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Title: Oriflammes of Seladona (Setting + Discussion Threads)
Post by: Elemental_Elf on December 01, 2008, 12:54:51 AM
The setting can also be viewed, in its purest form, at this wiki: http://oriflammes-of-seladona.wikispaces.com/


Oriflammes of Seladona

Many a Dwarf have said nothing good comes from an Oriflamme. That statement is, most likely true. Given to the races of Idan by the Demon King Nglok to ensure their submission, Oriflammes have brought nothing except pain and suffering to the Lost. Even after the Demon's death, his demonic gifts still tear the land a sunder, causing its people to war and kill for little, if any, gain. Within the eye of the burning sands storm, conjured by Nglok's death, lie three Alcazars, floating castles where Kings and commoners congregate to escape sand and sun. Below the floating fortresses lie nothing, save half buried ruins, diseased nomads and monsters. Seladona is what the races of Idan and their demonically influenced leaders make it, that is to say, a horrid wasteland where none should be cursed to live.

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Oriflammes of Seladona is a dystopian campaign setting that lies at the center of a massive sand storm that has raged for well over 150 years. The land is covered by ever shifting, ever burning sand. The suns beat down on the land, only relenting for those short sweet hours of night. A majority of Seladona's population live in 3 great Alcazars, or floating castle cities constructed by Nglok to ensure the submission of Idan, of the world. No one can leave Seladona, levitation spells are non-existent and none can survive a trek through the hurricane force winds of the Sand Wall.  

Many races once dwelt in the lands of Idan, most were fortunate enough to be on the opposite side of the Sand Wall, or unfortunate, as none know what occurred outside. Of the trapped races, sometimes referred to as the 'Lost,' only a handful survived. Dwarves are the dominant race, though they are far from the most populous. No, that honor goes to the Gnomes, rather it would be an honor if not for the Gnomes plight as slaves. Two other races are common enough to be mentioned, the demonically bred Tieflings and twisted Lizardmen known as Pulcu.

Seladona is truly a land of the lost, a land of torture, a land of survival.

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Index of Posts:

- What Are Oriflammes? (http://thecbg.org/e107_plugins/forum/forum_viewtopic.php?58721.0#post_58722)
- Races of Seladona (http://thecbg.org/e107_plugins/forum/forum_viewtopic.php?58721.0#post_58723)
- Map & Nations of Seladona (http://thecbg.org/e107_plugins/forum/forum_viewtopic.php?58721.0#post_58724)
-  Infamous Adventuring Areas (http://thecbg.org/e107_plugins/forum/forum_viewtopic.php?58721.0#post_58938)

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Title: Oriflammes of Seladona (Setting + Discussion Threads)
Post by: Elemental_Elf on December 01, 2008, 12:54:59 AM
WHAT ARE ORIFLAMMES?

Oriflammes are pieces of Banners, Standards and Tabards created by the Demon Nglok. These items were given to various Generals and other people of importance as symbols of their authority. Nglok charged each item with a portion of his soul, infusing each item with great and terrible powers. It is widely believed that it was the creation of these very articles that caused the demise of Nglok. He spread his soul too thinly across too many items and one day, his body simply disappeared, causing a magical explosion which turned the land to sand and created the vast Sand Wall, an ever churning storm that surrounds Seladona, trapping all inside.

As time passed these items were lost, or torn loosing much of their original power. Today, these peices are magically fused together creating what are now called Oriflammes, magnificent banners that manifest in different colors and shapes, depending on the owner. The largest Oriflammes are owned by the 3 Alcazars but many more pieces can be found in the Burning Wastes, as well as on the streets of the major castles and cities. The power of Oriflammes are not often evoked for warfare, such acts drain the power of the banners, however, the Oriflammes can create massive quantities of a tasteless gruel-like food, which Kings and Emperors use to feed the masses. Thus to control an Oriflamme is to control people.

Title: Oriflammes of Seladona (Setting + Discussion Threads)
Post by: Elemental_Elf on December 01, 2008, 12:55:20 AM
INDEX of RACES

    * Dwarf

Dwarves are the second oldest race, if any could claim such a prize. Dwarves are hardy, barrel chested folk with short, trimmed beards, often dyed in iridescent colors. Dwarves are well known for their surly attitudes, their pessimistic outlooks and their unique reaction to Kurtate Ale. Dwarves serve as the bastion of strength and vitality in any and all armies. Unlike the other races, Dwarves do not possess the will or ability to learn or cast magic and instead focus on the mundane - the sword, the axe, the pick - these are the implements of Dwarves by which they live and die.

    * Gnome

Gnomes are the eldest race, though most could care less. Gnomes are a short people, nearly hairless, save for the tops of their heads. They prefer to wear bright, cheery colors, though such a luxury is unheard of in the wastes. They are the most populous Lost race and are known the land around for their oft optimistic attitudes, their love of the unknown and their lot as the slave race. As the only people capable of manipulating Magic, the Demon Nglok enslaved all Gnomes, breeding with them, teaching them demonic arts and for this, the Gnomes were enslaved following the Demon's demise. Dwarves fear the raw, unadulterated power Gnomes possess. As such, Gnomes of the Alcazars and the wastes are kept low, and servile. It is only in Yasdag that Gnomes are truly free; free from torture, servitude and hateful eyes.

    * Tiefling

Tieflings are the youngest and least populous race, bred from the seed of Nglok and the egg of Gnomes, Tieflings occupy a unique place in Seladona. Like their Gnomeish forebears, Tieflings can wield magic, though not with as much ease. Tieflings are said to be as pessimistic as the most downtrodden Dwarf and as cheery as the happiest Gnome. In the Wastes, Tieflings are regarded as full members of society, their place at the side of their Dwarven allies assured. In the lands of Yasdag, the Tiefling's taint is often regarded with disdain, anger and hatred. Tieflings are the tallest race, owing to their forefather's influence, and oft have demonic features such as tiny horns, claws, forked tongues and cat-like eyes. Most develop these Demonic features at the last stage of puberty, each Tiefling's traits are unique.

    * Pulcu

Pulcu are a twisted race, descended from an ancient race of Lizardmen. Nglok often preformed hideous experiments on the Lizardmen, to the point where the race had been twisted beyond recognition. The Lizardmen were never much seen during the reign of Nglok, often kept hidden, away. It was not until the demon's demise did the races of Idan learn, and see, what had befallen the Lizardmen. The Pulcu are the second tallest race of Idan, standing just below Tieflings; they possess large fangs, an elongated snout and scales that shimmer like oil on water. The Pulcu opted to stay out of the various Alcazar's control and instead set out to live the harsh life as nomads of the Burning Wastes. No other common race is better suited to life in the wastes, able to withstand the heat, the lack of water and food. Pulcu are Carina eater, often enjoying meals that other Idainians could not stomach (literally and figuratively). With their knowledge of the Sands and their reputation as cunning warriors, Pulcu are welcome sights in the Alcazars.
Title: Oriflammes of Seladona (Setting + Discussion Threads)
Post by: Elemental_Elf on December 01, 2008, 12:55:34 AM
MAP OF SELADONA

[spoiler=BETA Map of Seladona] (http://img.photobucket.com/albums/v614/RHO1/Ori-Template.gif?t=1228111132) [/spoiler]

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INDEX of NATIONS

    * Kesunluk Alcazar

Kesunluk Alcazar is ruled, like the other Alcazars, by the Dwarves. It is the smallest and most populous of all the Waste Castles and welcomes Dwarves, Tieflings and certain Waste creatures, like the Pulcu but disdains Gnomes and only allows that race to pass the Castle gates if they are bound and led by a master. Nearly half the population of Kesunluk are Gnome slaves, bound to the Oriflamme in perpetual service. Always wary of a gnome uprising, Kesunluk is the most peaceful of all the Waste Castles. The current King is one Rodan Gnomeslayer; he is the last of the Great Liberators, who took command of the Alcazars and and established the current world order. Sustained by the Oriflamme, Rodan has lived for well over 150 years, far beyond the normal Dwarf lifespan of 70 years. Some say Rodan has long since gone senile, only being seen in public when the direst of situations call for it. Kesunluk listlessly wanders the vast burning sands, going where the whims of the wind blow it.

    * Serefrum Alcazar

Serefrum is the most imperious & war-like Alcazar; it is more properly referred to as an Empire having conquered many of the Waste Castles, claiming them as protectorates, which is a thinly veiled euphemism for colonies. Serefrum is peopled by Dwarves and Tieflings, along with a smattering of Gnomes and other Waste creatures. Each of the Empire's protectorates maintain a vast supply of slaves, mostly Gnomes, who are forced to mine and smith for their masters. The Empire goes through Emperors like a plot of land does sand. In the last 100 years, the Empire has had no less than 46 Emperors and half again as many who claimed the title but were quickly silenced. Due to the constant change of Emperors, Tieflon (a trans-Seladonan Guild of Tiefling Wizards) serve as impartial advisers, ensuring political stability in unstable times. Some whisper the Tieflon control the Empire, and in many ways they are not incorrect, though any of the last 46 Emperors would beg to differ.

    * Bagrum Alcazar

Bagrum Alcazar is the oldest Alcazar, constructed in the early days of Nglok's reign to pacify the races of Idan. Bagrum has had a sordid history, its rulers committing genocide in the name of their wrathful Sand God Kamuro. Its people believe the Burning Wastes and the Sand Wall were created not by Nglok's death but by Kamuro, as a means to segregate the faithful away from the unclean world abroad. The Alcazar is ruled by the Erkek (patriarch) Inanmak the Sheapard. Inanmak has ruled Bagrum for nearly 30 years and is well known to be as wrathful, as spiteful and as cunning as his God. Bagrum and Serefrum have waged war many times, with Bagrum often slaughtering entire settlements, claiming to have cleansed their souls, sending them to join their God in the Sand Wall.

    * Yasdag Confederation

It is often said, in uncertain times, the only sane are left in the whole of Seladona is Yasdag. High up in the mountains, far from where the Alcazars can tread, lie hundreds of tiny mountain villages eking out meager life, away from the barbarity of the Burning Wastes. The larger villages fortified themselves on plateaus and stand as bastions of freedom. A military confederation exists between the various villages and towns of Yasdag, each swearing to defend the sanctity of their land from man, beast and demon. Beyond this oath, and an additional oath to ensure freedom of commerce, there are little rules for which each settlement is forced to oblige. There are 6 major fort-towns in the Confederation, each mixes democracy and oligarchy to varying degrees - the only commonality is that none are monarchies. Yasdag is a nation, if one can call it that, where people gathered to rebuild, return to the old ways of hard work and personal freedom. In many ways, Yasdag is a different world, a peaceful world but in the end, Yasdags are just as trapped as the people of the Wastes.
Title: Oriflammes of Seladona (Setting + Discussion Threads)
Post by: Elemental_Elf on December 01, 2008, 12:55:46 AM
Last reserved post, please feel free to post!
Title: Oriflammes of Seladona (Setting + Discussion Threads)
Post by: Llum on December 01, 2008, 01:19:18 AM
Your .gif map was pretty cool, however it is mostly empty (a desert setting probably hasn't got a lot to add in) but maybe you could add in the land-bound castles, maybe if there any oasis or something, it just looks very barren at the moment, but still nice looking.

I'm going to point out a few typoes, just to help make things clearer. Bagrum has had a sorted history. I believe you mean sordid. The current King is one Rodan Gnomeslayer and has been King of Kesunluk. I believe your missing how long he has been King.

You say that the Oriflammes can create a kind of gruel, can they also create water? Or is water a resource problem? Does the gruel come out of the oriflamme itself? If so what about the smaller colonies and the Yasdag? Do they farm something like goats?

Now for Yasdag itself, could an Alcazar fly into the mountains and bombard a town then run away? How fast does an Alcazar travel? Can it be controlled? Do the people of Yasdag ever attack the Alcazars? Perhaps to free the gnomes?

Title: Oriflammes of Seladona (Setting + Discussion Threads)
Post by: Elemental_Elf on December 01, 2008, 01:50:24 AM
Quote from: LlumYour .gif map was pretty cool, however it is mostly empty (a desert setting probably hasn't got a lot to add in) but maybe you could add in the land-bound castles, maybe if there any oasis or something, it just looks very barren at the moment, but still nice looking.

Indeed it is a barren land but not as barren as the map makes it appear. There are many encampments, oases and land-bound castles. All of which shall be uploaded as time and writing allow. As a side note, I've never done a map like that before, so I didn't want to waste my time if the map didn't turn out ok. , so its nice to hear it looks ok.

Quote from: LlumI'm going to point out a few typoes, just to help make things clearer. Bagrum has had a sorted history. I believe you mean sordid. The current King is one Rodan Gnomeslayer and has been King of Kesunluk. I believe your missing how long he has been King.

Oops! My bad! Thanks for the catch!  :D


Quote from: LlumYou say that the Oriflammes can create a kind of gruel, can they also create water? Or is water a resource problem? Does the gruel come out of the oriflamme itself? If so what about the smaller colonies and the Yasdag? Do they farm something like goats?

Oriflamme Gruel provides the barest minimum of sustenance, if you can get 2 square meals of it a day, you needn't worry about water (unless you're a thirsty person or like more than the barest minimum). The Colonies and castles in the Buring Wastes typically subsist on domesticated animals (like Goats) as well as an easily cultivated underground mushroom-like fungus called Mantar. Mantar can be cultivated and grown in mass quantities with the barest minimum of water and some form of nutrition (such as blood, flesh, organic waste, etc.).
 

Quote from: LlumNow for Yasdag itself, could an Alcazar fly into the mountains and bombard a town then run away? How fast does an Alcazar travel? Can it be controlled? Do the people of Yasdag ever attack the Alcazars? Perhaps to free the gnomes?

Alcazars are buoyed by magic and air and do not possess the ability to levitate up or down, they have a constant floating level, which varies amongst the 3 but is no where near high enough to scale the Yasdag mountains. Alcazars can, if magically pushed move as fast a galloping horse, say 25 mph. However that would tax the magical engines and require many Tieflings and/or Gnome mages to sustain it. On average the Alcazars can safely move `0 miles an hour but typically travel around 5 or less.

The Yasdag Confederation, as stated, is a military alliance, much like NATO. It does not have the resources to mount a full scale attack on an Alcazar, though they could ally themselves with a bandit group or some other mercenary organization/cadre and attempt a siege, though it would most likely end badly for the Yasdags. The Yasdag, however, have freed several closer colonies and castles, to free slaves but there is always a risk involved. Freed slaves can do nothing in the wastes except die of starvation or be recaptured. Inviting the slaves back to Yasdag is equally risky in that who knows where those people's loyalties may lie. Yasdag is not an impenetrable fortress and could potentially be overrun by a determined force. Yasdags have survived because their location is remote and Yasdag has never been perceived as a valuable prize. Most feel it is better to do nothing than lead their homeland to ruin.
Title: Oriflammes of Seladona (Setting + Discussion Threads)
Post by: Nomadic on December 01, 2008, 03:12:55 AM
I love it! The thing that grabbed me most was the complete lack of mention of any humans. It is always nice to have something fresh like that. Furthermore the hopelessness of everything seems to give it a very different feel (in adventure style that is).

First off because of the demon thing I must ask the obligatory question. What is the religion like within the sand wall? Another smaller thing... Can the Alcazars anchor down, say if they had to ride out a huge sandstorm?
Title: Oriflammes of Seladona (Setting + Discussion Threads)
Post by: Elemental_Elf on December 01, 2008, 04:10:21 AM
Quote from: NomadicI love it! The thing that grabbed me most was the complete lack of mention of any humans. It is always nice to have something fresh like that. Furthermore the hopelessness of everything seems to give it a very different feel (in adventure style that is).

Awesome! I'm glad it caught your attention! This would have no humans. This is a human-less world! I'm rather tired of seeing humans every where, so I figured 'why not just exclude them for fun!'

Quote from: NomadicFirst off because of the demon thing I must ask the obligatory question. What is the religion like within the sand wall? Another smaller thing... Can the Alcazars anchor down, say if they had to ride out a huge sandstorm?

Religion is an issue that shall be delved into at a later date (most likely after Wednesday (I have 2 term papers due this week and I haven't read a thing :) )  But I can tell you that much of the Seladona is atheistic, or at least agnostic. "What God would curse his followers with such misery," they say. Bagrumese worship Kamuro, who is a wrathful God, puposly punishing his followers to weed out the weak and the meek. Followers of Kamuro believe, upon death, that their souls merge with the Sand Wall, thus joining with the worldly aspect of their God. In Yasdag, worship is constrained to a belief in Guiding Principles by which all sentient life should live. I envision their faith as fundamentalist religion, much like the Amish but even more Amish-y and not as kind. Like I said, more on that later this week.

Alcazars can't land, if that is what you are implying. However, they can drop several enormous anchors, forged in a way as to slip between the sane with great ease. Often, this is how the Alcazars 'make port' near towns and Castles, utilizing an advanced pulley system to bring cargo & people up & down (powered, at least in part, by Gnomish slave labor no doubt).

Beyond religion, does any one have any requests for information?
Title: Oriflammes of Seladona (Setting + Discussion Threads)
Post by: SilvercatMoonpaw on December 01, 2008, 09:52:33 AM
I have to say one point of this setting confuses me: what do people do?
* What drives the economies?
* What would adventurers do?
It sounds like the entire setting should slowly collapse from lack of any reason for people to actually do things other than survive as efficiently as possible.
Title: Oriflammes of Seladona (Setting + Discussion Threads)
Post by: Kindling on December 01, 2008, 01:52:39 PM
I second Silvercat's question about adventure possibilities. While Seladona looks like a setting with a huge amount of potential and a very nice overall "feel," I would like to see something for it that conjures mental images of adventurers, in whatever form they appear in Seladona.
Title: Oriflammes of Seladona (Setting + Discussion Threads)
Post by: Elemental_Elf on December 01, 2008, 02:31:26 PM
Quote from: SilvercatMoonpawI have to say one point of this setting confuses me: what do people do?
* What drives the economies?
* What would adventurers do?
It sounds like the entire setting should slowly collapse from lack of any reason for people to actually do things other than survive as efficiently as possible.

For the first one, just because your basic food and water requirements are met does not mean you do not pay taxes, desire shelter or any of a number of other things. People do what they do in other settings, they farm, they make clothes, serve as attendants to important people, the craft fine jewelry, etc. People need jobs to survive, or else you become a slave.

As for adventurers, well there is much to do in each Alcazar, they are bustling metropolises, the sands below also offer much adventure in the form of ruins, buried cities, dungeons, tombs, crypts, standard stuff (with a desert twist). Further, I have not yet written it yet but there will be Bandit kingdoms on the sands floor, who harass the locals. In Yasdag, there are similar things to do that will feel more 'normal,' especially inter-city conflicts, mountain mines, dungeons, etc.

I suppose most Desert settings have this very same problem in that you can't have another farming village just a mile away with its own set of problems. One must venture much farther to find jobs that may prove to be less rewarding.

Quote from: KindlingI second Silvercat's question about adventure possibilities. While Seladona looks like a setting with a huge amount of potential and a very nice overall "feel," I would like to see something for it that conjures mental images of adventurers, in whatever form they appear in Seladona.

Hmm, this can be done. I'll write some stuff up and have it posted by Wednesday night! :)
Title: Oriflammes of Seladona (Setting + Discussion Threads)
Post by: Ninja D! on December 02, 2008, 10:45:52 AM
Another setting, eh? Well, I suppose I'll have a look.

First things first: In Firefox, this thread was stretched out so I would have to scroll horizontally to read everything. In Opera, that is not an issue. I don't know if there is a good reason for this or if anyone else has had a similar problem but this is how it was for me.

Your introduction (the paragraph that is in italics beneath the title) does well at conveying a general idea of what the setting is to be like. That is, there are magical bastions of civilization but the world is mostly a wasteland. One problem I had with this is that you use a lot of specific words and names that, at this point, we can't possibly understand the meaning of. I don't like that. I feel that there should be as little as possible that is intimidating in the introduction. It is intended to draw people in, not scare them away.

Am I to understand that this terrible sand storm that has been going for over 100 years stops at night? I think that is what you've said here but I can't be certain. If that is the case, why? Does the sun cause the storm?

I like that dwarves are the dominant race. That is, if these dwarves are like traditional dwarves. If they're not, why call them dwarves? If it is because of appearance, wouldn't traditional gnomes be similar enough that they could almost be the same? In general, though, I do enjoy dwarves quite a lot.

Well, that works me through the first post and I'm getting tired so I'll stop for now. I will be back.
Title: Oriflammes of Seladona (Setting + Discussion Threads)
Post by: Elemental_Elf on December 02, 2008, 01:20:21 PM
Quote from: Ninja D!Another setting, eh? Well, I suppose I'll have a look.

This setting is intended to help me grow as a world builder so I can more easily tackle Kamalga and my Sci-Fi setting Eldersa Saga.

Quote from: Ninja D!First things first: In Firefox, this thread was stretched out so I would have to scroll horizontally to read everything. In Opera, that is not an issue. I don't know if there is a good reason for this or if anyone else has had a similar problem but this is how it was for me.

I'm using Firefox 3 on all my computers and the thread is normal sized, its only when I show the map that my laptop screen stretch. I'm not sure what the problem is but if its anything I can do I will change it! EDIT: Ok, I figured out it was my pre-coded link that was stretching the screen. I slapped it into a spoiler and everything is good on my end! :)

Quote from: Ninja D!Your introduction (the paragraph that is in italics beneath the title) does well at conveying a general idea of what the setting is to be like. That is, there are magical bastions of civilization but the world is mostly a wasteland. One problem I had with this is that you use a lot of specific words and names that, at this point, we can't possibly understand the meaning of. I don't like that. I feel that there should be as little as possible that is intimidating in the introduction. It is intended to draw people in, not scare them away.

Hmm, I count Oriflammes, Idan, Alcazar, Nglok & Demon King as the 'specific words. Of those Oriflammes is hard to describe (but is in the title), Idan could be removed but I'm struggling to find a replacement for 'men' & 'people,' Alcazar is explained in the paragraph, as are Nglok and Demon King.  I suppose I could specify more of what n Oriflamme is and find a substitute for Idan, would that work? How's this for a revised opening paragraph:

Many a Dwarf have said nothing good comes from an Oriflamme. That statement is, most likely true. Given to the Dwarves and Tieflings by the Demon King Nglok to ensure their submission, these magical banners have brought nothing except pain and suffering to the masses. Even after the Demon's death, his demonic gifts still tear the land a sunder, causing its people to war and kill for little, if any, gain. Within the eye of a burning sand storm, conjured by Nglok's death, lie three Alcazars, floating castles where Kings and commoners congregate to escape sand and sun. Below the floating fortresses lie nothing, save half buried ruins, diseased nomads and monsters. Seladona is what the races Seladona and their demonically influenced leaders make it, that is to say, a horrid wasteland where none should be cursed to live.  



Quote from: Ninja D!Am I to understand that this terrible sand storm that has been going for over 100 years stops at night? I think that is what you've said here but I can't be certain. If that is the case, why? Does the sun cause the storm?

No. It continues on day after day, year after year, it never ceases. It has trapped the people of Seladona for a well over 150 years. I think I know where you got that impression and have corrected the sentence :)

Quote from: Ninja D!I like that dwarves are the dominant race. That is, if these dwarves are like traditional dwarves. If they're not, why call them dwarves? If it is because of appearance, wouldn't traditional gnomes be similar enough that they could almost be the same? In general, though, I do enjoy dwarves quite a lot.

They are fairly typical, though more old school traditional, meaning their overly pessimistic and cannot wield magic. Gnomes and Dwarves are quite separate in this setting, though they are a related species (just as we are to Chimps and Neanderthals). Further, Gnomes can wield magic in a very untapped, destructive way where as Dwarves have no ability to wield it.  
Title: Oriflammes of Seladona (Setting + Discussion Threads)
Post by: Elemental_Elf on December 04, 2008, 05:06:10 PM
INFAMOUS ADVENTURING SPOTS

Angora Maze
Long ago it is said Nglok created a secret underground complex to house thousands of prisoners. Rather than being a normal prison, Angora was a massive Maze. The Maze was populated by traps of all kinds, hordes of flesh eating zombies and worst of all '" Fiendish Minotaurs, guardians of the maze who are said to be as tall as a house and capable of killing a man by ripping their victim's arms off. Inside the Maze, Nglok left many treasures '" gold, silver, food, potions, magical items, etc. '" and at the very heart lay a single oil lamp, within which lays a magical Djinn, who will grant any 3 wishes the finder wishes. Most consider the legend of the Djinn simply that '" a legend. However that has not stopped hundreds of men and women from venturing into Angora'¦ None of which have returned.


Underland
Underland is an enormous subterranean complex of caves and shafts that lie towards the north of the Yasdag Mountains. In these caves live all manner of horrid beasts, created by the Demon King Nglok centuries prior in his sick, twisted manipulations of Idan species. It is said inside the Caves lie a single portal that leads out of the Seladona, and out into the world beyond. Few have ever tread into the Caves, for it is perilous beyond imagining however some have partially mapped the various caves and shafts that make up the network of the Underland. If one could acquire such maps it would make the search for the portal that much easier'¦

The Grand High Pyramids of the Prophet Pediya
The Grand High Pyramids were constructed to house the mummy of the first Prophet of Kamuro named Pediya. The Pyramids were constructed just a few years after Nglok's death and have laid fallow since their completion. Some say the Erkek's fear angering the spirit of Pediya, awakening it to reclaim his position as Prophet, a position higher than Erkek in the clergy of Kamuro. Other say, Pediya was never killed; rather he was mummified alive by the Erkek, thus eliminating a mad ruler. Still others say the demon children of Nglok have taken up residency in the Pyramids and the Erkek simply avoids the Pyramids to avoid a bloody fight. Regardless of these rumors, Pediya was buried with all his, and Bagrum's, worldly possessions. Wealth beyond imagining lays deep with in the Pyramid's structure, waiting for a cunning adventurer to claim it.