The World of Naalrinnon: The Northern Continent of Naalgrom

Ar-Naluun

Ar-Naluun, a frigid, ice-choked sea, is an area of tense calm in the Known World’s volatile oceans. These waters are filled with arctic animals such as sea lions, whales, and other aquatic mammals and fish. Ar-Naluun is famous as a hunting and fishing area for humans and salamanders. Undines frown upon such activity and attack human or salamander ships that actively hunt their kinfolk. Most of the time, humans, salamanders, and undines pass each other without incident, as the area is so vast and the harsh environment limits travel. Storms occur throughout the year and can start unexpectedly. During the winter months, most of the sea is clogged with ice and no ships can pass through. Many boats have disappeared into those waters.

The waters of Ar-Naluun are the coldest in the Known World, with many ice storms, cold currents, and glacial flows. The frozen teeth of Plthunlos, a collection of icebergs and sheets of broken ice anchored atop an underwater mountain range, is the most dangerous area in the seas of Ar-Naluun. Another well-known spot of contention between undines and salamanders is the Rift of Draax, an underwater hot vent that spews new land mass into the ocean. The rift is forming a small chain of islands off the coast of Sssnamon; Sssnamon’s salamanders regularly skirmish with the undines. The undines’ main city lies in the green cliffs called Nesh. Undines call Ar-Naluun their home, but salamanders and humans constantly arrive from Sssnamon, Samona, Sssthra, and Frinth’s north coast to plunder the area.

Undines from this region often have skin colored in deep purples and blues with dark wavy seaweed for hair. Humans here are light-skinned with thick, dark wavy hair. Salamanders are white to tan.

Many gods, demons, and spirits stake their claim to this territory. The undine gods Plthunlos and Celundynn and the salamander Dragon God Draax all have followers here. Legend says that Plthunlos and Draax clashed here in ancient times, creating the Rift of Draax and the Frozen Teeth of Plthunlos.

Ar-Feslynn

The Gulf of Ar-Feslynn hosts the largest undine population in the north as well as many human and salamander ships. The cool blue waters and mild seas make for good fishing. Temperatures rarely drop to freezing, allowing year-round activity. Near the Horn Mountains lies one of the oldest undine cities, Jaash. In the gulf’s center is one of the undines’ primary holy reefs: Ur-Celynn, also called Burial Reef. At the center of this reef is the ancient tower Morsuuth, which the First Ones created. Many fishing and trading boats from the human cities of Hrace and Laanad travel these waters, as well as salamander raiding ships from House Draax.

The undines and humans here coexist peacefully, but salamanders from Shha-narath create tension. Their raiding ships are on the constant prowl for new slaves and trade goods.

Undines here bear skins of blue and purple, with lighter skin tones than those of Ar-Naluun. The gulf’s humans are fair-skinned with light hair.

Celundynn, the undine goddess of the seas and cliffs, carries heavy influence in these waters. Gods of the human nation of Hrace also hold sway here, particularly Baesop, God of Storms.

Atanastan

In Naalgrom’s far western corner, where few sane men travel, is the cold, boggy land of Atanastan. Most of the area is wet marshlands with swamps, bogs, rivers, and lakes flowing around twisted, sagging trees and long, spear-tipped reeds. The temperature gets hot for a few moons during the summer, but shrouds up in a cold fog for most of the year. Sleet and hail are common in winter.

Seer Lake is a pilgrimage point for all races, as its waters bring visions to oracles and priests. Next to this holy lake is the human city of Atan, a thriving metropolis filled with cutthroats, pirates, and shady merchants.

 

Most Atanastan humans are short, light-skinned, and civilized. They live off their wits and cunning. Dark curly hair and bright blue eyes set off their round features. A few cannibalistic human tribes live on the land along the coast and rivers, cooking their civilized brethren in their dinner stews.

 

No gods claim this region, though many have tried, and their ruined temples attest to their fleeting influence. The locals claim that a demon host called the Laaistru haunts this land, possessing the local tribes and anyone who wanders too far into the swamps.

Jasinu

Between the lands of Kathonia and Samona lie the flat plains of Jasinu. Known for its vast expanse of endless rock, short grasslands, and shrubbery, Jasinu is a featureless land with little in the way of trees, hills, or anything to break up the horizon. Only one location stands out in this prairie—the Crater of Lugos, the sylph god. A small series of caves stretches within the crater, including a small city filled with sylphs. Legend says that the sylphs who live in the crater watch over a god who fell from the sky.

Jasinu’s mild temperatures and even seasons make it an ideal home for nomads, who hunt the vast herds of animals that roam the plains. Buffalo, elk, deer, and other wild game can wander here, as do small packs of wolves and wildcats. Near the sea are several small beaches with a few human tribes living off the ocean’s bounty. A small human city, Laanad, lies near the coast. The city is a small fishing community that maintains trade with several human cities, including Hrace.

 

 Humans both primitive and civilized Humans inhabit this region. Sylphs live here as well, and the two races share trade and commerce. Sylphs do no allow humans to live in the Crater of Lugos, but may go there to barter and trade.

Humans from this region are light-skinned, freckled nomads with brown to reddish-blond hair. Sylphs of these lands vary in color but maintain a dark, flat, skin complexion of leathery brown, jet black, or indigo.

 

 Lugos, the sylph god of the wind and whisper, rules this land. The humans here have no gods of their own for now and give limited fealty to Lugos.

Jurel

Jurel, an icy realm on the northwest strip of Naalgrom, is filled with giants and monstrous creatures. Ice and snow covers the area, with the occasional mountain, hill, tree, or obelisk that marks where the Jurelian tribes perform their rituals. Fierce blizzards and hailstorms haunt the land, and avalanches near are common in the Ice Crown Mountains, though summer carries an occasional reprieve from the harsh climate. One of the Jurelian giants’ main areas of worship is the Grun Circle of Stones, where they sacrifice people of other races, creatures, and rival tribesmen.

 

Jurelian giants are fearsome creatures, intelligent to a degree but lost to primal instincts and uncontrollable rages. They stand two to three times as tall as a human. Jurelians have three eyes and long shaggy coats of fur colored in whites, browns, and blues. Four large arms connect to the hunched-over torso, and strong trunk-like legs propel the creature.

 

Tales say that several minor gods call this land home, with each tribe worshipping its own deity. The most notable of these Jurelian gods is Thuun, Lord of Destruction, who holds sway over several tribes and demands constant sacrifices. The sylphs believe that a god named Grun once existed, and that he ruled all the giants until the other gods exiled him.

Kathonia

Nestled in the Horn Mountains beside the Celestial Lakes is Kathonia, a series of rivers, lakes and marshes home to a great variety of reptilian creatures. The temperatures are semi-tropical, with mild winters filled with rainstorms and scorching, humid summers. The Celestial Lakes to the north are home to several human tribes. Further south are the marshlands, which are filled with large reptilian creatures. These creatures are wild variants of the reptilian mounts salamanders use. Local humans tame some of them, while salamander hunters train some of the rarer species, turning them into highly prized mounts. The flying lizards are some of the most popular.

 

Humans and salamanders roam this region, and a few human villages and salamander forts dot the perimeter. Humans here are primitive and fierce, as they are constantly at war with their surroundings and the salamanders. They are olive-skinned, with dark wavy hair and deep-brown eyes. Salamanders who hunt in this region are from the land of Zzzalon, and come to gather the beasts and humans for sale.

 

Within the Horn Mountains are inner cliffs, which form a holy place for salamander priestesses. Kathonia is called the Nest of the Ancient Dragons of the World and the Birthplace of the Dragon Gods. No human or salamander god dominates this region, though rival dragon gods contest it.

Kybel

The frozen land of Kybel is a barren waste where harsh people and creatures struggle to live. Crystal growths stand throughout the region. The land is home to many strange spirits and demons who are exiles from elsewhere. It is a place of fallen gods and vengeful ghosts. Few things grow in Kybel, as ice storms and subzero temperatures envelope the area year round. Kybel humans have little farmland or livestock and look elsewhere for sustenance.

 

Few people live in this area. A couple small villages stand amid the snow, filled with outcast humans in ice huts, insane sylphs who burrow deep in ice caves, and the occasional gnome hermit. The humans here are blue-eyed, fair-skinned specimens with blond hair. Most attain their food and resources by raiding southern lands, then return north in the winter.

 

Many gods, spirits, and demons haunt this region, possessing those who live here. Once, in the days before Hrace was built, a human army marched into the land to bring forth a lost ancestral god, but never returned.

Rhok-Drunnor

Rhok-Drunnor is a cold mountain realm, home to the largest population of gnomes in the Known World. The mountains vary from purple to gray to brown, with white snow-capped peaks that are the tallest in all the realms. North of the mountain range is a multitude of lakes called Gnorr’s Lakes, after the gnomish god Gnorr, God of Mountain and Stone. Each lake is rich in the same minerals, gems, and ores that hide within the mountains. Gnorr’s Lakes are also called the Night Sky Lakes, for at dusk or dawn one can see the wealth of uncut gems and precious metals shining in the depths like the stars at night.

To the south of the lakes is the main gnome city, Rhovma. At the tip of the eastern mountain range is a stone temple facing north; it is Fallen Hero Temple, and it is dedicated to the gnomes who fell during the war between salamanders and gnomes. The Great Temple of Gnorr stands inside a hollowed-out mountain near Rhovma.

 

Only gnomes line here, along with a few humans learning the craft of metal, stone, and gem working. This is the home of the Stoneborn an elite society which creates the laws for all gnomes. Gnomes here have golden hair and crusty light-gray or light-brown granite skin.

 

Gnorr rules this land with an iron fist, allowing no interlopers to defile it. Ancestral gods also have influence in this region, but it is limited.

Rhok-Galenth

South of Rhok-Drunnor is the gnomish kingdom of Rhok-Galenth, a land under the constant threat of war. Its mountains and passes are easier to navigate than those in the north, with less snow and troubling storms, but the milder climate allows salamander and human armies to march into the realm unhindered.

Two towers, the East and West Ward Towers, fortify the land. Each tower hosts a small army of gnomes fully armed and ready to defend the passes. The mountains are not as high as those of Rhok-Drunnor, allowing scouts to maintain outposts near the peaks. Rhok-Galenth contains several iron and gold deposits and is nearly as wealthy in minerals and ore as Rhok-Drunnor.

Another Gnome city, Gaaldor, lies in the mountains’ center. It is a city dedicated to metalsmithing, including weapon and armor smithing. Unlike their northern kin, Gaaldor’s gnomes are battle-hardened and tough. Salamanders have laid siege to the area several times, more recently with the help of human tribes, but Gaaldor remains inviolate. In the past, a Hracian human army invaded the land, but the gnomes defeated and decimated the force. Other creatures, such as Jurelian giants, try to traverse the wide passes, but gnome defenders slay them quickly.

Temples to several ancestral gods stand deep within the mountains near Gaaldor. Rumors say that magical weapons and armor hide within Gaaldor’s halls.

 

Gnomes here differ from their northern cousins, with copper-colored wiry hair and reddish-brown skin. Some of the northern gnomes also live here. Humans and salamanders are unwelcome in Rhok-Galenth; the gnomes eliminate all those who threaten their realm.

 

Gnorr, God of Mountain and Stone lays claim to this region, but so do the salamander gods who wage war for this land.

Rhok-Kanmor

West of the Celestial Lakes is Rhok-Kanmor, a gnome-controlled mountain realm filled with minerals. It is a nearly impassable mountain range smaller and more secluded than Rhok-Galenth and Rhok-Drunnor. The Frost and Sea Ward Forests act as natural barriers to those wishing to conquer the gnomish kingdom, though only a single city, Pothma, sits at the heart of this realm. Near the city is Firewater Lake, known for the searing temperatures it draws from an underground hot spring. Tapping the lake’s rich deposits, Pothma’s crafters create fantastical furnishings, jewelry, and other items from diamond, jade, amethyst, ruby, emerald, and sapphire as well as the granite veins within the mountains. The mountains contain little else, and Pothma imports iron, copper, gold, and silver from the other gnome kingdoms.

 

Nymphs live in the forests surrounding the mountains and are avid defenders of their home. On occasion, Jurelian giants emerge from the north to raid in the mountains. Humans and salamanders speak of a jade city rich in gems hidden deep within the mountains.

Rhok-Kanmor’s gnomes here have long, shaggy bronze hair and crusty purplish-brown skin.

 

Besides Gnorr, several ancestral gods call this land home—mostly those associated with minerals.

Samona

Samona is a long rolling grassland dotted with several human tribes and the human city of Hrace. It is a fertile plain, with rich soil and the large Silverline River running through it. Humans cultivate the land, with many farms and grazing pastures enabling civilization to spring forth. Seasons are normal, with many large coastal storms raging inland from the gulf of Ar-Feslynn. A large spring-fed lake, Silver Lake, lies to the north. Samona also plays host to the largest human city in Naalgrom: Hrace. Hrace is home to the only civilized nation of southern Samona and sits at the mouth of the Silverline River. The city is only two hundred summers old, but it is one of the richest cities in the Known World.

 

Humans inhabit the land along with a few odd creatures. Before the land became civilized, a large gathering of tribes made war upon the gnomes of Rhok-Galenth and the undines of Ar-Naluun. Three hundred years ago an army of humans, gathered from all the tribes of southern Samona, marched into Rhok-Galenth; the gnomes defeated the army after several seasons of battle. Afterwards the undines, gnomes, and humans signed a peace treaty, and trade now flourishes among the three races.

The humans here are tall and well-built, with fair skin and black, blue-tinted hair.

 

Several gods inhabit the land, including the Hracian gods Baesop, God of Storms and the Sea; Andelmar, God of the Sun and the Hunt; and Shenna, Goddess of Home and Harvest.

Sssnamon

The easternmost edge of Naalgrom is a bleak wasteland called Sssnamon. It is filled with rocky soil, salamander outposts, and struggling human tribes. Wedged between the eastern sea and the cold land of Kybel, Sssnamon is an isolated area with little life in its dusty soil. The weather is harsh, with fierce rainstorms in the summer and blizzards in the winter. Few trees grow in this rocky land due to sparse soil and high winds.

Two salamander outposts, Xila and Qann, stand in this land. Also in Sssnamon is the main temple to Draax; Qann is dominated by Draax warriors, traders, and craftsmen who build the salamander fleets. The salamanders here have white to tan-colored scales and deep red eyes. They are unsure of the threat that demands their presence, but legend says that an army from the east once came to the lands of Naalgrom and destroyed everything in its path.

 

Sssnamon’s humans are primitive nomads who struggle to survive on fish and starving herd animals. Their features include light bronzed skin and sandy-colored hair, with thick ruddy features and heavy-set bodies.

 

Several spirits have wander to this land from Kybel. Temples to the dragon gods stand in the salamander outposts: one dedicated to Maathenos in Xila and to Draax in Qann.

Zzzalon

In the eastern lands beyond Rhok-Galenth is the rocky region of Zzzalon, a barren land that the salamanders of Shha-narath call home. The land gets little rain except in the fall and winter, when the weather turns to drenching downpours and icy sleet and hail. Snow falls in the deep of winter. Vegetation is sparse: mostly low-growing plants adapted to the semi-annual rainfall. The Hills of Fhha-rath stand near the mountains of Rhok-Galenth. Also known as the Blood Hills, they have seen many gnome and salamander armies clash in their constant war.

Two salamander outposts, Phaa and Shaa, stand in this region; the salamanders also have a single city here, Shha-narath, in the middle of the land beyond the hills. Deep within the hills near the mountains are the slave mines of Maathenos, where human and gnome slaves dig for ore to supply the blacksmith priests of House Moorhanos. Besides the Salamanders, the only people to live in this land are human and gnome slaves.

Salamanders here are colored dark brown and red with yellow eyes.

 

The salamanders worship all their dragon gods in this land, but Moorhanos of the Melting Ore and Maathenos of the Burning Moon rule. Xethalchoate and Xtheni, both Dragon Gods of War, also have a presence here, for this land is filled with salamanders looking to wage war on the hated gnomes.

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