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<blockquote data-quote="Khisanth the Ancient" data-source="post: 3578144" data-attributes="member: 11368"><p>Regions of Tellura:</p><p></p><p>The Far Southwest: This region is a large archipelago of rough, stony islands. The climate is tropical and wet, with heavy rains. Despite the abundant water, large trees are rare, because there is little soil available. Most of the isles are covered with low, tangled jungles and scrub. Common inhabitants are goblinoids, dinosaurs, plant creatures, and dire animals. The total area of the islands is around 120,000 square miles. </p><p></p><p>The largest island is the Volcanic Isle (50,000 square miles). This island was originally formed when the spilled lava-blood of Htalk melted into the world's crust, causing a huge outpouring of lava. This consolidated into the Volcanic Isle. From Htalk's blood, now mixed with native Telluran matter, were born the goblinoids. The Volcanic Isle is the most dangerous of the isles, filled with vulcanusauruses and volcanic trees as well as the normal beasts of the Southwest. Since the appearance of the Ever-Burning and his army, half-fiendish dire animals and dinosaurs, and lesser fiends are also found here.</p><p></p><p>Some of the northeastern isles have small towns. The total human population of the region is about 20,000.</p><p></p><p></p><p>Golhavna: Golhavna is a large island, 230,000 square miles, of moderate elevation. It lies about 2,000 miles northeast of the Volcanic Isle. It has mild summers and cool winters, more so in the north. The northern third of the island is thick forest where the elves dwell. The remainder of the island is farmland and towns, interspersed with groves of old oaks and young, fast-growing pines. This area is mostly inhabited by humans, but gnomes and Weil are also found here. Golhavna is mostly free of large or powerful monsters, but the smaller varieties of dire animals are still common in the elven lands and the northern portion of the human lands. Those coastal areas far from well-defended regions also must deal with incursions of goblinoids and gnolls.</p><p></p><p>Eidrhelm: Eidrhelm is slightly larger than Golnhavna and lies about 260 miles to its north. It is also cooler, and winters can be quite bitter. The northern portion of the island, north of the Feud River, is high mountains. Beneath these mountains are the few remaining dwarven strongholds, while human settlements and secret military camps are concealed in the high passes and canyons. The island is now ruled by the Ever-Burning and his demonic subjects. The Ever-Burning himself is a balor-like unique demon of immense power.</p><p></p><p>The Continent: Little known to most humanoids, the great continent, 9,500,000 square miles, east of the wide Crescent Sea is a rich but exceptionally dangerous land. Creatures of great power roam here; giants and dragons are quite common, and even such mighty creatures as brachyuruses and mu spores are not rare. Many Weil dwell here, but they are reduced to hiding from the vastly powerful beasts that dominate. Luckily for humanoids, the 3,000-mile-wide Crescent Sea stops most intrusions. </p><p></p><p>The continent's climates vary dramatically, from the ice-covered north ruled by white dragons and winterwights through the broad forests and grasslands of the temperate zone, home to giants and the mighty force dragons, to the Torrid zone, south of the tropics, of intense heat. Here, only fire creatures are found. The boundary between the mere tropical deserts and the Torrid zone is marked by a mountain range of incredible height and steepness. Those passing over the crest of the range immediately find themselves suffering the effects of the Torrid zone. In the Torrid zone, the heat is so great that paper, oil, tinder, and other highly combustible materials catch fire and water boils. Creatures and objects in the Torrid zone take 1d6 points of fire damage per round.</p></blockquote><p></p>
[QUOTE="Khisanth the Ancient, post: 3578144, member: 11368"] Regions of Tellura: The Far Southwest: This region is a large archipelago of rough, stony islands. The climate is tropical and wet, with heavy rains. Despite the abundant water, large trees are rare, because there is little soil available. Most of the isles are covered with low, tangled jungles and scrub. Common inhabitants are goblinoids, dinosaurs, plant creatures, and dire animals. The total area of the islands is around 120,000 square miles. The largest island is the Volcanic Isle (50,000 square miles). This island was originally formed when the spilled lava-blood of Htalk melted into the world's crust, causing a huge outpouring of lava. This consolidated into the Volcanic Isle. From Htalk's blood, now mixed with native Telluran matter, were born the goblinoids. The Volcanic Isle is the most dangerous of the isles, filled with vulcanusauruses and volcanic trees as well as the normal beasts of the Southwest. Since the appearance of the Ever-Burning and his army, half-fiendish dire animals and dinosaurs, and lesser fiends are also found here. Some of the northeastern isles have small towns. The total human population of the region is about 20,000. Golhavna: Golhavna is a large island, 230,000 square miles, of moderate elevation. It lies about 2,000 miles northeast of the Volcanic Isle. It has mild summers and cool winters, more so in the north. The northern third of the island is thick forest where the elves dwell. The remainder of the island is farmland and towns, interspersed with groves of old oaks and young, fast-growing pines. This area is mostly inhabited by humans, but gnomes and Weil are also found here. Golhavna is mostly free of large or powerful monsters, but the smaller varieties of dire animals are still common in the elven lands and the northern portion of the human lands. Those coastal areas far from well-defended regions also must deal with incursions of goblinoids and gnolls. Eidrhelm: Eidrhelm is slightly larger than Golnhavna and lies about 260 miles to its north. It is also cooler, and winters can be quite bitter. The northern portion of the island, north of the Feud River, is high mountains. Beneath these mountains are the few remaining dwarven strongholds, while human settlements and secret military camps are concealed in the high passes and canyons. The island is now ruled by the Ever-Burning and his demonic subjects. The Ever-Burning himself is a balor-like unique demon of immense power. The Continent: Little known to most humanoids, the great continent, 9,500,000 square miles, east of the wide Crescent Sea is a rich but exceptionally dangerous land. Creatures of great power roam here; giants and dragons are quite common, and even such mighty creatures as brachyuruses and mu spores are not rare. Many Weil dwell here, but they are reduced to hiding from the vastly powerful beasts that dominate. Luckily for humanoids, the 3,000-mile-wide Crescent Sea stops most intrusions. The continent's climates vary dramatically, from the ice-covered north ruled by white dragons and winterwights through the broad forests and grasslands of the temperate zone, home to giants and the mighty force dragons, to the Torrid zone, south of the tropics, of intense heat. Here, only fire creatures are found. The boundary between the mere tropical deserts and the Torrid zone is marked by a mountain range of incredible height and steepness. Those passing over the crest of the range immediately find themselves suffering the effects of the Torrid zone. In the Torrid zone, the heat is so great that paper, oil, tinder, and other highly combustible materials catch fire and water boils. Creatures and objects in the Torrid zone take 1d6 points of fire damage per round. [/QUOTE]
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