Double-click to start typing

The World of Torlenth

Click here to edit subtitle

Landscape of Torlenth

Cities

    Edhenond: Population 4100, mixed elf and half-elf.  The town is defended by a series of arcane wards.  It is governed by a noble aristocrat, the elf lord Grita.

    Bardidalr: Population 240, mostly dwarven, some gnome.  The village is defended by a strong stone wall and towers.  It is governed by a noble aristocrat, the dwarven lord Dis.

    Marrifell: Population 5300, mixed dwarven and aufling.  Most of the city is delved into the sides of a mountain.  It is governed by the priests of the dominant temple.

    Chealey: Population 610, mostly human, some other civilized races.  The village is built around the statue of a wolf.  It is governed by a council of elders, whose bizarre laws and decrees are commonly ignored.

    Reford: Population 9700, mixed human and dwarven and gnome.  The city is a labyrinth of winding, narrow streets and dark alleys.  It is ruled by a tyrant, the human lady Joane Drythey, though an order of sorcerers and arcanists is the real power behind the throne.  The Monastery of Gardens is a common destination for religious pilgrims.

    Bigada: Population 21000, mostly troll, some other monstrous races.  The city is dominated by several tall towers.  It has no local government.  Bigada was devastated by warfare long ago, and many buildings are empty or in ruins.

    Garithveit: Population 9400, mostly dwarven, some other civilized races.  The city is defended by a series of stone walls and gatehouses.  It is governed by a court of aristocrats, whose bizarre laws and decrees are commonly ignored.  The most prominent tavern is The Topaz Shield, on East Serpent's Avenue.

    Peegrove: Population 810, mostly human, some elf and half-elf.  A series of low stone walls divides and encircles the village.  It is governed by a council of elders, led by a male human named Tane.

    Bayham: Population 68, primarily human, some elf.  The thorp is dominated by a single tall tower.  It is governed by a noble aristocrat, the human lord Lacio.  Bayham is the home of a legendary hero, a female priest named Wene.

    Narakib: Population 700, primarily dwarven, some human and gnome.  The village is defended by a strong stone wall and towers.  It is governed by a court of aristocrats, who are secretly backed by a dragon named Ilkin.

 

    Erdar: Population 11600, primarily elf, some satyr.  The city sits within a ring of mountains, accessible by a single pass.  It is governed by a consortium of wealthy merchants, known as the Circle of Twelve.

    Anwrtyn: Population 2100, mixed human and aufling.  The town sits in the shadows of a ruined castle.  An arcane sorcerer, a male human named Ellaucc, governs it.  Anwrtyn has several markets, located along the banks of the Witchfen River.

    Ciethy: Population 890, primarily human, some goblin.  The village is a tangle of alleys and row buildings.  A council of wealthy landowners, known as the Black Synod, governs it.  The most prominent tavern in the village is The Warrior's Tavern.

    Tyne: Population 2100, mostly human, some other civilized races.  The town is built around a great market square.  A consortium of guildmasters, whose weekly meetings often turn into drunken brawls, governs it.  Tyne is infamous for its heavy-handed town guard.

    Niogar: Population 1700, primarily dwarven, some human.  The town is defended by a strong stone wall and gatehouses.  It is governed by an order of knights and warriors, led by a female human named Lochi.

    Llane: Population 8400, primarily human, some hobgoblin.  Several major roads run through the center of the city.  It is ruled by a tyrant, the human lady Canda, though a council of elders exerts some influence.  Llane has many alchemists, and anyone who dwells here a fortnight becomes resistant to disease.

    Tatyn: Population 230, mixed elf and centaur.  The village is defended by arcane wards.  It is governed by an order of knights and warriors, known as the Ministry of Ten.  The village is the home of a legendary hero, a female paladin named Crochna.  Most of the town is delved into the sides of a mountainous crag.  The priests of the dominant temple govern it.

    Ponton: Population 4100, primarily minotaur, some other monstrous races.  The town is a chaotic patchwork of architectural styles.  It is ruled by a monstrous tyrant, a half-dragon named Sudu.  Ponton was devastated by warfare long ago, and many buildings are empty or in ruins.

    Penmaest: Population 33, mixed human and aufling.  The thorp is dominated by a single tall tower.  The local priest, a female aufling named Canda, governs it.  Penmaest is the home of a legendary hero, a warrior named Cova.

Usah: Population 1100, primarily goblin, some other monstrous races.  The town is built around a great market square.  It is ruled by a brutal boss, a goblin named Enmesim.

Nina: Population 200, primarily dwarven, some human and gnome.  The village is dominated by a single tall tower.  An arcane sorcerer, a male dwarven named Zisina, governs it.  Nina is a common stop for adventurers and travellers.

Abyre: Population 340, primarily dwarven, some human and gnome.  Most of the village is delved into the sides of an outcrop.  A senate of elected representatives, led by a male dwarven named Kipizzi, governs it.

Arrur: Population 730, mostly dwarven, some gnome.  The village sits upon an island in the middle of a lake.  A mayor, a male dwarven named Annapis, governs it.  Arrur is a common stop for adventurers and travellers.

Tyri: Population 1400, mostly dwarven, some human and gnome.  The town is defended by a wooden palisade and towers.  It is governed by a noble aristocrat, the dwarven lord Alapar.  The School of Elemental Study is located here.

Eppon: Population 170, primarily human, some dwarven.  The village sits upon an island in the middle of a lake.  It is governed by a mayor, a male human named Ansisan.

Arrur: Population 64, primarily human, some dwarven.  The thorp is dominated by a single tall tower.  It is governed by a noble aristocrat, the dwarven lord Isaran.

Erin: Population 1800, mixed human and dwarven and gnome.  The town is defended by a wooden palisade and towers.  It is governed by an order of knights and warriors, known as the Court of Rings.

Nimre: Population 62, mixed human and aufling.  The thorp is encircled by a crumbling stone wall.  The local priest, a female human named Ayantum, governs it.  Nimre is the home of a legendary hero, a cleric named Egalar.

Gasho: Population 5800, primarily dwarven, some gnome.  Most of the city is delved into the sides of a mountain.  It is governed by an arcane sorcerer, a female dwarven named Metum.  The most prominent tavern is The Dancing Harlequin, on South Boowick Road

    Thorivik: Population 73, primarily human, some elf, and half-elf.  The thorp sits upon the bank of a stream.  It is governed by a reeve, a male human named Ogir Gissison.  Thorivik is the home of a legendary hero, a rogue named Thaesti Frandison.

    Graggivik: Population 49, primarily hobgoblin, some other monstrous races.  The thorp is dominated by a single tall tower.  It has no local government.

    Vifitoft: Population 660, mixed elf and dryad.  Most of the buildings are constructed from living trees.  It is governed by a senate of elected representatives, led by a male elf named Baugi.

    Torfisetr: Population 1700, primarily dwarven, some gnome.  The town sits in the shadows of a ruined castle.  It is governed by an order of knights and warriors, known as the Ruby Circle.  The School of the Sorcerous Arts is located here.

    Byriskali: Population 1900, mostly dwarven, some human and gnome.  The town is dominated by several tall towers.  It is governed by a senate of elected representatives, whose bizarre laws and decrees are commonly ignored.  Byriskali is infamous for its heavy-handed town guard.

    Gautithorp: Population 14000, mostly human, some elf.  The city sits in the fork of a great river.  It is governed by a noble aristocrat, the elf lord Sige.  Gautithorp has many markets, located along the banks of the Brandy River.

    Tupathorp: Population 6900, mixed elf and human.  Most of the buildings are constructed from living trees.  It is governed by a consortium of guildmasters, known as the Senate of Fourteen.

    Haddriklif: Population 10100, primarily human, some dwarven.  Several major roads run through the center of the city.  It is ruled by a tyrant, the human lord Orell, though an order of sorcerers and arcanists has significant influence and power.

    Arntholfsetr: Population 670, mostly minotaur, some other monstrous races.  The village is a tangle of alleys and row buildings.  It is ruled by a mad shaman, a minotaur named Losi Horgeson.

    Klingidalr: Population 270, primarily elf, some centaur.  Most of the buildings are constructed from living trees.  It is governed by a mayor, a male elf named Thardi.  The village is the home of a legendary hero, a female warrior named Hallbergth Odrorndotr.

    Burghelmcot: Population 1900, mostly human, some dwarven and gnome.  The town sits upon a mountainous crag, accessible by a single bridge.  It is governed by a noble aristocrat, the human lady Wena.

    Eanusdun: Population 2200, mixed dwarven and human.  Most of the town is delved into the sides of a mountainous crag.  It is governed by a consortium of wealthy merchants, known as the Circle of Ten.  The Temple of Euphoria is a common destination for religious pilgrims.

    Remoddun: Population 570, mostly human, some aufling.  A major road runs through the center of the village.  It is governed by an arcane sorcerer, a male aufling named Beorhtmann.

    Aererthmor: Population 3800, mixed elf and human and half-elf.  The town is defended by a series of arcane wards.  It is governed by a noble aristocrat, the elf lord Alcrert.  The Cloister of Spirits is a common destination for religious pilgrims.

    Ealcfrilswold: Population 1300, mostly human, some dwarven.  A maze of wooden walls divides and encircles the town.  It is governed by a noble aristocrat, the human lord Othul.  Ealcfrilswold is infamous for its heavy-handed town guard.

    Ealdedwic: Population 75, mixed dwarven and aufling.  Most of the buildings are constructed from massive stone blocks.  It is governed by an order of knights and warriors, led by a male dwarven named Stane.  There is a single tavern, The Gypsy and Chalice.

    Wardahyrst: Population 1000, mixed dwarven and human and gnome.  The town is a tangle of narrow streets and row buildings.  It is governed by a noble aristocrat, the dwarven lord Wulfa.

    Horwiuhyrst: Population 3900, mixed human and elf.  The town sits in the shadows of a ruined castle.  It is governed by the priests of the dominant temple.

    Wardlaleah: Population 20000, primarily human, some elf.  The city is built around an outcrop, accessible by a single road.  Governance of the city is shared by several wealthy merchants and a noble aristocrat, the elf lord Aerelm.  Wardlaleah is renowned for its magnificent gardens.

    Winedun: Population 26, primarily dwarven, some aufling.  Most of the buildings are constructed from massive stone blocks.  It is governed by a mayor, a female dwarven named Erurg.

    Whagrove: Population 19000, mostly human, some aufling.  The city is built around a granite outcrop, accessible by a single road.  It is governed by a consortium of wealthy merchants, led by a male human named Balda.  Whagrove was devastated by warfare long ago, and many buildings are empty or in ruins.

    Cudale: Population 1900, mostly human, some other civilized races.  The town is a tangle of narrow streets and row buildings.  It is governed by a noble aristocrat, the human lady Eled.

    Wymoor: Population 4400, mixed human and bugbear.  The town is defended by a wooden palisade and moat.  It is governed by an arcane sorcerer, a male human named Hore.

    Heawood: Population 480, primarily human, some elf.  Most of the village is delved into the sides of a long hill.  It is governed by an arcane sorcerer, a male human named Tidfre.  Heawood is the home of a legendary hero, a female priest named Stouillda.

    Scrayfalls: Population 510, primarily human, some elf, and half-elf.  The village is a tangle of alleys and row buildings.  It is governed by an arcane sorcerer, a male human named Beorhtio.  Scrayfalls was attacked by monsters recently, and many buildings are empty or in ruins.

    Haydale: Population 7900, mostly human, some aufling.  The city sits upon an island in the middle of a large lake.  It is ruled by a tyrant, the human lord Giles.

    Beogrove: Population 270, primarily human, some other civilized races.  The village is a tangle of alleys and row buildings.  It is governed by a council of elders, led by a male human named Wine.  The most prominent tavern in the village is The Sapphire Flask.

    Beemoor: Population 500, mostly human, some aufling.  A major road runs through the center of the village.  It is governed by a mayor, a male aufling named Cyney.  Beemoor is a common stop for adventurers and travellers.

    Cheahill: Population 4600, primarily human, some bugbear.  The town sits in the fork of a large river.  It is governed by an order of knights and warriors, led by a female human named Aeburg.  Cheahill is infamous for its harlot's district.

    Wyemoor: Population 47, primarily human, some elf.  The thorp sits upon an island in the middle of a lake.  It is governed by a noble aristocrat, a sphinx named Naba.

    Biziram: Population 40, mostly dwarven, some human.  A series of low stone walls divides and encircles the thorp.  It is governed by a noble aristocrat, the human lord Nainain.  There is a single tavern, The Copper Tankard.

    Gemilundr: Population 10000, primarily dwarven, some gnome.  Most of the buildings are constructed from massive stone blocks.  It is governed by a council of elders, led by a male gnome named Borin.

    Nargila: Population 110, mostly dwarven, some human.  Most of the buildings are constructed from massive stone blocks.  It is governed by a council of elders, whose weekly meetings often turn into drunken brawls.  The village is surrounded by fathomless wells and mineshafts.

    Zaddushol: Population 3400, mostly dwarven, some aufling.  The town is defended by a wooden palisade and moat.  It is governed by a mayor, a male dwarven named Telchark.  Zaddushol was struck by plague recently, and many buildings are empty or in ruins.

    Summithorp: Population 73, mostly dwarven, some gnome.  The thorp is defended by a wooden palisade.  It has no local government.  There is a single tavern, The Thaumaturge's Rose.

    Sharbhola: Population 580, mostly dwarven, some aufling.  The village is dominated by a single tall tower.  It is governed by the priests of the village temple.

    Vireklif: Population 1100, mixed dwarven and gnome.  The town sits in the fork of a large river.  It is governed by the priests of the dominant temple.  The most prominent tavern is The Drunken Shepherd, on Badger's Road.

    Nuledzir: Population 240, mostly dwarven, some other civilized races.  The village is defended by a strong stone wall and towers.  It is governed by a mayor, a male dwarven named Borin.

    Nargila: Population 2000, mixed dwarven and gnome.  Most of the town is delved into the sides of a mountainous crag.  It is governed by a consortium of guildmasters, known as the Synod of Scepters.  The town has many forges, and its sky is filled with black smoke.

    Sharbharbiz: Population 58, mostly dwarven, some human and gnome.  The thorp is defended by a strong stone wall.  It is governed by an arcane sorcerer, a male dwarven named Thorer.

    Nulbilnulb: Population 260, mostly dwarven, some human and gnome.  The village is defended by a strong stone wall and towers.  It is governed by a court of aristocrats, known as the Silver House.

    Kibarakz: Population 330, mixed dwarven and aufling.  Most of the buildings are constructed from massive stone blocks.  It is ruled by a tyrant, the dwarven lady Khimah.

    Baggilundr: Population 110, primarily dwarven, some aufling.  Most of the buildings are constructed from massive stone blocks.  It is governed by a mayor, a female dwarven named Thorlja.  The most prominent tavern in the village is The Hero's House.

    Althjorntoft: Population 70, mostly dwarven, some gnome.  The village sits in the shadows of a ruined castle.  It is governed by a council of elders, known as the Council of Nine.

    Stormithveit: Population 250, mixed dwarven and human.  The village is defended by a strong stone wall and towers.  It is governed by a consortium of guildmasters, whose bizarre laws and decrees are commonly ignored.  The village is surrounded by fathomless wells and mineshafts.

    Ulbibin: Population 110, mostly dwarven, some aufling.  Most of the village is delved into the sides of a granite outcrop.  It is governed by a senate of elected representatives, led by a male dwarven named Heri.

    Narakzir: Population 180, primarily dwarven, some human.  Most of the buildings are constructed from massive stone blocks.  It is governed by an arcane sorcerer, a male dwarven named Thrarer.  The village is the home of a legendary hero, a paladin named Zaghor.

    Khizdabuz: Population 200, mostly dwarven, some other civilized races.  The village sits upon an island in the middle of a lake.  It is governed by a council of elders, led by a female dwarven named Asfrild Thorgidotr.  The most prominent tavern in the village is The Maiden and Rose.

    Sirgedalr: Population 60, mostly dwarven, some aufling.  The village is encircled by a crumbling stone wall.  It is governed by an arcane sorcerer, a male dwarven named Sivi.

    Gila: Population 120, mostly dwarven, some human.  Most of the buildings are constructed from massive stone blocks.  It is governed by a noble aristocrat, the dwarven lord Aswinn.




tent.

Races of Torlenth


Avendar Elves: These elves, appearing as having pale skin and tan to light blond hair, have retractable wings that set them apart from the rest of their elven cousins.  Their hollow bone structure allows them the ability to fly by use of their wings.  The primary habitat preferred by the Avendar elf is high mountain peaks, though some clans of Avendar elf have started villages in the lower lands and have become an agrarian race instead of a more predatory one.  The Avendar elf is highly protective of their wings as they know the power contained within. The feathers are components for potions used to grant the ability of flight to others.

Bestials: This word conjures up the crudest of the creatures ever to walk Torlenth.  As a race, the bestial does not technically exist.  The term bestial is used quite derogatorily as it is applied to describe each individual subspecies of bestial (as found below) as a group.  

Bone elves:  The dwenelos dus, the proper elven name for the common bone elf (which in direct translation to the Comon tongue means “beautiful evil”), are the elves of which all other races know little.  The bone elf is the newest created race of Torlenth, having been the multitude of diverse races that were the followers of the flayed god, Ortrekth.  Upon Ortrekth’s fall, these followers had joined in their god’s curse by bearing the coloration of sun-bleached bone.  They have a racial notoriety for being necromancers.  Their dealings with the deceased caused much dread among even the darkest of hearts.  Their bleached-bone skin tone and their penchant for living either in or around graveyards has given this race the justly deserved title of the most perverse of all races.

Dwarves:  The dwarf is not to be confused with the human midget.  The best telltale sign that one is dealing with a dwarf, aside from their stocky build, denser body mass and massive amounts of body hair, are their extra finger bones that allow them the ability to handle any weapon or tool with dexterity unparalleled by any other race.  Dwarven subcultures range from the mountain dwarf, from which all dwarven stock originated, to the Canyon dwarf (called such for their location in Starstone Canyon and the fame that area has garnered over the centuries).  Rare, though, are the sea-going dwarves that ply their trade as merchant cargo haulers between the continents of Thedess and Laouan.

Goblins:  As a part of the bestial race, these creatures range in height from five to seven feet tall and have hair that looks as though it had been dragged through a tar pit, with greenish to brownish tinged skin.  Since goblins tend to look so similar, the only identifying quality goblins have is their stench.  It has been said that goblins can identify each other through their own smells, like dogs, with the ability to smell for tribe, clan and house.

Hauflins: This is a race created by the gods out of equal portions of dwarves and humans.  The hauflin stands only four feet tall at the most.  Their hair ranges from blond to black, their eyes from green, to blue and even dark brown.  As part of their human stock, they have no xenophobic nature about them; their dwarven stock does not allow them the extra finger joints.  They are known as the best in gaining items through “various” means at the “right price.”

Half-elves:  These are the half-breed races of humans and elves.  For as many subspecies of elf there are across the face of Torlenth, there are an equal number of half-elves.  Though they generally take on characteristics of both human and elven parentage, there are those half-elves who may take on sharper features of one or the other parent race.

High elves:  The high elf is what is said to be the pattern from which all other elven races had been created.  This subspecies of elf is normally arrogant when dealing with humans or any other elven race due to the mythos surrounding them as being the First Ones.  Their skin tone will generally be variants of shades of white while their hair remains a silvery color.  They have hauntingly blue-to-grey eyes that all non-bestial races find highly attractive (bestial races generally find the high elf eye to be more tasty than attractive).  They do not look at the other elven races with disdain, but pity for the fact that no matter what the other elven races try, they could never be equated with the high elf.

Hobgoblins:  These cousins of the standard goblin range in height from seven to eight and a half feet tall.  As part of the bestial subspecies, this race is probably the most vicious of all goblin-kin.  With their scaly skin ranging in color from mud brown to a lighter dirt-tan, they tend to remain as a nocturnal creature, eating off the weaker parts of any herd,  be it animal, human, or even their own kind.  Their elongated snout allows for their rows of razor sharp teeth, giving them the ability to shred the skin of their meals from the bone while their claws, roughly six inches in length, can hold tight to a failing and thrashing victim while they dine upon it with little bother.  Their favorite dinner is one that still screams the song of the dying.

Humans:  Ranging in height from five and a half feet to nearly seven feet tall, this race of being has a skin tone that runs the gamut from alabaster to ebony.  It is the human kind that never gained the ability to remain in the world longer than one hundred years.  It is this reason that humans try to accomplish more in their lifetimes than any other race.  They are the most limited of all the non-bestial races (they do not have the life-aura sight of the dwarves or elves, nor the elven immortality); they are the ones who have been allowed to make their mark on society in Torlenth by creating the merchant guild language of Comon.

Mog’yeh:  The reportedly extinct mog’yeh were at one point the most revered and powerful arcanist group in all of Torlenth.  With their powers aiding them in their duties as guardians of the dragons and their rookeries, the mog’yeh sat in a position of power akin to that of a high priest(ess) of any god(ess).  Each mog’yeh skin tone represented the dragon kind they were to serve.  Ranging from every color in the rainbow to even gem-like and metallic sheen, the mog’yeh were sworn to defend to the death their dragons from any intruder into their lairs and nests.  The mog’yeh were stripped of their privilege and powers and scattered to the farthest reaches of Torlenth after a revolt of a handful of mog’yeh destroyed a number of rookeries around the time of the death of the last chaos dragon, Dowser.

Orcs:  These are the pig-faced bestials who stand roughly six feet tall on average and weigh nearly three hundred pounds, most of it muscle as orcs have very little leisure time between hunting to eat and fighting for their lives.  Of all the bestials, the orc is reported to be the least intelligent.  This is not to say that they are not smart, just not cunning.

Ogres:  Grayish skinned bestials, the ogre stands roughly six and a half feet tall.  With their great strength, it is no great labor for one ogre to defeat ten well-seasoned human warriors.  They are the bestial that is quick to start eating their victims before the battle has truly ended.  It is said that the quickest way through an ogre is by way of their stomach, be it from the inside or the outside.

Rock giants:  These giants, who average nine feet tall in height, usually make their homes in the mountains around Torlenth.  The rock giant has skin that isn’t actually rock, but more akin to that texture.  As with the stone elf (See Below), the rock giant has much of their protection against the slings and arrows of their enemy.  They inhabit the areas directly around volcanoes, which is why they have laid claim to Starstone Canyon as being part of their ancestral lands.

Roh’nar:  The grand Monster of the Plains, these gigantic, shaggy brown creatures are used as beasts of burden for those merchants rich enough to pay hunters the extremely high price to capture them.  Towering at twenty-five feet at the shoulder, the males have a Y-shaped bone protrusion on the bridge of their nose while the females bear the U-shaped bone.  Travelling in herds numbering in the thousands, their migratory habits have been known to rip up wide expanses of earth at their passing.  With their golden colored eyes, they have the keenest eyesight of any creature their size and can maneuver out of the way of nearly any obstacle at a dead run.

Stone elves:  This subspecies of elf has a keen eye for gems and other masonry.  Ranging in skin color as vastly differing as the rocks and gems in the areas they have settled, the stone elf is actually the most diverse of the elven subspecies.  For example, if an area that the stone elf has created a habitat holds a great deal of granite, the skin tone of the following generations will begin to take on that coloration of that stone until the stone elves in that area resemble that stone type.  It is rumored and yet to be proven that there is a racial connection between the stone elf and rock giant (See Also Rock Giant).

Sylvan elves:  This is the archaic name used in title to mean wood elves.  The sylvan elf resides in the densest forests, deciding to remain hidden from the eyes of outsiders.  Some sylvan elves do leave their forested homes in order to seek out adventure.  Though this is somewhat rare in occurrence, the sylvans who remain in their forest homes are more the norm.  They have gradients of green for hair and eye color and a tan skin from their contact with the trees around them.  Records are scarce but it is said that the sylvan elves are the refined wild elf.

Trolls:  Standing nearly seven feet tall, the troll is the bestial that holds the reputation for a strange property of never dying.  The troll is not naturally immortal as is an elf, but it does have the unnerving talent for regenerating itself in a most unappealing manner.  If a troll loses a body part, that troll will invariably grow a replacement part.  The severed limb will, when left unattended, grow a new troll.  It is unknown whether this is the way trolls reproduce or if they do take mates for the propagation of the species.

Zombies:  These creatures have been improperly classed as part of the bestial races over the years and few have been able to correct this error.  These creatures are constructs and not naturally occurring beings.  Zombies are the animated bodies of the dead, giving them the appearance of what they were upon the time of their reanimation.  Rot and foul smell mark these mockeries of life.  These creatures rarely have a mind of their own in that they are constructs of the bone elves (See Also Bone Elf) meant to be the first wave of attack in any battle.

Castles and Keeps of Note

    Ledale Tower: This square tower has reinforced wooden walls and defensive battlements. The lord of the tower is a knight named Aered, and it is inhabited by a small entourage of servants. The tower once belonged to a wizard, and its walls are engraved with runes of power and sorcery.
    Gamah's Deep: Most of this round tower is underground, with only a concealed door marking its location. It appears deserted, but is inhabited by a poor miner named Nainarv and his family.
    Sifla's Deep: Most of this shell keep is underground, with only a small stone building marking its location. It appears deserted, but is inhabited by a female vampire named Athalben.
    Threemoor Keep: This fortress complex has reinforced wooden walls with wooden hoarding, and a large keep. It appears deserted, but is inhabited by a lich named Gaisange. A large stable has room for horses and carriages.
    Asthorp Stronghold: This grand keep sits upon the banks of a river, spanned by a drawbridge. It is in disrepair, and totally deserted.
    Dwali's Hold: This large walled castle has reinforced stone walls with large towers. It appears deserted, but is inhabited by a small company of mercenaries seeking work.
    Thali's Deep: Most of this round keep is delved into the side of a long hill. It appears deserted, but is inhabited by orc marauders led by a warlord named Luga.
    Rosli's Deep: This fortress complex sits upon the banks of a river, spanned by a drawbridge. The lord of the castle is an old dwarf named Rosli. The castle collects a modest toll from passing travellers.
    Brewood Keep: This grand keep has buttressed stone walls and an acidic moat. The lady of the keep is a woman named Kater. A fine collection of arms and armor hangs upon the walls.
    Peefalls Stronghold: This shell keep sits upon an island in the middle of a lake. It appears deserted, but is inhabited by brigands led by a cutthroat named Gildila. The keep was once home to a school of wizards, and strange noises are sometimes heard from the dungeon.

    Araduun: This large walled castle has black stone walls, and a square keep with a massive central fireplace. The lord of the castle is a man named Aradum, who desperately seeks to save his land from financial ruin. The castle was once home to a college of wizards, and strange magical effects still wander its halls and chambers.
    Delafila: This tower sits upon an island in the middle of a lake. The lord of the tower is a man named Naidita, who desperately seeks to save his land from financial ruin. The tower is brightly lit by magical candles and chandeliers.
    Balcharad: This shell keep has battered stone walls and defensive earthworks. The lord of the keep is a man named Apil. The keep was once home to a school of wizards, and fire elementals still dwell within its hearths.
    Korrsester: This round keep has strong stone walls and a wooden palisade. The lord of the keep is an intuitive paladin named Nazara. The keep is surrounded by the ruins of a curtain wall.
    D'rzhnn: This grand keep has thick stone walls and a wooden palisade. It appears deserted, but is inhabited by a wandering scop named Nebura.
    Rynata: This tower has rough-hewn stone walls and a defensive moat. It appears deserted, but is inhabited by a lich named Amullar. Rats lurk in the walls of the tower, carrying a deadly plague.
    Landis: This walled castle sits upon an island in the middle of a large lake. The lord of the castle is a mage named Sabilu.
    Kyrrjynth: This small walled castle has strong stone walls, and a keep with a massive central fireplace. The lady of the castle is a tall paladin named Mammet, who is dying with a terrible secret. A fine collection of arms and armor hangs within the keep.
    Syzhirags: This large tower sits upon an island in the middle of a lake. The lady of the tower is a young woman named Nocri. The road which leads to the tower is lined with large stones.
    Tyrfessn: This shell keep has crystalline walls and a massive central fireplace. It is in disrepair, and totally deserted. The keep was once home to a school of wizards, and its doors are locked and unlocked by command word.

    Golfimb Stronghold: This round tower has wooden walls with defensive battlements. The lord of the tower is an orc named Golfimb, and it is defended by fierce orc warriors.
    Ugduk Stronghold: This round tower sits in the fork of a river. The lord of the tower is an ogre knight named Hulmunda. A small collection of weapons hangs upon the walls.
    Bleakmoor Stronghold: This tower has rough-hewn stone walls with defensive battlements. The lord of the tower is an old female vampire named Efotsuild, and it is inhabited by brutal kobold thugs.
    Golugd Castle: This round tower has wooden walls and defensive battlements. The lord of the tower is an overweight gnoll named Guntanca, and it is defended by fierce gnoll warriors. The tower is surrounded by thorny vines and sharpened stakes.
    Blightfen Castle: This small tower has crude masonry walls with defensive battlements. The lady of the tower is an overweight troll named Balcmuzg, and it is defended by fierce troll warriors. The tower has been damaged by fire, and its upper floors are gone.
    Bolga Keep: This square tower has opalescent stone walls and large windows and balconies. It is in disrepair, and totally deserted. A small stable behind the tower has room for a few horses.
    Deadfen Castle: This large tower has crude masonry walls and a strong iron door. It appears deserted, but is inhabited by the ghost of a male orc named Gashur. A concealed door in the cellar opens into a network of tunnels.
    Mistfen Keep: This tower has wooden walls with defensive battlements. The lady of the tower is a minotaur rogue named Andaldama, and it is inhabited by brutal minotaur thugs.
    Nightfen Stronghold: This large tower has crude masonry walls and defensive battlements. The lord of the tower is a thin vampire named Ilacand, and it is inhabited by brutal gnoll thugs. The tower is surrounded by thorny vines and sharpened stakes.
    Bloodmoor Keep: This square tower sits in the fork of a river. It appears deserted, but is inhabited by a poor woodcutter named Harica and his family. A small stable behind the tower has room for a few horses.

    Leheath Castle: This square tower has rough-hewn stone walls and defensive battlements. The lord of the tower is a tall sorcerer named George. A small collection of weapons hangs upon the walls.
    Clarke Castle: This tower sits at the top of a rocky hill. It appears deserted, but is inhabited by a harlot named Bely Skytson.
    Merde Keep: This round tower has battered stone walls and large windows and balconies. The lady of the tower is a woman named Joane, and it is defended by a small company of mercenaries. A secret door in the cellar opens into a network of tunnels.
    Choley Keep: This large tower sits upon the banks of a stream, spanned by a wooden bridge. It is in disrepair, and totally deserted. The tower has been damaged by an earthquake, and its walls are broken.
    Lytcey Keep: This tower sits upon the banks of a stream, spanned by a wooden bridge. It is in disrepair, and totally deserted.
    Kathon Stronghold: This tower has buttressed stone walls and an acidic moat. The lady of the tower is a woman named Kathon, who is actually a greedy dragon. A small stable behind the tower has room for a few horses.
    Speepool Keep: This tower sits upon the banks of a stream, spanned by a wooden bridge. It is in disrepair, and totally deserted. The road which leads to the tower is lined with large stones.
    Velley Castle: This small tower has thick stone walls with defensive ballistae. It is in disrepair, and totally deserted.
    Ingfalls Tower: This square tower has thick wooden walls and a defensive moat. It appears deserted, but is inhabited by a harlot named Eruth.
    Ethelm Keep: This square tower sits at the top of a large hill. It appears deserted, but is inhabited by a harlot named Burga. The lower levels of the tower are filled with rubble and debris.

    Barad Algahtan: This small tower has white stone walls and large windows and balconies. It appears deserted, but is inhabited by a lich named Hariwitt. The tower is overgrown with flowering vines.
    Minas Diorosaer: This round tower has battered stone walls with defensive ballistae. It is in disrepair, and totally deserted.
    Caer Elenel: This small tower sits at the center of a ring of ancient stone monoliths. The lord of the tower is a tall elf named Aemin, and it is defended by deadly elven archers.
    Caer Moenga: This large tower sits in the fork of a river. The lord of the tower is an elf wizard named Moenga, and it is inhabited by an order of wizards and sorcerers. The tower collects a modest toll from passing travellers.
    Caer Mione: This round tower has white stone walls with wooden hoarding. The lord of the tower is an elf mage named Mione, who has been secretly gathering an army of orcs and ogres.
    Barad Fithu: This round tower has elegantly carved stone walls and a white tiled roof. It appears deserted, but is inhabited by troll thugs led by a boss named Sigerna.
    Caer Alaran: This square tower sits at the center of a winding hedge labyrinth. The lord of the tower is a young elf named Alaran, and it is defended by elven warriors and stone griffons.
    Barad Ingohir: This large tower sits upon the banks of a stream, spanned by a wooden bridge. It appears deserted, but is inhabited by a female vampire named Gleuvada. A secret door in the cellar opens into a network of tunnels.
    Caer Linarfinw: This square tower has white stone walls and defensive arcane wards. It appears deserted, but is inhabited by troll thugs led by a boss named Thidusi. The tower is overgrown with flowering vines.
    Minas Finde: This round tower sits at the center of a winding hedge labyrinth. The lord of the tower is a cautious elf named Finde, and it is defended by deadly elven archers. The tower is overgrown with flowering vines.

    Bedon Tower: This shell keep has white stone walls and a wooden palisade. The lord of the keep is a warrior named Dure, and it is defended by a small company of men-at-arms. A fine collection of arms and armor hangs upon the walls.
    Beabluff Castle: This grand keep has white stone walls and a defensive moat. It is in disrepair, and totally deserted.
    Dyley Tower: This small keep has opalescent stone walls and an acidic moat. It appears deserted, but is inhabited by minotaur thugs led by a boss named Roduf. The keep is overgrown with thorny vines.
    Minas Oris: This large keep sits upon an outcrop, accessible by a single road. The lord of the keep is a thin elf named Oris, who secretly serves Lecha, an ancient Goddess of Chaos.
    Holte Keep: This round keep sits upon the banks of a river, spanned by a drawbridge. It appears deserted, but is inhabited by a female vampire named Anadata. A secret door in the cellar opens into a small dungeon.
    Costead Castle: This grand keep has white stone walls and a red tiled roof. The lord of the keep is a short man named Balda. A secret door in the cellar opens into a small dungeon.
    Folfi's Hold: Most of this round keep is underground, with only a small stone building marking its location. The lord of the keep is a stout dwarf named Dolfi, and it is defended by dwarven warriors and earth elementals. The keep is surrounded by the ruins of a curtain wall.
    Durin's Delve: Most of this large keep is delved into the side of a mountainous crag. It appears deserted, but is inhabited by a lich named Simena.
    Agduk Castle: This keep has crude masonry walls and defensive battlements. It appears deserted, but is inhabited by a female vampire named Suntho.
    Duror's Hold: This round keep has been hewn from a large outcrop of volcanic stone. It appears deserted, but is inhabited by orc thugs led by a boss named Alas.

    Kestead Tower: This round keep has buttressed stone walls with defensive ballistae. The lady of the keep is a studious woman named Sane. The keep was once home to a school of wizards, and its doors are locked and unlocked by command word.
    Walteph Castle: This grand keep sits at the top of a small hill. It appears deserted, but is inhabited by a peddler named Exard selling his wares. The keep is overgrown with thorny vines.
    Caer Gothe: This grand keep has elegantly carved stone walls and a white tiled roof. It appears deserted, but is inhabited by a dragon named Adnezzel.
    Borer's Deep: This keep has battered stone walls and a defensive moat. The lady of the keep is a young dwarf named Borer, who is dying with a terrible secret. The keep is brightly lit by magical candles and chandeliers.
    Barad Iolpar: This shell keep has black stone walls with wooden hoarding. The lord of the keep is a violent elf named Iolpar. A fine collection of tapestries and artwork hangs upon the walls.
    Alkik's Deep: This large keep has strong stone walls with a strong iron door. It appears deserted, but is inhabited by a lich named Sigunda.
    Katri's Delve: This grand keep sits upon a granite outcrop, accessible by a single road. It appears deserted, but is inhabited by the ghost of a male dwarf named Halli. A large stable near the keep has room for horses and carriages.
    Webluff Castle: This large keep sits upon a granite outcrop, accessible by a single road. It is in disrepair, and totally deserted. The keep is surrounded by the ruins of a curtain wall.
    Bruda Keep: This large keep sits upon the banks of a river, spanned by a drawbridge. It appears deserted, but is inhabited by a smuggler named Reda hiding his wares. A large stable near the keep has room for horses and carriages.
    Agells Castle: This square keep sits upon a volcanic outcrop, accessible by a single road. It is in disrepair, and totally deserted. A large stable near the keep has room for horses and carriages.

    Golfimb Tower: This small walled castle has crude masonry walls with defensive battlements. The lady of the castle is a troll sorcerer named Wilgotha, and it is defended by fierce troll warriors. A concealed tunnel beneath the keep leads into a large dungeon.
    Kneheath Keep: This fortress complex has thick wooden walls and earthen ramparts, and a small keep. The lord of the castle is a young man named Cyne.
    Hridga's Deep: Most of this walled castle is delved into the side of a mountainous crag. It appears deserted, but is inhabited by orc thugs led by a boss named Fila.
    Zirin's Delve: This walled castle sits upon an island in the middle of a large lake. It is in disrepair, and totally deserted.
    Caer Ororfin: This large walled castle has elegantly carved stone walls, and a grand keep with a gray tiled roof. It appears deserted, but is inhabited by troll thugs led by a boss named Gashagr. A long reflecting pool surrounded by gardens fills the courtyard.
    Sheafalls Tower: This fortress complex has crystalline walls, and a shell keep with a massive central fireplace. The lady of the castle is a short woman named Tortga.
    Aceyn Tower: This concentric castle has crystalline walls, and a keep with defensive battlements. The lord of the castle is a warrior named Ales Aceyn, and it is inhabited by a large entourage of servants.
    Astleyl Stronghold: This large walled castle has black stone walls and earthen ramparts, and a small keep. The lady of the castle is a sorcerer named Arion, and the keep is inhabited by her family and servants.
    Inggate Stronghold: This large walled castle sits upon the banks of a river, spanned by a drawbridge. The lady of the castle is a priest named Wynyeue, who guards an ancient artifact. The castle was once home to a college of wizards, and earth elementals still dwell within its walls.
    Barad Aloth: This concentric castle has elegantly carved stone walls, and a shell keep with a red tiled roof. The lady of the castle is an elf paladin named Aloth, and it is defended by heroic elven warriors.

Prophecies, Portents, and Omens

    When the Blade of Chivalry is reforged, the Sunless Castle shall be destroyed.
    Upon the seventh day of the reign of Strength, in the Kingdom of Maces, the Castle of Charms shall be found.
    Upon the solstice in the Year of Aether, when iron is made flesh and the Wound is healed, the Shield of Knowledge shall be found.
    When sea becomes sky, the Keep of Bells shall be found.
    In the Forest of Triumph, when the Wound is healed, the Crimson Cathedral shall be destroyed.
    In the Empire of Chariots, when the Black Arrow is wreathed in flames, the Ruby Cathedral shall be restored.
    When iron is made flesh and the Blade of Charity is reforged, the Jade Palace shall be found.
    The line of Knowledge shall be hidden until the Bridge of Bells is broken and the River of Faith runs red with blood.
    Upon the Night of Grace, when blades pierce the sky, the Lord of Nightmares shall conquer the Kingdom of Rings.
    Upon the Twilight of Brass, in the Valley of Iron, the Wraith Prince shall conquer the Empire of Tomes.

    In the reign of Courage, the Empire of Bells shall be sundered.
    Upon the Night of Grace, when light becomes shadow and the Golden Scepter is broken, the Palace of Runes shall be found.
    In the Kingdom of Bells, when the Winged Serpent rests upon the tomb and the sun is eclipsed in the Warrior, the Knights of Wrath shall be sundered.
    Upon the Night of Aether, in the Caverns of Prisms, the Tome of Illusions shall be lost.
    The Wraith Princess cannot be slain until the Dragon is broken.
    In the Kingdom of Swords, when iron is made flesh, the Lantern of Courage shall be restored.
    The line of Fortitude shall be hidden until the Temple of Triumph is laid to ruin.
    In the reign of Knowledge, when the River of Allegiance runs red with blood, the line of Allegiance shall end.
    The Sword of Compassion shall be lost until the moon is crowned and the hound betrays the master.
    Upon the Night of Ice and Steel, when the Shield of Chivalry is sundered, the Eldest Temple shall be found.

    Upon the Night of Charms, in the Empire of Chains, the Palace of Runes shall be destroyed.
    When the Temple of Shadows is laid to ruin and the forests are made spears, the line of Violation shall be ended.
    Upon the solstice in the Year of Shadow and Flame, when sea becomes sky and the hound betrays the master, the Hammer of Chivalry shall be restored.
    Upon the Night of Mirrors, in the Desert of Charms, the Blade of Mist shall be restored.
    The Scepter of Pipes shall be lost until the last storm gathers.
    The Lich Tyrant shall escape his tomb when sea becomes sky.
    When the Golden Scepter is lost, the Temple of Rings shall be lost.
    The Azure Company Type shall rise when the Winged Serpent is chained and the moon is crowned.
    Upon the Twilight of Aether, when the hound betrays the master and the Silver Crown lies in blood, the Sapphire Temple shall be found.
    The line of Charity shall be hidden until the stars fall from the sky.

    Upon the Twilight of Blessing, when the Forlorn Gate opens, the Mirror of Cruelty shall be restored.
    The Castle of Orbs shall be destroyed when north becomes south.
    Upon the Twilight of Ashes, when death becomes life and the Shield of Wizardry is sundered, the Jade Citadel shall be lost.
    In the Kingdom of Shields, when iron is made flesh, the Temple of Maces shall be destroyed.
    In the Empire of Cauldrons, when the Wound is healed and the Silver Crown is wreathed in flames, the Palace of Scepters shall be destroyed.
    When sea becomes sky and the Obsidian Orb is wreathed in flames, the Temple of Ghosts shall be lost.
    In the Hills of Death, when the Black Serpent lies in blood, the Night Walker shall escape its chains.
    Upon the Night of Illusions, when iron is made flesh, the Staff of Aether shall be destroyed.
    The Hammer of Beauty shall be restored when the moon is crowned and east becomes west.
    In the Labyrinth of Nightmares, when iron is made flesh, the Adamant Cathedral shall be lost.

    When the light comes to lifeless eyes and the Steel Cup is broken, the Golden Castle shall be destroyed.
    The Topaz Tower shall be restored when the Golden Gate opens.
    In the Winter of Tombs, when the Stronghold of Blades is laid to ruin and the Forest of Dreams withers, the Empire of Blades shall fall.
    In the reign of Chivalry, when the moon is crowned, the line of Strength shall end.
    When the White Hart rests upon the tomb and blades pierce the sky, the Maiden of Grace shall escape her tomb.
    When the Silver Boar is chained and iron is made flesh, the Empress of Strength shall be slain by the Hammer of Cruelty.
    In the reign of Wizardry, the line of Torment shall be ended.
    Upon the ninth day of the reign of Compassion, when the hound betrays the master, the Ring of Shields shall be destroyed.
    Upon the fourth day of the Year of Shadows, when iron is made flesh and the Black Gate opens, the Golden Castle shall be lost.
    The Empire of Chariots shall rise when the moon is crowned and the Forest of Tears withers.

    When blades pierce the sky, the Staff of Coins shall be lost.
    The Ring of Thunder shall be lost when the moon is crowned.
    The Silver Company Type shall rise when the sun is eclipsed in the Wheel and east becomes west.
    When the Bridge of Scepters is broken, the line of Faith shall end.
    The Empire of Axes shall triumph when the stars fall from the sky.
    In the Summer of Gold, the Sword of Chariots shall be restored.
    The Wand of Ashes shall be restored when light becomes shadow and the Dread Gate opens.
    The Blade of Illusions shall be destroyed when blades pierce the sky.
    When song becomes silence, the Sword of Beauty shall be lost.
    In the Spring of Candles, the Throne of Shields shall be destroyed.

    In the Valley of Souls, when the sun is eclipsed in the Hydra and east becomes west, the Ring of Obsidian shall be destroyed.
    The line of Compassion shall be hidden until blades pierce the sky and the forests are made spears.
    Upon the solstice in the Year of Omens, when the sun is eclipsed in the Fox, the Sentinel of Purses shall be slain.
    The Bronze Citadel shall be lost when the light comes to lifeless eyes and the Black Arrow is broken.
    When the moon is crowned, the Company Type of Blades shall be sundered.
    Upon the Twilight of Shadow and Flame, in the Desert of Crystal, That Which Never Sleeps shall slay the God of Strength.
    When the moon is crowned and the Temple of Prisms is laid to ruin, the line of Terror shall be ended.
    The Palace of Orbs shall be found when death becomes life and the Moonstone Wand is wreathed in flames.
    In the Sea of Waves, when the hound betrays the master, the Tower of Dweomers shall be found.
    Upon the Night of Omens, when the Seal of Shadows fails, the Crimson Keep shall be found.

    The line of Faith shall end when the Walls of Omens are broken and the last storm gathers.
    In the Kingdom of Pipes, when east becomes west, the Sword of Beauty shall be destroyed.
    In the Spring of Storms, the line of Honor shall end.
    When the Temple of Iron is laid to ruin, the Empire of Shields shall be sundered.
    Upon the sixth day of the reign of Beauty, in the Marsh of Ashes, the Shield of Honor shall be lost.
    The line of Knowledge shall be hidden until the forests are made spears.
    Upon the Twilight of Ice and Steel, in the Caverns of Iron, the Sword of Virtue shall be restored.
    In the Autumn of Blades, the Empire of Chains shall rise.
    The Crown of Maces shall be lost until the forests are made spears.
    Upon the Twilight of Dweomers, in the Kingdom of Rings, the Sword of Chivalry shall be destroyed.

    Upon the Twilight of Charms, in the Caverns of Mirrors, the Castle of Crowns shall be found.
    In the Empire of Orbs, when death becomes life and the Gate of Madness is opened, the Jade Castle shall be destroyed.
    Upon the Night of Mirrors, when the Winged Serpent lies in blood and the stars fall from the sky, the King of Sorcery shall be slain.
    Upon the Night of Ghosts, in the Sea of Cinders, the Guardian of Axes shall be slain by the Arrow of Malice.
    The Sword of Wizardry shall be destroyed when sea becomes sky.
    In the reign of Fortitude, the Scepter of Tomes shall be found.
    In the Year of Shields, when the mountains are wreathed in flame, the Throne of Scepters shall be found.
    In the Forest of Oaths, when the sun is eclipsed in the Fox, the Staff of Charms shall be destroyed.
    In the Forest of Aether, when east becomes west, the Helm of Torment shall be lost.
    Upon the ninth day of the reign of Beauty, when the sun is eclipsed in the Falcon and light becomes shadow, the Company Type of the Shield and Sword shall rise.

    A white hare cries with the voice of a maiden.
    Wounds do not heal.
    A blackthorn tree is violently uprooted.
    A steel cup lies surrounded by dead warriors.
    Ropes fray and knots untie themselves.
    A brilliant green star appears in the day sky.
    A white hart fights with a cock.
    A halo of prismatic light surrounds the moon.
    The smoke from a fire rises against the wind.
    A swarm of yellow lights appears in the constellation of the Shield.
    Ropes fray and knots untie themselves.
    A swarm of green lights appears in the constellation of the Spider at dusk.
    The flame of a candle turns blue.
    An ash tree bursts into flame.
    An outcrop of rock is marked with a rune of ruin.
    The smoke from a fire rises against the wind.
    A white hart rests upon a bed of thorns.
    A swarm of hornets circles above a shrine.
    The night sky is filled with strange stars and constellations.
    A black ferret carries a bloody dagger in its mouth.
    A river runs backwards.
    Ropes fray and knots untie themselves.
    An elven blade lies in a pool of blood.
    A black serpent guards a withered tree.
    The moon is blood-red.
    Toadstools grow in the shape of an arcane circle.
    A ghostly maiden lies beneath the surface of a lake.
    A blackthorn tree bursts into flame.
    The smoke from a fire rises against the wind.
   
    A jade statue of a dragon holds a silver crown.
    The smoke from a fire rises against the wind.
    An outcrop of rock is broken into five pieces.
    A swarm of white lights shoots across the sky at dusk.
    A blazing orb of yellow fire moves across the night sky.
    A pair of hawks flies in circles widdershins.
    Every tree of a grove bears exactly three apples.
    A silver fox carries a lantern in its mouth.
    A flock of wrens falls from the sky.
    A halo of prismatic light surrounds the moon.
    Ropes fray and knots untie themselves.
    A silver fox guards an obsidian orb.
    The smoke from a fire rises against the wind.
    A halo of prismatic light surrounds the moon.
    A river runs backwards.
    
    A winged serpent guards a withered tree.
    Reflections in mirrors appear warped and aberrant.
    A tower is destroyed by a bolt of lightning.

The World of Torlenth

(c) 2014 Roh'Nar Press.  J. Kek Maloy, Juxtaephyeal Kek Maloy, Torlenth, The World of Torlenth, Roh'Nar Press, Crozier-Cross Productions, The Chronicles of Torlenth, and any likeness of all characters depicted therein are properties owned by Robert R. Wilkinson.  All rights reserved, including the right to reproduce this content in any form, including any and all non-exhaustive derivative forms of this content.