Saturday, January 17, 2009
Main Territories. The Arid Arröstann.
"The Arid Arrostänn is unfathomable in its emptiness. A small point in that ravaged endless ocean of sand. A place that, even knowing where they stood, was unlikely to find. Those riders had done, but they knew perfectly well that its success had strong allies in their favor. They were there, the Sons of Nameless. This was his domain. Around the world, that devilish place he belonged and with all its dangers. Khänsel looked around. It was an oasis of activity in the middle of a dead land. His eyes sought those sinister ways. None of them would face, but he knew that his halo incident was alive somewhere, containing numerous threats who lived in the jungle of sand."
The Envoy. First Book.
The Arröstann is a huge unknown continent without defined limits lying south of the southern shores of Arminia, separated by a narrow passage. Tradition gives this place the scene of the struggles of the gods in the mythical times, because of its dryness and desolation. In reality it is a huge arid desert, infested with dangers and dangerous creatures.
The Arröstann also has a dark reputation: When during the height of Elvish Empire decided to fight the ways of magic that handled the death and pursued his practice, some of the Necromancer were able to flee and settle in this place where they continued their forbidden arts. This place was desolate and endless fine for hiding and some of them got up real estates.
For a long time the threat of non-life was always present in these desolate wasteland. It is usual that the anicent kings to invest part of its efforts to organize crusades against Arröstann (which served for their own personal propaganda) Tradition also says that's where the Jerivha Knights locked the devil Maldoroth and his lieutenants, the Twelve Unnameable.
Note: The images are provisional and merely indicative.
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Me encantan tus ilustraciones. ¿Las haces tú mismo?
ReplyDeleteUn abrazo
qué va, Rayco, es un truco rastrero. Las saco de un juego online llamado Guild Wars al que juego desde hace años. Su estética y sus posibilidades son las que, estando a mi alcance, mejor se adecúan a lo que tengo en la cabeza. No las hago yo, desde luego, pero paso horas tratando de diseñar un personaje cercano a mi visión de los míos o buscando un paisaje que pueda ejemplificar algunos de los parajes del libro.
ReplyDeleteun curro, tio, pero ya sabes... al pobre se la agudiza el ingenio.