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Qualimor

A Key to Grendelf’s Most Trustworthy Mappe of Qualimor

   

Dimensions

 
The sinkhole measures 4 km (2.5 miles) east to west from Qualinost to Barad Aegtûl, and it is approx. 1,000’ (300 metres) deep from the Galentaur to surface of the Aeardolen. It is 1 km from the tip of The Fingers to the southernmost point of Tol Hrive at the Yanta Quali, and the face of the Summer Palace is about 100 metres long. It is home to approximately 50,000. Elves 80%; Half-Elves 10%; Kender 5%; Gnomes 5%. Printed on A4, the scale of Grendelf’s map is:
  1 cm: 200 metres (or 5 cm: 1 km)    

Locations

 
Tol Ngwan – the Howling Isle, where the Elves repulsed the Ghouls of Morgau at the Battle of Blood in 525 NE.   Lantaduin & Thorduin – the Falling River (West) and Torrential River (East) that drain out of the Clouded Hills and Festering Marshes respectively.   Lanthir Numen & Lanthir Rhûn – the West and East Falls. Each fall is between 600-700 metres across, and both together are about 2 km of foaming, misting torrent.   The Hisiear – Sea of Mist; the churning channel of between the falls and Tol Laire.   The Veil – the hidden sanctuary of the Winter Queen. Here she resides and meditates while the Summer King has reign of Qualimor. It is a natural chain of caverns leading beneath the Lantaduin, subsequently carved with intricate detail by generations of Elven stoneworkers. The Queen also returns here at Long Night (Midwinter) to perform esoteric rites.   The Aeardolen – the Hidden Sea within the Morgrod.   Pel Lammothramba – the Encircling Echoing Wall; the 1,000’ sheer walls of the sinkhole.   The Morgrod – the Dark Delving; the sinkhole itself.   Vilyagaear – Sea of Air; the open roof of the Morgrod, which stretches approximately from overhead the Winter Court to the eastern edge of Tol Ornemithas, bathing this area in a sweeping beam of hazy light as the sun passes overhead.   The Menelrond – the Heavenly Dome; the overhanging roof that keeps the West of the Morgrod in eternal shadow.   The Galentaur – the Greenwood above.   Laureduin – the Goldriver; called by men the Silver River (Argent), which runs from the Old Margreve through Zobeck and into the Galentaur, emptying into the Gasping Ocean at the Gulf of Tsar.   The Silmbandi – Shining Prisons; magical guardians fashioned by Elven abjurers. They guard the three Numencirithi.   Lantanost & Port of Rainbows – Fortress at the Falls; a settlement cloaked in mist.   Quellenost & Port of Shadow – Fading City; a settlement cloaked in darkness (and lit by the Calmamíri, or Jewel Lamps, which float above the city and cast a pale blue glow throughout home of the Luters.   Calgrod & Gorothgrod – the Shining Cave and the Cavern of Horror; recesses in the Western Passes that lead up to the Greenwood.   Tol Lalaitha – Isle of Laughter, hoe of the Lyrist Bards and filled with song.   Lom Falath – the Echoing Shore, also known as Falathanann (Longshore), which is a gravelly coastline that stretches the western edge of the Morgrod.   Qualinost & Port of the Moon – Waning City (Quali from same root as Quelle, but referring more specifically to the tribe of High Elves who first settled here the first settlement of the High Elves in the Morgrod.   Tol Isil (and Yanta Isil) – Moon Isle (and Moon Bridge a part of Qualinost.   Duingrod – the River Delving; a passage that opens into a ravine close to the Laureduin. Its entrance is ensorcelled with a glamour to disguise it from non-Elven eyes.   Torogrod & Hargrod – Trollcave and South Cave; two large caverns along the Lom Falath, which boast impressive stalagmites and stalactites.   Harnost & Port of Sorrow – Southtown, a populous settlement which is spread out into various hamlets from the Torogrod to the Enteluvaduin, and merges with Ethirnost.   Ethirnost – Outflowing Fort; the southern outpost of the Morgrod. From here the Enteluvaduin can be followed to the Laureduin, where it joins at another set of impressive falls known as the Lantarath (High Falls), where it emerges from a cliff face a couple of miles to the south.   Barad Thond – Root Tower; Qualimor’s first bastion of defence to the south, manned throughout the year by the Queen’s Guard. Contains the infamous Oubliette.   Echorfaug & Enteluvaduin – Gap/Mouth of the Encircling Wall & The Returning River – the wide, deep straits between the Lom Falath and Tol Beleth.   Tol Ereb – Lonely Isle; an unpopulated, stony tor.   Odo Tarma – the Seven Pillars; worn, sheer spires of rock.   Tol Beleth, Belethnost & Port of Departing – Isle & Fort of the Mighty Torrent; main harbour of the Cairamar, a small fleet that defends the Morgrod and also sails the Enteluvaduin, keeping it clear of Orcs and monstrosities and with the power to “ride the Lantarath” by a precipitous feather fall spell.   Tol Ornemithas and the Erin Huorni – Isle of Grey Trees & Wood of the Sleeping Ents; an island populated by a grove of Ents (Onodrim) who have regressed to an almost permanent slumber. The Huorns stir and mutter but rarely speak and have not moved for centuries. It is said they commune with the Enydil soothsayers (Ent-friends), who also deal with the Ents of the Galentaur.   Hlokeduin & Cirith Bale – Serpent River and Pass of Power; an underground river which is largely completely submerged, and from which emerge occasional aquatic threats. It drains into the Underdark and eventully (presumably) the Gasping Ocean.   Durmarthgrod & Barad Aegtûl – Cave of Dark Dwelling and Tower of Fell Comings; a wide, high and unpopulated cavern that has been the site of many skirmishes with creatures of the Underdark, including Duergar, Drow and Illithids. The tower is manned permanently by the elite Deep Purgers.   Cirith Lumbule, Cirith Pennalag & Cirith Undulavi (The Deeps) – the Clefts of Heavy Shadow, Descending-Rushing and Down-licked. Beyond the Dark Dwelling the cavern splits into two passages that begin to descend steeply down into the Deeps, from which foul things infrequently emerge. The northernmost pass splits again, and the right-hand passage is almost vertical in places. Cirith Lumbule leads to the civilisations of Myconids and Svirfneblin.   Tol Arda & Agarost – Isle of the Realm & the Bloodfort. Heavily fortified and manned with King’s Rangers; here much of the Elven armed host is trained and stationed to support Barad Aegtûl.   Tol Mystra, Tol Eldar & Tol Dru – Isles of Magic, Elves (literally Star-people) and Primitives (also known as Tol Kagoni, or Wild Island). The first two are largely the haunts of hermit druids and mystics; the Wild Isle is home to a small band of Kagonesti Elves, who live in the Morgrod as a kind of embassy.   Tol Galen – the Green Isle, a merchant port.   Tol Silme – Starlit Isle, where the strange Eagle-speakers dwell.   Tol Gûl & Barad Quali (and Yanta Quali) – Isle of Sorcery and Tower of the High (lit. Fading) Elves; home to the powerful Shadowmancers who were largely responsible for repelling the Ghouls in the 6th century, but whose black art has provided a bridge to the Plane of Shadow and resulted in the sinister soul-dealing Shadow Fey (not to be confused with the Drow, or Deep Elves, who are cruel, spider-worshipping servants of Llolth). The Shadowmancers thus have a fearsome reputation in Qualimor and stand apart in many ways from sovereign rule.   Girthost & Tol Este – the Shuddering City and Isle of Rest; two large cemeteries; haunted places where the unquiet dead (most of whom were killed in battle) of this quasi-immortal race are laid to rest. Not all sleep peacefully.   Tol Luva & Tol Aman – Isles of the Bow and the Blessed; the former is a jagged, naked upthrusting of rock; the latter a small island populated around its fringes by fishing communities.   Tol Hrivé, Hrivenost & Port of Spirits – the Winter Isle, softly lit, like the rest of the Morgrod beneath the Menelrond, by Calmamíri (Jewel Lamps).   The Fingers – rocky promontories at the northern tip of the Winter Isle.   The Winter Court – court of Queen Caerdonelle Mystra, a devotee of Selune, Yarila and Porevidh. Here can be found the Queen’s Mummers, and throughout Hrivenost.   The Aelinbril (Pool of Radiance) – the Queen’s magical pool of divination. By bathing in the pool she can see images and hints of possible futures.   Temples of Yarila & Porevidh (The Twins) – the Elven gods of Fate, Balance, and the principle of Yin and Yang. Holy place of the Fated.   Linte Sirith, Yanta Vilya & Yanta Silme – the Swiftflow, Skybridge and Bridge of Starlight. The Skybridge is a delicate, single-arching span; the Starlight Bridge has multiple arches in the style of a viaduct.   Tol Laire & Lairenost – the Summer Isle.   The Summer Palace – court of King Eoneril Ostoroth, a devotee of Silvanus.   Ered Lach & The Spire – Mount of Leaping Flame; so-called because of its resemblance to a licking tongue flame frozen in time. The Spire is the name given to its pinnacle, and also to the settlements immediately hunched around its base.   Port of Light, Port of Stars & Sylvan Port – three bustling centres of activity forming the hub of Quali life.   Temple of Selune – goddess of the moon, wisdom and magic in the Elven pantheon. Holy place of the Mystics of Selune.   Temple of Silvanus – god of nature, of river, beast and forest. Holy place of the Druids of Silvanus. It is thought to contain a portal to the Feywild.   The Noldothrond – Hall of the Wise; a vast library and monastery, which rivals even the Astral Library of Athenaeum in its scale. Here the Learned Wizards study in strictly segregated arcane traditions, coming together for heated debates and tempered by the resident Monks of the Noldor (fighter-monks whose internal spiritual training verges on magical power).   Qualimor – Dark-dwelling of the Fading Elves; a term for the interlinked settlements of the sinkhole.   Qualilambe – the Waning-tongue; Elven-speech.   The Qualinesti – High Elven Ancestry; the race of the Elves of Qualimor (Retreated or Fading Elves, also called Grey Elves and Moon Elves by Men), as distinct from the:
 
Balenuinesti (the Under-deep, or Deep Elves, Dark Elves or Drow, who dwell in the Underdark),  Kagonesti (the Wild Elves, or Wood Elves, of the vast forest of Bor Nyster to the North),  Lantawathesti (those Fallen in Shadow, or The Shadow Fey, who dwell in the Shadowlands), and  Silvanesti (those Passed into the Shining Light, also called Sun Elves or Eldaranari, Immortal Souls risen to demi-godhood through the pursuit of meditation, magic and wisdom, who dwell in Altheim in the Outer Planes).   It is thought the Summer King is of Silvanesti blood and thus immortal, whereas the Winter Queen is Qualinesti and therefore mortal and doomed to die – although the Moon Elves nevertheless can live for seven to twelve centuries.
   

NPCs

  Beleriath Vaethrann, Captain of the King’s Rangers, King’s nephew, stern & capable m   Queen Caerdonelle Mystra, the Winter Queen, serene and compassionate yet otherworldly f   King Eoneril Ostoroth, the Summer King, protective and xenophobic m   Gilmoras the Mummer, an overweight half-elven thespian, trusted friend of the Queen m   Tiala Vanuath, a mischievous halfling Luter f   Meriel Quaremar, heavy-armoured Fist of the Queen’s Guard, expert with Elven longsword f   Carric Iathrana, a loyal Lyrist of the King’s entourage m   Helian Ariessus, animated half-gnomish Admiral of the Cairamar m   Enna Nailo, a reckless Purger with great faith in the Twins f   Varo Qualanthri, Enydil, ponderous and mysterious m   Sumnes Horineth, Thoronlamba, an old friend of Elovyn Sorrowsong’s f   Daiereth Siannodel, High Druid of Silvanus, forgetful and dithering but highly skilled m   Aelar Caphaxath, Shadowmancer, haunted but knowledgeable explorer of the Shadowfell m   Nialee Cithreth, Fated Priest, face painted half black and half white, vow of silence f   Maiathah Sylvaranth, Mystic of Selune, loyal to the Queen and skilled in divination magic f   Himo Aloro, Wizard of the Noldothrond, an evoker infamous for explosive experiments m   Theriatis Korethin, Nolde, a monk and martial artist, venerable but remarkably agile m   Qai-letha, a Kagonesti High Druid on Tol Dru, of savage appearance but kind of heart f   Ashari Yaeldrin, an acolyte of the Druids of the Wild Isle, long-lost sister of Tanueviel f    

Factions & Frictions

  Entourage of the Elvenking – housed within the stone spires of the Summer Palace   The King’s Rangers – skilled archers & relentless hunters, who keep the forest clear of foes   Court of the Winter Queen – Moon Elves, many of whom are painted members of the Fated   The Queen’s Guard – heavy infantry & cavalry   The Queen’s Mummers – entertainers and spy network   The Cairamar (Royal Navy) – mostly elegant, single-sailed ships   The Luters – rogue-bards of Quellenost, rivals of the Lyrists   The Lyrists – courtly bards, mostly in the Summer Palace & Tol Lalaitha   Deep Purgers – veteran sappers trained in explosives and guerrilla tactics   The Enydil – reclusive Soothsayers of the Onodrim   Thoronlambi (Eagle-speakers) – Druids and news-gatherers of Tol Silme   Druids of Silvanus – clothed in forest colours; strong links with the Sumer Palace   Shadow Sorcerers of Barad Quali – cowled in black cloaks; links to the Shadowfell   Fated Priesthood of the Twins – painted faces and robes in black & white   Mystics of Selune – cloaked in deep blue robes; experts in divine magic and healing   Learned Wizards of the Noldothrond – argumentative scholars, sages, sorcerers & wizards   Monks of the Noldor – unassuming but deadly warrior monks; held in high esteem by most  
The Fated Priesthood and Monks of the Noldor are the most recent and most powerful factions in Qualimor, who established the cycle of rule between Summer and Winter to maintain balance and harmony in the Elven nation. Worship of Silvanus and Selune is much older, and outside of Qualimor in other forest and cave settlements in the Galentaur, much more prevalent.   Life is largely peaceful, full of celebration, song, dancing and feasting, although there is an underclass of nonviolent rogues and thieves (mainly halflings), and the Shadowmancers of Barad Quali are viewed with suspicion by many. None of the factions in Qualimor is evil, but there are certainly differences of opinion in terms of how to secure the nation from outside threats, and how to approach relations with outsiders.   The majority of the population is Elvish, though there are also halflings (known as Kender by Elves), half-elves, forest gnomes, deep gnomes (Svirfneblin) and human merchants, living mainly along the Lom Falath. It is not unknown to encounter the occasional Ent or Myconid in Qualimor, visiting from the Galentaur or the Deeps. There are also packs of intelligent wolves, Elvish-speaking eagles, giant elks and fey such as Dryads, all allied to the Qualinesti.   In Summer the Queen retreats to the Veil; in Winter the King moves to the Feywild. The King’s reign is marked by isolationism and a predisposition to violence; the Queen pursues peace wherever she can; she is largely responsible for setting up trade with eastern Xin settlers from Tian Xia, the Nurians to the south, and the Ironcrag Dwarfs to the west, and also for allowing merchant ships to navigate the River Argent from Zobeck to Endholme. This last is barely tolerated by the Elvenking.
 

Guilds:

 
Abjurers; Alchemists & Apothecaries; Almoners; Armourers & Blacksmiths; Apiarists; Artists, Artisans & Painters; Bakers & Millers; Bards & Harpers; Bowyers & Fletchers; Brewers & Distillers; Cabinet- & Instrument-makers; Calligraphers, Scribes & Scriveners; Carpenters & Woodcarvers; Cartographers, Chart-makers & Surveyors; Chandlers & Tapers; Choreographers & Dancers; Choristers; Cobblers; Conjurors & Illusionists; Coopers; Drapers, Elementalists; Embroiderers & Tailors; Evokers & Transmuters; Farriers & Saddlers; Florists; Gatherers & Sowers; Gaolers; Glassblowers & Glaziers; Grocers; Heralds; Herbalists; Hunters; Innkeepers & Ostlers; Jewellers & Gem-cutters; Keelers & Fishermen; Leechers & Physicians; Locksmiths; Mages & Enchanters; Masons & Stonecutters; Merchants, Traders & Mongers; Minters; Mummers; Perfumers; Poets and Historians; Potters & Tilemakers; Rogues; Rope-weavers; Silversmiths; Shadowmancers; Shipwrights & Sailmakers; Skinners & Tanners; Slaters & Quarriers; Stevedores; Swordsmiths; Tinkers & Pewterers; Weavers & Dyers; Watchmakers; Wheelwrights & Carters; Wolf-whisperers (Drauglambi – trainers of wolves and wargs).
   

History

  Prehistory The Elven Gods bless their kind with fey magic and long life   c. 5000 KE Awakening of the Onodrim; Passing of the Eldaranari & Shadow Fey   c. 4700 KE Elven retreat to the forests at the coming of Mankind   c. 4500 KE The Kagonesti split and migrate north   c. 3800 KE Recorded founding of Qualinost   c. 3000 KE The Dark Elves go to the Deeps and fall to Llolth   c. 2000 KE The Moon Elves learn to weave arcane magic from Men   c. 1500 KE Great Slumber of the Ents; Elves become Shepherds of the Huorns   525 NE Shadowmancers drive back the Ghoul Incursion   559 NE Second Retreat of the Elves; Qualimor abandoned; High Elves sail to Mithas   1050 NE The Qualinesti make a wary pact with Baba Yaga   1100 NE Qualimor is reinhabited and ruled by the Summer King & Winter Queen   1635 NE The Shadow Fey emerge from the Shadowlands   1701 NE Battle of Bones; High Elves sever contact with Mankind   1790 NE Defeat of the Runelords; a tenuous peace established between Men & Elves   1836 NE Trade established with the Xin; trade routes re-opened with Nuria & Dwarfs  

Festivals:

 
Midsummer, Longnight, Founding, Sundering, Bonespirits, Woodspirits, Shroomharvest, Shadownight, Selunialia, Purging, Kingsday, Queensnight, Festival of Song, Festival of Spring
   

Influence & Diplomacy Rules

  Following a roleplayed exchange, a Charisma check based on Deception, Intimidation, Performance or Persuasion can modify an NPC’s attitude along a scale of five measures:   Hostile – Unfriendly – Indifferent – Friendly – Helpful   A check that beats (or fails) the DC by 5 or more results in a shift of two measures. Attitude cannot be altered by more than two steps on a single influence/diplomacy roll.   DC......Friendly/Helpful   0............Compliant; won’t take risks   10..........Compliant, with minor risk to self   20..........Compliant with substantial risk or sacrifice   DC......Indifferent   0.............Offers no help, does no harm   10..........Compliant; won’t take risks   20..........Compliant, with minor risk to self   DC......Hostile/Unfriendly   0............Opposes, with risk to self   10..........Offers no help, does no harm   20..........Compliant; won't take risks

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