Northern Houress
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Poulcea Province
|
Vor High Priest James
Fourkine |
|
Leader: |
High Priest James Fourkine |
Capitol: |
Tescausia (12,500) |
Population: |
135,000+ |
Demi-Humans: |
Elves, Dwarves, Gnomes, Halflings,
and Others |
Humanoids: |
Some |
Resources: |
Platinum, Silver, Gems,
Cloth, Tobacco and Foodstuffs |
Current Political
Structure
4 Districts, Their High
Priests, and their Capital Cities
Cities
City |
Leader |
Pop. |
Pred.
Race |
Ahtain+ |
Tijan |
9,100 |
Human |
Balavertz+ |
Sobik |
10,200 |
Human |
Bohair |
Biligan |
9,500 |
Human |
Cutterfall |
Blazenka (F) |
15,200 |
Human |
Felegan |
Daro |
8,500 |
Human |
Greonaar+ |
Milovan |
10,000 |
Human |
Kendrill |
Dane |
8,800 |
Human |
Paho |
Prodan |
7,000 |
Human |
Preock |
Luborek |
7,900 |
Human |
Reighdon |
Vihrem |
8,400 |
Human |
Tescausia*+ |
James |
12,500 |
Human |
Veripal |
Rados |
10,000 |
Human |
Wirthorl |
Tomo |
8,200 |
Human |
Zovai |
Stoil |
7,800 |
Human |
* = Provincial Capital / + =
District
Capital
The Poulcea Province is a territory
that used to be part of the Hestrillite Empire many centuries ago. The
lands and the cities had become meccas representing Life (Ardru), Death (Qurophys),
Peace (Toh Pana), and War (Vor).
After last great war, the empire was weak and vulnerable to
threats from both outside and within. The high clerics of the
religious-oriented province united in their desire to govern their own
territories without having to answer directly to the emperor. They banded
their forces together and demanded separation from the empire lest they
march on southward and and tear the country apart. The emperor, his back to the
wall, agreed under the condition that they province remain a strong ally
of the empire and would help it in time of war. The clergy agreed, and the
Poulcea Province became its own country.
All human communities are strictly
Lawful Good and follow each of the four gods listed above. In
predominately human populated cities, the four temples will be there,
along with other temples for other races. Each district (listed above) has
temples to each of the four provincial gods but holds their particular god
in a slightly higher regard.
Top
Points of Interest
Edachi Forest
This huge forest straddles the
northeaster border between the Poulcea Province and the Elvenlands.
Madrigal Forest
A dense and ancient forest that
stretches nearly half the length of the Poulcea Province. The elves who
live here aggressively protect their lands and barely tolerate intruders.
Neveron River
The Neveron is a long, winding
river that starts at the southeastern edge of the Argritrite Mountains and
flows along northern border of Poulcea before emptying into The Great
Inland Sea.
North Oran River
This body of water flows out of
Kharamis to the southeast before emptying into the Oreal Lake in the
Hestrillite Empire.
The Great Inland Sea
This vast sea is bordered by
Garland, the Vohrn Territories, the Elvenlands, the Poulcea Province, the
Hestrillite Empire, and the Kingdom of Dockrawlin. Many hundreds of ships
from all of the listed countries sail these waters, mostly to do trade.
Top
Significant Events/Holidays/Etc.
Holy Day of Ardru
Date: Day 1 of the Month of Spring's Waxing
Celebrated across the country in reference to
Ardru,
the Goddess of Life.
Holy Day of Qurophys
Date: Day 31 of the Month of Winter's Waxing.
Recognized across the country in reference to
Qurophys, God of the Dead.
Holy Day of Toh Pana
Date: Day 15 of the Month of Summer's Glory.
Recognized across the country in reference to
Toh
Pana, Goddes of Peace and Hope.
Holy Day of Vor
Date: Day 15 of the Month of Autumn's Waning.
Recognized across the country in reference to
Vor,
God of Courage and Battle.
Independence Day
Date: Day 11 of the Month of
Summer's Glory
This day is to celebrate the
moment when the various communities of the land that is now Garland
decided to come together as a country. The exact date is lost in lore, but
many believe it was sometime during the 2nd Age.
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Slavery
The practice of slavery in Poulcea has been banished since the
province became independent. Those who traffic properly documented
slaves from other countries are allowed to pass. If a slave
escapes its captors, then it is considered free and will be
protected by Poulcean law.
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District of Vor
Cities, Villages, Towns, Etc.
Cutterfall
Leader: Her Holiness Blazenka Saius
of Vor
Population: 15,200
Power Center: Theocracy
Alignment: Lawful Good
Races: Humans:
13,500; Elves: 1,400; Others: 300
Guards:
729;
Militia:
5,000
Sheriff:
Paladin lvl-20
Cutterfall
is one of the most strategically and economically important cities within
the province. Located on the shores of The Great Inland Sea,
Cutterfall sees a huge amount of trade flowing in and out of its borders.
The magnificent temple/fortress of Vor sits high on cliffs overlooking the
sea.
To protect
the the city and the province, Cutterfall has a powerful navy that patrols
their waters.
Religion
Although there are private places within the city where people can
worship their god, there are five proper temples here.
Ardru
Em'Sharfhei
Qurophys
Toh Pana
Vor
Wizard Presence
Out of
acknowledgement of the occasional need for arcane magic, a single
high-level sanctioned wizard is kept on the city payroll. Any other arcane
casters, be they wizards or other, may only practice magic within the city
if they have express permission from the clergy.
Merchants Guild
There is
no guild per se. All business activities, laws, disputes, and other
matters are regulated by the clergy.
Criminal
Presence
Being very faithful and mindful of doing the right
thing, citizens of this city rarely commit crimes. It also helps that
penalties for even the slightest crimes are quite severe. There are no
gangs known to operate here.
Sailors' Union
As with the merchants and other workers, the sailors'
and shoremen's welfare and interests are looked after exclusively by the
clergy.
Other Places of Interest
Temple of Vor
One of the largest of its kind on the continent, this magnificent square
tower of white marble rises ten stories into the air. Perched atop the
holy shrine is a massive silver owl clutching a clock that can been from
far away. Pilgrims from afar journey to this place to pray and marvel at
its beauty.
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Tescausia
Leader: High Priest James Fourkine of
Vor
Population: 12,500
Power Center: Theocracy
Alignment: Lawful Good
Races: Humans:
10,450; Halflings: 1,000; Gnomes: 800; Others: 250
Guards:
630;
Militia:
5,800
Sheriff:
Paladin lvl-20
Located on the border with the Hestrillite Empire, Tescausia is a major
stop along the trade routes connecting the province and the empire. The
fortified city is the lynchpin in a series of border keeps to protect
against invasion.
Religion
Although there are private places within the city where people can
worship their god, there are six proper temples here.
Ardru
Em'Sharfhei
Qurophys
Srultavin
Toh Pana
Vor
Wizard Presence
Out of
acknowledgement of the occasional need for arcane magic, a single
high-level sanctioned wizard is kept on the city payroll. Any other arcane
casters, be they wizards or other, may only practice magic within the city
if they have express permission from the clergy.
Merchants Guild
There is
no guild per se. All business activities, laws, disputes, and other
matters are regulated by the clergy.
Criminal
Presence
Being very faithful and mindful of doing the right
thing, citizens of this city rarely commit crimes. It also helps that
penalties for even the slightest crimes are quite severe. There are no
gangs known to operate here.
Other Places of Interest
Graveyard of the Watchers
A sprawling graveyard at the
northern edge of the city is dedicated to Vor worshippers. Perched upon
each headstone is the carving of a great horned owl. Clutched in its
talons is a clock showing the time that the deceased passed away and their
souls were received by Vor.
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Veripal
Leader: His Divine Presence Rados
Yvorkan of Vor
Population: 10,000
Power Center: Theocracy
Alignment: Lawful Good
Races: Humans:
8,500; Elves: 1,300; Others: 200
Guards:
460;
Militia:
3,000
Sheriff:
Paladin lvl-20
Veripall
is another coastal city located by The Great Inland see and about 50 miles
to the southwest of Cutterfall. A sizeable naval presence exists within
Veripal to protect the many trade and fishing ships working the local
waters.
Although there are private places within the city where people can
worship their god, there are five proper temples here.
Ardru
Em'Sharfhei
Qurophys
Toh Pana
Vor
Wizard Presence
Out of
acknowledgement of the occasional need for arcane magic, a single
high-level sanctioned wizard is kept on the city payroll. Any other arcane
casters, be they wizards or other, may only practice magic within the city
if they have express permission from the clergy.
Merchants Guild
There is
no guild per se. All business activities, laws, disputes, and other
matters are regulated by the clergy.
Criminal
Presence
Being very faithful and mindful of doing the right
thing, citizens of this city rarely commit crimes. It also helps that
penalties for even the slightest crimes are quite severe. There are no
gangs known to operate here.
Sailors' Union
As with the merchants and other workers, the sailors'
and shoremen's welfare and interests are looked after exclusively by the
clergy.
Other Places of Interest
None.
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Wirthorl
Leader: His Holiness Tomo Szaldeus of
Vor
Population: 8,200
Power Center: Theocracy
Alignment: Lawful Good
Races: Humans:
7,400; Halflings: 600; Others: 200
Guards:
380;
Militia: 2,000
Sheriff:
Paladin lvl-19
Situated
on the border with the Hestrillite Empire, Wirthorl is a link in a long
chain of castles and keeps that protect Poulcea's underbelly. Dalthren is
the temple/castle of Vor, which the city is built around.
Wirthorl
enjoys a great deal of trade that moves through the city on a daily basis.
Wheat and other staples make up a great deal of what Wirthorl exports.
Religion
Although there are private places within the city where people can
worship their god, there are five proper temples here.
Ardru
Qurophys
Srultavin
Toh Pana
Vor
Wizard Presence
Out of
acknowledgement of the occasional need for arcane magic, a single
high-level sanctioned wizard is kept on the city payroll. Any other arcane
casters, be they wizards or other, may only practice magic within the city
if they have express permission from the clergy.
Merchants Guild
There is
no guild per se. All business activities, laws, disputes, and other
matters are regulated by the clergy.
Criminal
Presence
Being very faithful and mindful of doing the right
thing, citizens of this city rarely commit crimes. It also helps that
penalties for even the slightest crimes are quite severe. There are no
gangs known to operate here.
Other Places of Interest
Sacred Owls of Vor
Build within the local temple of
Vor is a magnificent glass-enclosed aviary where several great horned owls
are kept. They have been bred and kept there for centuries and revered as
avatars of the mighty Vor.
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District of Qurophys
Cities, Villages, Towns, Etc.
Kendrill
Leader: Eminence Dane Giantsbane of
Qurophys
Population: 8,800
Power Center: Theocracy
Alignment: Lawful Good
Races: Humans:
7,000; Elves: 900; Halflings: 700; Others: 200
Guards:
355;
Militia: 2,000
Sheriff:
Paladin lvl-20
Kendrill
sits on the border with the Elvenlands. Even though the elves to the north
have always been peaceful and not considered a threat,t he people of
Kendrill still remain vigilant to protect themselves and the province.
Castle
Glory stands just inside the border.
Religion
Although there are private places within the city where people can
worship their god, there are six proper temples here.
Ardru
Em'Sharfhei
Qurophys
Srultavin
Toh Pana
Vor
Wizard Presence
Out of
acknowledgement of the occasional need for arcane magic, a single
high-level sanctioned wizard is kept on the city payroll. Any other arcane
casters, be they wizards or other, may only practice magic within the city
if they have express permission from the clergy.
Merchants Guild
There is
no guild per se. All business activities, laws, disputes, and other
matters are regulated by the clergy.
Criminal
Presence
Being very faithful and mindful of doing the right
thing, citizens of this city rarely commit crimes. It also helps that
penalties for even the slightest crimes are quite severe. There are no
gangs known to operate here.
Other Places of Interest
None.
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Greonaar
Leader: His Holiness Milovan Erozaven
of Qurophys
Population: 10,000
Power Center: Theocracy
Alignment: Lawful Good
Races: Humans:
8,500; Halflings: 700; Elves: 600; Others: 200
Guards:
595;
Militia:
3,200
Sheriff:
Paladin lvl-20
Greonaar
exists on the far northwest border of the Poulcea Province on the border
with Kharamis. This holy city of Qurophys is well-fortified and is
protected by Castle Hiahmm. Also being located on the banks of the
hundreds-mile long Chir River, Greeonar sees a great deal of trade flowing
through it from the upper part of Kharamis.
Religion
Although there are private places within the city where people can
worship their god, there are six proper temples here.
Ardru
Em'Sharfhei
Qurophys
Srultavin
Toh Pana
Vor
Wizard Presence
Out of
acknowledgement of the occasional need for arcane magic, a single
high-level sanctioned wizard is kept on the city payroll. Any other arcane
casters, be they wizards or other, may only practice magic within the city
if they have express permission from the clergy.
Merchants Guild
There is
no guild per se. All business activities, laws, disputes, and other
matters are regulated by the clergy.
Criminal
Presence
Being very faithful and mindful of doing the right
thing, citizens of this city rarely commit crimes. It also helps that
penalties for even the slightest crimes are quite severe. There are no
gangs known to operate here.
Other Places of Interest
Moaning Pits
About a mile northeast of Greonaar are seven massive holes in the ground
with each stretching nearly 100 yards across. They have been classified as
bottomless, for many have tried to explore them but none have returned.
When the wind blows across the surface of the pits, it creates a deep
moaning that people like to that of an anguished titan.
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Reighdon
Leader: His Holiness Vihrem Hargrish
of Qurophys
Population: 8,400
Power Center: Theocracy
Alignment: Lawful Good
Races: Humans:
8,200; Others: 200
Guards:
415;
Militia: 2,600
Sheriff:
Paladin lvl-20
Reighdon is a holy mecca for those seeking the wisdom of Qurophys. A city
on the vast eastern plains of Poulcea, Reighdon is an important stop along
trade route cutting through the middle of the country.
Reighdon is also an important farming community that supplies crops for a
great deal of the people of Poulcea.
Religion
Although there are private places within the city where people can
worship their god, there are four proper temples here.
Ardru
Qurophys
Toh Pana
Vor
Wizard Presence
Out of
acknowledgement of the occasional need for arcane magic, a single
high-level sanctioned wizard is kept on the city payroll. Any other arcane
casters, be they wizards or other, may only practice magic within the city
if they have express permission from the clergy.
Merchants Guild
There is
no guild per se. All business activities, laws, disputes, and other
matters are regulated by the clergy.
Criminal
Presence
Being very faithful and mindful of doing the right
thing, citizens of this city rarely commit crimes. It also helps that
penalties for even the slightest crimes are quite severe. There are no
gangs known to operate here.
Other Places of Interest
Temple of Qurophys
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District of Toh Pana
Cities, Villages, Towns, Etc.
Ahtain
Leader: High Holy Tijam Tuk of Toh
Pana
Population: 9,100
Power Center: Theocracy
Alignment: Lawful Neutral
Races: Humans:
7,900; Elves: 700; Halflings: 400; Others: 100
Guards:
333;
Militia: 2,400
Sheriff:
Cleric lvl-18
A city on
the northern edge of the empire bordering the Poulcea Province, Ahtain is
a grand place dedicated to the glory of Toh Pana. The Shenkair Temple is
fantastic temple that rises up from the center of Ahtain and is a great
inspiration for the followers of Toh Pana.
Religion
Although there are private places within the city where people can
worship their god, there are six proper temples here.
Ardru
Em'Sharfhei
Qurophys
Srultavin
Toh Pana
Vor
Wizard Presence
Out of
acknowledgement of the occasional need for arcane magic, a single
high-level sanctioned wizard is kept on the city payroll. Any other arcane
casters, be they wizards or other, may only practice magic within the city
if they have express permission from the clergy.
Merchants Guild
There is
no guild per se. All business activities, laws, disputes, and other
matters are regulated by the clergy.
Criminal
Presence
Being very faithful and mindful of doing the right
thing, citizens of this city rarely commit crimes. It also helps that
penalties for even the slightest crimes are quite severe. There are no
gangs known to operate here.
Other Places of Interest
Glorious Temple of Toh Pana
This grand
domed facility rises four stories into the sky and can be seen for miles.
The bricks are painted a bright shade of green, and the dome is topped by
a massive green iron ring of clasping hands symbolizing peace and unity.
People come from far away to pray within the temple, whose priests are
renown for their calm, peaceful, and helpful nature.
Dominating
the center of the floor inside is a towering white alabaster gazelle, its
head held high, the symbol of Toh Pana herself. On a pedestal before the
statue is a jagged meteorite about the size of a man's head, a placard
below reading TEAR OF THE GOD.
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Felegan
Leader: His Most Divine Daro Revagi
of Toh Pana
Population: 8,500
Power Center: Theocracy
Alignment: Lawful Good
Races: Humans:
6,200; Elves: 1,700; Halflings: 350; Others: 250
Guards:
399;
Militia: 2,100
Sheriff:
Paladin lvl-20
Felegan is another border city, in this case with the Elvenlands to the
north. Although a walled city built around Castle Hope, this is a city of
peace, and its citizens believe it it very strongly.
Religion
Although there are private places within the city where people can
worship their god, there are six proper temples here.
Ardru
Em'Sharfhei
Qurophys
Srultavin
Toh Pana
Vor
Wizard Presence
Out of
acknowledgement of the occasional need for arcane magic, a single
high-level sanctioned wizard is kept on the city payroll. Any other arcane
casters, be they wizards or other, may only practice magic within the city
if they have express permission from the clergy.
Merchants Guild
There is
no guild per se. All business activities, laws, disputes, and other
matters are regulated by the clergy.
Criminal
Presence
Being very faithful and mindful of doing the right
thing, citizens of this city rarely commit crimes. It also helps that
penalties for even the slightest crimes are quite severe. There are no
gangs known to operate here.
Other Places of Interest
None.
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Paho
Leader: The Most Wise Everhope Prodan Orpaji
of Toh Pana
Population: 7,000
Power Center: Theocracy
Alignment: Lawful Neutral
Races: Humans:
7,000; Elves: 1,200; Halflings: 800; Others: 300
Guards:
420;
Militia: 3,000
Sheriff:
Paladin lvl-18
Paho is
located inland south of the border with the Elvenlands. The city is an
important cog in the trade routes that criss-cross the Province. Aside
from trade, farming is the most important part of Paho and the surrounding
flatlands. Crops are exported to other cities within the district and
beyond.
Religion
Although there are private places within the city where people can
worship their god, there are six proper temples here.
Ardru
Em'Sharfhei
Qurophys
Srultavin
Toh Pana
Vor
Wizard Presence
Out of
acknowledgement of the occasional need for arcane magic, a single
high-level sanctioned wizard is kept on the city payroll. Any other arcane
casters, be they wizards or other, may only practice magic within the city
if they have express permission from the clergy.
Merchants Guild
There is
no guild per se. All business activities, laws, disputes, and other
matters are regulated by the clergy.
Criminal
Presence
Being very faithful and mindful of doing the right
thing, citizens of this city rarely commit crimes. It also helps that
penalties for even the slightest crimes are quite severe. There are no
gangs known to operate here.
Other Places of Interest
None.
Top
District of Ardru
Cities, Villages, Towns, Etc.
Balavertz
Leader: Sobik Kobreeth the
Enlightened of Ardru
Population: 10,200
Power Center: Theocracy
Alignment: Lawful Good
Races: Humans:
9,300; Elves: 700; Others: 200
Guards:
650;
Militia: 2,300
Sheriff:
Paladin lvl-20
Balavertz is the capital city of the District of Ardru. A beautiful city
that is thickly populated by orange trees whose summer blossoms are a
spectacular sight to see. Life is sacred here and taking one is a very
serious offense unless there is sufficient justification.
Balavertz is located close to the southern border with the Hestrillite
Empire and as such is well fortified against any invasions. A city along
the southern Poulcean trade route, Balavertz is also an important farming
community that supplies food across the province.
Religion
Although there are private places within the city where people can
worship their god, there are five proper temples here.
Ardru
Em'Sharfhei
Qurophys
Toh Pana
Vor
Wizard Presence
Out of
acknowledgement of the occasional need for arcane magic, a single
high-level sanctioned wizard is kept on the city payroll. Any other arcane
casters, be they wizards or other, may only practice magic within the city
if they have express permission from the clergy.
Merchants Guild
There is
no guild per se. All business activities, laws, disputes, and other
matters are regulated by the clergy.
Criminal
Presence
Being very faithful and mindful of doing the right
thing, citizens of this city rarely commit crimes. It also helps that
penalties for even the slightest crimes are quite severe. There are no
gangs known to operate here.
Other Places of Interest
Temple of Ardru
This magnificent white and orange
set of pristine buildings is located high on a hill overlooking the
northern portion of the city. The temple is surrouned by hundreds of
orange trees and the 20 square miles of land to the south is considered
sacred and protected.
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Bohair
Leader: Biligan Fotessi the Wise of
Ardru
Population: 9,500
Power Center: Theocracy
Alignment: Lawful Good
Races: Humans:
8,300; Elves: 700; Gnomes: 400; Others: 100
Guards:
430;
Militia:
3,400
Sheriff:
Paladin lvl-20
Bohair is located on the southwest
border of the province with the Hestrillite Empire in the eastern reaches
of the Zaithor Forest. As with all cities of Ardru, life is revered and
protected here. Bohair is quite busy with trade coming through from
Kharamis and the empire.
The city itself is well-fortified
and manned as it is vital to the defence of the province. Castle Shaias is
a beautiful fortress designed with elven aesthetics in mind.
Religion
Although there are private places within the city where people can
worship their god, there are six proper temples here.
Ardru
Em'Sharfhei
Orulen
Qurophys
Toh Pana
Vor
Wizard Presence
Out of
acknowledgement of the occasional need for arcane magic, a single
high-level sanctioned wizard is kept on the city payroll. Any other arcane
casters, be they wizards or other, may only practice magic within the city
if they have express permission from the clergy.
Merchants Guild
There is
no guild per se. All business activities, laws, disputes, and other
matters are regulated by the clergy.
Criminal
Presence
Being very faithful and mindful of doing the right
thing, citizens of this city rarely commit crimes. It also helps that
penalties for even the slightest crimes are quite severe. There are no
gangs known to operate here.
Other Places of Interest
Sacred Unicorns
Since the
Second Age,
a mated pair of unicorns have come to a sacred pool deep within the
forest, supposedly sent by Em'Sharfhei. They arrive in the spring, summer,
and fall to drink from a sacred pool that the elves have deemed off limits
to everyone. The penalty for breaking that decree is death.
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Preock
Leader: His Holiness Luborek Uven of
Ardru
Population: 7,900
Power Center: Theocracy
Alignment: Lawful
Races: Humans:
6,500; Elves: 800; Halflings 500; Others: 100
Guards:
380;
Militia: 1,900
Sheriff:
Paladin lvl-19
Preock, which is situated in the Madrigal Forest and roughly in the middle
of the province, is a beautiful city based largely upon elven design.
Significant trade moves through Preock, making it strategically valuable.
Religion
Although there are private places within the city where people can
worship their god, there are six proper temples here.
Ardru
Em'Sharfhei
Qurophys
Srultavin
Toh Pana
Vor
Wizard Presence
Out of
acknowledgement of the occasional need for arcane magic, a single
high-level sanctioned wizard is kept on the city payroll. Any other arcane
casters, be they wizards or other, may only practice magic within the city
if they have express permission from the clergy.
Merchants Guild
There is
no guild per se. All business activities, laws, disputes, and other
matters are regulated by the clergy.
Criminal
Presence
Being very faithful and mindful of doing the right
thing, citizens of this city rarely commit crimes. It also helps that
penalties for even the slightest
Other Places of Interest
None.
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Zovai
Leader: Stoil Lahmet the High
Population: 7,800
Power Center: Theocracy
Alignment: Lawful Good
Races: Humans:
7,500; Others: 300
Guards:
320;
Militia:
2,000
Sheriff:
Paladin lvl-20
Zoval is located on the plains to the southwest of the Madrigal Forest and
is an important stop along the provincial trade routes. The city and the
surrounding area enjoy farming and crop as top export.
Religion
Although there are private places within the city where people can
worship their god, there are four proper temples here.
Ardru
Qurophys
Toh Pana
Vor
Wizard Presence
Out of
acknowledgement of the occasional need for arcane magic, a single
high-level sanctioned wizard is kept on the city payroll. Any other arcane
casters, be they wizards or other, may only practice magic within the city
if they have express permission from the clergy.
Merchants Guild
There is
no guild per se. All business activities, laws, disputes, and other
matters are regulated by the clergy.
Criminal
Presence
Being very faithful and mindful of doing the right
thing, citizens of this city rarely commit crimes. It also helps that
penalties for even the slightest crimes are quite severe. There are no
gangs known to operate here.
Other Places of Interest
Everstorms
For centuries, a tall, thick bank
of clouds have hung over the plains about ten miles to the north of town.
Their shape has never changed, and they rain for an hour each day starting
at noon. No one knows how they got their or why they rain so regularly.
Many thing it's a blessing from Ardru to provide water for the crops that
are planted there. At night, lighting flashes playfully about the clouds,
making for a spectacular show.
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