![]() ![]() Fleeing from their vicious brethren, the "Saved Trolls" take to the sea off of the eastern coast of Farland, leaving their fates to the will of their goddess.Ĥ531 F.R. Reviling their evil ways, these trolls became loyal to their patron, Bestra. The cataclysmic explosion that devastates the opposing armies awakens in some of the Trolls the implanted seed of good. In the aftermath of the Battle of the Death Downs, the Trolls of Farland part ways. While this is not documented on Forntol at the time, this will later be documented in the humans' history, when they make their way to Forntol.Ĥ530 F. Generations pass, and the seed lays dormant within these trolls for several thousand years.ġ3,516 E.R. ![]() A seed of Bestra is implanted in the hearts of some of the trolls, designed to fight the Walker's will. ![]() Trolls are created through the will of Vornoth. None of those who dared the great mountains have ever returned.ĥ230 E.R. The mysteries of the mountains, feared nearly above all things, have only been sought out by the most stalwart or foolhardy of adventures. And in the dark, tall forests, fierce humanoids called the Kassa'melkuul live in huts and homes under their wide, leafy canopies.Ībove this all, the great central peaks of Forntol loom, with tall Garakesh peak rising above them all. Meanwhile, small, feral folk called the Halkassa'ruukil live in the hills, attempting to maintain their balance between natural savagery and their desire to assimilate into civilized society. The Teregnaven, intelligent descendents of trolls, advise the good people of Forntol from their tall spire on the western coast. New and unique races have grown upon Forntol, either by the will of their gods or through more natural means. Dwarves and gnomes share the hills with roaming beasts like powerful cold-climate apes and frost giants. Large, human cities dot the coasts of the north, south, and west, while the darkfolk hold the east, an area of much concern for the good races of the continent. The lowlands are mostly inhabited by humans, gnomes, dwarves, darkfolk, and others. The huge land of Forntol is made up of wide, coastal areas, rolling hills, and an expansive mountain range near its center. Remembrance of this evil has led the sea-faring races of Forntol almost exclusively to adopt a policy of seclusion- they do not leave Forntol and have little desire to do so, except to venture a few miles out to sea. Soon, Farland was forgotten, except for a cloud of evil that seemed to cover their minds whenever they looked to the west. The land of Forntol was isolated by the exceptionally stormy and dangerous seas that surrounded it, and many of the refugees had died in the attempt to reach it it was therefore impossible to go back. ![]() Hardy and accustomed to adversity, the new inhabitants of Forntol established their very own society. And for the gnomes, their most hated enemy drove them to the new continent's shores.īecause one underlying reason brought all these peoples to Forntol, they found a common bond in their previous hardships. For the dwarves, it was the destruction of their great stronghold. For the humans, the goal was refuge from the Dweller's plague and war. All of them fled as a result of the endless and myriad assaults from the great evil one, the Dweller in the Vale. The land was largely founded by humans, gnomes, dwarves, and others that fled from their native lands on the continent of Farland. It is one of the few continent on the planet (besides Farland and Eruna) that has a civilization, although its civilization is not as advanced nor as ancient as that of Farland. The continent of Forntol is one continent on the planet Núrion. Table of Contents Overview History Races Humans Dwarves Gnomes Teregnaven Kassa'melkuul Halkassa'ruukil Dark Folk Languages Politics of Forntol Economics of Forntol Places of Interest The Mountains of Forntol Ancillary Myths The Spirit of Winter Garakesh Peak Overview ![]()
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