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Qualandria [quel-anne-dree-a]:
Qualandria is a sprawling riverfront city in deep Jui-Rae. Qualandria is a breath-taking well-to-do city that hosts much traffic between Port Jishpektu, Delus, Palasera and Arynathia. Qualandria’s makes a living off the river and has many lush inns to lure rich merchants and traders on their way to the markets in Palaera.


Ranger Pass [range-er pass]:
Ranger Pass is the northwestern battleground in Jui-Rae. It is famous for its treetop fortress that keeps eyes and arrows ready on the border woods, from Unseen infiltrating from Jui-Sae. Hundreds of thousands of Elves have given their lives on these very grounds in the defense of the realm.


Rivannah [riv-anne-uh]
:
Rivannah is an infamous river town renowned for its beauty and romance. Rivannah is built on the river over a series of docks and barges. It is the only surviving ancient Valsharen town. The barrel ferry service finds its origin here.

Ruins of Garrlohan [ruins of gar-low-han]:
Garrlohan are the old mino lands that now lie haunted and largely avoided by the world of men. Undead Minotaur and men  stalk the ruins and slay who dare trespass, drinking their blood until they too join the ranks of the walking dead.

Garrlohan was cursed by Xzoron, the only Mino wizard known to ever have lived, when he took his own life at the climax of the Mino Wars. Xzoron's ways were steeped in the black arts and sacrificed himself in a dark ritual to unleash the Curse of Garrlohan.

Xzoron’s chilling wail still rings on the winds of the haunt of Garrlohan come nightfall. Some say Xzoron himself haunts the ruins still.

Ruksharden Hills[ruk-shard-en hills]:
The Ruksharden Hills, also known as the Dying Lands, are the sand-blasted hills that lie just off the western edge of the Great Waste. The land and plant life is slowly dying as an increasing number of dust storms continue to blow in off the Great Waste. The Ruksharden Hills are also considered wild lands, with the exception of the human stronghold at Thorbanon, it is overrun with hostile Ruksharden tribesmen, night mortals and bands of organized thieves. Occasionally, O'bommen wonder in off the Great Waste or dragons raid from the Mountains of Dorrugdoom.

Sada'korum [
sade-a-core-um]:
The Sada’
korum is the secret underground training facility of the Unseen. The Sada’Korum was once a prison closed for war crimes at mid-height of the Elf Wars. Lord Sadora reopened the Sada’Korum and converted it into the Unseen training facility. Unseen say that the ancient prison is filled with screaming, of the dead and the living who undergo the order’s brutal training.

Saeyilmaar [say-li-mar]:
The Faelin capital of Saeyilmaar, the Beautiful, is renowned all over the kingdom. The name like music that rolls off the tongue brings pride to all Dark Elves. A glorious midnight city constructed of moonstone, Saeyilmaar is known for its breathtaking nightscapes, which gives the city a soft and illustrious glow. Saeyilmaar’s beauty is legendary and the city is a cultural mecca of the south, known for its high learning, flourishing culture and sprawling markets. Saeyilmaar is also a epicenter for magic study and houses the seats of Jui-Sae’s most prominent orders and guilds.

Shadow Pass [sha-doe pass]:
Shadow Pass is the northeastern battleground in Jui-Sae. It is famous for its unseen trails and hidden underground tunnels and ramparts. The main stronghold is hidden deep underground and considered impossible to find. Countless murderholes and booby traps wait for enemies who dare trespass into Jui-Sae. Hundreds of thousands of Dark Elves have given their lives on these very grounds in the defense of the realm.

Shaltanoa [shall-tan-oh-ah]:
A sprawling farmer’s town in central Jui-Sae, renowned for its flourishing fields of glowing midnight flowers and starlit groves. Considered the breadbasket of Jui-Sae, Shaltanoa has acres upon acres of farms and grazing lands. A town of more humble architecture than the sprawling moonstone city of Saeyilmaar, Shaltanoa is still considered a wonder and pride of the country. Shaltanoa has a very active market and holds annual Stardance Festivals attended far and wide.

Shaltearan Quarter [shall-tear-
in quart-er]:
The Shaltearan Quarter is the assassin’s guildhalls in the Thieves District of the Kurn sewers. The Shaltearan Brotherhood use these compounds to recruit and train recruits to the guild.

Shanoa [shan-oh-ah]:
A sister town to Shaltanoa, Shanoa is another farm town growing in renown. Located in deep northern Jui-Sae, Shanoa is starting to thrive. Shanoa is fast becoming a trade hub in the north and a source of meats and crops. Shanoa has also been known for its starlight groves of midnight flowers, though on a much smaller scale to Shaltanoa.

Shardenile River [shar-den-ile riv-er]:
The mighty Shardenile River rages across the center of Doljinaar before breaking into two forks which empty out into the Vespuviar Depths.


Sharkgates
[shark-gates]:
The Shark Tunnels, or the Sharkgates for short, is spoken of by the denizens of the Kurn sewers in fearful whispers. The seaside corridors are the only abandoned quadrant of the Kurn sewers. They have been gated off due to the aggressive amphibious man-eating Sharlak that swim in from the ocean.

Warlord Lewd has a trap door that dumps unwanted palace guests into the Sharkgates. He has his own personal viewing window which he enjoys watching his victims torn apart by Sharlak. Some say a Sharlak can tear the flesh off a man's bones in a matter of seconds.

Shark Tunnels, the [the shark ton-els]: see Sharkgates


Sharvallen River [shar-val-en riv-er]:
The Sharvallen River is a great river in southern Doljinaar that cultivates the richer southern Plains of Terramoth. The Sharvallen River empties into the southern Ice Marshes which caused flooding, but Capital Doljinar has built aqueducts to help divert these floodwaters and provided much needed drinking water for the colossal capital. The river was named for the Sharvallen clan of men until they were forced to moved northward due to aggressive invaders during the Age of Tribes.

Sea of Mourning, the [the sea of morn-ing]:
The Sea of Mourning is a stormy sea that lies north of Sylvane. It is known for its treacherous waters and near constant rain. It is said the sea weeps for a god dwells there who has no people. It is also the setting of near constant naval warfare between Doljinaar and the Syssrah from Sssyrinya.

Silvin [sill-vin]:
A small struggling frontier town located deep in the Ashwood. Silvin has a hardy populace that has hacked out a living in the deadwood. Like most towns in the Ashwood, the populace is comprised of poor Elves who have founded and rule their own towns, rather than living by the leave of vassal lords in the lush northern forests of Jui-Sae.


South Docks [south docks]:
The South Docks of Capital Doljinaar, also called the Winter Docks, are located in the Haradrian District. The docks are run by Haradrian Loyalists who also employ a special recipe of Liquid Fire on waters to keep these docks from freezing over in the winter like the West Docks. This makes the docks expensive during wintertime. Trade ships sailing west generally use the West Docks the rest of the year as sailing around is actually safer then the shorter route to the South Docks.

Southfork [south-fork]:
Southfork is the name of the southern fork of the mighty Shardenile River that marks the border of the Ruins of Garrlohan.

Stallway Vale [stall-way veil]:
Stallway Vale
is one of the most famous traveller's pause towns in all Doljinaar. Its rich inns and stables cater to even the highest bred of travelers. Stallway Vale is located at the center of many well used travel routes between the busiest cities.

Sunchild Chasm [sun-child chasm]:
A winding canyon used as a trade route between East Falguard and Jui-Rae. The trail has grown less used due to a heavier reliance on sea transport and the dangers of Dark Elven thieves on the roads.


Sylvane [sil-vain]:
The continent of Sylvane is an overcrowded land teeming with all manner of wondrous races and creatures. Sylvane is the hub of civilization during this era. Western Sylvane is ruled by the united kingdom of men, Doljinaar, who keeps the more violent night mortal nations out of the West. Eastern Sylvane is far darker, ruled mostly by the more monstrous nocturnal nations.
Click map to explore...

Syssrah Quadrant, the [the siss-rah quad-rant]:
The Kurn sewers are divided up into six quadrants ruled primarily by a race. The Syssrah Quadrant is ruled by the Syssrah.

Thieves Quadrant, the [the thieves quad-rant]:
The Kurn sewers are divided up into six quadrants ruled primarily by a race. The Thieves Quadrant is ruled by men. It is the most largely divided quadrant in all the sewers given the high number of powerful human crimelords, drug-dealers, brothels, thieves guilds, assassin guilds, mercenary guilds and other general thugs for hire.


Trail of Majesty, the [the trail of maj-es-tee]:
The Trail of Majesty is the magnificent winding trail that leads through the Jaril Mountains into Capital Doljinaar, City of Kings itself. It is the only widely known land route into the capital. Hundreds of towering statues of the Ascended Kings stand along the path on both sides, making it one of the most awe-inspiring sights of all Doljinaar. The Trail of Majesty is highly feared among night mortals since it is said to be divinely protected by the Godkings, who legend tells will strike down any who try and pass through with a black heart.

Tremmel [trem-el]:
A small struggling frontier town located deep in the Ashwood. Tremmel has a hardy populace that has hacked out a living in the deadwood. Like most towns in the Ashwood, the populace is comprised of poor Elves who have founded and rule their own towns, rather than living by the leave of vassal lords in the lush northern forests of Jui-Rae.
 
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