Difference between revisions of "Izen"

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==Izen==  
 
==Izen==  
  
“Sandwich” in orcish, this land is “sandwiched” west and east between [[Blackbird Forest]] and [[New Elenna]], and north to south between the [[Geography: Culverwood|Culverwood]] and the sea. Not claimed by any principality, it has filled with savage humanoid tribes, bandits, and monsters of every description; beings that flourish at the fringes, preying on anything weaker than themselves.
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“Sandwich” in orcish, this land is “sandwiched” west by the Peaseblossom River and [[Blackbird Forest]], east by the Humiliation River and [[New Elenna]], north with the eaves of [[Geography: Culverwood|Culverwood]] and the Lotophagi Ocean to the south. Not claimed by any principality, it is where the losing sides and outlaws flee from more civilized places: filled with migrating savage humanoid tribes, marauding bandits and outlaws, and monsters of every description. They are beings that flourish at the fringes, preying on anything weaker than themselves.  Izen, except for minor changing “safe-pockets”, is a land of extreme danger. Travelers should stay in caravans, stay alert and armed, and really consider to hug the Coastal Caravan Trail alond the ocean or the North Caravan Trail at the eaves of the Culverrwood.
  
 
It seems like every year or so, someone attempts to unify this vast pool of evil talent, but never for long.  The most notable was Uzz, a minotaur who used the Orb of Igall to control vast numbers of humanoid tribes. He won a few battles over the Elennian cavalry, but suddenly disappeared.  Legend is he demanded too much and orb sucked the life energy from Uzz for power.  
 
It seems like every year or so, someone attempts to unify this vast pool of evil talent, but never for long.  The most notable was Uzz, a minotaur who used the Orb of Igall to control vast numbers of humanoid tribes. He won a few battles over the Elennian cavalry, but suddenly disappeared.  Legend is he demanded too much and orb sucked the life energy from Uzz for power.  
 
Izen, except for minor changing “safe-pockets”, is a land of extreme danger. Travelers should stay in caravans, stay alert and armed, and really consider to hug the Coastal Caravan Trail alond the ocean or the North Caravan Trail at the eaves of the Culverrwood.
 
  
 
East Izen is a harsh, broken land of rocky gullies and windswept moors. Known for hordes of goblinoids known to resort to cannibalism, there are rumors of vast caverns under the bleak landscape.  There would almost have to be to explain the near-unending numbers of goblins and monsters!  On the coastal caravan trail halfway between New Elenna and Dirt City is a small fort complex, run by a family of less-evil-than-usual goblins. It is build into the side of a hill set back about 500 feet from the road and includes a stockade and reinforced gate. A visitor will know that this is The Goblin's Rest, because of the signs on either side of the gate.  Both show a sleeping goblin, with one saying  "Goblins Rest", and the other "Goblin's Rests". There is usually a banner slung across the top of the gate -- "Merchants Welkome!"
 
East Izen is a harsh, broken land of rocky gullies and windswept moors. Known for hordes of goblinoids known to resort to cannibalism, there are rumors of vast caverns under the bleak landscape.  There would almost have to be to explain the near-unending numbers of goblins and monsters!  On the coastal caravan trail halfway between New Elenna and Dirt City is a small fort complex, run by a family of less-evil-than-usual goblins. It is build into the side of a hill set back about 500 feet from the road and includes a stockade and reinforced gate. A visitor will know that this is The Goblin's Rest, because of the signs on either side of the gate.  Both show a sleeping goblin, with one saying  "Goblins Rest", and the other "Goblin's Rests". There is usually a banner slung across the top of the gate -- "Merchants Welkome!"

Revision as of 12:48, 2 May 2024

Izen.jpg

Izen

“Sandwich” in orcish, this land is “sandwiched” west by the Peaseblossom River and Blackbird Forest, east by the Humiliation River and New Elenna, north with the eaves of Culverwood and the Lotophagi Ocean to the south. Not claimed by any principality, it is where the losing sides and outlaws flee from more civilized places: filled with migrating savage humanoid tribes, marauding bandits and outlaws, and monsters of every description. They are beings that flourish at the fringes, preying on anything weaker than themselves. Izen, except for minor changing “safe-pockets”, is a land of extreme danger. Travelers should stay in caravans, stay alert and armed, and really consider to hug the Coastal Caravan Trail alond the ocean or the North Caravan Trail at the eaves of the Culverrwood.

It seems like every year or so, someone attempts to unify this vast pool of evil talent, but never for long. The most notable was Uzz, a minotaur who used the Orb of Igall to control vast numbers of humanoid tribes. He won a few battles over the Elennian cavalry, but suddenly disappeared. Legend is he demanded too much and orb sucked the life energy from Uzz for power.

East Izen is a harsh, broken land of rocky gullies and windswept moors. Known for hordes of goblinoids known to resort to cannibalism, there are rumors of vast caverns under the bleak landscape. There would almost have to be to explain the near-unending numbers of goblins and monsters! On the coastal caravan trail halfway between New Elenna and Dirt City is a small fort complex, run by a family of less-evil-than-usual goblins. It is build into the side of a hill set back about 500 feet from the road and includes a stockade and reinforced gate. A visitor will know that this is The Goblin's Rest, because of the signs on either side of the gate. Both show a sleeping goblin, with one saying "Goblins Rest", and the other "Goblin's Rests". There is usually a banner slung across the top of the gate -- "Merchants Welkome!"

West Izen supports large groups of herd-beasts on the rich grasses. Wild stories tell of unicorns from the Culverwood graze in the northern eaves. Griffins that nest in the Culverwood have also been seen hunting the hoofed herds. Also hunting in the west are many tribes of orcs, ranging from a handful to hundreds. Totems have included the predatory Wolverine Tribe and the notorious Devil Tribe; the fierce but willing to trade Lion Tribe and Panther Tribe; and even the Griffin Tribe whose best warriors ride Griffin mounts! There are even rumors of a neutral-to-good Unicorn Tribe. (This writer considers these last fabrications and fairy tales.) Yet all tribes consider the Tears of the Wood Inn on the South Peaseblossom River as neutral ground, and annually have a trading festival there.

Other Notable Locations

Mount Bone. So tall no one can see the top, and eternally surrounded in clouds all the same, the secrets of the single mountain in Izen are still being found by foolhardy but lucky adventurers. Marteus, the Diseased God, made his home there in the Second Age. More recently, the Heroes of Blackbird Lake fought a cabal of liches in a flying fortress, and the Agents of the Fist travelled the snowy slopes where they defeated a would-be immortal. Dangerous and fell, there is no knowing what villains and heroic peoples may be there next.

Emerald River. This river cuts Izen into East and West, and runs north to south from the Emerald Kingdom in the Culverwood to the Lotophagi Ocean. Navigable by shallow barge or other smaller boats, merchants need to be heavily armed or well coined to bluff and bribe a saf-ish passage.

Dirt City, the city of thieves. Located at the mouth of the Emerald River where it meets the Lotophagi Ocean, the bustling port can't be as bad as its reputation, can it?

There is a rumor of a hidden, secretive gnome village in the Blanc de Forest, west of Dirt City.