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10. Locations of Rin

Jun 8th, 2015
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  1. Ortague
  2. Once the seat of power for the royal family, the capital of Rin is located near the center of the land, on the banks of the River Broad. The palace at the city's heart, known as the Serpentine Keep, used to seat King Endon III, until he was driven out by his rebellious war priests who occupied the palace. Nowadays the Serpentine Keep is abandoned, as the war priests mysteriously vanished in one night. It is unknown what lies inside since the main gates are bolted from the inside, but it is doubtlessly full of blank guards following out their last orders. Many brave knights fell or disappeared in the One Day War, their fates unknown. Most travelers stay well away from the palace nowadays.
  3. Ortague is the oldest city in all Rin, being the very first settlement to be built after the original inhabitants moved south from Rin-That-Was. Even before the curse began to take hold, Ortague was known for appearing somewhat grim and forbidding; its architecture was mostly colorless, it was perpetually lit by torches even during the day and many of the buildings were incredibly close together, giving the impression of being one enormous maze.
  4. Ortague was controlled by two leaders known as the Masters; they saw to the affairs of the city, and reported directly to the King when he held council. The last Masters of Ortague were the Twin Blades Parabol and Undertow, who were personally knighted by King Endon. The Serpentine Keep was open to civilians to explore, although much of the more important rooms were off-limits.
  5. Apart from the Masters of Ortague, there was a council in the Serpentine Keep that served as advisors to the king. They consisted of the following:
  6. Regent of Rin - the ruler of all the land and its many towns and cities. Last held by King Endon III.
  7. Right Hoof - the regent's chief advisor and executor of his command, the second most powerful man in the kingdom. Last filled by Sir Cashmere the Lambent.
  8. Captain of the Royal Guard - The most senior member of the Royal Guard, who were sworn to protect the royal family with their lives. Last held by Sir Time Trap the Dragonsbane.
  9. Grand General - The leader of the royal army of Rin, charged with governance over all military matters in the land of Rin as well as keeping the peace inside the city of Ortague. Last held by Sir Lockdown the Defender.
  10. God's Mouth - The appointed representative of the Way, serving as counsel to the regent on all religious matters. Last held by Saint Panacea.
  11. Royal Treasurer - Head of the treasury of Rin, overseeing all financial and commercial matters in the kingdom. Last held by Lady Nightlily.
  12. Overseer - The one in charge of administering law and justice in the kingdom of Rin, as well as managing the gaols under the Serpentine Keep. Last held by Emerald Thunder.
  13. Watcher - The regent's spymaster, charged with gathering intelligence from all around Rin and even other lands. Last held by Astral Echo.
  14. High Mage - The head advisor on all matters related to lore, wisdom and the arcane, in charge of furthering the pursuit of higher knowledge. Last held by Sir Dreamcoat.
  15.  
  16. Ortague has no patron god, instead being said to be watched over by all the gods and one.
  17.  
  18. Briom
  19. Lying due northwest of Ortague, the city of Briom was known across the land for its proficient warriors. Famous for slaying the most terrifying beasts for honor and glory, the knights of Briom followed a strict code of conduct; no concealed weapons were allowed during a fight, and an unarmed opponent was not to be harmed during times of peace unless they will it. A highly superstitious people, the inhabitants of Briom showed an utmost reverence for an ancient book filled with what seemed like fairy tales called the Birdsongs. The Keeper of the book was expected to memorize every tale word for word, and held the position for life. To change the words of the Birdsongs is considered heresy.
  20. Perhaps the most important buildings for the people of Briom were the fort of Esbyn where the greatest knights were trained, and Scargate Hall, otherwise known as the Feasting Hall. In Scargate Hall resided the council of Briom, who were ultimately responsible for the affairs of their city. In this hall were also carried out the traditional rituals, including the reading of Birdsongs at important events.
  21. The patron god of Briom is Raam, the Wakeful One.
  22.  
  23. Aloria
  24. Across the Broad River, southeast from Briom, lies the holy city of Aloria. Home to the Great Cathedral of Rin, Aloria was named the city of the gods for the people's devotion to the All-In-One. The city is decorated with banners depicting the holy symbol, a ten-headed serpent with a coiled tail. In the city's heart rests an enormous slab of stone engraved with an oath of fealty to the King of Rin. All citizens of Aloria were expected to carry some sort of talisman of the gods for good fortune, and many of these talismans can be found across the land today.
  25. In its last days, Aloria saw an infestation of rats that could never be driven out no matter what they tried; it is rumored that this infestation along with the curse is what led the war priests to leave their city and march on Ortague. The leader of the city, known as the High Priest, resided in the Great Cathedral at the highest point of the city. The Sacred Crown he wore marked him as the leader, a ceremonial object handed from leader to leader. It was also tradition for the High Priest to have a snake as a companion, symbolizing the ruler of Aloria's connection to God.
  26. The patron goddess of Aloria is Uzena, the Chastened Maid.
  27.  
  28. Jevel
  29. This city lies near the intersection of the eponymous Jevel River and the River Broad. In contrast to the sanctity and religious traditions of Aloria, Jevel was a city of magic and higher learning. Only those of good will were able to enter the magic city in the old days, as it was protected by a magical tunnel that formed the only entrance. The entire city is carved out of a single slab of solid marble, said to have been ripped from the mountains themselves by the legendary wizard Sevenseals. The city is perfectly round, and structured like an enormous library of information.
  30. The leader of the city was known as the Administrator or Provost, who was accompanied by a circle of Archmages. In recent times, Jevel has fallen to its own power, giving birth to numerous magical anomalies. A willing adventurer may still find great knowledge in the strangely pristine ruins of Jevel, if they can withstand the entities that exist in the city now. Dreamcoat, the Royal Sorcerer, was once the Administrator of Jevel before he was called to serve in the palace of Rin in Ortague.
  31. The patron god of Jevel is Zoarus, the Crippled Duke.
  32.  
  33. Geldra/Irontown
  34. The trade city of Geldra lies in the southern regions of Rin, notable for being the southernmost point in the land. At the height of its power, Geldra was the richest city in all Rin, mostly due to the great mine due north of it. This mine provided the city with many rare minerals, making it a prime location for trading with merchants from all over the known world. In time, travelers seeking their fortune settled around the mine, forming a prosperous town that provided its supplies to Geldra. Through their newfound wealth, the market of Geldra became one of the largest parts of the entire city, luring in all sorts of strange imports. The prosperity of Geldra was not to last, however. The mining automatons they had commissioned from Ibergal were first destroyed by a subterranean creature called the Steel Cyclops; then, when proper troops were sent in, the Cyclops triggered an underground explosion in its rage, collapsing the majority of the mine beyond retrieval. With Irontown's main source of wealth out of commission, the town and eventually Geldra itself went into an economic recession, making the advent of the curse the final blow to the once-mighty city.
  35. The patron goddess of Geldra is Myna, the Veiled Widow.
  36.  
  37. Lomar
  38. The city of Lomar lies in the far east of Rin, past the forest of Endwood and the Capricon Hills. People from Lomar were known for their skills at archery and woodworking. Bows from Lomar were second to none, surpassing those of the people of Arineau and their fires of Gasharn. Lomar was also known for its wealth; Lomar and Geldra were great rivals during the latter's glory days, with Geldra getting its profits from Irontown and Lomar profiting from their wooden artifacts and the bounty of fish from the Sea of Serpents it overlooks. The last ruler of Lomar, Lord Angier, was known across the land for coveting jewels and gold, keeping it locked in an impenetrable safe under his own private keep. Those who visited his keep came back telling tales of the myriad traps he had set up to prevent intruders from attempting to break into his precious home and take his horde. The common folk took to nicknaming him the Dragon because of his eccentricity. When the curse began to take over, Angier the Dragon took his own life by locking himself in his vault with the only known key, starving himself to death. It is suspected that the rivalry between Lomar and Geldra led to Angier somehow setting the Steel Cyclops loose in the mine, but these claims have never been proven.
  39. The patron goddess of Lomar is Drothen, the Morning Rider.
  40.  
  41. Mount Venn
  42. The highest point in all Rin, this mighty rock in the northwest Archbacks is overgrown by thorny bushes and knifebark trees. This used to be home to Lastwatch, a small town that existed outside of the laws of Rin and was a safe haven for adventurers. However, Lastwatch was destroyed in the year 10 587 by bandits from the mountains, and nothing remains save for the occasional overgrown building. The summit of the mountain was also home to a nameless monastery of mute monks, but the place is now in ruins. There's no telling what lives up on Mount Venn now, especially considering how close the mountain is to the border with Rin-That-Was.
  43.  
  44. Tower of Silence
  45. This ominous tower in northern Rin was once used as a prison by the old king Elstred I, but it has not been used in centuries due to its evil reputation. When the Shells of Light arrived from Sarnath, they took residence in the old tower and repurposed it to suit their own needs. It now stands as the headquarters of the Shells, led by Bishop Joyce. Many of the hapless cursed captured by the Shells are taken to this tower, along with several other forts and villages dotted across the Rin landscape.
  46.  
  47. The Dreaming Spring
  48. This natural fountain of water is difficult to find as it is not marked by any paths, but is a surprisingly peaceful place with dozens of strange trees that grow around the central spring. The water has strange magical properties that cause the drinker to see whoever they last thought of in their dreams. There are local legends that those of evil mind will suffer a terrible fate if they drink the wayer.
  49.  
  50. The Funnel
  51. A popular resting place for adventurers, this area boasts a large waterfall that thunders into a rock basin below, where water spins around forming a whirlpool before being drained away. This place was the home of an enormous dragon known as Pyth in folklore who was slain by the great knight Francois, but if he ever truly existed, his body is long gone now.
  52.  
  53. Dead Mare's Rock
  54. A landform jutting out from the western coast of Rin, shaped eerily like a pony skull. It is jagged, having been eroded over millennia by the ocean water. In old days, the waters around Dead Mare's Rock teemed with sea serpents and other such beasts, but they were hunted as a delicacy by sailors from Arineau, and now few remain.
  55.  
  56. Drothen's Hollow
  57. The easternmost point in Rin, Drothen's Hollow is a large, deep, bowl-shaped crater between the Sea of Serpents and the Archback Mountains. The bottom is formed of smooth, pale stones shaped by the water that pours in to fill the Hollow at high tide. It is a stunning view, but those that wish to climb to the bottom should only do so when the tide is receding, lest they be swept away or crushed against the sides of the crater. Legend states that every morning, Drothen rises from the Hollow and brings about the new day. As such, the Hollow was a designated sacred place, and many devout made pilgrimage from Aloria to the Hollow to pay their respects to the Morning Rider.
  58.  
  59. Maw
  60. The most northern place in Rin, Maw was a small town nestled at the foot of the Archback Mountains. A grim little village, it had few inhabitants due to its remote location. Many of the inhabitants were descendants of the settlers of Lastwatch; since it was overrun and eventually destroyed, they had to seek their fortune elsewhere. Life in Maw was harsh, due to the hostile conditions. Visitors were met with suspicion, for there was not much reason to visit the grim little village.
  61.  
  62. Eastern Islets
  63. Off the eastern coast of Rin lie a small group of islands home to a religious group known as the Disciples of Order. It is inhabited almost entirely by the enigmatic Crystal Ponies. According to the history of Rin, the Crystal Ponies arrived from across the Sea of Serpents from lands unknown, fleeing a terror of which they refuse to speak. They sought refuge on the mainland, but were refused. Instead, they were granted full dominion over the islets of the east, which until that point were uninhabited. Since their arrival, they were accepted as proper citizens of Rin, and were freely allowed to mingle with the mainland's inhabitants; however, the vast majority of them kept to their islands, freely accommodating pilgrims that wish to learn their ways. The Eastern Islets are still inhabited today, believed to be one of the last bastions of safety in the land of Rin.
  64. The islets themselves are difficult to navigate for the unexperienced, bearing rocky footing, harsh winds and crashing waves. There are also all manner of venomous plants and fungi growing there, and there is always the threat of sea creatures lurking off the shore. Only the largest of the islands is inhabited, and bears a road leading to the main Disciple population in its center, bearing the famous Shrine of Order that is the center of religious activity on the islets. The wilderness of the islands is mostly unexplored. There is also a cave system running below the ocean floor home to a terrible unseen beast, but it is never visited.
  65.  
  66. The Nyruss Wilds
  67. These three clusters of forest in eastern Rin are home to all sorts of strange creatures native to this patch of land. Knights from Briom used to be sent into these forests and were not allowed to come back until they brought back a predator animal's pelt, as the final test of their might. There isn't much to these woods, but the unwary adventurer should be very careful not to get lost.
  68. Firstwood is the forest closest to civilization, and as such was often visited by passing adventurers. It is the smallest of the three forests, but boasts an enormous variety of plant and animal life. It is perhaps most notable for being the home of pale, cold-blooded, stinging creatures nicknamed Bootlickers by the locals, who have the power to paralyze their victims through high-frequency sounds.
  69. Midwood, the largest of the forests, was rumored to have been home to a tribe of druidic deer who worshipped nature in the form of the four basic elements, had a strange connection with trees, and lived particularly long lives; however, there was a great fire in the year 10 632 which led to the center of Mid Wood being completely scorched and destroyed. The area is known as The Dark nowadays, as the burned trees were warped into a thick canopy that blocks out the sun, effectively preventing anything from growing there.
  70. Endwood or Lastwood is considered to be the safest of the three forests, being quite pleasant to visit even in the wake of the curse. However, it is home to a unique species of tree whose fruit causes any who eat it to fall into a deep sleep unless the skin is also eaten. This will leave them prone to an enormous, flesh-eating bird known as an Orchard Keeper who inhabits the area around these trees. The trees are easily recognized by their short, thick trunks, tendency to grow in water, and bulbous, golden fruits.
  71.  
  72. Capricon Hills
  73. This region of Rin, surrounding the eastern stretch of land where Lomar lies, is named after its original inhabitants, a race of goats with dark coats and six spiraling horns. They are the original inhabitants of where Lomar is today, and once had a great city there called Capra. In old times, Capra was said to have been the most beautiful city in Rin; however, it was destroyed in the year 10 52 by dragons, angered because the Capricons would not stop killing their young; they would steal dragon eggs from their nests and hollow them, decorating the shells and using them as lanterns. The remaining Capricons retreated to the nearby hills, living in a single settlement.
  74. The Capricons abhor outsiders, resenting the fact that Lomar was built on their once-mighty city. They keep to themselves, being outright hostile towards ponies, especially those from Lomar. They have been known to answer with rage and disgust at merely being greeted, even attacking and attempting to kill those that stray on their grounds. Nevertheless, the people of Lomar left food outside the walls of the city for the Capricons, for they did not farm. They had no choice but to accept this begrudgingly. Now that Lomar and the rest of Rin has fallen to the curse, the Capricons are dwindling in numbers, seldom seen outside of the hills they inhabit.
  75. The hills themselves are grassy and overgrown, with many twisted trees dominating the view. Most have been stripped clean of their fruits by the Capricons, yet they still live on. Much like the Durac Hills, one can find many unique types of wildlife here, such as the startling Banshee Viper and the deadly frog-lizards known as Basilisks. Phoenixes can also be found in this place, although to actually see one is considered a miracle in many parts.
  76.  
  77. Valley of the Lost
  78. This strange and eerie place in the south is considered off grounds by many adventurers, and for good reason; the place is permanently covered by a colorless deep fog that makes it impossible to see your hoof in front of your nose. None who venture into the Valley ever return, so the place is left well alone apart from a few marked paths by particularly brave or foolish adventurers. Whatever lies in the Valley of the Lost is unknown.
  79.  
  80. The Finger
  81. This south-western region of Rin is a long, narrow spar of flat rock that stretches into the sea. It marks where the Silver Sea meets the Sunset Ocean, and offers a magnificent view when the sun goes down. There has been a small, round, rocky building at the tip of the Finger as long as any of the locals can remember, and has had many uses over the centuries. The last owners repurposed it to be an inn and a dock for sailors from Arineau, although the place is doubtless overgrown by now.
  82.  
  83. Blood Lily Island
  84. This is the smaller of the two islands off the coast of the Finger, notable for being covered in the endemic plants that give the island its name. Blood Lilies are scarlet flowers with five broad petals and thick golden stamen. As pleasant as the flowers may look and smell, walking among them is not recommended. Their pollen can penetrate fur, feathers, cloth, steel and leather alike, numbing the skin to all pain. This attracts the other natives of the island, carnivorous red beetles called Fleshbanes that live among the flowers in camouflage. They will tear through any protection and devour flesh happily without the victim knowing, being immune to pain via the Blood Lily pollen. Fleshbanes are small, but attack in large numbers. After they eat their fill, the victim succumbs to their wounds and the corpse is left as fertilizer for the Blood Lilies.
  85. Luckily, Blood Lilies and Fleshbanes cannot survive without each other, and grow only on this island in a large patch. The surrounding beaches are completely safe to rest in, however, and the Lilies grow extremely slowly. As it stands, Blood Lily Island is a perfectly good spot for a picnic, given one does not wander into the flowers.
  86.  
  87. Isle of Glass
  88. This large island is the westernmost point in Rin, and among one of the more dangerous, for it has always been the nest of aquatic monsters known as Mirodan. These are often found in the Silver Sea, and have caused the death of many an unwary sailor. They are the size of a buffalo and twice as long, with fish-like tails and flippers in place of forehooves. They are a golden-brown color, with thick, rubbery skin that can easily shrug off blades. They have no hair; in lieu of a mane, they have thick, flabby strands of skin that look like fronds of seaweed from a distance. While underwater, they move incredibly slowly, their manes hanging about them making them look like harmless clumps of seaweed. When something ventures too close, they are ensnared by their long, bristly blue tongue. They prey on fish, birds, small serpents and any other creature that ventures too close to it. Mirodan are amphibious, arguably being more dangerous on land. The slime they excrete allows them to move extremely fast on rocks, and they are extremely territorial creatures to boot.
  89. The Isle of Glass has been a den for nesting Mirodan for as long as anyone can remember. The slime of generations of nesting Mirodan has covered the entire island, giving it a glossy texture and a reflective sheen that makes it shine in the sunlight, giving the island its name. The island is roughly shaped like a pyramid; at its top is a large cave that houses a Mirodan den. Knights from Arineau and Rin alike have traveled to the Isle to try to rid it of the beasts, but no sooner is one killed or driven away than another takes its place. Even dragons have attempted to purge the island of its vicious inhabitants in hopes to make the cave their own, but to no avail. One would do best to stay well away from the Isle of Glass.
  90.  
  91. Bone Point
  92. This stretch of land in northwestern Rin is home to the Bone Point Lighthouse, a single solitary tower built in the time of King Endon II in 4 402 to guide foreign ships from other lands. It was built with the help of mages from Jevel, being protected from harm and decay by its magic. Even now that the land is dying, the magic of old lingers in the lighthouse, and it still stands tall, as perfect as the day it was built. The keeper of the lighthouse was held in highest regard both by the clergy and by the king. To break the vow they took was considered high treason, and in all the history of Rin only five keepers did so. The name of only one remains: Gareth, a griffon who vanished under mysterious circumstances one month before the curse began to set in and the land of Rin began to fall.
  93.  
  94. Durac Hills
  95. Named after a famous miner who is said to have found a diamond the size of his head, the Durac Hills of central Rin are the homeland of the Masked Ones, who still roam Rin in their caravans even after the curse spread. They lie approximately a day and a half from Geldra, and can easily be reached by following the river upstream. They are well known for their rugged beauty and variety of bird, plant and animal life. In older times they were also home to many dragons, who favored the stony peaks of this region.
  96. Examples of the fauna of the Hills include large diurnal pale moths called Keeper Moths, golden lizards the size of the average filly named Dragon Lizards (despite not being dragons), small gray birds aptly named Vineweavers for their elaborate tree nests, the supernatural timberwolves, the aforementioned dragons (although they are a rarity), and the elusive yet deadly owlbear. There are many caves and tunnels in the hills and mountains in this region which were often used for shelter by wanderers. Most of these are entrances to the Coil, a subterranean web of caverns and ravines where the famous Durac was laid to rest, along with his precious diamond.
  97.  
  98. The Coil
  99. Running under the Durac Hills is a hidden underworld of interconnected tunnels, running for miles beneath the earth. It is so large that most of it is unmapped, and whatever lies at the very bottom of the Coil is unknown. It is very easy to get lost in this place, and most adventurers do not risk it. What is known is that in some areas there are nests of carnivorous insects called Fleshmites, which feed on the local wildlife and sometimes unfortunate travelers. Strangely, Fleshmites are docile towards intruders in their nest, unless their eggs or queen are harmed. The source of the Geldra River is a spring in the Coil.
  100. Deeper in the Coil is an enormous ravine that stretches as far as the eye can see, illuminated by certain fungi and lichen. Very little fauna lives here, apart from the occasional stray Fleshmite soldier. There is an underground river that can be heard flowing through the ravine's bottom, but if there is anything else to be found in this place it would take a true expert to find it. The Masked Ones are said to venture into the deeper parts of the Coil on occasion in groups, whether to harvest the fungi that grows there or simply to explore.
  101. The paladin Cashmere is said to have visited the Coil on his quest to break Rin's curse.
  102.  
  103. The Painted Plain
  104. This region of eastern Rin ranges from the borders of Endwood to the foot of the Durac Hills, all the way to the River Broad's eastern shores. It is named after the multicolored flowers that grow all over it. The soil is fertile, and ripe for farming; many small hamlets dot the landscape, most overgrown after the advent of the curse. While the plains may seem idyllic, there are several dangers that an unwary adventurer should keep an eye out for, such as venomous purple scorpions, hostile red bees, color-changing snakes and extremely aggressive spiders. The latter were often kept as pets and pitted for sport in the old days, although this was soon made illegal under the reign of King Elstred II.
  105.  
  106. Broad River
  107. Starting in the Archback Mountains and snaking across Rin to join the Jevel River in the west, this body of water is justly named; it appears more like a lake than a river, cutting off the northwest from the southeast. The only real way to cross is by boat, and as such ferry services were extremely common across the river bank. In the year 9 198, a great castle was built to alleviate the connections between north and south. This castle, along with its fiefs, lie roughly halfway across the river's span. It was named Lucan's Bridge in honor of the king who commissioned it, although it is more formally known as the Crossing. The surrounding area was subject to rapid expansion and prosperity, and a large town was commissioned to be built there; however, it was not to be, since the curse took its toll on the once mighty castle.
  108.  
  109. Jevel River
  110. Named after the magical city that lies on its shores, the Jevel River is justly called the most beautiful of Rin's three rivers. Its waters are rapid and crystal clear, and home to many water birds. Ferry services are common along this river, although a capable swimmer could probably cross without the need. The strip of land where the Rivers Jevel and Broad meet is home to a small village aptly named Where Waters Meet.
  111.  
  112. Geldra River
  113. The smallest of Rin's three rivers, the Geldra river runs from the Durac Hills and heads south until it reaches the great city and the Sunset Ocean. On the river's southwestern shore is a swampy patch of land home to a town known as Syro's Mire. It was originally known simply as the Mire, but after the legendary inventor Syro moved in to this town to live out his final years it saw a spike in popularity, and was renamed after him in his honor after he passed of natural causes.
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