Showing posts with label magical locales. Show all posts
Showing posts with label magical locales. Show all posts

Saturday, December 27, 2008

The Magickal Paths of the Erkenheld


One of the many mysteries surrounding the Erkenheld Forest are the tales of magickal paths tracing their way through it. Little is known about the forest except that mundayne beings cannot find or use them, and that the Rebel Forces have been using them as a base of operations since the Red Grain period. According to rare first-hand reports and the maps drawn up by tortured elves supplied to General Randle, the paths take the form of a sort of organically grown hedge maze by those using them, but are labyrinthine and hard to navigate. Beyond these few bare facts, little can be reliably substantiated.

Based purely on conjecture and speculation, some particularly brave (or perhaps stupid) magicologists have attempted to gain greater clarity into the manifestation and functioning of the paths. Many scholars have posited that the Sprite Queen created the paths, but there has been, as yet, no direct substantiation of this beyond a couple of ambiguous remarks she made in an interview with Dr. Phinneas Flumpert. It is suspected that the tricky, somewhat malevolent forest sprites native to the region use them to run away quickly from their victims.

Other scholars have suggested that the exclusivity of the paths may account for many of the stranger Fethilian legends. It is well-known that some humans (particularly those with red hair) may display some limited magickal capacity, and it is highly likely that such individuals may inadvertantly stumble into the paths from time to time. The strange disappernces of forresters and soldiers could be the result of slightly magickal lads (fairly common in the Fethil due to the frequency of interbredding between humans and red elves) becoming lost in the notoriously confusing paths. Similarly, some claim, that the well-known Shrine in the Forest may reside within such paths - this would explain why descriptions of it are so consistent across time and region, but also why expeditions to find it tend to turn up empty-handed.

Friday, March 7, 2008

The Vinkenti Gate

the overgrown Erkenheld entrance to the fabled Vinkenti gate

The Vinkenti gate is the stuff of elvish legend, long considered by most to be mythical until its recent re-discovering by Jellihondor and his band of rebels. The gate is named for the language of the blue elves, the race of elves it is most closely associated with, and is presumed to be imbued with power elemental magickal forces. It is located northwest of Norsa, a stronghold of the blue elves, and represents the only direct route through the Klevarcht Mountains between the Erkenheld Forest and the Brovnajian Steppes, making it an extremely valuable area to control.

Besides its geographic location, little is known about this strange and mysterious place. Some have theorized that it was initially built by blue elves, but that it was sealed and abandoned as the Vinkenti became more and more xenophobic. Though this seal remained unbroken until Jellihondor and Sveren recently opened the gate, it is not clear how the blue elves will handle the suddenly open route and all of its implications for trade and cultural exchange.

Wednesday, February 6, 2008

The Pokelocken


The Pokelocken is a peculiar wooded marsh (or, perhaps, bog - there is some debate about its classification among such scholars that make such fine distinctions) located at the mouth of the Sorle River. The Pokelocken is nestled at the southernmost tip of Ostrassa along the coast, and extends directly into the sea. Most of this boggy swamp is brackish, but the forest-like vegetation thins out as the water becomes saltier nearer to the ocean.

As fascinating as the physical characteristics of this famed region are, many find the magical elements more interesting. The Pokelocken is said to be home to one of the oldest and most powerful founts of magic - some speculate that it may predate or outmatch even the Erekenheld. Folk tales and legends describe the Pokelocken as a place that is more unsettling than hostile: it is said to be full of strange creatures, creatures that though alive appear to be made of inanimate substances like stone or earth. Though none are known to be aggressive, such creatures do blur the line between what is alive and is not in a most unnerving manner.

Another interesting feature of the Pokelocken is that it seems to affect the evolutionary process in a stronger and more unpredictable manner than most other magickal locales. There have long been tales of strange, presumably sentient, hominids with odd features and abilities that lurk the outer edges of society (the Web-Footed Elf of Susselfen may be one such creature), and magicologists have begun to speculate that they not only exist, but also reveal how magick modifies corporeal forms. Such monstrous beings, who likely live a sad and lonely existence, have been sighted moving amongst the wood and water of this ancient swamp than anywhere else.

See Also:
Wee Monsters of the Pokelocken
The Woman in the Weeds

Saturday, January 19, 2008

The Great Land Sea


The Great Land Sea is one of the foremost physical features in the Elothinian empire. The Land Sea is a vast freshwater lake of indeterminate depth, full of diverse and often delicious marine life. It is located in the provinces of Helletiern, Ostrassa, and Shabarcht.

It is said that Otellian the First negotiated fishing rights with the deity of the lake, Skillilinilia, when he conquered the red elves' land, and that these rules have been observed since. Fishing is the primary activity for those living on or near the Land Sea, and it has become the backbone of the city of Lollimar.

The fishermen of the Great Land Sea are aided in their efforts by various types of sea sprites. These sprites have been studied in vastly more detail than their counterparts in the Erkenheld Forest, the Pokelocken, or in the San-Kesh Desert. The octopode variant has proven extremely useful to fishermen, and can be trained to swim down to even the murkiest of depths to fetch the tastiest fish the Land Sea has to offer.

The magical sources underlying the Great Land Sea have affected the fish residing in its waters. The fish of the Land Sea are valued throughout the empire because of their fine taste and delicate flavor, and reports from various seafarers claim that some of the fish have been magically induced to grow to almost monstrous sizes!

Monday, December 31, 2007

Elftown

Elftown is a district of Neerhemhind that is heavily steeped in magic. Virtually all magical folk in Neerhemhind reside in the quarter, and each race has carried their particular customs and beliefs with them. Thus, the character and atmosphere of Elftown differs greatly from the rest of the city.

Paradoxically, Elftown developed out of political happenings surrounding the castle and court. Often, the entourages of various nobles would stay in this district, and throughout much of Elothninian history, it was considered a mark of status and prestige to include various magickal and magickally-influenced beings in their groupings. Though this practice has abated during Lilhelndine's reign, the steady stream of nonhuman visitors formed the beginnings of Elftown, and it was not uncommon for elves and gnomes to dissociate from the nobles that initially brought them to Neerhemhind and settle permanently in the area. Additionally, many of the diplomats from foreign nations of strange beings reside here, feeling more comfortable in neighborhoods where humans tend to be in the minority.

Today, Elftown is largely independent of the goings-on in Captfael Castle. It has developed into a substantial and populous district with its own traditions, economy, and style. Elftown has the dual role of providing a culturally recognizable home to various immigrant and displaced groups, such as the red elves, and is also a major tourist attraction for the province of Helletiern. As such, Elftown first functions as a pleasure area for travellers, where humans can see magickal traditions being performed and buy elf-made trinkets. The darker side of the market is well-represented in Elftown as well: word-of-mouth has it that there are brothels full of comely elves and luxurious be-pillowed dens where the finest and strongest variants of pipe-weed are available for illicit consumption.

But Elftown is not all shiny kickshaws and sordid indulgences. Locals of Elftown say that beneath the frippery and bibelots, the residents have developed their own cohesive society with its own customs and traditions. Magic permeates every aspect of their lives, and Elftown is one of the few places in Elothnin where highly-regarded shamans and priests live and work. Thus, virtually any magickal person in Elothnin who wishes to pursue these disciplines is sent either here or Susselfen. Given the highly cohesive and non-human character of Elftown, and the recent intensification of the Border Wars, it seems in some ways ironic that it lies in such proximity to the palace. Although no proof has been found, conspiracy theorists have begun to suspect that the elvish and satyr minstrels who reside there are singing anti-Imperial songs, as the lyrics are typically as opaque to mundayne listeners in the Common Tongue as they are in their original dialects. For this reason, tensions between Elftowners and the rest of Neerhemhind have begun to rise of late.

Wednesday, December 26, 2007

Elvish Ruins

The Elvish Ruins are sandwiched between the two forks of the Athenorkos River and the Klevarcht Mountains in the central province of Elothnin. The ruins are mysterious to the human inhabitants of the region, but are thought to be the remnants of the once-great elven civilization that used to reside in the region. Scholars suspect that they were the work of red elves, who most likely populated the area well before the establishment of the Otellian Calendar.

Folklorists say that the ruins are considered to be a source of mysterious and powerful magic by the red elves, and that during times of crises, their leaders often make pilgrimages to it for guidance or clarification. The kind of magic thought to coalesce here and how such guidance is given remains unclear to mundayne scholars.

Some have speculated that more than just these ruins exist. There are tales of magical pathways underground, functional gates through impassable barriers, and even magnificent halls with doors that are only visible to magickal beings. Of course, none of these stories have been substantiated and are therefore most likely not true.

Friday, October 12, 2007

The Shrine in the Forest

Bertronius, like other great Fethilians, stumbles across the Shrine

The Erkenheld, being the bastion of magic that it is, has many strange and mystifying landmarks. One such place is the enigmatic Shrine in the Forest, the center of many common Fethilian folktales.

The shrine is located in a quaint clearing, about four miles into the forest on its eastern edge, which borders the Fethil. The Shrine is described as a very simple, but strangely compelling structure made of very pale wood which emits a strange bluish glow. Apart from that, not much is known: its origin, makers, and contents still remain shrouded in mystery.

While a common destination for travelers of the region in the past, few individuals venture out to it today. This is in large part due to the ongoing Border War which haunts the area, but may be at least partially epxlained by the relatively recent infestation of sprites as well.

See Also:
The Sprite Queen