The capital of Toltoluine, Karik sits on
the very edge of the county, on the border of Pegador. Once
located in the heartland, the changing borders left it on the outskirts of the duchy.
Karik is a sprawling metropolis, a far cry from the beautiful and rustic villages in the
Oma region. It is sprawling with guilds and cathedrals, and a vast market. Although
fortified, the city has long since outgrown its walls. The center of all trade and culture
in the Toltoluine, the people both love its diversity and entertainment, and loathe its
ugliness. Its location to Taur Mela means the town is both heavily guarded, and frequently
visited by adventurers and travellers.
Seluton was once a small fishing village, until the Inquisition took it over. It is now a port dedicated to ships travelling to Tol Goroth. The port has grown in size in recent years, and now rivals some of the large towns in size. Despite this, it is off-limits to most travellers. The inhabitants are mainly Inquisitors and Stormcrows, with a high retinue of priests. Although traders and dignitaries are occasionally allowed access, it is only ever with an escort.
Seluton is a beautiful yet oppressing site, with tall spires and gothic building dominating the landscape. There are over thirty cathedrals and churches in the town, and the port is always filled with the Inquisitions' commandeered ships. Built on the shore, in a gap between the high Harlan cliffs, Seluton is both well-hidden and well-defended from sea attacks.
A vast port-city built on the river Tona, Gorim is the largest port in Toltoluine. Its ships travel far, sometimes all the way to Atlantea. It serves as the main port for the Toltoluian navy.
Marl is a port town on the river Telo. Although once a fishing town, its main purpose now is to serve as a land-haven for the Knights of the Eagle. however, it is also a rich port-town in its own right, and serves as secondary port to Gorim.
Originally a Morrim village, Tufil is now a rustic Rhutalathian town. It is famed for the Ursani ziggurat which dominates its center, although its recently been converted to a church.
Typical of all the towns in the Oma province, Omestil is a quiet place. With narrow and steep streets, and tall white-washed buildings, Omestil, and the other Oma towns, represent typical and traditional Rhutalathian architecture. Despite the rustic buildings, Omestil has a small but thriving dock at the river, complete with warehouses, taverns and brothels.
Built atop a hill on the southern reaches of the Emyn Gaertir, Salis is the last town in toltoluine, before entering the northern lands. It is heavily fortified, and a vast castle dominates the summit. Once a strategic position, Salis marks the junction of several roads. It is far from the influence of the Inquisition, and is a haven for criminals and petty thiefs.
Falasia is a port-town established primarily for trade with the Kerin'thia. At all times, several Kerin'thia vessels will be in the dock, and many sea-folk will be enjoying the city.
Peryl is the last town on the Luine road, before the forbidden land of Harlan. For most people the road ends here. Over thirty inns have been built, to accommodate travellers, and a wagoneers guild has been established who carry passengers to Falasia.
TOWERS AND RUINS
Symbol: A black dagger on a red field (Inquisition)
Origin: Built by the Inquisition to defend the Harlan peninsular from trespassers.
Also used as a barracks and training facility or Stormcrows.
Ruler: Father Mendez, High Inquisitor.
Type: Ruined city
Origin: Originally an Ursani town, Hrinok is now little more than a few ruined buildings on the banks of the Hok. A few farmers have converted the outlying buildings into farms, but legend says there is a vast complex of underground caverns yet to be discovered.
Population: 16 (Farmers and family)
Symbol: A black dagger on a red field.
Origin: Mana tower was once merely a watchtower and lighthouse. Now it doubles up as a laboratory, dedicated to learning about and predicting Essence Storms, which rack the Rhutalathian coast. There has been limited success, so far.
Military: 3 Inquisitors, 15 Storm Crows.
Population: 10 (includes captured mages).
Ruler: High Inquisitor Fernadez
GAL-RAN AND ZARL:
Type: Ruined villages
Origin: These two villages once belonged to the Ursani. Zarl is now used as a temporary guardpost to defend the Luine road. Gal-Ran is abandoned.
Military: 20 (Zarl)
Ruler: Captain Lorez Antells of the Toltoluian army.