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{{Info geography
{{Info geography
|image = Talamoor.png
|image = noimg.png
|fullname = Talamoor
|fullname = Talamoor
|pronunciation = Ta-la-moor
|pronunciation = Ta-la-moor
|demonym = Talamoorish
|demonym = Moorian/Talamoorish
|area = 1,250,000 mi²
|area = 2,500,000 mi²
|languages = [[Daendroquin]], [[Common]]
|population = 350,000
|population = 290,000
|races = [[Ailor]]
|cultures = [[Ceardian]], [[Daendroque]], [[Tolonne]], [[Bragacao]], [[Etosian]] and [[Regal]] Ailor
|}}
|}}
Talamoor is a region that, despite sitting right in the middle of [[Aloria]], is off the beaten path for most men. The continent is certainly beautiful, with rugged mountainous terrain punctured by beautiful natural valleys. Two rival [[Ceardian]] groups settled it following the [[Cataclysm]] and have feuded ever since they re-discovered each other over a century after their initial separation. They often seek the aid of [[Regalia]] to begin a war with the other but Regalia has no interest or time in focusing on this large but relatively poor region of the world. Despite this, the two groups of valley dwellers remain at odds and are undeterred from their ultimate far-off goal of war.
Talamoor is a region that, despite sitting right in the middle of [[Aloria]], is off the beaten path for most travelers. The continent is certainly beautiful, with rugged mountainous terrain punctured by beautiful natural valleys. [[Ceardian]] groups settled it following the [[Cataclysm]] and feuded for decades over territory until the [[Regalian Empire]] expanded and seized the territory. Colonization was then led to nearby Kelmoria, but the recent disaster in that region has seen significant economic harm come to many of The Moors. Still, the nations remain loyal to the Regalian Empire, and continue to convert and adapt in [[Culture]] away from their Ceardian roots.


==History==
==History==
Talamoor is historically a relatively quiet continent in Aloria, and the only known information about its discovery is that it was discovered sometime before the Cataclysm by the [[Allorn Empire]]. Seeking to use it as a place of reinforcement for their operations in the Regalian Archipelago, an Altalar outpost was put on the northern edge of the continent where it remained for at least several centuries. Unlike in other areas like [[Etosil]], few if no slaves successfully escaped from the facility due to the fairly open terrain around the fortress. When the Cataclysm came, the small isthmus that connected the landmass to nearby Etosil collapsed, formally creating the separate continent. In the aftermath of the event and once the [[Altalar]] slavemasters were revealed to have lost their powers, the slaves revolted against their rule. Few if any Altalar survived. In the aftermath of this, the local crude Ailor found themselves under two banners, that of the Tallans and the Carmoors. Each group had a different opinion on what they should do. The Tallans believed leaving their fortress of oppression was the best course of action while the Carmoors insisted they stay and rebuild. These Ceardian [[Ailor]] groups feuded for weeks before they ultimately parted ways, the Tallans exiled out into the wilds while the Carmoors stayed. While the Tallans experienced hardship but survived in the mountains, the Carmoors got a blessing in the arrival of a battered slaving vessel at the damaged outpost. Both parties grew in size and power over the next century, the Tallans forming Talath after crossing the mountains and entering a great river valley while the Carmoors founded Carmoor and expanded themselves in a similar way. Both parties were unaware of each other until 143 AC when Regalian vessels were involved in transmitting information about the other parties to each other. Both sides immediately felt threatened as their state narratives depicted the other as long dead and foolish. New propaganda immediately spread. Talath called Carmoor vile and accused them of having survived off the backs of Altalar practices, while Carmoor called Talath a wild and unorganized state.
Talamoor is historically a relatively quiet continent in Aloria, and the only known information about its discovery is that it was discovered sometime before the Cataclysm by the [[Allorn Empire]]. Seeking to use it as a place of reinforcement for their operations in the [[Regalian Archipelago]], an [[Altalar]] outpost was put on the northern edge of the continent where it remained for at least several centuries. Unlike in other areas such as [[Etosil]], few if no slaves successfully escaped from the facility due to the fairly open terrain around the fortress. There were also small groups of local [[Ailor]], remnants of the Proto-[[Velheim]] now left behind in once-prosperous trading regions. When the Cataclysm came, Etosil was sheared off of the landmass, while in the east, several islands were similarly created. Additionally, Kelmoria rose from the ocean depths. In the aftermath of the event and once the Altalar slave-masters were revealed to have lost their powers, the slaves held in the region revolted against their rule. Few if any Altalar survived, the remainder fleeing abroad. In the aftermath of this, the local Ceardian Ailor found themselves divided, competing over the remnants of Altalar strongholds as well as resources that had survived the geological reformation of the continent. For years, these groups would feud and over time, both made contact with the outside world while also expanding their own territory. Unlike distant [[Ceardia]], the conflict here was not as brutal, and the injection of Cultures through coastal cities often helped to influence the regional beliefs. Additionally, the lands all kept their [[Old Gods]] faith.


This led the first and so far only war between the nations which lasted the entirety of 156 AC. The conflict ultimately did little damage, as both countries were still too small to wage proper warfare, and the peace treaty at the end of the year merely solidified their common border. Ever since then, both nations have lived in a constant state of animosity, particularly after Carmoor realized their lands are merely a third of total Talamoor. Both sides have largely maintained their Ceardian roots, though they have adapted several customs of [[Daendroque]] and [[Dressolini]] culture due to their location near the various Ailor [[Daen]] states and because of considerable influence from southern [[Regalian]] regions. In fact, Regalia as a whole has had a long-term impact on Talamoor overall. A majority of the region’s population has converted to [[Unionism]], and the military power of Regalia has long been of interest to both sides as they seek to overwhelm the other and end their age-old grudge. Over the years, both groups have requested the Empire’s aid, but they have been thus far denied it. In recent years, their bickering has been ignored by the Reglian state and by the rest of Aloria at large for larger crises such as the [[First Songaskian War]] and the [[Battle of Curag Fields]]. Carmoor has also been getting the short end of the stick, as they absorb the majority of the refugees from [[Kelmoria]] while also losing a major trading partner. Thus, the continent remains harshly divided but also peaceful, with no open warfare planned for now.  
By 156 AC, several large wars had drawn external attention to the landmass, and the emerging Regalian Empire arrived to begin trade with these Ailor states. Less hostile to their Old Gods nature than that of the distant Velheim, the Regalians still pressed [[Unionism]] on the locals, creating what is now a notable Unionist minority across the kingdoms of the continent. But, following the end of the [[Skagger Wars]], and the nearby annexation of Etosil back into the fold along with other lands like [[Ithania]], the Regalians came for Talamoor with military force. Most kingdoms immediately surrendered, but a few did not. One of these was Torron, and for this act of defiance, it was annihilated. Its territory was then absorbed by the Talamoor Kingdom, the nation with the deepest ties to the Regalian Empire and for which they had named the entire landmass. Over the coming decades, starting in 174 AC, Talamoorish Ailor would lead the charge for the Regalian Empire in settling the volcanic yet mineral-rich land of Kelmoria, which was incorporated as part of Talamoor geography during this time. [[Quartz]] poured from the region and fueled the economy of the many nations in the region, but that prosperity came to an end in 303 AC, when Mount Kelmor erupted. Thousands died, and the refugees flooded back to Talamoor proper. Since that time, Talamoor has largely been ignored by the politics of Aloria, and the rich land of the continent are only now just beginning to be pumped for resources lost with the fall of distant Kelmoria.


==Geography==
==Geography==
Talamoor is found south of the [[Regalian Archipelago]], east of Etosil and west of Kelmoria. It sits on the border of the [[Great Middle Sea]] to its northern coast; the [[Daen Sea]] sits to its south and southwest coastline while the southwestern regions are touched by the [[Turmen Sea]]. The continent is large and naturally beautiful, lacking the urbanization of other regions like Etosil or Daen. It is covered in beautiful mountainous terrain, with many high mountain passes allowing travel between each of the valleys. These valleys often feature rivers fed by high waterfalls emerging from the mountains and are rich with plantlife fed by natural springs. Some of these natural springs also have the added benefit of being hot springs, helping to warm inhabitants after a hard walk to reach them. The most notable of these mountain chains is the Illin Ridges, which form the border between the nations of Talath and Carmoor. It and the mountains of the east are often colder, and more like those found at northern elevations kept cool by the winds of the Turmen Sea and the storm systems of the Great Middle Sea. The far northeastern corner of the continent also has seven islands of various sizes off of the coastline which Carmoor has settled. As for the western half of the continent, it gradually grows more arid, sparse in forest and mountain cover the more west you go, eventually reaching open dry plains between small rocky mounds with mountain streams cutting across the terrain and out to the sea. This drier terrain is a result of the warm winds from the Daen Sea and Daen as a whole. Talamoor’s coast is largely rocky, with minimal inlets of sand to allow for coastal cities. As a result, Talamoor is largely involved with their respective interior regions and their mountainous terrain, regarding culture and in terms of industry, with the majority of their townships and cities in this rough terrain.
Talamoor is found south of the Regalian Archipelago and immediately east of Etosil. It sits on the border of the [[West Allorn Sea]] to its north/north-western coast, the [[Corontium Sea]] sits to its south, the [[Vultarian Sea]] sits to its northeast and its easternmost edges just barely touch the [[Essalonian Sea]]. The continent is large and naturally beautiful, lacking the urbanization of other regions like Etosil or [[Daen]]. It is covered in beautiful mountainous terrain, with many high mountain passes allowing travel between each of the valleys. These valleys often feature rivers fed by high waterfalls emerging from the mountains and are rich with plantlife fed by natural springs. Some of these natural springs also have the added benefit of being hot springs, helping to warm inhabitants after a hard walk to reach them. The most notable of these mountain chains is the Illin Ridges, which form the borders between several of the region’s nations. It and the mountains of the east are often colder. The northeastern corner of the continent also has seven islands of various sizes off of the coastline, with the largest of these being the volcanic Kelmoria. Once lush with vegetation, this region is still largely cooled from its volcano’s destructive outburst, and while animals flock to the island, and grass and other short plants thrive, settlements have yet to make a proper return. There is also a change notable in the western half of the continent, as it gradually grows more arid, sparse in forest and mountain cover the more west you go, eventually reaching open dry plains between small rocky mounds with mountain streams cutting across the terrain and out to the sea. This drier terrain is a result of the warm winds which make a similar climate in Etosil and the tropical lands of [[The Azoras]] beyond. Talamoor’s coast is largely rocky, with its sandy inlets often dominated by large settlements to take advantage of travel and trade opportunities.
===Flora===
===Notable Flora===
Talamoor is diverse in terms of terrain and, as a result, has a variety of plant life to match. [[Royal Oaks]] and other populous tree fill the river valleys of the east alongside other smaller plants like [[Mint]], [[Poison Ivy]] and [[Tangleweed]]. The [[Red Daisy]] is also common, adding a lovely bit of color to low-lying mountain slopes and untouched river valleys when springtime comes. In the west, harsher plants such as the [[Lorwick Thistle]] grow in the more arid climate found there. In the sea, [[Corpse Weed]] grows in abundance, never having been purged from the shoreline by Talamoorish society.
Talamoor is diverse in terms of terrain and, as a result, has a variety of plant life to match. [[Royal Oaks]] and other populous trees fill the river valleys of the east alongside other smaller plants like [[Mint]], [[Poison Ivy]] and [[Tangleweed]]. The [[Daisy]] is also common, adding a lovely bit of color to low-lying mountain slopes and untouched river valleys when springtime comes. In the west, harsher plants such as the [[Lorwick Thistle]] grow in the more arid climate found there. In the sea, [[Corpse Weed]] grows in abundance, never having been purged from the shoreline by Talamoorish society.
===Fauna===
===Notable Fauna===
Talamoor is home to a variety of animals, but they have largely been transposed there over the centuries from regions like Daen and Corontium. One of the only native animals is the small but fascinating [[Dicolored Face-clinger]]. It does not cling onto [[Human]] faces, as some might worry with a name like that, but instead lives along the many mountain faces that cover Talamoor’s interior. They are also notable for their normally hidden red and blue plumage which they display at times of aggression and during the mating season. Aside from these birds, others such as the [[Black Feather]] make their home in the lower elevations of the mountain valley forests. Other animals that live in the mountains include several blind species of fish and insect that occasionally emerge in the water pools before the plunge off into waterfalls. As for larger animals, several domesticated animals live in Talamoor such as the [[Common Farm Goat]] and [[Common Farm Chicken]], which help supply the population with some basic foods.  
Talamoor is home to a variety of animals, but they have largely been transposed there over the centuries from regions like Daen and [[Corontium]]. One of the only native animals is the small but fascinating [[Dicolored Face-clinger]]. It does not cling onto [[Human]] faces, as some might worry with a name like that, but instead lives along the many mountain faces that cover Talamoor’s interior. They are also notable for their normally hidden red and blue plumage which they display at times of aggression and during the mating season. Aside from these birds, others such as the [[Black Feather]] make their home in the lower elevations of the mountain valley forests. Other animals that live in the mountains include several blind species of fish and insects that occasionally emerge in the water pools before they plunge off into waterfalls. As for larger animals, several domesticated animals live in Talamoor such as the [[Common Farm Goat]] and [[Common Farm Chicken]], which help supply the population with basic foods.  


==Politics and Demographics==
==Politics==
{{Geography Nations and States
===Regalian Empire===
|nationsandstates    =  
The Regalian Empire has long had minimal aspirations for Talamoor and its politics, as despite being Ailor, the region’s large Ceardian-Culture base and hard lean toward the Cellik Old Gods has been met with disdain from much of the Regalian Empire’s ruling elite. The regions, while directly tied through signing the full suite of Navigation Acts with the Regalian Empire, have thus largely been left alone, with Regalian oversight only existing over economic affairs to grant the Empire its tax dues, while also slowly pressuring further conversion to Unionism.
*[[Carmoor]]
====Regalian Aligned States====
*[[Talath]]
*'''Talamoor Kingdom''', the most populous of all The Moors. Facing out toward the south of Corontium, Talamoor has been the “favored son” most would say of the region’s nations. Having a high Unionist populace, and the most coastal cities, the region’s mineral wealth has been steadily exploited over the past two decades due to external advisers.
}}
*'''Talath Kingdom''', former rival to the Talamoor Kingdom. The territory is notable for having the highest racial diversity, featuring a variety of [[Nelfin]] as well as [[Allar]] and [[Asha]] living in relative peace within three coastal cities, while the Ailor largely populate the interior. This region is notable for holding the Unellesanon Outpost.
Talamoor is a land divided between the nations of Talath in the west and Carmoor in the east. Both originate from the same group of capture Ceardian slaves who freed themselves at the time of the Cataclysm. Since they rediscovered the presence of the after going their separate ways, they have been locked in political machinations after their one and only war. Both are led by royalty descended from the leaders of each group of slaves, and exist in a feudal state based around Valley Barons obeying the kingship. Both nations are actively seeking to court the Regalian Empire, but ultimately only for their power. To this end, contingents of both nation’s military routinely volunteer for service within the Regalian levies in foreign engagements, mainly to show their worth and gain experience. While much of the population are also Unionist, they are not nearly as devout as other Ailor cultures. The Regalian Empire additionally does not want to involve themselves in what they consider to be such a trivial matter. But, with over 150 years passing since their only war, some darkly speak about beginning a new war with their age-old enemies without any help from the Regalian Empire. Such an event is likely eventual, but due to the chaos across the world in recent years, most Talamoorish are hesitant to consider such a proposal.  
*'''Ermoor Duchy''', an independent duchy forged from Ceardian Ailor who very early on sought to forge an allegiance to Regalia. Their leadership took humbling titles and actively sought out trade with those around them, forming largely peaceful ties. However, they long have had to fend off takeovers both aggressive and political from the nearby Iramoor Kingdom.
 
*'''Iramoor Kingdom''', has long been the most aggressive of the Moors. Focused on the worship of the [[Union of Air]], [[Basjtur]] in particular (called Bannor by the locals). Their nation, before the Regalian annexation over a century ago, frequently warred with neighbors on all sides. It is best known for the Grand Arenas scattered across their cities, sites for the Rite of Basjtur turned up to eleven as communal sites for gladiatorial games and other competitions.
{{Demographics Table
*'''Teliannh Kingdom''', least populous and most rugged of all the kingdoms. Known as the Land of the Untamed, Teliannh also follows the Union of Air but favors Mærsjel (called Mannor in the region). The region is best known for their animal tamers, as those that leave these wildlands are commonly found serving nobles in this capacity across Aloria, often with a [[Ceardian Long Talon]] perched on their arm.
|group1 = Ailor
*'''Yervonth Kingdom''', founded by Velheim centuries ago. The region is now an outpost of the Velheim in the south, though their population remains small, surrounded by Ceardians. The territory has the greatest extent of all the Moors, and is known for holding the third Julvin Gate, called Tredden. It sits in the north of the state, deep within a forest that coats the region’s slow slope up to nearby mountains, and is perhaps the least damaged and degraded of the five.
|desc1 =
*'''Carmoor Kingdom''', first among the Island Moors as they are sometimes termed. Founded just under three centuries ago by political exiles from Talath, the region long launched raids against its old neighbor, but also was the first Moor to re-establish contact with [[Carrhen]] after the Cataclysm.
{{GDP
*'''Menvonth Kingdom''', has long been involved in Regalian politics. Their king, after many years, recently died and the process of slow de-Ceardiazation had rapidly sped up under his heir, with a turn toward the Ithanian, [[Tolonne]] and [[Bragacao]] Cultures. The region has a small populace, not adding much to the Moors beyond its fishing expertise.
| percentage = 85%
*'''Isvonth Kingdom''', hit the hardest by the fall of Kelmoria. Its ports are now decaying without the constant transit of goods from Kelmoria to expert craftsmen and refining facilities Isvonth invested in long ago. Instead, its populace has now largely taken to fishing, learning from the “Fisher Kingdom” of nearby Menvonth to earn both a living and for survival.
| description = The Ailor living on Talamoor are Ceardian Ailor but over time they have been influenced by both Daendroque and Dressolini populations living among them. As a result, while they might still be a rugged group of people living in the mountains, they have refined aspects to their clothing and cities that allow them to stand separate from the stereotypes of the old Ceardian culture that existed in warfare for centuries back on Ceardia. As previously mentioned, aside from these Ceardian Ailor there are populations of Daendroque and Dressolini Ailor living alongside them. These groups keep the coastline for the most part and the few harbors across the landmass. All groups are expected to grow in population as time goes on.
*'''Kelmoria Protectorate''', the modern remnant of a once flourishing colony. The region is manned by a small naval garrison and survey team, who have been examining the area for what new mineral value might exist, while also serving to keep the Regalian flag waving above the site. Much of this garrison is Talamoorian in origin, and the island gets frequent visits from the fishing boats of the Island Moors.
}}
 
|group2 = Other
|desc2 =
{{GDP
| percentage = 15%
| description = Talamoor’s remaining population is a mix of other Human Races and non-Altalar [[Nelfin]]. These include [[Cielothar]], [[Avanthar]] and [[Dwarves]], all who have come here for different reasons. In the past decade however, another presence has reached Talamoor: the [[Eronidas]]. A pair of Baros clans populate the northwestern reaches of the landmass and arrived with such a bang that they are mostly left alone. They are seen as the Race that felled the Altalar and are as much revered as they are feared by the relatively uneducated locals who do not know of the [[Wildering]] and its role in severely weakening the Altalar presence in southern Daen before the [[Eronidas Invasion]]. As for the Altalar, they are barred entry onto the continent. Most ports aggressively turn them away outright, though the odd smuggler is known to bring those that wish to explore such wild terrain to some of the most discrete inlets.  
}} 
}}


==Notable Locations==
==Notable Locations==
===Unellesanon Outpost===
===Unellesanon Outpost===
Unellesanon Outpost is the fortification which still exists on the northern tip of the Talamoor continent and is the birthplace for both rival nations. The Carmoors lived there for a number of years after they seized it from the Altalar and the Tallans left. Ultimately in 130 AC, it was abandoned as a royal site to instead grow into a memorial. It has sat unlived in ever since though it has a number of pilgrims living in and around the site from both nations, the enemy state allowing access to the ruins only because they share that one location in common in both of their histories. Unfortunately, violence between these parties is fairly regular, making the site often difficult to visit. The Outpost is remarkably well preserved despite the Cataclysm that shook its foundations and its over 100 years of residents. Carmoor maintained it so well because it serves as a symbol of their history, of where they came from, and what they overthrew. Inside, it is almost like an art gallery or museum with areas of toppled Altalar statues clearly replaced by much cruder, but definitively Ailor, creations. The rubble has been left on the floor as a reminder of the overthrow. Another notable feature about the Outpost is its Hall of Gods, a room that once held relief statues of the eight gods of the Altalar Pantheons. It was first taken over by the [[Old Gods]] Ceardians, who made alterations to the reliefs to make them Ailor figures. Finally, Unionist eyes and great strips of purple fabric were hung as drapery over the ceiling to show the gods as merely being interpretations of the Spirit.  
Unellesanon Outpost is a fortification that still exists on the western tip of the Talamoor continent and is the birthplace for the Talath Kingdom. Formerly Altalar-manned, with Altalar slaves working a small mine, the separation of Etosil which once sat nearby along with a loss of [[Magic]] led to the Altalar garrison largely being massacred. However, the survivors that remained proved their usefulness to the Ailor and were allowed to live among them, beginning the racial pluralism Talath is now known for. Ultimately in 130 AC, the fortress was abandoned as a royal habitation site to instead grow into a memorial. It has sat unlived in ever since, though it has a number of pilgrims living in and around the site from many nations. The Outpost is remarkably well preserved despite the Cataclysm that shook its foundations and its over 100 years of residence following this event. Talath maintained it so well because it serves as a symbol of their history, of where they came from, and what they overcame. Inside, it is almost like an art gallery or museum with areas of toppled Altalar statues clearly replaced by much cruder, but definitively Ailor, creations. The rubble has been left on the floor as a reminder of the overthrow. Another notable feature about the Outpost is its Hall of Gods, a room that once held relief statues of the eight gods of the [[Altalar Pantheon]]. It was first taken over by the [[Old Gods]] Ceardians, who made alterations to the reliefs to make them Ailor figures. Finally, Unionist eyes and great strips of purple fabric were hung as drapery over the ceiling to show the overarching power of the Regalian Empire.  
===Tallanith Valley===
===Iranith Valley===
The Tallanith Valley is a major region and stands as the core of the Talath state. Following their exile from Unellesanon Outpost, the Tallans fled over the Illin Ridges and several other sets of mountains before they found the Valley and its remarkable river. They then settled there, expanding south and westward and ignoring the old pathway they had taken through the mountains. In the war with Carmoor in 153 AC, the Valley was the target of attack for several Carmoorian raiding parties, but all failed to breach this den of tranquility. Today, the Valley sits as one of the most urban regions of the landmass. From the great Central Hall built at the foot of the Tall Falls which feeds the Tallan River, the city is sprawled out hugging its clear and clean waters. Many of the buildings are made of pale stone harvested from the nearby mountains while the roofs are brown tiling. Aside from being the seat of government for Talath, the Tallanith Valley holds a wide and varied river which runs right down through the valley. Near the top are a series of hot springs, an envious place of relaxation for every citizen and a routinely visited location by many visitors. The Talathians have used Regalian technology to construct small aqueducts to help better direct the water onto their crops and through the city. The river ultimately ends at a small lake, a natural spot edged by various trees.  
The Iranith Valley is a major region and stands as the core of the Iramoor Kingdom. Following a bitter fight with the ancient Talamoor Kingdom, what is now the Iramoor largely abandoned their old territory to flee over the Illin Ridges and several other sets of mountains before they found the Valley and its remarkable river. They then settled there, expanding south and eastward and ignoring the old pathway they had taken through the mountains. In the war with Talamoor in 103 AC, the Valley was the target of attack for several Talamoorian raiding parties, but all failed to breach this den of tranquility. Today, the Valley sits as one of the most urban regions of the landmass. From the great Central Hall built at the foot of the Tall Falls which feeds the Iravnin River, the city is sprawled out hugging its clear and clean waters. Many of the buildings are made of pale stone harvested from the nearby mountains while the roofs are brown tiling. The first of the Grand Arenas sits with two sides facing a high rocky wall carved with dens, seating and more to view the games, sports and fights, but also contain hostile animals. Aside from being the seat of government for Iramoor, the Iranith Valley still retains its natural features. Above the Tallan Falls are a series of hot springs, an envious place of relaxation for every citizen and a routinely visited location by many visitors. The Iramoor have used Regalian technology to construct small aqueducts to help better direct the wider water supply from the river onto their crops and through the city. The river ultimately ends at a small lake, a natural spot edged by various trees.  
===Callonis Bay===
===Mount Kelmor===
Callonis Bay, in opposition to Talath’s own Tallanith Valley, is itself the core of Carmoor. The bay is not very large, especially not when compared to something colossal like Essalonia’s Kade Bay, and is located not too far from Unellesanon Outpost. It was here that the first of Carmoor’s coastal cities were settled: Cardon, from which they were eventually able to trade with both Kelmoria and [[Silverwind]] on the island of [[Silbrae]]. As time went on, it became a vibrant settlement, and the Carmoor royalty vacated their old quarters to make this region their capital. However, first Silbrae and then Kelmoria fell as trading partners, and this has hit the city hard. Their only trade is with the Regalian Empire, Etosil and a few other states in Daen but it isn’t enough given the longer voyages needed to reach those regions. The Bay is shallow but drops off in depth around the small peninsula that holds Cardon, allowing the city to accept large vessels into its harbor. Many of the houses here are made of dark wood and dark grey stone, with a very natural layout that follows the natural rise and fall of the peninsula’s land. The Royal Hall is located not at the highest point, but instead at the dead center of the city. It sits at the foot of this gradual incline up to the city’s largest Unionist church. The city has low walls around it, having never been attacked, and beyond these walls today is an unfortunate series of camps. They were once far larger, but thankfully have been whittled down and are made up of the several hundred Kelmorian refugees from that island’s recent crisis that depopulated it. Carmoor has done its best to help them, but it is not enough and most now work in relative poverty living in tents outside of this major city.  
Mount Kelmor is Kelmoria’s most obvious land feature despite its gradual depression over the many centuries of erupting and cooling it has undergone. It is still considered the largest volcano in Aloria despite all of this, with a rim several miles in diameter. It is located in the center of the island next to three other lesser volcanoes, and the whole island gradually rises to this point. Currently, the entire area is a blackened land of cooled volcanic rock, but before, it was a destination of tourism, with various paths up to the rim of the volcano to gaze into the dim molten core barely visible from the rim. Lush foliage also carpeted its slopes and allowed for the viewing of many exotic and sea-bound birds. Nowadays, this core is still viewable but it has been slowly decreasing in size over the past several years. Anyone traveling up to the peak should be careful to watch their step so that they do not go tumbling down into a fiery end or fall down the hard and warped exterior.


==Trivia==
==Trivia==
*Talamoor’s various blind species are only just now being examined as they are isolated creatures and only emerge occasionally from the earth.
*Talamoor’s various underground blind species are only just now being examined as they are isolated creatures and only emerge occasionally from the earth.
*Some believe here are still Altalar ruins on the continent but both nations insist there are no more. If any do exist, the locals aren’t aware of them.
*The Moors have had the good fortune to be largely self-sufficient, not losing thousands to the famine caused in other lands by the [[Anglian Mist Crisis]].
{{Geography}}
{{geography}}
{{Accreditation
{{Accreditation
|Artists =  
|Artists =  
|Writers = HydraLana
|Writers = HydraLana
|Processors = Dosier
|Processors = WaterDruppel, Woodwork
}}
}}
[[category:Geography]] [[category:Corontium]]
[[category:Geography]] [[category:Corontium]]

Latest revision as of 19:54, 3 February 2022

Talamoor
Noimg.png
Geography
Full Name Talamoor
Pronunciation Ta-la-moor
Demonym Moorian/Talamoorish
Area 2,500,000 mi²
Population 350,000
Races Ailor
Cultures Ceardian, Daendroque, Tolonne, Bragacao, Etosian and Regal Ailor
Flora and Fauna

Talamoor is a region that, despite sitting right in the middle of Aloria, is off the beaten path for most travelers. The continent is certainly beautiful, with rugged mountainous terrain punctured by beautiful natural valleys. Ceardian groups settled it following the Cataclysm and feuded for decades over territory until the Regalian Empire expanded and seized the territory. Colonization was then led to nearby Kelmoria, but the recent disaster in that region has seen significant economic harm come to many of The Moors. Still, the nations remain loyal to the Regalian Empire, and continue to convert and adapt in Culture away from their Ceardian roots.

History

Talamoor is historically a relatively quiet continent in Aloria, and the only known information about its discovery is that it was discovered sometime before the Cataclysm by the Allorn Empire. Seeking to use it as a place of reinforcement for their operations in the Regalian Archipelago, an Altalar outpost was put on the northern edge of the continent where it remained for at least several centuries. Unlike in other areas such as Etosil, few if no slaves successfully escaped from the facility due to the fairly open terrain around the fortress. There were also small groups of local Ailor, remnants of the Proto-Velheim now left behind in once-prosperous trading regions. When the Cataclysm came, Etosil was sheared off of the landmass, while in the east, several islands were similarly created. Additionally, Kelmoria rose from the ocean depths. In the aftermath of the event and once the Altalar slave-masters were revealed to have lost their powers, the slaves held in the region revolted against their rule. Few if any Altalar survived, the remainder fleeing abroad. In the aftermath of this, the local Ceardian Ailor found themselves divided, competing over the remnants of Altalar strongholds as well as resources that had survived the geological reformation of the continent. For years, these groups would feud and over time, both made contact with the outside world while also expanding their own territory. Unlike distant Ceardia, the conflict here was not as brutal, and the injection of Cultures through coastal cities often helped to influence the regional beliefs. Additionally, the lands all kept their Old Gods faith.

By 156 AC, several large wars had drawn external attention to the landmass, and the emerging Regalian Empire arrived to begin trade with these Ailor states. Less hostile to their Old Gods nature than that of the distant Velheim, the Regalians still pressed Unionism on the locals, creating what is now a notable Unionist minority across the kingdoms of the continent. But, following the end of the Skagger Wars, and the nearby annexation of Etosil back into the fold along with other lands like Ithania, the Regalians came for Talamoor with military force. Most kingdoms immediately surrendered, but a few did not. One of these was Torron, and for this act of defiance, it was annihilated. Its territory was then absorbed by the Talamoor Kingdom, the nation with the deepest ties to the Regalian Empire and for which they had named the entire landmass. Over the coming decades, starting in 174 AC, Talamoorish Ailor would lead the charge for the Regalian Empire in settling the volcanic yet mineral-rich land of Kelmoria, which was incorporated as part of Talamoor geography during this time. Quartz poured from the region and fueled the economy of the many nations in the region, but that prosperity came to an end in 303 AC, when Mount Kelmor erupted. Thousands died, and the refugees flooded back to Talamoor proper. Since that time, Talamoor has largely been ignored by the politics of Aloria, and the rich land of the continent are only now just beginning to be pumped for resources lost with the fall of distant Kelmoria.

Geography

Talamoor is found south of the Regalian Archipelago and immediately east of Etosil. It sits on the border of the West Allorn Sea to its north/north-western coast, the Corontium Sea sits to its south, the Vultarian Sea sits to its northeast and its easternmost edges just barely touch the Essalonian Sea. The continent is large and naturally beautiful, lacking the urbanization of other regions like Etosil or Daen. It is covered in beautiful mountainous terrain, with many high mountain passes allowing travel between each of the valleys. These valleys often feature rivers fed by high waterfalls emerging from the mountains and are rich with plantlife fed by natural springs. Some of these natural springs also have the added benefit of being hot springs, helping to warm inhabitants after a hard walk to reach them. The most notable of these mountain chains is the Illin Ridges, which form the borders between several of the region’s nations. It and the mountains of the east are often colder. The northeastern corner of the continent also has seven islands of various sizes off of the coastline, with the largest of these being the volcanic Kelmoria. Once lush with vegetation, this region is still largely cooled from its volcano’s destructive outburst, and while animals flock to the island, and grass and other short plants thrive, settlements have yet to make a proper return. There is also a change notable in the western half of the continent, as it gradually grows more arid, sparse in forest and mountain cover the more west you go, eventually reaching open dry plains between small rocky mounds with mountain streams cutting across the terrain and out to the sea. This drier terrain is a result of the warm winds which make a similar climate in Etosil and the tropical lands of The Azoras beyond. Talamoor’s coast is largely rocky, with its sandy inlets often dominated by large settlements to take advantage of travel and trade opportunities.

Notable Flora

Talamoor is diverse in terms of terrain and, as a result, has a variety of plant life to match. Royal Oaks and other populous trees fill the river valleys of the east alongside other smaller plants like Mint, Poison Ivy and Tangleweed. The Daisy is also common, adding a lovely bit of color to low-lying mountain slopes and untouched river valleys when springtime comes. In the west, harsher plants such as the Lorwick Thistle grow in the more arid climate found there. In the sea, Corpse Weed grows in abundance, never having been purged from the shoreline by Talamoorish society.

Notable Fauna

Talamoor is home to a variety of animals, but they have largely been transposed there over the centuries from regions like Daen and Corontium. One of the only native animals is the small but fascinating Dicolored Face-clinger. It does not cling onto Human faces, as some might worry with a name like that, but instead lives along the many mountain faces that cover Talamoor’s interior. They are also notable for their normally hidden red and blue plumage which they display at times of aggression and during the mating season. Aside from these birds, others such as the Black Feather make their home in the lower elevations of the mountain valley forests. Other animals that live in the mountains include several blind species of fish and insects that occasionally emerge in the water pools before they plunge off into waterfalls. As for larger animals, several domesticated animals live in Talamoor such as the Common Farm Goat and Common Farm Chicken, which help supply the population with basic foods.

Politics

Regalian Empire

The Regalian Empire has long had minimal aspirations for Talamoor and its politics, as despite being Ailor, the region’s large Ceardian-Culture base and hard lean toward the Cellik Old Gods has been met with disdain from much of the Regalian Empire’s ruling elite. The regions, while directly tied through signing the full suite of Navigation Acts with the Regalian Empire, have thus largely been left alone, with Regalian oversight only existing over economic affairs to grant the Empire its tax dues, while also slowly pressuring further conversion to Unionism.

Regalian Aligned States

  • Talamoor Kingdom, the most populous of all The Moors. Facing out toward the south of Corontium, Talamoor has been the “favored son” most would say of the region’s nations. Having a high Unionist populace, and the most coastal cities, the region’s mineral wealth has been steadily exploited over the past two decades due to external advisers.
  • Talath Kingdom, former rival to the Talamoor Kingdom. The territory is notable for having the highest racial diversity, featuring a variety of Nelfin as well as Allar and Asha living in relative peace within three coastal cities, while the Ailor largely populate the interior. This region is notable for holding the Unellesanon Outpost.
  • Ermoor Duchy, an independent duchy forged from Ceardian Ailor who very early on sought to forge an allegiance to Regalia. Their leadership took humbling titles and actively sought out trade with those around them, forming largely peaceful ties. However, they long have had to fend off takeovers both aggressive and political from the nearby Iramoor Kingdom.
  • Iramoor Kingdom, has long been the most aggressive of the Moors. Focused on the worship of the Union of Air, Basjtur in particular (called Bannor by the locals). Their nation, before the Regalian annexation over a century ago, frequently warred with neighbors on all sides. It is best known for the Grand Arenas scattered across their cities, sites for the Rite of Basjtur turned up to eleven as communal sites for gladiatorial games and other competitions.
  • Teliannh Kingdom, least populous and most rugged of all the kingdoms. Known as the Land of the Untamed, Teliannh also follows the Union of Air but favors Mærsjel (called Mannor in the region). The region is best known for their animal tamers, as those that leave these wildlands are commonly found serving nobles in this capacity across Aloria, often with a Ceardian Long Talon perched on their arm.
  • Yervonth Kingdom, founded by Velheim centuries ago. The region is now an outpost of the Velheim in the south, though their population remains small, surrounded by Ceardians. The territory has the greatest extent of all the Moors, and is known for holding the third Julvin Gate, called Tredden. It sits in the north of the state, deep within a forest that coats the region’s slow slope up to nearby mountains, and is perhaps the least damaged and degraded of the five.
  • Carmoor Kingdom, first among the Island Moors as they are sometimes termed. Founded just under three centuries ago by political exiles from Talath, the region long launched raids against its old neighbor, but also was the first Moor to re-establish contact with Carrhen after the Cataclysm.
  • Menvonth Kingdom, has long been involved in Regalian politics. Their king, after many years, recently died and the process of slow de-Ceardiazation had rapidly sped up under his heir, with a turn toward the Ithanian, Tolonne and Bragacao Cultures. The region has a small populace, not adding much to the Moors beyond its fishing expertise.
  • Isvonth Kingdom, hit the hardest by the fall of Kelmoria. Its ports are now decaying without the constant transit of goods from Kelmoria to expert craftsmen and refining facilities Isvonth invested in long ago. Instead, its populace has now largely taken to fishing, learning from the “Fisher Kingdom” of nearby Menvonth to earn both a living and for survival.
  • Kelmoria Protectorate, the modern remnant of a once flourishing colony. The region is manned by a small naval garrison and survey team, who have been examining the area for what new mineral value might exist, while also serving to keep the Regalian flag waving above the site. Much of this garrison is Talamoorian in origin, and the island gets frequent visits from the fishing boats of the Island Moors.

Notable Locations

Unellesanon Outpost

Unellesanon Outpost is a fortification that still exists on the western tip of the Talamoor continent and is the birthplace for the Talath Kingdom. Formerly Altalar-manned, with Altalar slaves working a small mine, the separation of Etosil which once sat nearby along with a loss of Magic led to the Altalar garrison largely being massacred. However, the survivors that remained proved their usefulness to the Ailor and were allowed to live among them, beginning the racial pluralism Talath is now known for. Ultimately in 130 AC, the fortress was abandoned as a royal habitation site to instead grow into a memorial. It has sat unlived in ever since, though it has a number of pilgrims living in and around the site from many nations. The Outpost is remarkably well preserved despite the Cataclysm that shook its foundations and its over 100 years of residence following this event. Talath maintained it so well because it serves as a symbol of their history, of where they came from, and what they overcame. Inside, it is almost like an art gallery or museum with areas of toppled Altalar statues clearly replaced by much cruder, but definitively Ailor, creations. The rubble has been left on the floor as a reminder of the overthrow. Another notable feature about the Outpost is its Hall of Gods, a room that once held relief statues of the eight gods of the Altalar Pantheon. It was first taken over by the Old Gods Ceardians, who made alterations to the reliefs to make them Ailor figures. Finally, Unionist eyes and great strips of purple fabric were hung as drapery over the ceiling to show the overarching power of the Regalian Empire.

Iranith Valley

The Iranith Valley is a major region and stands as the core of the Iramoor Kingdom. Following a bitter fight with the ancient Talamoor Kingdom, what is now the Iramoor largely abandoned their old territory to flee over the Illin Ridges and several other sets of mountains before they found the Valley and its remarkable river. They then settled there, expanding south and eastward and ignoring the old pathway they had taken through the mountains. In the war with Talamoor in 103 AC, the Valley was the target of attack for several Talamoorian raiding parties, but all failed to breach this den of tranquility. Today, the Valley sits as one of the most urban regions of the landmass. From the great Central Hall built at the foot of the Tall Falls which feeds the Iravnin River, the city is sprawled out hugging its clear and clean waters. Many of the buildings are made of pale stone harvested from the nearby mountains while the roofs are brown tiling. The first of the Grand Arenas sits with two sides facing a high rocky wall carved with dens, seating and more to view the games, sports and fights, but also contain hostile animals. Aside from being the seat of government for Iramoor, the Iranith Valley still retains its natural features. Above the Tallan Falls are a series of hot springs, an envious place of relaxation for every citizen and a routinely visited location by many visitors. The Iramoor have used Regalian technology to construct small aqueducts to help better direct the wider water supply from the river onto their crops and through the city. The river ultimately ends at a small lake, a natural spot edged by various trees.

Mount Kelmor

Mount Kelmor is Kelmoria’s most obvious land feature despite its gradual depression over the many centuries of erupting and cooling it has undergone. It is still considered the largest volcano in Aloria despite all of this, with a rim several miles in diameter. It is located in the center of the island next to three other lesser volcanoes, and the whole island gradually rises to this point. Currently, the entire area is a blackened land of cooled volcanic rock, but before, it was a destination of tourism, with various paths up to the rim of the volcano to gaze into the dim molten core barely visible from the rim. Lush foliage also carpeted its slopes and allowed for the viewing of many exotic and sea-bound birds. Nowadays, this core is still viewable but it has been slowly decreasing in size over the past several years. Anyone traveling up to the peak should be careful to watch their step so that they do not go tumbling down into a fiery end or fall down the hard and warped exterior.

Trivia

  • Talamoor’s various underground blind species are only just now being examined as they are isolated creatures and only emerge occasionally from the earth.
  • The Moors have had the good fortune to be largely self-sufficient, not losing thousands to the famine caused in other lands by the Anglian Mist Crisis.

Accreditation
Writers HydraLana
Processors WaterDruppel, Woodwork
Last Editor Firefan96 on 02/3/2022.

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