Wednesday, September 14, 2011

Orchunters: The History

** Continuing and concluding the history of this Adventuring Company **

INTRODUCTION:
 
At various times in past history, events conspire to bring together unique groups of individuals and forge them into a whole. This is one of those cases.  The forces of darkness have managed to unite, under one ruler, the various scattered tribes of orcs in a local mountainous region.  These orcs, whose energies are usually spent raiding each other, are now marshalled and pose a threat against local civilized areas.  The government has, in turn, offered bounties on captured and slain orcs, in the hope of drawing help from mercenaries and adventurers.
 
PARTICULARS:
 
Against this backdrop, Ardelain Darok gathered his hearty band.  A fairly skilled mage, he scouted the local towns for fighters, a scout or thief and a healer.  He first found Drankar, a Sohleugir (Lizardman) with a love for combat.  Next he encountered and charmed, Night's Flight, a dark tribe lady wielding the Black Bow. Paigel the burglar was next, an energetic Idyvian (Feline) always on the move.  The somber and solid Gwen Alsace, a lay healer, completed the group. With a group of five, a name-The Smoke Cats and the promise of bounties from the government, Ardelain set out to seek danger and perhaps a fortune.
 
The tactics of the Smoke Cats are fairly straight forward. Paigel and Ardelain's cat serve as the scouts and outriders of the group.  Ardelain will use Airwings and summoned animals to supplement their information gathering.  For long-range combat they rely on Night's Flight bow supplemented by Ardelain (by bow or spell), Drankhar and Paigel (when she feels like it).  When things get down and dirty, Drankhar leads the way.  Night's Flight supports his flank with Gwen in the second rank with her pike. Ardelain contributes his spells.

SCENARIOS:
 
The Smoke Cats/Orchunters can be used as either friends or foes of a group of PCs.  Their direction depends on Ardelain's particular whims and Drankar's reaction to such.
 
1.  A single PC might join the group to spend some time and gain experience fighting the orcs of the local region.
 
2.  A friend of the Smoke Cats might hire the PCs to find the group if they are overdue or have bitten off more than they can chew. This may lean to a rescue mission or recovery of remains!
 
3.  An adventuring group might develop a friendly rivalry with the Smoke Cats concerning hunting for a particular bounty. Orc chieftans and their lieutenants may bring in 50-100 GP a head.

HISTORY
 
On the world of Arda, the followers of the Spider Cult united the scattered Orc tribes in the Sarandon hills of the Barony of Tarn South. The united Orcs declared an independent state and began to raid out of the hills.  The Idyvian Baron of Tarn South, Geran Shirlan, issued a proclamation of bounties on all orcs, Lesser and Greater. Adventurers and mercenaries were drawn to the region like moths to a lamp.

In the beginning of the year 4378, of current reckoning, the Smoke Cats came to Tarn South.  They had some minor successes over the next few months.  In the 5th month of that year, a Wose archer named Maikkiku Bob (3rd level Barbarian, longbow, maces, no armor) joined their group at Drankar's insistence (he recruited Bob from another group "The Pack"). A month later, Paigel took a young Cossack, named Sasha (1st level Assassin, kynacs, leather armor), as an apprentice.
 
A month later the Smoke Cats were drawn into an ambush by a superior force of orcs.  Gwen and Night's Flight were slain and Drankar and Ardelain were severely wounded.  The Black Bow was recovered and passed to Sasha (Bob refused being a superstitious sort). The group retreated to a nearby city, Corinth, to recover.
 
Several months later, with everyone recovered, the group attempted to try again.  They recruited Fala Ka, an Idyvian female (1st lvl Lay Healer, staff).  However, the deaths of their friends weighed heavy on Ardelain and Drankar and their hearts weren't in it.  The group disbanded.  Paigel and Sasha left for the west and Bob went home to the woods. Bob and Sasha later joined Kelly's Heroes, another adventuring company. A month later, a disillusioned Drankar Stang meets Douglas McDurrgan, a high man warrior (5th lvl fighter, axe, shield and platemail) in a tavern in Corinth.  Both had felt that he had lost face in a past battle.  They decided to return to the field and regain face within themselves.
 
Drankar finds Ardelain and Fala Ka, and with Douglas, recruits Skarim, a male Idyvian mercenary (5th lvl Fighter, falchion, shield and chain mail) and Darnos, a half Light Elf Holy Warrior of Manwe (2nd lvl Paladin, spear, shield and leather breastplate).  The Smoke Cats, rejuvenated, strike out for fame and fortune.  They find such in numerous skirmish; earning bounties and notices from the Barony.  Though Douglas has since left, their adventures continue to this day.

Monday, September 12, 2011

Orchunters: Drankar Stang

** Last but not least, Drankar the Lizardman **

DRANKAR STANG
 
Age: 24  Eyes: Silver Hair: None  Build: Muscular  Height: 7' 0" Wt: 310  Race/Sex: Sohleugir (aka Lizardman)/M  Skin: Green Scales  Demeanor: Chivalrous, cordial  Dress:  Weapons harness, loincloth, armorTrue Attitude: Warrior Ethic  Home: Jungles of Despa
 
Drankar Stang is the rock upon which the Smoke Cats are built.  He is a strong, competent warrior with great potential.  Drankar, like all Sohleugir, possesses a strong warrior ethic, chivalrous as most knights.  He follows the church of Measse, Lady of Battles & Paladins.  His scaled skin being resistant, he wears little but a weapons harness and plain loincloth under breastplate, greaves and vambrances.
 
Hits: 97  Melee: +83 Hand Axe, +73 Shield Missile: +52 Crossbow AT(DB): 18(40)  SH: Y25  GR: Y  Movm:  +12  Lvl: 2 Profession: Fighter Stats:  ST:  93/28, QU: 101/40, PR: 90/5, EM: 92/12, IN: 90/10, CO: 100/35, AG: 100/40, SD: 77/20, ME: 65/-4, RE: 74/4 Will: 66,  APP: 72,  PP: N/A
 
SKILL BONUSES:  
Hand Axe: 83, Shield: 73, Reverse Stroke: 43, MIA Plate: 122, Brawl: 53, Tail Bash: 57, Heraldry: 5, Tactics: 22, Ride: 43, Tumble: 44, First Aid: 26, Perception: 33, Tracking: 19,  Direction Sense: 12,  Trap Build: 18, Scrounge: 14, Forage: 10, Swim: 9, Math: 5, Row: 38, Sail: 34, Crossbow: 52
 
SPECIAL ABILITIES:  Chivalrous, Vassal to Family & Church of Measse (Lady of Paladins, Swords)
 
ITEMS: 
• +10 Natural Hand Axe

Sunday, September 11, 2011

Orchunters: Paigel

** Continuing the Orchunters **

PAIGEL
 
Age: 29 Eyes: Yellow Fur: Mixed/Calico  Build: Short, thinHeight: 5'4" Wt: 100  Race/Sex: Idyvian (Felinoid)/F  Skin: Furred Demeanor: Outgoing/Energetic  Dress:  Dark Clothes, hats True Attitude: Curious, careless  Home: Tarn South
 
Paigel the burglar is a skilled second-story person.  Though over confident about her craft and skills, she is a good team player and is always bright and happy.  Paigel easily counters Ardelain's dark moods and Drankar's solid silence.  Sometimes though she only seems to be along for the ride.  She usually wears dark clothes; pants, vest and boots, fancies floppy hats and black enameled earrings.
 
Hits: 30  Melee: 49 Kynac  Missile: 39 Crossbow  AT(DB):3/79  SH:Y(M) Gr: N  MovM: +33  Lvl: 5  Profession: Burglar Stats:  ST: 78/5,  QU: 94/24, PR: 85/13, EM: 66/2, IN: 94/14 CO: 87/9,  AG:99/33, SD: 89/4, ME: 90/10, RE: 87/9Will: 42, APP: 86,  PP: 7
 
SKILL BONUSES:
Kynac: 49, Crossbow: 39, Acting: 48, Begging: 48, Disarm Trap: 69, Disguise: 44, Picklock: 101, Pick Pock 74, Stalk: 106, Hide: 91, Trap Build: 31, Trickery: 39, Detect Trap: 49, Direction Sense: 22, Perception: 74, Scope: 57, Time Sense: 22, Track: 22, Adr Defense: 55,  Adr Balance: 49, Adr Landing: 49, Adr Leaping: 39, Adr Speed: 64, Adr Strength: 44, Meditate: 19, Acrobat: 74, Climb: 83, Jump: 54, Tumble: 43, Tightrope: 39, Streetwise: 73, Scr: 27, Duping: 33, Trade 36, Lock Lore: 25, Trade Lore: 25, Appraisal: 35, Rope Mastery: 52
 
SPELLS: Base Spell OB: 13, Directed Spell OB: 0 Cloaking(5)
 
SPECIAL ABILITIES:  Lucky(+/-5), Passive, +25 Adrenals, +10 Ad Def, +10 Stalk/Hide
 
ITEMS:  
• Trap Kit:  +10 Natural Disarm Traps
• Lockpicks: +15 Magical Pick Locks
• Gloves: +15 Magical Pick Pockets
• Amulet: +10 Magical Stalk/Hide
• Glasses: +5 Magical Perception(Visual)
• Belt: +15 Magical DB, Daily I Shield

Saturday, September 10, 2011

Orchunters: Gwen Alsace

** Continuing the Orchunter's series **

GWEN ALSACE
 
Age: 26  Eyes:  Lt. Brown Hair: Long sandy brown  Wt: 220  Build: Tall, stocky  Height:  6'4"  Race/Sex: High Man/F Skin:  Pale, ruddy  Demeanor: Careful, proud  Dress:  MetalCuirass or Grey Tunic  True Attitude: Caring  Home:  Hills of Miritius in the far north.
 
Gwen has traveled to the south to learn healing crafts to be able to help her clan at home.  A youngest child, whose mother died in birth, she was blamed for her mother's death.  Gwen has always strived to make up for that loss.  She tirelessly works to make sure everyone in the group is healthy and alive. She wears an enameled and engraved cuirass over a blousy tunic, grey pants and leather shoes.
 
Hits: 76  Melee: 27 Polearm  Missile: N/A  AT(DB): 17(23)  SH:  N  GR: N  MovM: -12  Lvl:
5  Profession: Lay Healer   Stats:  ST:  45/10, QU:  99/18, PR: 101/40, EM: 84/23, IN: 62/16 CO: 92/22, AG: 98/16, SD: 101/30, ME: 67/2, RE: 47/0 Will: 94,  APP: 108,  PP: 18
 
SKILL BONUSES:
Perception: 68, First Aid: 82,  Second Aid: 78, Diagnostics: 68, Herb Lore: 51, Attune: 55, Riding: 25, MIA Plate: 78, Polearm: 27, Adr Speed: 55,  Medit: 80, Scrounge: 18,  Forage: 14, Directed Spell: 41, Magic Ritual(Druidical): 16, Runes: 30
 
SPELLS:  Base Spell OB: 45, Directed Spell OB: 41 (Shock Bolt) Muscle Mastery(10), Concussion Mastery(10), Bone Mastery(10), Nerve &Organ Mastery(10), Attack Avoidance(10), Speed(10), Blood Mastery(10), Brilliance(10)
 
SPECIAL ABILITIES: +15 to RE, EM, IN bonuses, Half Cost Armor Dev.
 
ITEMS:  
• +5 Magical AT17 Metal breastplate, ornately enameled and engraved
• Pike:  +5 Magical Polearm
• Scrolls: 2 Sheets Runepaper with Repel Undead V inscribed
Herbs: A variety including Arfandas(7), Aloe(4), Akbutege(8),  Draaf(4), Arnuminas(13), Reuk(11), Ferbas(4), Vinuk(9), Hugar(4), and Yavethalion(1)

Friday, September 9, 2011

Orchunters: Night's Flight

** Continuing this series of Rolemaster NPCs (and futzing w blog font settings) **

NIGHT'S FLIGHT

Age: 23  Eyes: Dk Brown Hair:  Long Black  Build: Petite Height: 5'2"  Wt: 90  Race/Sex: Dark Tribe/F  Skin: Dark Demeanor: Serious, Directed  Dress: Chainmail over riding leathers True Attitude: Dangerous  Home: Plains of Torca
 
Night's Flight, the common language translation of her tribal name, is the group's archer.  She is quiet and calm, only assertive when the subject of killing orcs comes up.  Night likes to drink and frequents many taverns on the road.  Her long black hair is bound in leather, she wears a chain shirt over tunic and leather chaps. Ardelain worries that the Black Bow conceals her true personality.
 
Hits: 97  Melee: 80 SSword  Missile: 106 SBow  AT(DB): 13(23) Sh:Y25  GR:N  MovM: -4  Lvl: 3  Profession: Fighter Stats:  ST: 97/29, QU: 84/13, PR: 68/-2, EM: 61/-4, IN: 79/11 CO: 101/35, AG: 101/35, SD: 101/25, ME: 95/15, RE: 89/9 Will: 39  APP: 48  PP: N/A
 
SKILL BONUSES:
Short Bow: 106, Short Sword: 80, Shield: 50, Broadsword: 55, Disarm, Armed: 79, MIA Chain: 86, Brawl: 70, Ride: 39, Climb: 56, Swim: 71, Jump: 51, Tumble: 56, Sing: 10, First Aid: 26, Second Aid: 26, Perception: 37, Streetwise: 22, Recall: 35, Chug: 45, Hide/Control Intoxication: 21, Missile Artllery: 51, Stalk: 43, Hide: 38.
 
SPECIAL ABILITIES:  Lucky (+/-5), Quick Prep (Readies Bows & Arrows 1 round quicker)
 
ITEMS: 
• Black Bow: +10 Short Bow, of Slaying Orcs, Made of Horn & Wood w. Orc Gut String, Dark Tribe Relic, Will:50
• Armor:  +10 Magical AT-13 chain shirt 
• Short Sword: +10 Natural Short Sword 
• Quiver: 10 +5 Magical Arrows, 5 +10 Magical Arrows

Thursday, September 8, 2011

Orchunters: Ardelain Darok

** A series of Rolemaster NPCs I created almost 20 years ago **

ARDELAIN DAROK
 
Age: 25  Eyes:  Blue Hair: Long Lt. Brown  Build:  Average Height: 5'9"  Weight;  150  Race/Sex: Human/M  Skin:  Tanned Demeanor:  Brooding, Scheming  Dress:  Bright Gypsy clothes True Attitude:  Frustrated Leader  Home:  Hills of Hules
 
Flashily dressed in bright colored blousy tunic silk sash and baggy pants, with a black cat familiar named Midnight, Ardelain Darok cuts a striking figure.  He is decidedly the inspiration and driving force of his adventuring company, Ardelain means to make a name for himself and his companions.  His nose leads him to the right place and time, but he doesn't always succeed.
 
Hits:  50  Melee:  N/A  Missile:  60 SBow  AT(DB) 3/25  SH: Y(M) GR: N  MovM: +7  Lvl:  5  Profession:  Magician Stats:  ST: 92/17, QU: 95/15, PR: 68/3, EM: 98/41, IN: 72/19, CO: 88/9, AG: 83/7, SD: 95/20, ME: 82/7, RE: 90/10 Will: 93  AP:  85  PP: 26+2(Adder)
 
SKILL BONUSES:
Short Bow: 60, Perception: 56, Alchemy: 44, Attune: 80, Runes: 75 Directed Spell: 47, Spell Mastery: 76, Faerie Lore: 44, Herb Lore: 39 Demon/Devil Lore: 24, Fauna Lore: 29, Flora Lore: 29, RacialHistory: 35, Weather Watch: 45, Dance: 23, Meditate: 32, Fletcher: 38, Lyre: 17, Acrobat: 21, Sing: 41, Stalk: 24, Hide: 30, Region Lore: 29, Diplomacy: 26, First Aid: 41, Trap Build: 31, Forage: 33 Tell Tales: 30, Climb: 12, Ride: 29, Tactics: 20.
 
SPELLS: Base Spell OB: 46, Directed Spell OB: 47 (Shock/Dark Bolt)  Light Law(10), Dark Law(10), Ice Law(10), Elemental Summons(10), Gate Mastery(10), Conveying Ways(10), Shield Mastery(10), Invisibility Ways(10).
 
SPECIAL ABILITIES: Destiny Sense, Spatial Skills, +15 IN bonus,  +20 EM bonus.
 
ITEMS:  
• Telor's Tunic:  Acts as AT3, +2 Essence Adder,
• Reading Glasses:  +10 to visual Perception rolls
• Mage Bow: +10 Magical Short Bow, Daily III Spell Store
• Belt of Power:  +10 Magical DB, x2 Essence Multiplier
• Quiver: 10 +5 Arrows

Wednesday, July 27, 2011

Teltelkes Heheces: Tawen

Tosca the Mouse relates, "South of Squalo, mountains rise across the southern part of the island. The source of the Qemasen is high upon their slopes. Ridges of rock extend northward from the chain. Limestone it is called. The weather of the world has gnawed away at the rock and left a field of pinnacles, like pieces upon a chessboard, arrayed along the north slopes. The Qemasen, as it grows into a large river, cuts through the slopes and winds about the vast rocks."

 

Tawen is the capital of the Peoples and the land known as Teltelkes Heheces. The town of over 40,000 (in a nation of about 15 million spread over half a million square miles) sits in the center of island, at the base of mountains to the south, looking out on the plains that lead to the great inland sea, Snecec Sheli. Tawen is the spiritual and political capital, Hearths of eight Peoples are present, split between the Upper and Lower halves of the city.

 

"Tawen, our city, is built into one of these spires, where the river has carved an opening in the plains. The side of the stone was revealed and ages ago a collapse created a hollow in the stone. There the first of my Peoples built the Lower City of Tawen. Up in the air, atop the pinnacle, there is a hollow. In that opening, Phoenat's People built the Upper City. Tunnels have been carved through the stone, shored by magic and man, to connect the two."

 

A great limestone pinnacle rises from the ground; the river Qemasen Stahlew ("Ravine River") carves a path along its eastern side. Comprised of three parts, the oldest portion known as the Lower City nestles in a huge opening in the stone along the river bank. Above, in the air, the slightly younger Upper City is perched in the top of the limestone.

 

"As Tawen grew, other Peoples and visitors settled in the area. Soon the pinnacle began to become crowded. The Outer City was begun across the Qemasen and two great bridges built to connect it to the spire. Tawen thus continues to grow up, down and outward as you will soon see."

 

The newest ward of Tawen, the large and varied Outer City, sprawls around two great bridges crossing the canyon from the pinnacle to the eastern bank.

 

The Lower City:

The warrens of the bottom of the pinnacle are the home to the People of the Fields: Mouse – "Ketan"; Squirrel – "Toepsipaen"; Rabbit – "Sqeweo" and Rat – "Hewt." Many craftspeople make their homes here. Docks stretch out onto the river, launching boats that make their way north to the inland lake. In darker corners, Rats run the local Thieves Guild and other unsavory businesses.

 

The Upper City:

The spires of the top of the pinnacle are the home to People of the Skies: Eagle – "Cesqen"; Falcon – "Toixtex"; Hawk – "Xenxinele" and (Sea)Gull – "Geni." Tall buildings host churches, convents, hospitals, fine hotels and government buildings surrounding the tallest building, the meeting hall of the Countil of Eight, (the Chiefs of the Eight major Peoples of Teltelkes Heheces.)

 

The Outer City:

Across the river, spanned by bridges of fine white stone, lies the great semi-circle of the Outer City. Here are the homes of members of the other Peoples and those of other races who make their home on this island nation. Notable buildings include various Guild halls, including those of Magicians, Merchants and Adventurers, lesser government buildings, and walled estates of local rich and stores of all types. Narrow walkways, ladders and an elevator lead from the Outer City to the river below.

 

Next article: Further details of the Land

 

 

Saturday, July 16, 2011

Teltelkes Heheces: The Nature of the People

"This time, this First Age, was a dangerous time upon the world. For not all those who learned magick were of a good spirit. Magick was power and evil sought this power to wield against the good as well. The people were in danger and sought defense against the rising Darkness. We sought the knowledge of the Ancestors and learned that we might transform ourselves, become our spirit within and become people of two forms. Not just the temporary change of a magician or the flowing form of shape shifters, but people who were both Human and of the People."

 

The People are similar to but different from traditional shape shifters or were-creatures. Shape shifters or Werewolves have but one body that can assume different shapes. Bodies grow or lose fur, change size and shape. Claws appear and disappear. The People have two forms, one human and one animal, that share a single soul/spirit/sentience.

 

The People have inherited an ability (or skill) to change between his or her human form and their animal form. However, the change may also occur during times of stress or when one form has been hidden or inactive for too long (for both forms must eat, breathe and exercise to remain fit and functional). As well as this exceptional ability, both forms may be above average for their kind. The human form may be of any class or profession.

 

(The change of forms can be developed as a skill or made through a statistic check with a characteristic such as Will, Wisdom, Self-Discipline or the like. An unsuccessful change or a change forced by stress due to a wound may lead to animal instinct overwhelming conscious control. One might flee or attack (depending on their animal form) until their conscious mind can regain control.)


"The first of the People studied, quested, and traveled the lands. After many trials and tribulations our new forms were gained. Upon the highest mountains arose the Eagle, across the wide plains ran the Lion, in the deepest woods roared the Wolf and Bear and in the corners of houses and barns, snuck the Mouse."

In the past, spellcasters, like those of shamanic or druidical studies, found that they could bind their spirit to two forms, one human and one animal. The shape-sharer could move their point-of-consciousness (sort of a point of view) from one form to the other. The Eagle could fly. The Lion was a fey warrior. The Mouse could hide and sneak about. This gave certain freedoms and abilities but it also left the other form inactive and vulnerable.

 

The early Peoples worked with other spellcasters, notably magicians with experiences upon other worlds and planes, to create "hearths" for the People. The Hearth was a magical place where the inactive form would be hidden from the real world in a form of stasis. Those of the People would concentrate on their link between their forms to cause their forms to swap places. To all intents they appear to "change" from human to animal and back again.

 

As the Peoples grew and gathered, there was a need to keep track of the Hearths of associated tribes. Shamans reached out to alchemists and witches, who help create the Hearthstones. A Hearthstone is a mystical object that is a doorway between the world and the Hearths of a People. Each People have a Hearthkeeper, a spellcaster who cares for the Hearthstone. The Hearthkeeper can feel the links between forms for all of his or her People, and can determine the health and well-being of both forms. In times of need, he or she can heal either form or force the Change as needed. Tribes would defend both Keeper and Stone at all costs, for over the years the Hearthstones have become the key and identity of a People.

"The Third of the Ages was a rebirth of the magicks. The realms of Spirit gave access to our Ancestors and we found some of the new Gods of Light were the same as those of old. The People grew and expanded. Others joined our numbers, both those who sought a second shape and others who found a way to change their shapes. Falcon, Hawk and Gull joined the Eagle in the skies. Squirrel, Rabbit and Rat joined the Mouse in fields and towns. Tiger, Panther and Cat joined the Lion upon the plains and in the hills. Boar and Badger joined the Wolf and Bear in the woods and forests. We spread across Arda, forming Hearths in many places. Not as many as other races but enough. For we survived the Fourth Age and grew again in today's Age."

 

Over the years the People changed as their numbers grew. New Peoples arose to join the few from the earliest times. There also appeared differences in the People of the same Hearth. Eagles might be Gold, Brown or the majestic White-capped Eagles. Tigers might be striped or white. Wolves might be Wargs or they might be Foxes.

 

Today there are sixteen tribes or Hearths of the People.

 

People of the Skies

·         Eagle – "Cesqen"

·         Falcon – "Toixtex"

·         Hawk – "Xenxinele"

·         (Sea)Gull – "Geni"

 

People of the Plains

·         Lion – "Ceqpusal"

·         Tiger – "Xheqtnec"

·         Panther – "sqemheqtnec"

·         (House/small)Cat – "Pusal"

 

People of the Fields

·         Mouse – "Ketan"

·         Squirrel – "Toepsipaen"

·         Rabbit – "Sqeweo"

·         Rat – "Hewt"

 

People of the Woods

·         Wolf - "Steqeye"

·         Bear – "Speleo"

·         Boar – "Musmes"

·         Badger – "Sqelew"

 

Next article: Tawen, the Capital

 

Sunday, July 10, 2011

RSS Feed Test Post

Good evening everyone - experimenting with the Blogger RSS Feed -> Twitterfeed -> Twitter/Facebook chain. Let's see where this post ends up ...

Friday, July 8, 2011

Teltelkes Heheces: Locations of Note


The introduction to the land of Teltelkes Heheces included a map of the island nation. Below the map was a short list of geographical points of interest and a 2nd list of population centers of interest. Those two lists are further detailed in this entry.

Geographical Locations of note:
1.    Cixels Scolhiq – the "frozen channel" is an ice-choked strait along the north coast of the island, between it and the arctic ice packs. It is only completely clear of ice during the warmest summers.
2.    Oitoel Snenet – the "highest peak" is a beautiful sight, rising to the skies, north face painted with snow and glistening ice. The tallest mountain anchors the north-east corner of the island and rises to an elevation of over 12000 feet. Probably an extinct or long dormant volcano, Oitoel Snenet is an impressive sight. Its flanks are covered with swaths of forest giving way to fields of snow and ice. Rumor places a notable site or tomb called Rocaim's Watch on its eastern flanks.
3.    Celtenem - Around an outcropping of land at the north-east corner of Teltelkes Heheces is "Boundary Bay" and in the bay's southwest corner, against the slopes of Oitoel Snenet, the fishing town of Kweqsen (P.2). Celtenem is usually ice-free except during the harshest winters when it has been known to freeze solid. When it does, it is said the resulting silence is most impressive.
4.    Snecec Sheli - the "Lake of Life" sits in the north center of Teltelkes Heheces. It is a large body, almost an inland sea, which covers much of the northern half of the island.
·    "As Phoenat leads you along the lake's eastern coast, you see
that its waters are also dotted with vessels (the lake is almost 135 miles across at its widest) and small islands."
5.    Xeset Gemasen – is a narrow valley between the mountains of the east coast of Teltelkes Heheces. It forms a passageway between the vast forest to the west and the coastal plains to the east.
6.    Miqen – is the tallest mountain in the southern portion of the island with an elevation of over 8000 feet. From Miqen one can see hundreds of miles across the seas to the south.
7.    Miqen Slileqsen – is the southernmost point of Teltelkes Heheces. South of the island is a long chain of numerous smaller islands and many many outcroppings and rocks, making for difficult sailing for all but experienced local sailors.
8.    Qemasen Stahlew - the "Ravine River," runs north from the hills around the capital of Tawen (P.1) across the plains and empties into Snecec Sheli.
9.    Spelzen Heqtelt - "Field of Tall or Giants" is the region of limestone outcroppings just north of Tawen along the Qemasen Stahlew.
·    "The weather of the world has gnawed away at the rock and left a field of pinnacles, like pieces upon a chessboard, arrayed along the north slopes."
10.    Qeleq Snenet - "tangled rock" is a seaweed covered outcrop in the sea west of Swililec (P.6). It is considered a sailing hazard.

Population Locations of note:
1.    Tawen – capital of Teltelkes Heheces. A great pinnacle rises from the ground, the river carves a path along its eastern side. Comprised of three parts, the Lower City nestles in a huge opening in the stone along the river bank. The Outer City sprawls around two bridges crossing the canyon from the pinnacle to the eastern bank. And above, in the air, the Upper City is perched in the top of the limestone.
·    Tosca the Mouse relates, "South of here mountains rise across the southern part of the island. The source of the Qemasen is high upon their slopes. Ridges of rock extend northward from the chain. Limestone it is called. The weather of the world has gnawed away at the rock and left a field of pinnacles, like pieces upon a chessboard, arrayed along the north slopes. The Qemasen, as it grows into a large river, cuts through the
slopes and winds about the vast rocks."
·    "Tawen, our city, is built into one of these spires, where the river
has carved an opening in the plains. The side of the stone was
revealed and ages ago a collapse created a hollow in the stone. There the first of my Peoples built the Lower City of Tawen. Up in the air, atop the pinnacle, there is a hollow. In that opening, Phoenat's People built the Upper City. Tunnels have been carved through the stone, shored by magic and man, to connect the two."
·    "As Tawen grew, other Peoples and visitors settled in the area. Soon the pinnacle began to become crowded. And so the Outer City was begun across the Qemasen and two great bridges built to connect it to the spire. Tawen thus continues to grow up, down and outward as you will soon see."
2.    Kweqsen - "Boat Nook" appears much like any fishing village of other nations.
·    "Fishing boats drift in and out of the harbor, most, at end of day, lined up against docks or shore. But as you near, the differences in the people become more apparent. A cluster of seagulls circles about a couple on the beach. Several drop from the sky and with a flash become people joining their fellows on the sands. Further away a bear hauls itself out of the surf, a fish in its mouth, drops the catch, swirls into a man who grabs the fish and a nearby cloak hung on a staff. Swirling the cloak about his hirsute form, he heads towards a house fish and staff in hand."
3.    Ciq Silsec - "Snowy Woods" a small settlement in woods along the north coast. It is home to a small tribe of the Nitem Xheqtnec , People of the White Tiger,
·    "After about two hours of scenic but uneventful travel an area of forest comes into view covering the land from cliff-side to several miles inland. Heqtelt turns slightly inland and leads the group to an opening in the canopy only noticeable to Phoenat and the Falcon at this distance. Dropping through the trees, you land on the verdant forest floor. A short distance away you can see another clearing featuring a bowl-shaped depression with a fire-pit in the center. About the outer edges, between the trees, you see one or two doorways leading into dens carved into the earth."
4.    Squalo - A town, Squalo, is nestled against the main bank of the Qemasen where it empties into the Snecec Sheli (L.4). Squalo is a popular stopping point for those making the journey from Tawen to points in the northern half of the island.
5.    Keliqen – A large port, Keliqen is the southernmost population center of Teltelkes Hehecs. It is the gateway to the rest of the world, hosting traders and sailors from nations to the west, south and east. Distant from Tawen, Keliqen's ruling elders have sometimes strayed from following the Council of Eight in Tawen.
6.    Swililec - a couple hundred miles south-west of Tawen, is a fishing port. Growing about a small cove featuring a natural breakwater of fallen cliffside, is the largest of Teltelkes Heheces' western ports. Ships may launch from there for the crossing to the many nations of western continents. The middle of fall signals a gradual decline in such shipping as the storms of winter spawn from the icepacks of the arctic.


Next article: The nature of the People