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Míriel
Ancient capital and bustling port city of Andúnë, where a diverse population is accustomed to salty mists and cool ocean breezes. Andúnë is rich in trade, history, politics, and home to the venerable Royal Navy: maintainers of law and order on the open seas.
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2233 Posts
107 Topics
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Last post by Seriya
in Re: The Farsight Gang: H...
on May 14, 2008, 05:37:28 AM
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Tarsis
The island city of Tarsis is a competitive merchant-filled port, where ambition of wealth and power always outweigh moral values. It is generally frowned upon by its mainland neighbors, but thriving nonetheless.
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1352 Posts
54 Topics
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Last post by Zya
in Re: Touched by the starr...
on Today at 03:42:09 AM
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Anorien Moorlands
The rolling Anorien Moorland is challenging at best. Littered with bogs and lakes, this cold wetland is perfect for the traveling ranger or the common thief looking for a place to hide.
Includes: Brie, Veneti, and Almaran.
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250 Posts
5 Topics
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Last post by Brodie - NPC
in Re: Northbound
on Yesterday at 10:53:49 PM
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Andúnë Countryside
The Andúnë Countryside holds the hub of Andúnë’s smaller cities and villages. It is the cultural, historical, and political center of the great human nation.
Includes: Gaulois, Elaver, Bituriges, Lemanus, Parevias, and Turones.
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3003 Posts
97 Topics
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Last post by Yarolie
in Re: Ride to horizon...
on Today at 02:42:17 AM
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Elenion
The "City of the Gods" has been fabled for its beauty and grace. Built on a circular pattern like a wheel, the center is, literally, the hub of the city. Temples that honor every god of the spectrum and the Great Library are located here.
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1333 Posts
68 Topics
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Last post by Zyrphath
in Re: A White Dawn
on May 14, 2008, 03:55:41 PM
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Anfalas
Far from any center of civilization, Anfalas is the legendary Tower of Sorcery, home to a vast amount of knowledge and items of magic. Surrounded by a sentient wood, only those of worthy skill, bravery, or foolhardy pursuit of knowledge manage to make it to the Tower in one piece.
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478 Posts
23 Topics
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Last post by Melori
in Re: Secrets of the Tower
on May 13, 2008, 10:55:20 PM
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Valgard Highlands
The wild and windy highlands of Valgard.
Includes: Beorith, Riaghold, Lorrand, Dorne, Seagard, Gulltown, Forhalt, and Lauryl.
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906 Posts
52 Topics
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Last post by Cole Jaeger
in Fate Doesn't Stop Kickin...
on May 06, 2008, 10:18:18 PM
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Illyian Tundra
The vast frozen plains of Valgard is home to a variety of unique peoples. It is a region that is ignored, but full or potential and mystery.
Includes: Winterfall and Ronand.
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83 Posts
3 Topics
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Last post by Alastor
in Re: The Power of the Pen...
on April 04, 2008, 11:54:50 PM
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Highwood
A city of strange, delicate structures made to incorporate nature; its visitors are enthralled by the amazingly calming aura from the essence of nature that permeates every inch of the city. Highwood is host to druids and rangers, the home of elves and those who revere nature.
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691 Posts
34 Topics
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Last post by Elphinstone
in Re: The Highwood Undergr...
on Yesterday at 03:41:39 PM
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Elentári Woodland
The tranquil, enchanted woodland of Elentári, and in its serene grace reside elusive entities whom harbour a deep love for nature. The Royal Guard regularly patrols the woodland and its borders.
Includes: Minil'ost, Taure, Duinarda, and Cain.
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2354 Posts
85 Topics
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Last post by Leif Ashwood
in Re: The mist of morning
on May 14, 2008, 09:47:36 PM
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Khur
Considered one of the wonders of the constructed world, within the depths of the mountains, this massive underground city is the ancient abode of the dwarves. The only known source of the highly valued mithril ore can be found here.
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161 Posts
11 Topics
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Last post by Grymar Stonesplitter
in Re: Not So Glorious Depa...
on July 25, 2007, 01:55:35 PM
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Khalar Mountains
This staggering chain of mountains of soaring heights and snowy peaks is the backdrop to the immense mountainous territory of Khalar.
Includes: Celdorak, Gnoriath, and Medri'eth.
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974 Posts
46 Topics
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Last post by Davin Ragal
in Re: The Palace of Illusi...
on Today at 07:04:06 AM
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Great Northern Wall
The enormous Wall touches the sky and stretches to the seas. Behind the Khalar Mountains, it is the division between the Wastes and Entar, erected to protect from and keep out the evil lurking on the other side.
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139 Posts
13 Topics
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Last post by Sage
in Re: The Truth Reveled: T...
on Yesterday at 04:10:38 PM
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The Wastes
Located in the inhospitable North, the land is tainted, cold, and rotten. Rocky, bone-dry with little in the way of vegetation, more die than survive. Those lured by tales of gold and riches often return with only stories of woe and misfortune.
Includes: Vireenyum, Endlion, Nev-Mizzet, and Naxrammar.
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147 Posts
14 Topics
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Last post by Thorn/Misery
in Re: A minimal loss, a mi...
on May 12, 2008, 12:18:06 PM
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Narim
A freeport located in a hidden cove onto the sea; rumored haven to pirates, smugglers, assassins, and thieves. Bordering near the blighted ruins of the Black Citadel and the tangled swamps and jungles of the Southlands, dangers lurk in all things and all places here.
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856 Posts
52 Topics
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Last post by Viola
in Re: New Life, New Proble...
on Yesterday at 02:10:35 AM
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Haldarac Desert
Blistering heat by day and a frigid chill by night make the vast ocean of sand known as the Haldarac Desert a dangerous and forbidding place. It is a never ending beach without a drop of water to relieve the harsh, unlivable conditions; yet tribes of Katta and Human Barbarians have managed to make the veritable sea of sand, sun and wind their home.
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117 Posts
16 Topics
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Last post by Bejei
in Re: The Return
on April 28, 2008, 12:56:47 AM
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Steppes of Valanthia
The steppes are a rich, agriculturally friendly grazing land. Game and edible vegetation are plentiful here and the lands are used by the people of Orlig Bluff for their farming. Because much of the Southlands is covered by thick forest, jungle, mountain and desert, this expanse sandwiched between it all is highly desirable territory and a large part of the reason most tribes of the Southlands are nomadic.
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246 Posts
12 Topics
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Last post by Harmen
in Re: The Journey (Part 2)
on April 13, 2008, 05:31:03 PM
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Quegan Jungle
The Quegan Jungle, located in the Northwest corner of the Southlands is among the most wild and untamed regions of Entar. Bordered by the impenetrable natural land formations surrounding Nijon and the peaceful expanse of the Valanthian Steppe, most of the non-warring peoples of the Southlands stay away from this area.
Includes: Orgaatar Camp, Kattan, and all the Goblin Encampments.
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181 Posts
9 Topics
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Last post by Nathaniel Arunscia
in Re: I Métima Tadaes
on January 05, 2008, 05:26:44 AM
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Bay of Daltina
This huge natural bay is a major key to sustaining trade throughout Entar. Its southern shoreline lies along the inhospitable Quegan Jungle with the City State of Narim as it's only port. The northern shoreline lies along the edge of And?n? and includes many ports and access to several major inland waterways.
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5 Posts
2 Topics
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Last post by Dremor
in Re: A Journey Home (II)
on December 29, 2006, 09:38:53 PM
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Falathrim Plains
The great southern expanse across the entire southern portion of Entar. These grassy open plains are perfect for farming but a pain to cross.
Includes: Dahme, Marne, Keitum, Fenmar, Trittau, Moln, and Eureil.
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48 Posts
3 Topics
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Last post by Elian Failee
in Re: The orcs, the witch,...
on May 14, 2008, 05:45:49 AM
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Impregnable Forest
To outsiders nothing is known about this forest except that it is home to the mysterious Fae; however, it holds much more secrets than anyone can possibly imagine.
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78 Posts
4 Topics
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Last post by Zya
in Re: For cruelty and a ni...
on Today at 03:18:31 AM
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Zurgas Mountains
The expanse of endless rocky peaks spiking up out of the land separating Nijon from the rest of the Southlands all the way to the sea are known as the Zurgas Mountains. This range is as old as Entar itself, and remains the most prominent center of seismic activity on the continent. Due to their unstable condition, the Mountains are generally considered to be completely impassable.
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30 Posts
6 Topics
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Last post by Cáilin Deonache
in Re: A Small Family Resem...
on November 08, 2007, 11:08:19 PM
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Sailor's Bane
Sailor's Bane is the expanse of sea separating Nijon from the Northlands. By and large, only the high cliffs of the Quegan Jungle edge the dreaded sea, so much of the Southlands are cut off from it. Hazards keep large watercraft from traversing anywhere near the coast, and only the Nijonese have mastered the skill of maneuvering these treacherous waters.
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124 Posts
4 Topics
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Last post by Hakaril Silvar
in Re: The Price of Redempt...
on May 12, 2008, 10:36:04 PM
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Tarna-Fenn Bay
The Tarna-Fenn Lagoon is mostly known by sailors. It holds the ancient merpeople city of Tarna as well as many other mysteries.
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2 Posts
1 Topics
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Last post by Daquin
in Re: Seeking Information
on November 21, 2007, 11:44:11 AM
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Nijon
Nijon is a land of inscrutable customs and traditions. Undisturbed for hundreds of years, the people of Nijon developed separately from the rest of Entar. It is a land of rolling plains, hills, and valleys. The Imperial Mountain provides some of the most splendid views in all of Entar.
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211 Posts
10 Topics
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Last post by Saru
in Re: Start of a Search
on March 19, 2008, 09:17:22 AM
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High Seas
From the Blood Red Sea in the far North to points beyond Nijon in the far South, the Azrae Ocean is active with ships from every nation, as well as those with no loyalties save their own. War ships, merchant ships, pirate ships; they can all be found traversing the coastline as they tend to their individual missions and goals and travel from port to port.
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64 Posts
10 Topics
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Last post by Lotus Toadfoot
in Re: [FoR] Chapter Two: T...
on April 20, 2008, 06:56:09 PM
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