The Orclands: Difference between revisions

From joesworld
Jump to navigation Jump to search
No edit summary
No edit summary
 
(5 intermediate revisions by 2 users not shown)
Line 1: Line 1:
== Description ==
 
<p>The Orclands is the name given to the vast stretches of plains, mountains, and desert west of the [[Scar Mountains]]. The Orclands are generally wild and uncivilized. As their name implies, there are orc tribes scattered throughout the region. There are also many other dangers, intelligent and non-intelligent alike.</p>
<br>
<p>In the last 60 years, 7 settlements have been established in the Orclands ([[Muq'Al]], [[New Tarikana]], [[Murt's Haven]], [[Balthusa]], [[Justville]], [[Fakrihj]], and [[Tarikana]]). Only 3 have survived: [[M'Al]]; [[New Tarikana]]; and [[Murt's Haven]]. All 3 are heavily fortified, staffed with significant firepower, and are hubs of extremely lucrative trade. The 4 that failed each have their own story.</p>
<br>
== Places ==
[[The Spire]] - Massive, spike-like mountain.<br>
[[Muq'Al]] - Outpost established by a coalition of merchants, nobles, and the [[Caravaner's Guild]].<br>
[[New Tarikana]] - Outpost funded by a league of Tarik Noble families.<br>
[[Murt's Haven]] - Trading post set up by a merchant's alliance.<br>
[[Balthusa]] - Trader's base backed by several minor Noble houses and major merchants.<br>
[[Justville]] - Religious frontier post by lawfully aligned religions attempting to bring order to The Orclands.<br>
[[Fakrihj]] - Founded by an alliance of powerful merchants, primarily from Arnora.<br>
[[Tarikana]] - Outpost funded by a league of Tarik Noble families.<br>
<br>
== People ==
[[Celfsoo]] - Treant friend of [[Millain]].
<br>

Latest revision as of 17:37, 20 October 2009