.  There is the City State of Narim, originally a coastal fortress of the Andúnese Empire in the times of the Black Citidel it was abandoned by its Empire, only to be 'liberated'.  Now one of the less savoury places in the world, Narim is a hive of crime, piracy and corruption.  Run by the three most powerful criminals and pirates, Narim offers little in the way of official law.

The largest land within the Outskirts is likely the Haldaric Desert.  The endless sea of sand is home to some of the more exotic and rare species of Entar; the Katta and Klithik.  It is also home to the Barbarian Human tribes, nomads who have adapted to the harsh environment over the years, as well as desert Orcs.  There is little in the way of permanence in the shifting sands, and settlements are often as mobile as their nomadic builders.  The only city that stands within the harsh climate of the desert is that Xak Tsirioth.  The city was founded in times of struggle between desert Orcs and the Katta and humans.  Those who rallied to build a fortification for themselves eventually founded the city.  Through many factors including the harsh environment and the nature of its founders, law keeping in Xak Tsirioth is both strict and intense.

An area of particular note in the Outskirts is the Steppes of Valenthia.  A fertile grazing land home to yet more clans of Orcs, Katta and Barbarian Humans as well as some more fantastical and rare species this was a gem which was lost to the Andúnese Empire.  When the Outskirts broke free from the struggling Empire it was the major settlement of Olrig's Bluff that made their succession possible.  A sprawling settlement on the high mesas of the Steppes, Olrig's Bluff was sometimes referred to as "The Barricade", as its defensible nature coupled with the stretched resources of the Empire made it virtually impossible for any to contest the succession.

Finally, The Quegan Jungle spans to the South East of the Outskirts.  Technically the Jungle can either be considered part of the Southlands, or in part the Outskirts, The Jungle is home to further tribes of Katta and Jungle Orc.  Dangerous and exotic, the jungle features nothing in the way of major settlements and is also home to many exotic animals and plant life.  The sentient species that occupy  the Jungle tend to move around throughout the year, with the exception of Camp Orgaatar, a large Orcish fortress and the ancient ruined city of Kattan, an ancestral home to the Katta of the Jungle, but essentially a relic that certain tribes may come to inhabit from time to time.

Outskirts tidbits
  • Population: Humans, Katta and Orcs are the dominant population of the Outskirts.  Goblins can also be found within the Quegan Jungle.
  • Neighbours: Primarily Andúnë to the east and the Southlands to the south.
  • Capital: While not a united nation, the largest city is Xak Tsirioth.
  • Points of Interest: The vastness of the Haldarac contains many wonders and sights for the adventurous, with far to the west being the main Orcish hub, including their trade routes.  In a similar fashion the Quegan Jungle is of interest to expeditionaries and adventurers.  Olrig's Bluff is a sight to see, as the fabled "Barricade", one of the most defensible locations in all of Entar, providing the gateway to the Outskirts and Southlands.

Further reading and details that may be omitted here can be found at the old library.

The Lands Of Old Exile - The Southlands

The Southlands are made up of the Lush plains of Falathrim in the west, the Zurgas Mountain range in the east and the Impregnable Forest in the South.  The lands were originally relatively far flung from the Andúnese Empire and relatively untouched by the Humans, Dwarves and Elves.  It was as a result of this that those who originally went in a different direction from those nations would 'exile' themselves to the south to live in peace.  The plains are dotted with farming communities of differing sizes with the supported by the Dúrlonn and Zurgas Rivers.

After the succession of the Outskirts from the Old Empire, and the formation of Olrig's Bluff, the Southlands experienced a level of security from the politics of the other nations, and was made even more of a haven from all the lands to the North.

Possibly the largest settlement is the city of Fenn, situated on the Fenn Delta to the south.  Known as the city of flowing water to some, it sprawls on both land and artificial islands amongst the outlets of the delta.  It is also a coastal city and enjoys a rich fishing culture.  Fenn acts as a major hub for trade in the south, and in the modern age enjoys trade routes all the way through some of the various northern nations.

The Southlands are protected by a collective army known as the Muster, who while no longer were needed to protect from potential conquerors from the other nations, have maintained their skills with many clashes with Orcish clans.  To the West of the Southlands is the city of Aeluin, a dark place and home of the Black Orcs, who give most trouble to the Muster.

The Zurgas Mountain Range includes the currently dormant Zurgas Volcano, which was once responsible for creating the desolate region known as the haunted quagmire, a place where few will tread.  The Mountains are home to a few of the rarer seen races in Entar, the Dracons.  The Mountains themselves are breathtaking as their black spires are seemingly immaculately chiselled onyx, a phenomenological natural formation.  The mountains are also home to nomadic settlements of Minotaurs.

Also in the Southlands there is the Impregnable Forest, in which little is known.  Few common a person tread in this place, and it is named as such for a reason.  It is an ancient and dense forest, and what little is known to live within are some creatures of a fantastical nature thought to live on the outskirts of the forest.

Finally far to the east of the Zurgas mountains is a region known as the Maw of Death.  Little is known about this region, as a disaster thought to have occurred during the ushering of the Fourth Age created this twisted area of land and sea alike.  Few have even dared to explore this area.

Southland tidbits
  • Population: Diverse.
  • Neighbours: The Outskirts.
  • Capital: Like the Outskirts, the Southlands are not a unified nation, but the largest city is Fenn.
  • Points of Interest: The Impregnable forest is of great interest for those who dare, the same with the Haunted Quagmire.  The Zurgas Mountains are also a sight to see.

Further reading and details that may be omitted here can be found at the old library.

The Deepest Blue - The High Seas

The High Seas, or rather the Azrae Ocean is not a nation as such, but has some notable areas.  Deep sea voyages are only starting to become a larger thought about topic since the original colonisation of Entar by Humans from the east.  Deep sea voyages are dangerous and attempts to return to the east have never returned to date.  As such typically ocean voyage does not stray to far from the coastal areas of Entar, out to certain respected points.  This made another natural barrier to the Southlands.  While it was not unheard of for a daring buccaneer to risk the trip and succeed, it was generally accepted as too much of a risk for navies to attempt.

Add to this the area known as Sailors Bane.  A jagged and uncharted region of sea littered with reefs, under-sea volcanic activity and harsh visual conditions.  Also speculated to be the home of various vicious sea creatures in the spinning of yarns by old sea dogs, this region is steered clear of by all but the most intrepid of sea farers, but not impassible to the cunning and sharp witted.  The Bane stretches far enough out into the ocean that going around it would require a deep sea voyage, and equally daunting task with the currently under developed, but now gradually improving naval technology of Entar.

North of the Bane is the Bay of Daltina, a veritable hub of sea trade for the northern nations, and a portal fro trade with the Outskirt nations.  While prosperous and patrolled by the Andúnese naval forces, it is not without the risk of piracy, housing the treacherous port of Narim.

Further reading and details that may be omitted here can be found at the old library.

« Last Edit: January 25, 2017, 06:06:02 AM by Davin Ragal »