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The Wild South

Khorez & Územie

  The Wild South of Arna is composed of the southern coastal plains and pine forests as well as the Khorez Mountains which are the final six mountains and hills of the Anduni range. The area is considered a free territory much like Namiza, though the Khorez mountains and the valley within are claimed by the Khorez Hill Dwarves. The area faces many of the same issues as Belstrad to the north and portions of Vaskira; it took heavy hits during the Event which left areas of it devastated, haunted, and fallow. The coastline is called by its locals the the Územie Coast or territory. These people share a culture and language very similar to those who live in southern Belstrad as well as sharing a few cultural links to the people who live in Vaskira.   The region is aptly named The Wild South- it is sparse in civilized population and much of it is quite wild. The coniferous forests south of the mountains (the Direwood) are full of especially dangerous beasts- most notably giant wolves. The few coastal fishing towns are under constant assault from ocean raiders and pirates when not suffering under intense, common, frigid storms blowing in from the southeast. The largest of these ports are Kostolobec, Živý Port and Prístavisko. The smaller ones include Noc Svetlo, Port Kvetina, and Serozem. Many of these smaller towns may not have many speakers of Common, instead speaking variants of Ammenian. There is one logging town in the interior of this coast, called Vlkdúpä, just on the edge of the Direwood. Summers on the Územie coast can be exhausting with the constant cool rain and mist, but winters are debilitating. Many who live on the coast choose to travel north into the Khorez Valley during the winter months which, though cold, does not suffer the intense arctic winds off the ocean. Most of the grasslands outside of the Khorez Valley (especially due north) are blackened and infertile due to the lasting effects of The Event. This area, as well as southern Belstrad, was ground zero (and is considered cursed). As a result of its turbulent history, much of the region is crawling with the undead and patches of erratic magic. These withered wildlands are also roamed mostly by unnatural, monstrous beasts and stubborn goblinoid barbarians who have claimed much of it (though no one would bother fighting them for it). They still make travel through difficult. There are very few proper roads to be found. People often use well known town ruins as trail markers.  
  People along the coast here tend to be distrustful, wary, and incredibly superstitious. Magic is not outlawed here as it is to the northeast but most people still regard most spellcasters with suspicion and disdain. Most of the residents are humans, dwarves, and the occasional displaced elf of half elf from either Shora or Astrithyr. One might also find native forest gnomes, firbolgs, and rock gnomes from Geddri traveling to Khorez to trade in rare metals. The area is known for its small caravans of traveling performers and trained exotic beasts which travel the coast all the way up through Belstrad in the wintertime. This region tends to draw in people with nowhere else to go and people don't often ask many questions about one's past. It is a good place to land in if one wishes to reinvent oneself or never be found. Many here are on the run from their past. Some of these individuals are Twilight Elves who have fled their home island of Kalara for some reason or another. These reformed drow have very slowly begun to be accepted by the locals here. Some also arrive here from the island continent of Vaskir to the south and this occasionally includes a Goliath or two. Most of them end up employed by towns as protectors against Sahuagin attacks.
Government:   Independent port cities and the occasional independant lumber camp.     Largest Populations   Humans (80%), Elves / Half Elves (10%), Dwarves (8%), Other (2%)     Common Languages:   Common, Dwarvish, Gnomish     Largest Trades:   Fishing, Hunting & Trapping, Lumber

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