Moradinrûn
Far to the east, past the dangerous and unexplored oceans of K'ilon lies the young continent of Moradinrûn. Founded by an Halsworthian expedition lead by its' namesake, Moradin, the continent stands alone with little contact with the outside world. The sole reason for it's continued existence on world maps is mostly due to the ports in the south that conduct most of the trade, shipping out the continents main export, technology. Hailed by it's inhabitants to be the land loved by the gods and man alike, it's home to some of the most ancient legends and is thought to be one of the main fronts for a war that has long been forgotten by man.
Over the years, the inhabitants have split up the continent into 2 regions, the north region of Paah'osa and the southern region of Agualinda.
The northern region, Paah Osa is home to paradise. A lush forest spans the lower entire half, hiding secrets and treasures from the Old War. Moving futher north, there's a large piece of marsh land that is ruled by none. This place is typically used as a place of neutrality and is seen as a place you could go to for a fresh start. Finally, we have the Shallow Sea; a collection of islands that are all connected by underwater land bridges. Along with a beautiful tropical vista, it's also home to the most unique seasonal cycle, rotating every 45 days.
The southern region, Agualinda is home to the most resilient of minds. The majority believing the Gods to be an after thought, they want to ground themselves first in their earthly bodies before worrying about their corporial ones. Ironically, this has made the folk of Agualinda more sought after by the Gods for their innately strong will.
Paah Osa
Artists often use the northern half of Moradinrun as their source of inspiration. Often attempting to capture the beautiful dynamic nature of the rolling plains, the wild hungry fervor of the thick, dense forests that decorates the land, and the tropical, broken lands of (name pending for islands to the north). Seemingly blessed by the Wildmother herself, the northern side of Moradinrun is described by many as the "playground of greens and blues" . With a temperate climate and plenty of water, Paah's this is the northern side, name pending. This area includes the magical forest with the roaming tribe north of that. There also is half of the large peaks that spread into the south. The mountains are a place of worship and is believed to be a place of power.
colder climate, this place has beautiful natural features and pockets of lush greenery and rocky plains. Think iceland, where as you go north it becomes sort of a greenland location. The north is roughly split into 3 parts, one belonging and being ruled by man, other is ruled by the beasts and nature, and a middle ground where the lines are blurred. In the center, there is a large forest that is deemed ripe with power and houses a mariade of fantastical beasts. This place is mainly left up to nature, but there is talk of moving the beasts out to make way for human civilization. The removal of the beasts would greatly help speed along the dozens of expeditions being sent out by a nearby city to clear out and catalogue the hidden ruins of (name pending), an ancient civilization that pre-dates the Convergence. Furthur north, there's a bunch of islands with many land bridges that go under the water, walkways being more shallow than others. There's a rotating seasonal system, where the majority of people continue to move as it gets too cold and the water begins to freeze over. This means that the major cities rotate around as well, having the main officials and the capital move from settlement to settlement.
Northern Region
Ruled by Man
Shallow Sea
Far north, the ocean is dotted with several islands that serve as the home of haflings. Drifting beneath the waves, there are strips of land that serve as bridges connecting the islands together, giving the region it's namesake. This ease of travel and the unique climate has given rise to a nomadic lifestyle in which they constantly travel from settlement to settlement.
The Sights
Tropical and beautiful, there are many sights that tourists are encouraged to visit during their time in the Shallow Sea. (design this later)
Water Garden
There is a portion of one of the land bridges that is covered in colorful coral and extravagent flora. Because of the abundance of flowers, tourists swear that they can breath easier and that the air makes them feel more energized. Old people complaining about the "head buzz" feeling they get. There is a nearby settlement that have their revenue based in tours and overnight trips on these small rafts over the water garden, claiming that it allows you to have vivid dreams and know more about yourslef. Mostly bullshit.Traveling Market
Bobbing with the waves and traveling around the archipeligo, there is a series of markets floating atop the water. They hold a multitude of rarities and have them ebcause of the fact they follow the current around the islands and have trade with everyone else. The organization behind the merchant boats is the the Commerce guild and they have their hands in more than justMuckback Riding
Creatures exist out here called "Muckbacks". They are these giant seal-like creatures with a large mouth. They like to spend their time upside down on the sea floor, eating any small fishes that swim too close. As a result of being upside down, their backs are scratched up and collects mud, sand, and other "muck", causing it to harden and allow for riders to mount the beasts.Tolerance
The north is known for accepting the myriad of races that travel northwards. Some southerners actually go through a lot to travel through the border , known as the "Bloody Pass", in order to be in a place where their ideals and sense of self can be more accepted. The north is for the believers, because of this, a lot of hte cities and bodies of goverment accept more forms of religion than the south. There are less banned dieties.
Ruled by Beasts
Drustar Wilds
Why did I leave? Oh gods, a better question is why did I stay for so long. Ha!
Not much is known of the Drustar Wilds; but from what is passed around from word of mouth by the drunk passerbys. What is known is mostly information given by the great Grung explorer: J'ilran'duel, a small red frog that has made his fortune with his famous stories: Tales from the Wilds.
Ruled by None
Banned Practices
Generally, besides a few cases, every diety that sided with the prime dimension during the events of the convergence is tolerated. The gods that were seduced by the powers that came from the Twisted Nether are banned and outlawed, with proof of worship, people can be sentenced to jail or, depending on the diety, executed. These laws get more strict as you go into the land ran by the beasts, with only the popular deities being given permission for worship.
there lies a collection of islands that are deeply rooted in a nomad culture. They move and relocate constantly and never let themselves be attatched to a location at a certain time. ---quickly put, moradinrun is the new world, founded merely only 300 years ago by the dwarf Ramshornian explorer Moradin and his expedition sent by halsworthy. The place is full of undiscovered mysteries and serves as a place that seems to be highly favored by the gods. To the north, there live a nomadic people that believe in submission to nature above all. They are the more magical of the two sides of moradin, and because of this, many students of the arcane wish to travel north to study and grow in power. Many magical beasts and relics are hidden here and the weave is potent. To the south, the people are more grounded to their earthly bodies, relishing their ancesteries and promoting a lifestyle in which you favor yourself over the gods. Despite this, many students of the divine travel south as they seek out answers and favor from the gods. This is because, for whatever reason, it's easier to commune and worship in the south. Scholars believe this to be because of the strong will of the people being attractive to the gods. To the east, technology is prevalent due to the abudnace of resources and the genius minds that reside there. The people of the east believe in progess and it being the goal of life to improve and to not stay stagnant in a certain way. They are intense individuals who take their missions seriously. In the oceans surrounding the continent, there are many many islands, with many believing there are still more to discover. The people out here aren't well tracked, but from the little documentation there is, many resort to a pirate life style, living off the main continent as a way to preserve their right of freedom to do as they please. This is also a place where socieities' criminals would come to hide. Additionally, if the reports from trade ships are to be believed, there's temporal anomalies; islands shifting come morning, unexplained time loss where it would seem time suddenly jumped ahead or behind 3 hours, and many more wives tales. All of which are merely superstition and thought to be caused by insanity at sea by many scholars.
alternative names: Moradin, Mora, New World, Land Blessed by the Gods
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