River Yann
Contents
- 1 Hian Min (Belzoond, Durl, Duz)
- 2 Hap (Kyph, Pir, Goolunza)
- 3 Mandaroon
- 4 Noor and Thace
- 5 Astahahn
- 6 Lispasia
- 7 Perdóndaris
- 8 Glorm
- 9 Irusian Mountains (Pen-Kai, Blut, Mlo)
- 10 Plains of Tlun (Cappadarnia)
- 11 Pathn (Imaut, Golzunda)
- 12 Golnuz (Góndara, Narl, Haz)
- 13 Nen
- 14 The Lands Beyond (Golthoth, Pungar Vees, Thul)
Hian Min (Belzoond, Durl, Duz)
A road leads from the River Yann up through the hills to a marketplace outside of fair Belzoond, where the roads to Belzoond's peaceful neighbors Durl and Duz meet. Cheerful shepherds live in huts in the little Acroctian Hills beneath the Mountains of Hian Min.
Belzoond, Durl and Duz are pleasant cities and peoples, with cheerful market songs, dragon-legends, and humble gods. Shepherds and wine-makers work in the hills, merchants work in the market outside Belzoond, and traders travel the river Yann in small sailing ships, looking for exotic goods in the strange markets along the river.
Hap (Kyph, Pir, Goolunza)
Kyph, Pir, and Goolunza are cities among the hills of Hap. Through the hills, beneath the cities, flow the Poltiades, the Marn, and Migris: small river tributaries to the Yann; these rivers flood seasonally with the melting snow.
Mandaroon
A large, beautiful city with ruddy-walls and white pinnacles, perched above a harbor on the Yann, surrounded by fruit trees, and mossy, long-untrodden stone streets into the city, and the scents of strange incences and burnt poppies, and a strange and inaudible ringing like that in the wake of distant bells.
The walls of the city are guarded by ancient, be-spectacled, white-bearded men who live in huts outside the walls, armed with rusty pikes, preventing entrance to the city, barring entrace through the gates, and within the city is a marketplace full of sleepers and deathly silence. None may ask questions at the gate, nor disturbe the sleepers, because when the sleepers awaken, the gods will die, and men will dream no more.
(Perhaps the mighty Mandaroon is the city whose dreamers populate the Daylands?)
Noor and Thace
Dark marshes and jungles full of vast choirs of singing insects and clouds of butterflies whose silk is gathered by the Noorish people. The jungles climb into the Hills of Noor, up into the snowy plains and mountains beyond. Caravans from Nurl take the gleaming coloured silks to far Thace, where the crafty merchants flash them against the snow to astonish the local mountaineers.
Astahahn
Astrahahn, where the Yann widens and white mists play across the waters like the ghosts of wrecked ships, is an incredibly acient, ceremonious, proud, and solemn marble city. The marble city surrouds a wide court, columned on three sides where the markets are held in the shade. The fourth side descends with wide marble steps to the river where strange boats of antique design are chained.
All about the city are carvings of beasts from strange and antique ages - dragons, hippogrypgs, griffins, and gargoyles - no new custom or building is to be found in the city. The marle houses are carved with ancient designs depicting creatures long-extinct in the Dreamlands, which, wherever cracked and broken over the remote ages by age and time, have gone unrepaired, and the edges of the city are slowly being overtaken by the jungles beyond.
Sailors and traders who stop here to try to trade with the locals have grown accustomed to their ways, and ignore the somber people of Astahahn and their long and sober ceremonies, and deal only in those few goods which the locals would buy, and have always bought according to custom.
If asked, the locals proudly claim to have fettered and manacled Time before it could slay the gods, and to worship with their endless strange and ancient ceremonies and processions all those gods which have not yet been slain by Time.
Lispasia
The jungles of Lispasia are filled with birds of every description, the cacophany of their voices audible from a long distance. Flocks of geese migrate over the Lispasian range, close by the Peak of Mluna, flying out at the same time every year, and flying in from the Northern plains with the first northern snowfall of each year.
Perdóndaris
Perdóndaris was once a great, famous, powerful, and pleasant city, with great, fierce, and fearful local gods and shrewd traders. About the city stood mighty walls and battlements mounted by fifteen towers for every mile, and copper plaques in marked with all the languages of the River Yann and many languages from beyond the river on either side describing the fates that befell invading armies who failed to penetrate the walls. The city's vast gate is carved from a single piece of ivory cast off from a monstrous beast from the hills beyond. The city had at some point met a mighty doom beneath the trampling feet and before the monstrous shoulders of the nameless beast from which that mighty tusk fell, suddenly wrecking the city in one terrible night.
Perdóndaris has since been rebuilt, but is only a shadow and ruin of its former might, and no longer deals in all the wondrous goods which once it traded in; the surivors huddling within the rebuilt city now pray to the God Which They Know Not to spare them from further doom.
The markets deal in a great variety of goods, including rare and beautiful toomarund carpets, the herb tollub for pipe-smoking, sapphire gem-stones, and goods of ivory carved from the city's ruined gate.
Glorm
The River Yann runs through a dark and misty ravine between the snowy peaks, ancient crags, and chilly cliffs of the Hills of Glorm, beneath the eerie song of the wailing winds of Mount Irillion. Beyond Glorm, the river widens again into the marshlands of Pondoovery.
Irusian Mountains (Pen-Kai, Blut, Mlo)
The Irusian Mountains nurse the farms and vinyards of the villages of Pen-Kai and Blut, and the wandering streets of Mlo.
Plains of Tlun (Cappadarnia)
The plains of Tlun are home to the city of Cappadarnia.
Pathn (Imaut, Golzunda)
The Pathnite villages and twin cities of Imaut and Golzunda are known for the constant beating of the locals' drums which sound deep in the surrounding forests.
Golnuz (Góndara, Narl, Haz)
Where the river turns north again are Góndara, Narl, Haz, and the holy city of Golnuz, where the praying of pilgrims can be heard.
Nen
In the foothills beneath the Mloon ranges the jungles encroach again upon the river, and Nen, the last city on the River Yann.
Beyond Nen, just a little further down the river, the cliffs by the sea are named Bar-Wul-Yann, the Gate of Yann, marking the boundary between the river and the Sea of Dream. Above the cliffs of Bar-Wul-Yan loom the mountains of Mloon.
Once in every seven years, through the Peaks of Mloon come the Wanderers, a weird, dakrk tribe from the strange and unseen far desert lands beyond the mountains, who come down together through a pass through the mountains known only to the Wanderers. They fill the streets of Nen with merchants of strange goods and outre carvings, with conjurers of small but astonishing tricks, and with dancers and strange, horror-filled music and mysterious and sinister songs. The folk of Mloon regard snakes as their brothers and fear them not, not even the largest and deadliest of tropical serpents, the giant lythra, which rise up out of the jungles to creep boldly through the streets and sway to the Wanderers' music and bow their serpent heads to the honor of the Wanderers' respectful greetings. At night, the Wanderers greet the darkness with a hymn that is answered by the wolves on the heights of Mloon, and resume their strange festivities, telling frightful tales until dawn of dark places, dark peoples, dark deeds, and dark spirits and beasts that are known and seen only in the nightmare lands beyond Mloon.
The Lands Beyond (Golthoth, Pungar Vees, Thul)
In the Desert of Cuppar-Nombo can be found the beautiful blue city called Golthoth the Damned, which is sentinelled all round by wolves and their shadows, and had been utterly desolate for years and years because of a curse which the gods once spoke in anger and could never since recall.
Pungar Vees, the red-walled city where the fountains are, which trades with the Isles and Thul.