The Orclands: Difference between revisions
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<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> | <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> | ||
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<p>In the last 60 years, 7 settlements have been established in the Orclands ([[ | <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> | ||
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== Places == | == Places == | ||
[[The Spire]] - Massive, spike-like mountain.<br> | [[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> | [[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> | [[Murt's Haven]] - Trading post set up by a merchant's alliance.<br> | ||
Revision as of 02:48, 10 October 2006
Description
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.
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.
Places
The Spire - Massive, spike-like mountain.
Muq'Al - Outpost established by a coalition of merchants, nobles, and the Caravaner's Guild.
New Tarikana - Outpost funded by a league of Tarik Noble families.
Murt's Haven - Trading post set up by a merchant's alliance.
Balthusa - Trader's base backed by several minor Noble houses and major merchants.
Justville - Religious frontier post by lawfully aligned religions attempting to bring order to The Orclands.
Fakrihj - Founded by an alliance of powerful merchants, primarily from Arnora.
Tarikana - Outpost funded by a league of Tarik Noble families.