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==Izen==  
 
==Izen==  
  
Named for the orcish word meaning “Sandwich,this land is “sandwiched” between [[Blackbird Forest]] and [[New Elenna]] on the west and east, and between the [[Geography: Culverwood|Culverwood]] and the sea on the north and south. Not claimed by any principality, it has filled with demikind and monsters of every description. These beings flourish here breeding and interbreeding. Several have attempted to unify this vast evil talent pool for their needs.  
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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.
  
Most notable of these was Uzz, a minotaur who used the Orb of Igall to control vast numbers of demikind. However, before he could do more than win a few battles over the Elennian cavalry, legend has it that he demanded more and more from the orb and that the orb sucked the life energy from Uzz to protect itself.  
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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.  
  
A more subtle attempt was made by Ruxuldam, an exiled master thief. He built a city for demikind called Dirt City where he hoped to civilize them. The creatures liked the lifestyle so much that they refused to form an army and attack as Rux the Damned wished because they didn't consider it 'civilized'.  
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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!"
  
Izen, except for minor changing “safe-pockets”, is a land convoluted with chaos, evil, monsters, and above all extreme danger. Travelers should avoid the area and caravans traveling between New Elenna and places west should travel armed and prepared, and should consider a northerly route.
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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 [[Geography: Tears of the Wood Inn|Tears of the Wood Inn]] on the South Peaseblossom River as neutral ground, and annually have a trading festival there.
  
East Izen is known for its hordes of goblins, hobgoblins, and bugbears. The land there is harsh, and the goblinoids have been known to resort to cannibalism.
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===Other Notable Locations===
  
West Izen is not as bleak as East Izen, and that it supports huge herds of bison, wild horses, gazelles, etc. Up north a ways, some say unicorns emerge into Izen from the Culverwood from time to time when they feel like running for miles and miles. Some griffins nest in the Culverwood but hunt wild horses in Izen.  
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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.
  
West Izen features many tribes of orcs -- many mounted nomads -- who roam and hunt. The tribes range in size from a handful of orcs to hundreds. Each has a totem creature that gives the tribe a name. The most bloodthirsty take the names of evil creatures and predators, like the Wolverine Tribe and the notorious Devil Tribe. Others of note are the Lion Tribe and the Panther Tribe. There is a tribe who has been known to trade rather than ravage called the Griffin Tribe, and even rumors of a neutral-to-good tribe called the Unicorn Tribe.  This writer considers these last fabrications and fairy tales.  Yet all of the tribes occasionally meet to trade on neutral ground at the [[Geography: Tears of the Wood Inn|Tears of the Wood Inn]].
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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.
  
There is a caravan trail along the coast from New Elenna to Dirt City to Acid City in Aisildur. Halfway along the trail between Dirt City and Aisildur is a small inn run by a family of less-evil-than-usual goblins -- The inn is actually more like a small fort or complex. It is build into the side of a hill set back about 500 feet from the road. There is a stockade fence surrounding the complex, and a gate in the fence. A visitor will know that this is The Goblin's Rest, because of the signs on either side of the gate -- of a sleeping goblin. The words "Goblins Rest" on one, and "Goblin's Rests" on the other, make it even plainer. There is usually a banner slung across the top of the gate -- "Merchants Welkome!"
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Dirt City, the city of thieves. Located at the mouth of the Emerald River's East Fork where it meets the Lotophagi Ocean, the bustling port can't be as bad as its reputation, can it?
  
 
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There is a rumor of a hidden, secretive gnome village in the Blanc de Forest, west of Dirt City.
===Rumors===
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Rumor has it there are more "civilized" orcs who have a new leader in central Izen, who's trying to give them an identity. His folk are keen to get their hands on more horses -- and appear to treat them well enough.
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There is also a rumor that a gnome village is hidden in the wooded hills southwest of Dirt City.
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[[Category:Geography|Izen]]
 
[[Category:Geography|Izen]]
 
[[Category:The Continent of Yrth|Izen]]
 
[[Category:The Continent of Yrth|Izen]]

Latest revision as of 11:49, 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's East Fork 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.