KORRESH
:
The
majority of Korresh is home to the human population of Telgard, though
other races can be found there. Korresh is a land of golden plains, green
grasslands, and patches of forests bordered by the Telgard Sea to the East
and dwarven mountains to the West. To the North lay the desert lands
of Tahnn, while the Elven Kingdom is a ride across the Ahrin Straights
into Lirynn. Korresh actively trades with all of the Kingdoms, so it's
a good place to find items from other lands without having to travel there,
though the price tag will surely be high.
TAHNN
:
It might
be thought that there is no life in the desert, but this is not so. Life
abounds within the lands of Tahnn, both in the burning desert and within
the forests and mountains that lay at the fartherst reaches of her borders.
The lizard race known as the Ss'tiss are most often found here having long
since carved for themselves a thriving city and a life saving Oasis in
the middle of the desert. The feline Misharr are common here, too,
though the crafty cats have been known to stray to other Kingdoms with
more regularity than the Ss'tiss. Out of the other races, only the
humans have travelled here in any great numbers. For those strong enough
to face the elements, a treasure trove of opportunities awaits.
GARR
:
The
Kingdom of Garr is home to the dwarves and mystical delfae. Most of the
land is composed of treacherous mountains, the peaks of which are covered
in snow year round. There are also forests, valleys, lakes, and icy rivers,
all home to beasts out of the darkest of nightmares. Not all of Garr is
so bleak, however, for there are treasures beyond measure to be found by
those with the strength of mind and body to brave the dangers. Here
too can be unlocked the secrets of magic, the delfae being the only race
in Telgard to openly embrace the Arcane arts.
LIRYNN
:
The
forest lands of Lirynn are home to the Elves who are on constant guard
against the goblins who live beyond their borders to the East. Mystical
and dangerous beasts are found within the Lirynn woodlands and crystal
lakes, and many have entered the Elven lands never to be seen again. Although
the Elves of Lirynn openly scorn the use of magic, it is known that they
possess a deep rooted connection to their land, a connection that allows
them to manipulate their environment like no other race. For this reason
and more, the Kingdom of Lirynn should be travelled with caution, and preferably
in
the company of an elf or two.
MIRG
:
Only
a goblin can make sense of this twisted, dark, and dangerous jungleland.
In the heart of the dense tangle of choking vines and under the sky swallowing
canopy can be found dangers that defy description. The landscape
itself is alive and all knowing, a fact confirmed by any goblin should
you ask about it. The "Big Green" it is called, and to say more about it
might draw unwanted attention my direction, so I'll leave it at that.
Visit Mirg at your own risk, and be sure to take as many poison antidotes
as you can carry before going.