Allinor: Situated on the Eastern coast of Cozeroth is the Kingdom of Allinor. It is a fertile land, populated by mostly farmers. Livestock and grains are their staples, and much of what industry exists there, is supporting those endeavors. Grain processing, (storage, grinding, cooking into foods) meat processing, (butchery, salting ,curing, transporting.) leather working, dominate the non agricultural economy of the kingdom.
Antowal: The Free City of Antowal, lies at the confluence of the Biurnale River to its North, and the Banurn River to its South. It is a large overland trading hub between Farsendown, The Ride, and Deltenheim. There are many liveries and stables, wheelwrights, leatherworkers, and anything else a convoy on the move might need. Inns and taverns abound here, as at any given time a large number of people in the city may be transitory.
Baronies of the Shield: The Baronies of the Shield are three distinct city states that share a common heritage. Once ruled by a king, the three cities were all one nation. But when a sickness claimed the king and his only son, and heir, fell in battle defending the northern marches less than a month later, the line of ruler ship failed and the lords of each city refused to acknowledge the others as the rightful ruler.
Deltenheim: The Free City of Deltenheim is a walled fortress of a city, nestled under the eaves of the Continental Divide Mountain range, in the Jasserack Hills. South of Sheinar, it is perilously close to the Chasm of Shail'Garath. Populated by an odd mix of Gnomes, halflings, dwarves and men, it is truly a free and open city. The populace is mixed in any given section of the city, though by name, they are called "The Gnomes Quarter, Dwarves Quarter, Hobbits Quarter, and The Keep.
Ellesneral: The Ellesneral is the homeland of the last remaining Elves in Cozeroth. The word is Elvish and loosely translated means Platinum Forest. The term comes from the Elleseon trees that grow only there. They bud out early in the spring in leaves of green, veined through with light silver, blossoming into pale yellow flowers which linger on the branches for a month before dropping to the forest floor. "Ellesneral in springtime, is beauty incarnate." So say the elves and most anyone else who has actually seen it.
Elles-estor: The elven name for the high countries between their home forest of the Ellesneral, and the high walls of the Kal-Lorryn. Pathless lands of high ridges and deep valleys, it is treacherous to navigate. Sparseley populated, it has no known settlements, and few residents other than animals.
Farsendown: The free city of Farsendown, situated on a peninsula extending into the sea on the Western edge of Cozeroth, is a bastion of righteousness in an unjust world. (Or so the denizens there will tell you.) The lands eastward and southward of Farsendown are fertile and lightly forested, where they aren't cleared for farming. But the true bounty of Farsendown is the sea. Innumerable fishing boats labor year round to harvest the seas bounty, and everything from shrimp to swordfish is processed in the wharves there.
Sheinar: Sheinar is the Northernmost of the Free Kingdoms. It Borders the glacial peaks of the Border Range. The mountains that stand between Shail' Garath, and the free Kingdoms. In the Northeastern portion of Sheinar, is the Battle Pass, a wide valley between two peaks that is practically the only way into or out of Shail'Garath for the Hordes of Morgonth. Sheinar stands at the tip of the spear, the first line of defense against the evils that lay in that fell land. It is due to the vigilance of the men and women of Sheinar, that so many in the far South, consider Orcs to be creatures of myth and fancy.
The Ride: The Ride is a vast grassland on the Southwestern corner of Cozeroth populated by two distinct races. Humans and Centaurs coexist peacefully for the most part on the prairies, tending their herds of horses, and following the massive Boanta herds as they wander the grasslands grazing. It is believed that prior to The Breaking of the World, The Ride was a human kingdom that ceased to exist during the cataclysm. Centaurs took in the surviving humans, and taught them to exist with nature, which led to the current state of affairs in The Ride.
Free Regions
Dry Horn, The: Very little is actually known about the arid peninsula known as the Dry Horn. Covered in sand and cactus, it is an inhospitable wasteland, seemingly devoid of resources. Rumors abound of a nomadic race of desert dwellers, who do battle with giant insects in the interior of the Horn. But there are also tales of cities made of Gold and women who wear scandalous outfits made of spun platinum, and all sorts of fantastic and unbelievable things. Reasonable people discount such things as the ramblings of a thirst addled mind.
Four Rivers, The: The Four Rivers is an isolated region south and west of the kingdom of Allinor. Nestled hard against the mountains of the continental divide and tucked mostly behind the Ellesneral, the Rour Rivers is almost forgotten by the other peoples of Cozeroth. Once controlled by the Kingdom of Allinor, it has been a dozen generations since the country folk of the Four Rivers have seen a patrol of the Queens Horse, and ten since they've seen a tax collector.
Cities, Towns, Settlements, Hamlets, etc.
Ghal: One of the two main settlements in Four Rivers. This is the Southwestern one, known as Ghal.
Lanburg: One of the two main settlements in Four Rivers. This is the Northeastern town known as Lanburg.
Chasm of Shail Ga'rath: The home, and stronghold the Evl one, Morgonth.
Tower of the Ages: The home and stronghold of The Order of Silver Knights. a glittering spire that seems to be made of the purest silver. Settled onto the Plains of Gaottre, it is one of the few structures that survived The Breaking of the World.
Star of Hope: The Citadel of Centurions of the Light. Located inside the walls of Farsendown, the Star of Hope is a high walled keep, of purest white granite. A good portion of the sect is housed there at all times, and it is widely thought that the Centurions outnumber the Farsendown military. What is certain, is that the Centurions are a far superior force and no matter the numbers, they could easily overwhelm the city's defenders if they were disposed to it.
Inns & Shops
Terrain
Rivers
Banurn River: The River that lies south of the Free City of Antowal. It converges into the Im'aldu River when it meets Biurnale River at Antowal.
Biurnale River: The River North of the Free City of Antowal. It converges into the Im'aldu River when it meets Biurnale River at Antowal.
Im'aldu River:After the Banurn, and Biurnale rivers converge, the form the Im'aldu, that runs Westward, to the sea.
Pleszensorath, The: The Pleszensorath is a river that begins as two in the Mountains of Kal'Lorryn, the continental divide. The twin rivers known as North Fork and South fork, meander through The dense forest of the Ellesneral before joining in the fertile lands of Allinor, to flow to the sea. The river flows wide and deep enough to be used for navigation, and the farmers of Allinor will use barges to move their goods to towns along the river. The Elves as well, will sometimes use the river for fast transportation, on those rare occasions that they leave their forested homeland.
Mountains
Kal'lorryn: Stretching from the Barrier Peaks in the utter north to The Sea of Storms, in the far south, is the mountain range known as the Kal'lorryn. Long mountains, in the language of the Dwarf- folk. High and impassable in most places, they split the eastern side of the continent from the west. The only pass that's usable year round by wagon traffic is the Rakard Pass. Snowfalls may block this pass in the dead of winter, but much labor is dedicated to clearing it by the peoples of Deltenheim and The Barony of Uldun. Other passes do exist, some traversible by horses and some only by men afoot, others require some degree of mountaineering skill.
The Barrier Peaks: The mountain range known as The Barrier Peaks runs mostly East to West, across the northern part of Cozeroth. The Barrier Peaks form a giant 'T' on the continent, with the Kal'Lorryn acting as the upright. The two mountain ranges meet at a massive series of peaks that dwarf the nearby summits in height and circumference, known as the Bolg Kahdir, or Giants Fortress in the tongue of the dwarven folk.
Shail' Garath
The Chasm of, and the lands of Shail' Garath: The vast northern tundras of Cozeroth are known as Shail' Garath. Everything north of the Barrier Peaks, all the way to the coastlines of The Solid Sea, is considered part of these lands. Frozen for much of the year, the land thaws for a month or two in the mid summer, and turns into a damp reeking marsh. It is during this short growing season that hardy vegetation blooms and turns green, only to be almost flash frozen and the harsh winters rapidly seize the lands in their grip.
I'm in the process of changing a whole lotta URLs, in order to accommodate a new url scheme. ...so please bear with me as I fix all these broken links.
Here is a quick way to find a broken url.
the key is the 'cz' located between /content/ and the page name. So if it's missing the /cz/ add it, or if it has the /cz/ delete it. Eventually all of the guidebook pages will have the /cz/ in it, but until they do, you'll have to auto add it or delete it. That likely made no sense...but try it anyways. :D
Comments
Guidebook Maintenance
I'm in the process of changing a whole lotta URLs, in order to accommodate a new url scheme. ...so please bear with me as I fix all these broken links.
Here is a quick way to find a broken url.
the key is the 'cz' located between /content/ and the page name. So if it's missing the /cz/ add it, or if it has the /cz/ delete it. Eventually all of the guidebook pages will have the /cz/ in it, but until they do, you'll have to auto add it or delete it. That likely made no sense...but try it anyways. :D