Gul - Cinduk

Gul is a valley of northeastern Karnegmoth. The valley's high point is near the meeting of the ruin Liope and lake Neindal. In this area, at 6,000 feet above the Pearl Sea, the valley slopes downward on both sides. From the north, it ends at sea cliffs plunging a thousand feet into the Pearl. The southern end, 140 miles away, ends at a two mile high cliff overlooking lake Benthiel.

In the Horgon Era, a century after Râpha-Sûn was free of Abâthigûr, trappers, loggers and miners began making their presence known in the valley. At the time, the valley's pastoral hills and evergreen forests were home to Sprite, Thorn wood elves, and other fey. They were all nomadic peoples with no permanent settlements.

They even seasonally mined, cleverly hiding their adamantine digs before moving on. One sprite shaman said the people of Gul share the land but make no hard claims, and that he hoped we are of the same mind. This was music to our ears, a land ripe for the taking.

- from a Gul Intelligence Brief dated 4 Temporal 199

Except for the trappers and hunters, Râpha-Sûn's miners and logging operations intended on becoming permanent settlements. When Gul's natives learned that their aggressive neighbors had laws dictating that control of an area was based on permanent settlements, they built Norilenwen. They then buttressed their position by forming the Ethenoran confederacy. For many years after, Râpha-Sûn respected the rights of the valley's inhabitants. This ended with the Holentur War (210 - 222).

In the First Epoch, looking for a place to settle, Mezrack colonists came to Râpha-Sûn. The Holentur War had created a vacuum of power with giants and others raiding Gul from Glascis. The colonists were given a charter to settle southern Gul, and hopefully keep Glascis checked. In 298, these foreign colonists founded Agibandal.

In the Ivory Dao War (1425 - 1436), the Earthen empire Rilirthad, captured the valley. Rather than becoming slaves to the elementals, Agibandal's people fled east; with most becoming citizens of Ivory Asylum.

Today, Gul is a wild land. There is no longer any civilized presence to keep the monsters and bandits in check. The landscape is dotted with the ruins of dwarven citadels and bone-strewn battlefields. It is home to wood woad, sprites, thorns and other fey types; many part of the Greenland Alliance.

Notable Areas