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	<updated>2026-04-11T14:47:37Z</updated>
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	<entry>
		<id>https://tyrrapedia.com/index.php?title=Main_Page&amp;diff=104</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://tyrrapedia.com/index.php?title=Main_Page&amp;diff=104"/>
		<updated>2025-04-15T00:13:28Z</updated>

		<summary type="html">&lt;p&gt;Digitalavatar: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Welcome to Tyrrapedia =&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tyrrapedia&#039;&#039;&#039; is a fan run site dedicated to the lore of the world of Tyrra, a fantasy realm within the NERO Live Action Roleplay Game universe.  While this is intended to be a repository of knowledge discussing items that may be owned, in full or in part, by NERO International, all information stored here is the voice of the players themselves, and is not intended to be a record of ownership by any business entity.  It is our right to reserve the content of these posts to the posters directly, as it is in their voice.&lt;br /&gt;
&lt;br /&gt;
You can find more information about NERO [https://nerolarp.com/ through their website].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= How to use this site =&lt;br /&gt;
This is simply a way of organizing information for players.  Game-runners:  I strongly suggest that you do not allow your NPCs or General in-play populace from knowing the information in here simply because it is here.  Players may link an NPC to a document, but you should take it as that document only and not start using the mystical search feature.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Known issues ==&lt;br /&gt;
Emails are not currently going out.  This will likely start working once the domain has fully propagated and starts hitting lists.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Where to Start =&lt;br /&gt;
The following chapter information is currently available:&lt;br /&gt;
&lt;br /&gt;
[[:Category:Tel Zohar]]&lt;br /&gt;
&lt;br /&gt;
[[:Category:Lyria]]&lt;/div&gt;</summary>
		<author><name>Digitalavatar</name></author>
	</entry>
	<entry>
		<id>https://tyrrapedia.com/index.php?title=Category:Tel_Zohar&amp;diff=69</id>
		<title>Category:Tel Zohar</title>
		<link rel="alternate" type="text/html" href="https://tyrrapedia.com/index.php?title=Category:Tel_Zohar&amp;diff=69"/>
		<updated>2025-04-10T04:37:40Z</updated>

		<summary type="html">&lt;p&gt;Digitalavatar: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Tel Zohar is a land of two regions. The southern region is an arid desert with little water and less shade. Its sandy landscape is dotted with scraggly low trees and ragged brush mixed with proud cactus. Rises of craggy hills break up the otherwise flat monotony of the land and offer the best options for travelers looking for relief from the unforgiving sun. Somehow among this harsh and unforgiving land the people have found ways to thrive, their art and clothing bright with color and adorned with elegant stones and precious metals. The desert’s summer storms are sudden and violent winds whip up the sand into great billowing waves of darkness, these storms are sometimes accompanied by lightning and thunder and preceded or followed by short torrential downpours of muddy rain. Those who do not seek refuge in the mountains or foot hills hunker down for the summer staying close to protective structures, shuttering windows and doors when the sky takes on the color of sand and riding out the violent outbursts that make travel even more dangerous than the blistering sun and scarce water.&lt;br /&gt;
&lt;br /&gt;
Individual landmarks can be found in [[:Category:Tel Zohar Landmarks]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= The Surmad =&lt;br /&gt;
The southern desert regions of Tel Zohar have been coined &#039;The Surmad&#039;&lt;br /&gt;
&lt;br /&gt;
=== Resources ===&lt;br /&gt;
The land is rich with soft metals, copper, and gold, in particular, semi-precious stones and exotic animal bones are also prevalent, so much so even the common folk often wear adornment on their body or clothing made from these materials. The quality of the crafting and the quantity of adornment are the true defining mark of economic wealth when it comes to these materials. Well water and farmable land also are marks of wealth and power in the southern region.&lt;br /&gt;
&lt;br /&gt;
=== Nomadic Tribes ===&lt;br /&gt;
The people of the Surmad Desert are largely tribal, the majority of which live a nomadic lifestyle, and their homes are tents or semi-permanent structures that can be moved easily. They follow the herds along their migration routes. Many of them use domesticated wild horses and dogs to assist in their hunting and traveling. Their clothing is usually made of animal skin cured and painted with bright colors and patterns. They hold firmly to a very earth-centric shamanistic worldview, revealing the wisdom of the elders, the power of ancestral spirits and the forces of the world around them. These tribes follow the animal migrations and like them move north to avoid the summer storms that make the region particularly dangerous.&lt;br /&gt;
&lt;br /&gt;
=== Settled Tribes ===&lt;br /&gt;
Permanent structures are usually made of earth and stone and reinforced with lumber from the north and can be found along the few small creeks and rivers or at natural springs. Some tribes live in caves or dwellings carved into the low rocky mountains. The settled people raise animals for food and wool which they weave into fantastic fabrics. They raise native plants in small gardens next to wells to supplement their food needs as well. Most settlements are built inward, so that doors open towards other structures often creating a ring of homes or buildings in small clusters when not built directly into the earth or stone. This provides some protection for the people when the summer storms hit. The largest settlement is the City of Astoria, high walls courtyards and small windows are typical of the city’s architecture designed to help provide protection to the inhabitants from the elements.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Shajara Mountains =&lt;br /&gt;
To the north the desert slowly gives up its hold to the mountains, cactus replaced by sparse evergreens that fill in as the elevation rises until forming a respectable forest. Rivers and lakes add lushness and draw various game animals to their banks. Many of the people are a mix of desert dwelling folk and immigrants from the north seeking the bounty of fur and logging trade in the area. The summertime migration of animals and people fleeing the summer storms bring a yearly influx of trade and help bolster the northern peoples for their snow bound winters.&lt;br /&gt;
&lt;br /&gt;
=== Resources ===&lt;br /&gt;
In the north fur and lumber are the most common sources of industry though mining is also lucrative. &lt;br /&gt;
&lt;br /&gt;
=== Cities / Settlements / Dwellings ===&lt;br /&gt;
With land that is able to sustain settlements the homes are made of wood and stone, though still tribal in nature the mountain folk are quickly moving to establishing what others might consider ‘civilized’ cultures. Many of the settlers here are traders, hunters and furriers, trading posts that grew into small settlements and some to villages and towns. There are few settlements that could be called cities in this area, the closest is the Logging town run by Arth.&lt;br /&gt;
&lt;br /&gt;
=== Clothing &amp;amp; Armor ===&lt;br /&gt;
The further north one goes the heavier and warmer the clothing becomes as the high reaches of the Shajara Mountains get snow in the winter and stay cool in the summer. Shajara clothing tends to lean towards layered tunics of heavier weave, leather and fur accents, bone and horn details as well as metal and semi-precious stone accents acquired through trade or mining. The strong influence of immigrants and settlers from northern peoples has also influenced the clothing and language.&lt;/div&gt;</summary>
		<author><name>Digitalavatar</name></author>
	</entry>
	<entry>
		<id>https://tyrrapedia.com/index.php?title=Katen_Lake&amp;diff=68</id>
		<title>Katen Lake</title>
		<link rel="alternate" type="text/html" href="https://tyrrapedia.com/index.php?title=Katen_Lake&amp;diff=68"/>
		<updated>2025-04-10T04:37:18Z</updated>

		<summary type="html">&lt;p&gt;Digitalavatar: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Cradled in the high mountain bowl just below the icy sweep of Furu Ridge, Katen Lake is a hauntingly beautiful landmark known for its eerie calm and the constant whisper of wind that moves through the trees and across its glassy surface. The surrounding slopes and forested ridgelines are arranged in such a way that even the gentlest breeze carries with it a soft, sighing song—one that seems almost human.&lt;br /&gt;
&lt;br /&gt;
Rich with fish and frequented by the region’s mountain wildlife, the lake has long served as a reliable resource. It was once the site of a bustling logging camp, though the workers rarely stayed longer than necessary. The wind’s voice, ever present, wore on their minds.&lt;br /&gt;
&lt;br /&gt;
Local legend speaks of a ghostly woman—forever searching, forever calling. Some say she seeks a lost child, others a lover drowned in the lake’s icy depths. It is her voice, they say, that weaves through the wind, beckoning to any who dare to listen too closely. Many believe that those of weak will or weary spirit may be drawn to the lake’s edge, entranced by the whispers, only to vanish without a trace. In the unforgiving chill of winter, such disappearances are often blamed on exposure… though the old folks say it’s her hand that pulls them under.&lt;br /&gt;
&lt;br /&gt;
Few dare to camp there for long. Fewer still do so in silence.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Tel Zohar]]&lt;br /&gt;
[[Category:Tel Zohar Landmarks]]&lt;/div&gt;</summary>
		<author><name>Digitalavatar</name></author>
	</entry>
	<entry>
		<id>https://tyrrapedia.com/index.php?title=Nimbus_Oasis&amp;diff=67</id>
		<title>Nimbus Oasis</title>
		<link rel="alternate" type="text/html" href="https://tyrrapedia.com/index.php?title=Nimbus_Oasis&amp;diff=67"/>
		<updated>2025-04-10T04:37:08Z</updated>

		<summary type="html">&lt;p&gt;Digitalavatar: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The largest body of water in the southern reaches of Surmad, the Nimbus Oasis is cloaked in legend and half-remembered tales. It is said that its waters glow with a soft, spectral light—shimmering with hues not found in the natural world. Many believe this glow is a sign of the oasis’s true inhabitants: mermaids, naiads, and other fae creatures of the deep, who weave enchantments beneath its still surface.&lt;br /&gt;
&lt;br /&gt;
Yet no one has ever brought back proof of such marvels. Skeptics claim that the first wanderers to find the Nimbus Oasis—ravaged by thirst, sunstroke, and the madness of the dunes—were simply hallucinating. That theory has since been used to explain away countless other strange accounts: lights flickering beneath the waves, whispered songs at twilight, and sudden disappearances around its banks.&lt;br /&gt;
&lt;br /&gt;
Despite the mystery, or perhaps because of it, the Nimbus Oasis remains a source of fierce contention. It is the only land in the region with true farming potential, and its waters can sustain entire armies. Though many argue it should be sacred ground—neutral and open to all—only a fool would ignore the power held by whoever claims the largest source of life in the parched wilderness of Surmad.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Tel Zohar]]&lt;br /&gt;
[[Category:Tel Zohar Landmarks]]&lt;/div&gt;</summary>
		<author><name>Digitalavatar</name></author>
	</entry>
	<entry>
		<id>https://tyrrapedia.com/index.php?title=Nephgrim%27s_Way&amp;diff=66</id>
		<title>Nephgrim&#039;s Way</title>
		<link rel="alternate" type="text/html" href="https://tyrrapedia.com/index.php?title=Nephgrim%27s_Way&amp;diff=66"/>
		<updated>2025-04-10T04:37:00Z</updated>

		<summary type="html">&lt;p&gt;Digitalavatar: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Nephgrim’s Way is the great western road leading from Arim’s Well toward the distant coastline, making it the primary artery for salt trade, fishmongers, and foreign goods arriving by ship. The first half of the journey cuts through dry plains and scattered woodland, but at a solitary crossroads—marked by a shattered black obelisk—travelers may choose to veer south toward the Nimbus Oasis, a fabled and contested source of water, said to be home to mermaids and fae. Those who stray from the path without guidance risk death in the shifting dunes.&lt;br /&gt;
&lt;br /&gt;
The road is allegedlynamed after Nephgrim the Bold, a legendary trader who vanished westward in pursuit of a city made entirely of glass.&lt;br /&gt;
&lt;br /&gt;
[[Category: Tel Zohar]]&lt;br /&gt;
[[Category: Tel Zohar Landmarks]]&lt;/div&gt;</summary>
		<author><name>Digitalavatar</name></author>
	</entry>
	<entry>
		<id>https://tyrrapedia.com/index.php?title=Winter_Run_Road&amp;diff=65</id>
		<title>Winter Run Road</title>
		<link rel="alternate" type="text/html" href="https://tyrrapedia.com/index.php?title=Winter_Run_Road&amp;diff=65"/>
		<updated>2025-04-10T04:36:52Z</updated>

		<summary type="html">&lt;p&gt;Digitalavatar: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Winter Run Road is the primary northern trade route departing from Arim’s Well. It winds its way through the rugged foothills and ascends into the snow-dusted ridges of the northern Surmad mountains. The road skirts the western edge of Katen Lake, known for its eerie whispers and haunting local legends, before passing near the logging town of Furu Ridge. Heavily used in the colder months due to its stable elevation and consistent snowfall—preferred by mountain sled caravans—the road is vital for the transport of timber, game, and preserved goods. However, Winter Run is not without peril; sudden rockslides and predatory beasts are known to stalk the high passes.&lt;br /&gt;
&lt;br /&gt;
[[Category: Tel Zohar]]&lt;br /&gt;
[[Category: Tel Zohar Landmarks]]&lt;/div&gt;</summary>
		<author><name>Digitalavatar</name></author>
	</entry>
	<entry>
		<id>https://tyrrapedia.com/index.php?title=Kantar_Pass&amp;diff=64</id>
		<title>Kantar Pass</title>
		<link rel="alternate" type="text/html" href="https://tyrrapedia.com/index.php?title=Kantar_Pass&amp;diff=64"/>
		<updated>2025-04-10T04:36:45Z</updated>

		<summary type="html">&lt;p&gt;Digitalavatar: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Kantar Pass serves as the southern trade road from Arim’s Well, cutting directly into the blistering sands of the southern Surmad desert. Treacherous and ill-maintained, it is rarely traveled by the common folk and instead used almost exclusively by mining caravans and smugglers, who seek the rare minerals hidden deep beneath the desert&#039;s surface. Settlements along this path are few and far between, often no more than sun-bleached ruins or outlaw hideouts. Travelers are warned to carry ample water, strong magic, or both—those unprepared are often lost to the heat or the sand-dwelling predators that roam just beneath the surface.&lt;br /&gt;
&lt;br /&gt;
[[Category: Tel Zohar]]&lt;br /&gt;
[[Category: Tel Zohar Landmarks]]&lt;/div&gt;</summary>
		<author><name>Digitalavatar</name></author>
	</entry>
	<entry>
		<id>https://tyrrapedia.com/index.php?title=Shemdar_Road&amp;diff=63</id>
		<title>Shemdar Road</title>
		<link rel="alternate" type="text/html" href="https://tyrrapedia.com/index.php?title=Shemdar_Road&amp;diff=63"/>
		<updated>2025-04-10T04:36:38Z</updated>

		<summary type="html">&lt;p&gt;Digitalavatar: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Shemdar Road, known also as the Eastern Spur, is a winding route that initially veers northeast before crossing into Astorian territory. Once beyond the border, it turns due south, threading through a mix of fertile lowlands and strategic hills. This road was once patrolled by the Queen&#039;s cavalry, and many of its ancient markers still bear her sigil. It is considered the safest route for political envoys and merchant guilds, though since the disappearance of Queen Eriba, control has faltered and banditry has returned to certain stretches. Old forts, waystations, and crumbling statues line this road, reminders of a once-unified Surmad.&lt;br /&gt;
&lt;br /&gt;
[[Category: Tel Zohar]]&lt;br /&gt;
[[Category: Tel Zohar Landmarks]]&lt;/div&gt;</summary>
		<author><name>Digitalavatar</name></author>
	</entry>
	<entry>
		<id>https://tyrrapedia.com/index.php?title=North_Wind_Trade_Post&amp;diff=62</id>
		<title>North Wind Trade Post</title>
		<link rel="alternate" type="text/html" href="https://tyrrapedia.com/index.php?title=North_Wind_Trade_Post&amp;diff=62"/>
		<updated>2025-04-10T04:36:30Z</updated>

		<summary type="html">&lt;p&gt;Digitalavatar: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The northern representatives of Crosswinds Mercantile, goods ordered from any of the other Crosswinds operations can be picked up here or vice versa. Though not as well provisioned as the Crosswinds site, a North winds representative can get you anything you need, with enough time and coin. &lt;br /&gt;
&lt;br /&gt;
[[Category: Tel Zohar]]&lt;br /&gt;
[[Category: Tel Zohar Landmarks]]&lt;/div&gt;</summary>
		<author><name>Digitalavatar</name></author>
	</entry>
	<entry>
		<id>https://tyrrapedia.com/index.php?title=Category:Tel_Zohar_Landmarks&amp;diff=61</id>
		<title>Category:Tel Zohar Landmarks</title>
		<link rel="alternate" type="text/html" href="https://tyrrapedia.com/index.php?title=Category:Tel_Zohar_Landmarks&amp;diff=61"/>
		<updated>2025-04-10T04:35:55Z</updated>

		<summary type="html">&lt;p&gt;Digitalavatar: Digitalavatar moved page Category:Landmarks to Category:Tel Zohar Landmarks without leaving a redirect: Organization&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a list of all landmarks&lt;/div&gt;</summary>
		<author><name>Digitalavatar</name></author>
	</entry>
	<entry>
		<id>https://tyrrapedia.com/index.php?title=Category:Tel_Zohar&amp;diff=60</id>
		<title>Category:Tel Zohar</title>
		<link rel="alternate" type="text/html" href="https://tyrrapedia.com/index.php?title=Category:Tel_Zohar&amp;diff=60"/>
		<updated>2025-04-10T04:29:09Z</updated>

		<summary type="html">&lt;p&gt;Digitalavatar: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Tel Zohar is a land of two regions. The southern region is an arid desert with little water and less shade. Its sandy landscape is dotted with scraggly low trees and ragged brush mixed with proud cactus. Rises of craggy hills break up the otherwise flat monotony of the land and offer the best options for travelers looking for relief from the unforgiving sun. Somehow among this harsh and unforgiving land the people have found ways to thrive, their art and clothing bright with color and adorned with elegant stones and precious metals. The desert’s summer storms are sudden and violent winds whip up the sand into great billowing waves of darkness, these storms are sometimes accompanied by lightning and thunder and preceded or followed by short torrential downpours of muddy rain. Those who do not seek refuge in the mountains or foot hills hunker down for the summer staying close to protective structures, shuttering windows and doors when the sky takes on the color of sand and riding out the violent outbursts that make travel even more dangerous than the blistering sun and scarce water.&lt;br /&gt;
&lt;br /&gt;
Individual landmarks can be found in [[:Category: Landmarks]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= The Surmad =&lt;br /&gt;
The southern desert regions of Tel Zohar have been coined &#039;The Surmad&#039;&lt;br /&gt;
&lt;br /&gt;
=== Resources ===&lt;br /&gt;
The land is rich with soft metals, copper, and gold, in particular, semi-precious stones and exotic animal bones are also prevalent, so much so even the common folk often wear adornment on their body or clothing made from these materials. The quality of the crafting and the quantity of adornment are the true defining mark of economic wealth when it comes to these materials. Well water and farmable land also are marks of wealth and power in the southern region.&lt;br /&gt;
&lt;br /&gt;
=== Nomadic Tribes ===&lt;br /&gt;
The people of the Surmad Desert are largely tribal, the majority of which live a nomadic lifestyle, and their homes are tents or semi-permanent structures that can be moved easily. They follow the herds along their migration routes. Many of them use domesticated wild horses and dogs to assist in their hunting and traveling. Their clothing is usually made of animal skin cured and painted with bright colors and patterns. They hold firmly to a very earth-centric shamanistic worldview, revealing the wisdom of the elders, the power of ancestral spirits and the forces of the world around them. These tribes follow the animal migrations and like them move north to avoid the summer storms that make the region particularly dangerous.&lt;br /&gt;
&lt;br /&gt;
=== Settled Tribes ===&lt;br /&gt;
Permanent structures are usually made of earth and stone and reinforced with lumber from the north and can be found along the few small creeks and rivers or at natural springs. Some tribes live in caves or dwellings carved into the low rocky mountains. The settled people raise animals for food and wool which they weave into fantastic fabrics. They raise native plants in small gardens next to wells to supplement their food needs as well. Most settlements are built inward, so that doors open towards other structures often creating a ring of homes or buildings in small clusters when not built directly into the earth or stone. This provides some protection for the people when the summer storms hit. The largest settlement is the City of Astoria, high walls courtyards and small windows are typical of the city’s architecture designed to help provide protection to the inhabitants from the elements.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Shajara Mountains =&lt;br /&gt;
To the north the desert slowly gives up its hold to the mountains, cactus replaced by sparse evergreens that fill in as the elevation rises until forming a respectable forest. Rivers and lakes add lushness and draw various game animals to their banks. Many of the people are a mix of desert dwelling folk and immigrants from the north seeking the bounty of fur and logging trade in the area. The summertime migration of animals and people fleeing the summer storms bring a yearly influx of trade and help bolster the northern peoples for their snow bound winters.&lt;br /&gt;
&lt;br /&gt;
=== Resources ===&lt;br /&gt;
In the north fur and lumber are the most common sources of industry though mining is also lucrative. &lt;br /&gt;
&lt;br /&gt;
=== Cities / Settlements / Dwellings ===&lt;br /&gt;
With land that is able to sustain settlements the homes are made of wood and stone, though still tribal in nature the mountain folk are quickly moving to establishing what others might consider ‘civilized’ cultures. Many of the settlers here are traders, hunters and furriers, trading posts that grew into small settlements and some to villages and towns. There are few settlements that could be called cities in this area, the closest is the Logging town run by Arth.&lt;br /&gt;
&lt;br /&gt;
=== Clothing &amp;amp; Armor ===&lt;br /&gt;
The further north one goes the heavier and warmer the clothing becomes as the high reaches of the Shajara Mountains get snow in the winter and stay cool in the summer. Shajara clothing tends to lean towards layered tunics of heavier weave, leather and fur accents, bone and horn details as well as metal and semi-precious stone accents acquired through trade or mining. The strong influence of immigrants and settlers from northern peoples has also influenced the clothing and language.&lt;/div&gt;</summary>
		<author><name>Digitalavatar</name></author>
	</entry>
	<entry>
		<id>https://tyrrapedia.com/index.php?title=Nephgrim%27s_Way&amp;diff=59</id>
		<title>Nephgrim&#039;s Way</title>
		<link rel="alternate" type="text/html" href="https://tyrrapedia.com/index.php?title=Nephgrim%27s_Way&amp;diff=59"/>
		<updated>2025-04-10T04:27:51Z</updated>

		<summary type="html">&lt;p&gt;Digitalavatar: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Nephgrim’s Way is the great western road leading from Arim’s Well toward the distant coastline, making it the primary artery for salt trade, fishmongers, and foreign goods arriving by ship. The first half of the journey cuts through dry plains and scattered woodland, but at a solitary crossroads—marked by a shattered black obelisk—travelers may choose to veer south toward the Nimbus Oasis, a fabled and contested source of water, said to be home to mermaids and fae. Those who stray from the path without guidance risk death in the shifting dunes.&lt;br /&gt;
&lt;br /&gt;
The road is allegedlynamed after Nephgrim the Bold, a legendary trader who vanished westward in pursuit of a city made entirely of glass.&lt;br /&gt;
&lt;br /&gt;
[[Category: Tel Zohar]]&lt;br /&gt;
[[Category: Landmarks]]&lt;/div&gt;</summary>
		<author><name>Digitalavatar</name></author>
	</entry>
	<entry>
		<id>https://tyrrapedia.com/index.php?title=Nephgrim%27s_Way&amp;diff=58</id>
		<title>Nephgrim&#039;s Way</title>
		<link rel="alternate" type="text/html" href="https://tyrrapedia.com/index.php?title=Nephgrim%27s_Way&amp;diff=58"/>
		<updated>2025-04-10T04:27:22Z</updated>

		<summary type="html">&lt;p&gt;Digitalavatar: Created page with &amp;quot;Nephgrim’s Way is the great western road leading from Arim’s Well toward the distant coastline, making it the primary artery for salt trade, fishmongers, and foreign goods arriving by ship. The first half of the journey cuts through dry plains and scattered woodland, but at a solitary crossroads—marked by a shattered black obelisk—travelers may choose to veer south toward the Nimbus Oasis, a fabled and contested source of water, said to be home to mermaids and fa...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Nephgrim’s Way is the great western road leading from Arim’s Well toward the distant coastline, making it the primary artery for salt trade, fishmongers, and foreign goods arriving by ship. The first half of the journey cuts through dry plains and scattered woodland, but at a solitary crossroads—marked by a shattered black obelisk—travelers may choose to veer south toward the Nimbus Oasis, a fabled and contested source of water, said to be home to mermaids and fae. Those who stray from the path without guidance risk death in the shifting dunes.&lt;br /&gt;
&lt;br /&gt;
The road is allegedlynamed after Nephgrim the Bold, a legendary trader who vanished westward in pursuit of a city made entirely of glass.&lt;/div&gt;</summary>
		<author><name>Digitalavatar</name></author>
	</entry>
	<entry>
		<id>https://tyrrapedia.com/index.php?title=Winter_Run_Road&amp;diff=57</id>
		<title>Winter Run Road</title>
		<link rel="alternate" type="text/html" href="https://tyrrapedia.com/index.php?title=Winter_Run_Road&amp;diff=57"/>
		<updated>2025-04-10T04:26:38Z</updated>

		<summary type="html">&lt;p&gt;Digitalavatar: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Winter Run Road is the primary northern trade route departing from Arim’s Well. It winds its way through the rugged foothills and ascends into the snow-dusted ridges of the northern Surmad mountains. The road skirts the western edge of Katen Lake, known for its eerie whispers and haunting local legends, before passing near the logging town of Furu Ridge. Heavily used in the colder months due to its stable elevation and consistent snowfall—preferred by mountain sled caravans—the road is vital for the transport of timber, game, and preserved goods. However, Winter Run is not without peril; sudden rockslides and predatory beasts are known to stalk the high passes.&lt;br /&gt;
&lt;br /&gt;
[[Category: Tel Zohar]]&lt;br /&gt;
[[Category: Landmarks]]&lt;/div&gt;</summary>
		<author><name>Digitalavatar</name></author>
	</entry>
	<entry>
		<id>https://tyrrapedia.com/index.php?title=Kantar_Pass&amp;diff=56</id>
		<title>Kantar Pass</title>
		<link rel="alternate" type="text/html" href="https://tyrrapedia.com/index.php?title=Kantar_Pass&amp;diff=56"/>
		<updated>2025-04-10T04:26:15Z</updated>

		<summary type="html">&lt;p&gt;Digitalavatar: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Kantar Pass serves as the southern trade road from Arim’s Well, cutting directly into the blistering sands of the southern Surmad desert. Treacherous and ill-maintained, it is rarely traveled by the common folk and instead used almost exclusively by mining caravans and smugglers, who seek the rare minerals hidden deep beneath the desert&#039;s surface. Settlements along this path are few and far between, often no more than sun-bleached ruins or outlaw hideouts. Travelers are warned to carry ample water, strong magic, or both—those unprepared are often lost to the heat or the sand-dwelling predators that roam just beneath the surface.&lt;br /&gt;
&lt;br /&gt;
[[Category: Tel Zohar]]&lt;br /&gt;
[[Category: Landmarks]]&lt;/div&gt;</summary>
		<author><name>Digitalavatar</name></author>
	</entry>
	<entry>
		<id>https://tyrrapedia.com/index.php?title=Shemdar_Road&amp;diff=55</id>
		<title>Shemdar Road</title>
		<link rel="alternate" type="text/html" href="https://tyrrapedia.com/index.php?title=Shemdar_Road&amp;diff=55"/>
		<updated>2025-04-10T04:25:51Z</updated>

		<summary type="html">&lt;p&gt;Digitalavatar: Created page with &amp;quot;The Shemdar Road, known also as the Eastern Spur, is a winding route that initially veers northeast before crossing into Astorian territory. Once beyond the border, it turns due south, threading through a mix of fertile lowlands and strategic hills. This road was once patrolled by the Queen&amp;#039;s cavalry, and many of its ancient markers still bear her sigil. It is considered the safest route for political envoys and merchant guilds, though since the disappearance of Queen Er...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Shemdar Road, known also as the Eastern Spur, is a winding route that initially veers northeast before crossing into Astorian territory. Once beyond the border, it turns due south, threading through a mix of fertile lowlands and strategic hills. This road was once patrolled by the Queen&#039;s cavalry, and many of its ancient markers still bear her sigil. It is considered the safest route for political envoys and merchant guilds, though since the disappearance of Queen Eriba, control has faltered and banditry has returned to certain stretches. Old forts, waystations, and crumbling statues line this road, reminders of a once-unified Surmad.&lt;br /&gt;
&lt;br /&gt;
[[Category: Tel Zohar]]&lt;br /&gt;
[[Category: Landmarks]]&lt;/div&gt;</summary>
		<author><name>Digitalavatar</name></author>
	</entry>
	<entry>
		<id>https://tyrrapedia.com/index.php?title=Kantar_Pass&amp;diff=54</id>
		<title>Kantar Pass</title>
		<link rel="alternate" type="text/html" href="https://tyrrapedia.com/index.php?title=Kantar_Pass&amp;diff=54"/>
		<updated>2025-04-10T04:24:43Z</updated>

		<summary type="html">&lt;p&gt;Digitalavatar: Created page with &amp;quot;The Kantar Pass serves as the southern trade road from Arim’s Well, cutting directly into the blistering sands of the southern Surmad desert. Treacherous and ill-maintained, it is rarely traveled by the common folk and instead used almost exclusively by mining caravans and smugglers, who seek the rare minerals hidden deep beneath the desert&amp;#039;s surface. Settlements along this path are few and far between, often no more than sun-bleached ruins or outlaw hideouts. Traveler...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Kantar Pass serves as the southern trade road from Arim’s Well, cutting directly into the blistering sands of the southern Surmad desert. Treacherous and ill-maintained, it is rarely traveled by the common folk and instead used almost exclusively by mining caravans and smugglers, who seek the rare minerals hidden deep beneath the desert&#039;s surface. Settlements along this path are few and far between, often no more than sun-bleached ruins or outlaw hideouts. Travelers are warned to carry ample water, strong magic, or both—those unprepared are often lost to the heat or the sand-dwelling predators that roam just beneath the surface.&lt;/div&gt;</summary>
		<author><name>Digitalavatar</name></author>
	</entry>
	<entry>
		<id>https://tyrrapedia.com/index.php?title=Winter_Run_Road&amp;diff=53</id>
		<title>Winter Run Road</title>
		<link rel="alternate" type="text/html" href="https://tyrrapedia.com/index.php?title=Winter_Run_Road&amp;diff=53"/>
		<updated>2025-04-10T04:24:04Z</updated>

		<summary type="html">&lt;p&gt;Digitalavatar: Created page with &amp;quot;The Winter Run Road is the primary northern trade route departing from Arim’s Well. It winds its way through the rugged foothills and ascends into the snow-dusted ridges of the northern Surmad mountains. The road skirts the western edge of Katen Lake, known for its eerie whispers and haunting local legends, before passing near the logging town of Furu Ridge. Heavily used in the colder months due to its stable elevation and consistent snowfall—preferred by mountain sl...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Winter Run Road is the primary northern trade route departing from Arim’s Well. It winds its way through the rugged foothills and ascends into the snow-dusted ridges of the northern Surmad mountains. The road skirts the western edge of Katen Lake, known for its eerie whispers and haunting local legends, before passing near the logging town of Furu Ridge. Heavily used in the colder months due to its stable elevation and consistent snowfall—preferred by mountain sled caravans—the road is vital for the transport of timber, game, and preserved goods. However, Winter Run is not without peril; sudden rockslides and predatory beasts are known to stalk the high passes.&lt;/div&gt;</summary>
		<author><name>Digitalavatar</name></author>
	</entry>
	<entry>
		<id>https://tyrrapedia.com/index.php?title=Category:Tel_Zohar&amp;diff=52</id>
		<title>Category:Tel Zohar</title>
		<link rel="alternate" type="text/html" href="https://tyrrapedia.com/index.php?title=Category:Tel_Zohar&amp;diff=52"/>
		<updated>2025-04-10T04:20:42Z</updated>

		<summary type="html">&lt;p&gt;Digitalavatar: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Tel Zohar is a land of two regions. The southern region is an arid desert with little water and less shade. Its sandy landscape is dotted with scraggly low trees and ragged brush mixed with proud cactus. Rises of craggy hills break up the otherwise flat monotony of the land and offer the best options for travelers looking for relief from the unforgiving sun. Somehow among this harsh and unforgiving land the people have found ways to thrive, their art and clothing bright with color and adorned with elegant stones and precious metals. The desert’s summer storms are sudden and violent winds whip up the sand into great billowing waves of darkness, these storms are sometimes accompanied by lightning and thunder and preceded or followed by short torrential downpours of muddy rain. Those who do not seek refuge in the mountains or foot hills hunker down for the summer staying close to protective structures, shuttering windows and doors when the sky takes on the color of sand and riding out the violent outbursts that make travel even more dangerous than the blistering sun and scarce water.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= The Surmad =&lt;br /&gt;
The southern desert regions of Tel Zohar have been coined &#039;The Surmad&#039;&lt;br /&gt;
&lt;br /&gt;
=== Resources ===&lt;br /&gt;
The land is rich with soft metals, copper, and gold, in particular, semi-precious stones and exotic animal bones are also prevalent, so much so even the common folk often wear adornment on their body or clothing made from these materials. The quality of the crafting and the quantity of adornment are the true defining mark of economic wealth when it comes to these materials. Well water and farmable land also are marks of wealth and power in the southern region.&lt;br /&gt;
&lt;br /&gt;
=== Nomadic Tribes ===&lt;br /&gt;
The people of the Surmad Desert are largely tribal, the majority of which live a nomadic lifestyle, and their homes are tents or semi-permanent structures that can be moved easily. They follow the herds along their migration routes. Many of them use domesticated wild horses and dogs to assist in their hunting and traveling. Their clothing is usually made of animal skin cured and painted with bright colors and patterns. They hold firmly to a very earth-centric shamanistic worldview, revealing the wisdom of the elders, the power of ancestral spirits and the forces of the world around them. These tribes follow the animal migrations and like them move north to avoid the summer storms that make the region particularly dangerous.&lt;br /&gt;
&lt;br /&gt;
=== Settled Tribes ===&lt;br /&gt;
Permanent structures are usually made of earth and stone and reinforced with lumber from the north and can be found along the few small creeks and rivers or at natural springs. Some tribes live in caves or dwellings carved into the low rocky mountains. The settled people raise animals for food and wool which they weave into fantastic fabrics. They raise native plants in small gardens next to wells to supplement their food needs as well. Most settlements are built inward, so that doors open towards other structures often creating a ring of homes or buildings in small clusters when not built directly into the earth or stone. This provides some protection for the people when the summer storms hit. The largest settlement is the City of Astoria, high walls courtyards and small windows are typical of the city’s architecture designed to help provide protection to the inhabitants from the elements.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Shajara Mountains =&lt;br /&gt;
To the north the desert slowly gives up its hold to the mountains, cactus replaced by sparse evergreens that fill in as the elevation rises until forming a respectable forest. Rivers and lakes add lushness and draw various game animals to their banks. Many of the people are a mix of desert dwelling folk and immigrants from the north seeking the bounty of fur and logging trade in the area. The summertime migration of animals and people fleeing the summer storms bring a yearly influx of trade and help bolster the northern peoples for their snow bound winters.&lt;br /&gt;
&lt;br /&gt;
=== Resources ===&lt;br /&gt;
In the north fur and lumber are the most common sources of industry though mining is also lucrative. &lt;br /&gt;
&lt;br /&gt;
=== Cities / Settlements / Dwellings ===&lt;br /&gt;
With land that is able to sustain settlements the homes are made of wood and stone, though still tribal in nature the mountain folk are quickly moving to establishing what others might consider ‘civilized’ cultures. Many of the settlers here are traders, hunters and furriers, trading posts that grew into small settlements and some to villages and towns. There are few settlements that could be called cities in this area, the closest is the Logging town run by Arth.&lt;br /&gt;
&lt;br /&gt;
=== Clothing &amp;amp; Armor ===&lt;br /&gt;
The further north one goes the heavier and warmer the clothing becomes as the high reaches of the Shajara Mountains get snow in the winter and stay cool in the summer. Shajara clothing tends to lean towards layered tunics of heavier weave, leather and fur accents, bone and horn details as well as metal and semi-precious stone accents acquired through trade or mining. The strong influence of immigrants and settlers from northern peoples has also influenced the clothing and language.&lt;/div&gt;</summary>
		<author><name>Digitalavatar</name></author>
	</entry>
	<entry>
		<id>https://tyrrapedia.com/index.php?title=Category:Tel_Zohar&amp;diff=51</id>
		<title>Category:Tel Zohar</title>
		<link rel="alternate" type="text/html" href="https://tyrrapedia.com/index.php?title=Category:Tel_Zohar&amp;diff=51"/>
		<updated>2025-04-10T04:20:27Z</updated>

		<summary type="html">&lt;p&gt;Digitalavatar: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Tel Zohar is a land of two regions. The southern region is an arid desert with little water and less shade. Its sandy landscape is dotted with scraggly low trees and ragged brush mixed with proud cactus. Rises of craggy hills break up the otherwise flat monotony of the land and offer the best options for travelers looking for relief from the unforgiving sun. Somehow among this harsh and unforgiving land the people have found ways to thrive, their art and clothing bright with color and adorned with elegant stones and precious metals. The desert’s summer storms are sudden and violent winds whip up the sand into great billowing waves of darkness, these storms are sometimes accompanied by lightning and thunder and preceded or followed by short torrential downpours of muddy rain. Those who do not seek refuge in the mountains or foot hills hunker down for the summer staying close to protective structures, shuttering windows and doors when the sky takes on the color of sand and riding out the violent outbursts that make travel even more dangerous than the blistering sun and scarce water.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= The Surmad =&lt;br /&gt;
The southern desert regions of Tel Zohar have been coined &#039;The Surmad&#039;&lt;br /&gt;
&lt;br /&gt;
=== Resources ===&lt;br /&gt;
The land is rich with soft metals, copper, and gold, in particular, semi-precious stones and exotic animal bones are also prevalent, so much so even the common folk often wear adornment on their body or clothing made from these materials. The quality of the crafting and the quantity of adornment are the true defining mark of economic wealth when it comes to these materials. Well water and farmable land also are marks of wealth and power in the southern region.&lt;br /&gt;
&lt;br /&gt;
=== Nomadic Tribes ===&lt;br /&gt;
The people of the Surmad Desert are largely tribal, the majority of which live a nomadic lifestyle, and their homes are tents or semi-permanent structures that can be moved easily. They follow the herds along their migration routes. Many of them use domesticated wild horses and dogs to assist in their hunting and traveling. Their clothing is usually made of animal skin cured and painted with bright colors and patterns. They hold firmly to a very earth-centric shamanistic worldview, revealing the wisdom of the elders, the power of ancestral spirits and the forces of the world around them. These tribes follow the animal migrations and like them move north to avoid the summer storms that make the region particularly dangerous.&lt;br /&gt;
&lt;br /&gt;
=== Settled Tribes ===&lt;br /&gt;
Permanent structures are usually made of earth and stone and reinforced with lumber from the north and can be found along the few small creeks and rivers or at natural springs. Some tribes live in caves or dwellings carved into the low rocky mountains. The settled people raise animals for food and wool which they weave into fantastic fabrics. They raise native plants in small gardens next to wells to supplement their food needs as well. Most settlements are built inward, so that doors open towards other structures often creating a ring of homes or buildings in small clusters when not built directly into the earth or stone. This provides some protection for the people when the summer storms hit. The largest settlement is the City of Astoria, high walls courtyards and small windows are typical of the city’s architecture designed to help provide protection to the inhabitants from the elements.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Shajara Mountains =&lt;br /&gt;
To the north the desert slowly gives up its hold to the mountains, cactus replaced by sparse evergreens that fill in as the elevation rises until forming a respectable forest. Rivers and lakes add lushness and draw various game animals to their banks. Many of the people are a mix of desert dwelling folk and immigrants from the north seeking the bounty of fur and logging trade in the area. The summertime migration of animals and people fleeing the summer storms bring a yearly influx of trade and help bolster the northern peoples for their snow bound winters.&lt;br /&gt;
&lt;br /&gt;
=== Resources ===&lt;br /&gt;
In the north fur and lumber are the most common sources of industry though mining is also lucrative. &lt;br /&gt;
&lt;br /&gt;
== Cities / Settlements / Dwellings == &lt;br /&gt;
With land that is able to sustain settlements the homes are made of wood and stone, though still tribal in nature the mountain folk are quickly moving to establishing what others might consider ‘civilized’ cultures. Many of the settlers here are traders, hunters and furriers, trading posts that grew into small settlements and some to villages and towns. There are few settlements that could be called cities in this area, the closest is the Logging town run by Arth.&lt;br /&gt;
&lt;br /&gt;
=== Clothing &amp;amp; Armor ===&lt;br /&gt;
The further north one goes the heavier and warmer the clothing becomes as the high reaches of the Shajara Mountains get snow in the winter and stay cool in the summer. Shajara clothing tends to lean towards layered tunics of heavier weave, leather and fur accents, bone and horn details as well as metal and semi-precious stone accents acquired through trade or mining. The strong influence of immigrants and settlers from northern peoples has also influenced the clothing and language.&lt;/div&gt;</summary>
		<author><name>Digitalavatar</name></author>
	</entry>
	<entry>
		<id>https://tyrrapedia.com/index.php?title=Category:Tel_Zohar&amp;diff=50</id>
		<title>Category:Tel Zohar</title>
		<link rel="alternate" type="text/html" href="https://tyrrapedia.com/index.php?title=Category:Tel_Zohar&amp;diff=50"/>
		<updated>2025-04-10T04:19:34Z</updated>

		<summary type="html">&lt;p&gt;Digitalavatar: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Tel Zohar is a land of two regions. The southern region is an arid desert with little water and less shade. Its sandy landscape is dotted with scraggly low trees and ragged brush mixed with proud cactus. Rises of craggy hills break up the otherwise flat monotony of the land and offer the best options for travelers looking for relief from the unforgiving sun. Somehow among this harsh and unforgiving land the people have found ways to thrive, their art and clothing bright with color and adorned with elegant stones and precious metals. The desert’s summer storms are sudden and violent winds whip up the sand into great billowing waves of darkness, these storms are sometimes accompanied by lightning and thunder and preceded or followed by short torrential downpours of muddy rain. Those who do not seek refuge in the mountains or foot hills hunker down for the summer staying close to protective structures, shuttering windows and doors when the sky takes on the color of sand and riding out the violent outbursts that make travel even more dangerous than the blistering sun and scarce water.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= The Surmad =&lt;br /&gt;
The southern desert regions of Tel Zohar have been coined &#039;The Surmad&#039;&lt;br /&gt;
&lt;br /&gt;
== Resources ==&lt;br /&gt;
The land is rich with soft metals, copper, and gold, in particular, semi-precious stones and exotic animal bones are also prevalent, so much so even the common folk often wear adornment on their body or clothing made from these materials. The quality of the crafting and the quantity of adornment are the true defining mark of economic wealth when it comes to these materials. Well water and farmable land also are marks of wealth and power in the southern region.&lt;br /&gt;
&lt;br /&gt;
== Nomadic Tribes ==&lt;br /&gt;
The people of the Surmad Desert are largely tribal, the majority of which live a nomadic lifestyle, and their homes are tents or semi-permanent structures that can be moved easily. They follow the herds along their migration routes. Many of them use domesticated wild horses and dogs to assist in their hunting and traveling. Their clothing is usually made of animal skin cured and painted with bright colors and patterns. They hold firmly to a very earth-centric shamanistic worldview, revealing the wisdom of the elders, the power of ancestral spirits and the forces of the world around them. These tribes follow the animal migrations and like them move north to avoid the summer storms that make the region particularly dangerous.&lt;br /&gt;
&lt;br /&gt;
== Settled Tribes ==&lt;br /&gt;
Permanent structures are usually made of earth and stone and reinforced with lumber from the north and can be found along the few small creeks and rivers or at natural springs. Some tribes live in caves or dwellings carved into the low rocky mountains. The settled people raise animals for food and wool which they weave into fantastic fabrics. They raise native plants in small gardens next to wells to supplement their food needs as well. Most settlements are built inward, so that doors open towards other structures often creating a ring of homes or buildings in small clusters when not built directly into the earth or stone. This provides some protection for the people when the summer storms hit. The largest settlement is the City of Astoria, high walls courtyards and small windows are typical of the city’s architecture designed to help provide protection to the inhabitants from the elements.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Shajara Mountains =&lt;br /&gt;
To the north the desert slowly gives up its hold to the mountains, cactus replaced by sparse evergreens that fill in as the elevation rises until forming a respectable forest. Rivers and lakes add lushness and draw various game animals to their banks. Many of the people are a mix of desert dwelling folk and immigrants from the north seeking the bounty of fur and logging trade in the area. The summertime migration of animals and people fleeing the summer storms bring a yearly influx of trade and help bolster the northern peoples for their snow bound winters.&lt;br /&gt;
&lt;br /&gt;
== Resources ==&lt;br /&gt;
In the north fur and lumber are the most common sources of industry though mining is also lucrative. &lt;br /&gt;
&lt;br /&gt;
== Cities / Settlements / Dwellings == &lt;br /&gt;
With land that is able to sustain settlements the homes are made of wood and stone, though still tribal in nature the mountain folk are quickly moving to establishing what others might consider ‘civilized’ cultures. Many of the settlers here are traders, hunters and furriers, trading posts that grew into small settlements and some to villages and towns. There are few settlements that could be called cities in this area, the closest is the Logging town run by Arth.&lt;br /&gt;
&lt;br /&gt;
== Clothing &amp;amp; Armor ==&lt;br /&gt;
The further north one goes the heavier and warmer the clothing becomes as the high reaches of the Shajara Mountains get snow in the winter and stay cool in the summer. Shajara clothing tends to lean towards layered tunics of heavier weave, leather and fur accents, bone and horn details as well as metal and semi-precious stone accents acquired through trade or mining. The strong influence of immigrants and settlers from northern peoples has also influenced the clothing and language.&lt;/div&gt;</summary>
		<author><name>Digitalavatar</name></author>
	</entry>
	<entry>
		<id>https://tyrrapedia.com/index.php?title=Category:Tel_Zohar&amp;diff=49</id>
		<title>Category:Tel Zohar</title>
		<link rel="alternate" type="text/html" href="https://tyrrapedia.com/index.php?title=Category:Tel_Zohar&amp;diff=49"/>
		<updated>2025-04-10T04:18:52Z</updated>

		<summary type="html">&lt;p&gt;Digitalavatar: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Tel Zohar is a land of two regions. The southern region is an arid desert with little water and less shade. Its sandy landscape is dotted with scraggly low trees and ragged brush mixed with proud cactus. Rises of craggy hills break up the otherwise flat monotony of the land and offer the best options for travelers looking for relief from the unforgiving sun. Somehow among this harsh and unforgiving land the people have found ways to thrive, their art and clothing bright with color and adorned with elegant stones and precious metals. The desert’s summer storms are sudden and violent winds whip up the sand into great billowing waves of darkness, these storms are sometimes accompanied by lightning and thunder and preceded or followed by short torrential downpours of muddy rain. Those who do not seek refuge in the mountains or foot hills hunker down for the summer staying close to protective structures, shuttering windows and doors when the sky takes on the color of sand and riding out the violent outbursts that make travel even more dangerous than the blistering sun and scarce water.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Resources ==&lt;br /&gt;
The land is rich with soft metals, copper, and gold, in particular, semi-precious stones and exotic animal bones are also prevalent, so much so even the common folk often wear adornment on their body or clothing made from these materials. The quality of the crafting and the quantity of adornment are the true defining mark of economic wealth when it comes to these materials. Well water and farmable land also are marks of wealth and power in the southern region.&lt;br /&gt;
&lt;br /&gt;
== Nomadic Tribes ==&lt;br /&gt;
The people of the Surmad Desert are largely tribal, the majority of which live a nomadic lifestyle, and their homes are tents or semi-permanent structures that can be moved easily. They follow the herds along their migration routes. Many of them use domesticated wild horses and dogs to assist in their hunting and traveling. Their clothing is usually made of animal skin cured and painted with bright colors and patterns. They hold firmly to a very earth-centric shamanistic worldview, revealing the wisdom of the elders, the power of ancestral spirits and the forces of the world around them. These tribes follow the animal migrations and like them move north to avoid the summer storms that make the region particularly dangerous.&lt;br /&gt;
&lt;br /&gt;
== Settled Tribes ==&lt;br /&gt;
Permanent structures are usually made of earth and stone and reinforced with lumber from the north and can be found along the few small creeks and rivers or at natural springs. Some tribes live in caves or dwellings carved into the low rocky mountains. The settled people raise animals for food and wool which they weave into fantastic fabrics. They raise native plants in small gardens next to wells to supplement their food needs as well. Most settlements are built inward, so that doors open towards other structures often creating a ring of homes or buildings in small clusters when not built directly into the earth or stone. This provides some protection for the people when the summer storms hit. The largest settlement is the City of Astoria, high walls courtyards and small windows are typical of the city’s architecture designed to help provide protection to the inhabitants from the elements.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Shajara Mountains =&lt;br /&gt;
To the north the desert slowly gives up its hold to the mountains, cactus replaced by sparse evergreens that fill in as the elevation rises until forming a respectable forest. Rivers and lakes add lushness and draw various game animals to their banks. Many of the people are a mix of desert dwelling folk and immigrants from the north seeking the bounty of fur and logging trade in the area. The summertime migration of animals and people fleeing the summer storms bring a yearly influx of trade and help bolster the northern peoples for their snow bound winters.&lt;br /&gt;
&lt;br /&gt;
== Resources ==&lt;br /&gt;
In the north fur and lumber are the most common sources of industry though mining is also lucrative. &lt;br /&gt;
&lt;br /&gt;
== Cities / Settlements / Dwellings == &lt;br /&gt;
With land that is able to sustain settlements the homes are made of wood and stone, though still tribal in nature the mountain folk are quickly moving to establishing what others might consider ‘civilized’ cultures. Many of the settlers here are traders, hunters and furriers, trading posts that grew into small settlements and some to villages and towns. There are few settlements that could be called cities in this area, the closest is the Logging town run by Arth.&lt;br /&gt;
&lt;br /&gt;
== Clothing &amp;amp; Armor ==&lt;br /&gt;
The further north one goes the heavier and warmer the clothing becomes as the high reaches of the Shajara Mountains get snow in the winter and stay cool in the summer. Shajara clothing tends to lean towards layered tunics of heavier weave, leather and fur accents, bone and horn details as well as metal and semi-precious stone accents acquired through trade or mining. The strong influence of immigrants and settlers from northern peoples has also influenced the clothing and language.&lt;/div&gt;</summary>
		<author><name>Digitalavatar</name></author>
	</entry>
	<entry>
		<id>https://tyrrapedia.com/index.php?title=Main_Page&amp;diff=48</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://tyrrapedia.com/index.php?title=Main_Page&amp;diff=48"/>
		<updated>2025-04-10T04:16:11Z</updated>

		<summary type="html">&lt;p&gt;Digitalavatar: /* Where to Start */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Welcome to Tyrrapedia =&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tyrrapedia&#039;&#039;&#039; is a fan run site dedicated to the lore of the world of Tyrra, a fantasy realm within the NERO Live Action Roleplay Game universe.  While this is intended to be a repository of knowledge discussing items that may be owned, in full or in part, by NERO International, all information stored here is the voice of the players themselves, and is not intended to be a record of ownership by any business entity.  It is our right to reserve the content of these posts to the posters directly, as it is in their voice.&lt;br /&gt;
&lt;br /&gt;
You can find more information about NERO [https://nerolarp.com/ through their website].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Known issues ==&lt;br /&gt;
Emails are not currently going out.  This will likely start working once the domain has fully propagated and starts hitting lists.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Where to Start =&lt;br /&gt;
The following chapter information is currently available:&lt;br /&gt;
&lt;br /&gt;
[[:Category:Tel Zohar]]&lt;/div&gt;</summary>
		<author><name>Digitalavatar</name></author>
	</entry>
	<entry>
		<id>https://tyrrapedia.com/index.php?title=Main_Page&amp;diff=47</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://tyrrapedia.com/index.php?title=Main_Page&amp;diff=47"/>
		<updated>2025-04-10T04:15:53Z</updated>

		<summary type="html">&lt;p&gt;Digitalavatar: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Welcome to Tyrrapedia =&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tyrrapedia&#039;&#039;&#039; is a fan run site dedicated to the lore of the world of Tyrra, a fantasy realm within the NERO Live Action Roleplay Game universe.  While this is intended to be a repository of knowledge discussing items that may be owned, in full or in part, by NERO International, all information stored here is the voice of the players themselves, and is not intended to be a record of ownership by any business entity.  It is our right to reserve the content of these posts to the posters directly, as it is in their voice.&lt;br /&gt;
&lt;br /&gt;
You can find more information about NERO [https://nerolarp.com/ through their website].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Known issues ==&lt;br /&gt;
Emails are not currently going out.  This will likely start working once the domain has fully propagated and starts hitting lists.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Where to Start =&lt;br /&gt;
The following chapter information is currently available:&lt;br /&gt;
&lt;br /&gt;
[[:Tel Zohar]]&lt;/div&gt;</summary>
		<author><name>Digitalavatar</name></author>
	</entry>
	<entry>
		<id>https://tyrrapedia.com/index.php?title=Main_Page&amp;diff=46</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://tyrrapedia.com/index.php?title=Main_Page&amp;diff=46"/>
		<updated>2025-04-10T04:15:35Z</updated>

		<summary type="html">&lt;p&gt;Digitalavatar: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Welcome to Tyrrapedia =&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tyrrapedia&#039;&#039;&#039; is a fan run site dedicated to the lore of the world of Tyrra, a fantasy realm within the NERO Live Action Roleplay Game universe.  While this is intended to be a repository of knowledge discussing items that may be owned, in full or in part, by NERO International, all information stored here is the voice of the players themselves, and is not intended to be a record of ownership by any business entity.  It is our right to reserve the content of these posts to the posters directly, as it is in their voice.&lt;br /&gt;
&lt;br /&gt;
You can find more information about NERO [https://nerolarp.com/ through their website].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Known issues ==&lt;br /&gt;
Emails are not currently going out.  This will likely start working once the domain has fully propagated and starts hitting lists.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Where to Start =&lt;br /&gt;
The following chapter information is currently available:&lt;br /&gt;
&lt;br /&gt;
[[:Category:Tel Zohar]]&lt;/div&gt;</summary>
		<author><name>Digitalavatar</name></author>
	</entry>
	<entry>
		<id>https://tyrrapedia.com/index.php?title=Category:Tel_Zohar&amp;diff=45</id>
		<title>Category:Tel Zohar</title>
		<link rel="alternate" type="text/html" href="https://tyrrapedia.com/index.php?title=Category:Tel_Zohar&amp;diff=45"/>
		<updated>2025-04-10T04:14:07Z</updated>

		<summary type="html">&lt;p&gt;Digitalavatar: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Tel Zohar is a land of two regions. The southern region is an arid desert with little water and less shade. Its sandy landscape is dotted with scraggly low trees and ragged brush mixed with proud cactus. Rises of craggy hills break up the otherwise flat monotony of the land and offer the best options for travelers looking for relief from the unforgiving sun. Somehow among this harsh and unforgiving land the people have found ways to thrive, their art and clothing bright with color and adorned with elegant stones and precious metals. The desert’s summer storms are sudden and violent winds whip up the sand into great billowing waves of darkness, these storms are sometimes accompanied by lightning and thunder and preceded or followed by short torrential downpours of muddy rain. Those who do not seek refuge in the mountains or foot hills hunker down for the summer staying close to protective structures, shuttering windows and doors when the sky takes on the color of sand and riding out the violent outbursts that make travel even more dangerous than the blistering sun and scarce water.&lt;br /&gt;
&lt;br /&gt;
== Landmarks ==&lt;br /&gt;
&#039;&#039;&#039;Winter Run Road&#039;&#039;&#039;: The northern trade road which passes through the mountains near the Logging camp Furu is located just off the western side of Katen Lake.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Kantar Pass&#039;&#039;&#039;: The South Trade Road extend into the desert a dangerous stretch of road that is used almost exclusively by mining caravans as there are few settlements to the south of Arim’s Well.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shemdar Road&#039;&#039;&#039;: The East Trade Road cuts away from Arim’s Well in a somewhat northern fashion and eventually passes through Astoria’s territory before taking a southern turn.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Nephgrim’s Way&#039;&#039;&#039;: The West Trade Road extends to the west all the way out to the coast. About halfway to the coast if one turns south they will find Nimbus Oasis or death in the desert.&lt;br /&gt;
&lt;br /&gt;
== Resources ==&lt;br /&gt;
The land is rich with soft metals, copper, and gold, in particular, semi-precious stones and exotic animal bones are also prevalent, so much so even the common folk often wear adornment on their body or clothing made from these materials. The quality of the crafting and the quantity of adornment are the true defining mark of economic wealth when it comes to these materials. Well water and farmable land also are marks of wealth and power in the southern region.&lt;br /&gt;
&lt;br /&gt;
== Nomadic Tribes ==&lt;br /&gt;
The people of the Surmad Desert are largely tribal, the majority of which live a nomadic lifestyle, and their homes are tents or semi-permanent structures that can be moved easily. They follow the herds along their migration routes. Many of them use domesticated wild horses and dogs to assist in their hunting and traveling. Their clothing is usually made of animal skin cured and painted with bright colors and patterns. They hold firmly to a very earth-centric shamanistic worldview, revealing the wisdom of the elders, the power of ancestral spirits and the forces of the world around them. These tribes follow the animal migrations and like them move north to avoid the summer storms that make the region particularly dangerous.&lt;br /&gt;
&lt;br /&gt;
== Settled Tribes ==&lt;br /&gt;
Permanent structures are usually made of earth and stone and reinforced with lumber from the north and can be found along the few small creeks and rivers or at natural springs. Some tribes live in caves or dwellings carved into the low rocky mountains. The settled people raise animals for food and wool which they weave into fantastic fabrics. They raise native plants in small gardens next to wells to supplement their food needs as well. Most settlements are built inward, so that doors open towards other structures often creating a ring of homes or buildings in small clusters when not built directly into the earth or stone. This provides some protection for the people when the summer storms hit. The largest settlement is the City of Astoria, high walls courtyards and small windows are typical of the city’s architecture designed to help provide protection to the inhabitants from the elements.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Shajara Mountains =&lt;br /&gt;
To the north the desert slowly gives up its hold to the mountains, cactus replaced by sparse evergreens that fill in as the elevation rises until forming a respectable forest. Rivers and lakes add lushness and draw various game animals to their banks. Many of the people are a mix of desert dwelling folk and immigrants from the north seeking the bounty of fur and logging trade in the area. The summertime migration of animals and people fleeing the summer storms bring a yearly influx of trade and help bolster the northern peoples for their snow bound winters.&lt;br /&gt;
&lt;br /&gt;
== Resources ==&lt;br /&gt;
In the north fur and lumber are the most common sources of industry though mining is also lucrative. &lt;br /&gt;
&lt;br /&gt;
== Cities / Settlements / Dwellings == &lt;br /&gt;
With land that is able to sustain settlements the homes are made of wood and stone, though still tribal in nature the mountain folk are quickly moving to establishing what others might consider ‘civilized’ cultures. Many of the settlers here are traders, hunters and furriers, trading posts that grew into small settlements and some to villages and towns. There are few settlements that could be called cities in this area, the closest is the Logging town run by Arth.&lt;br /&gt;
&lt;br /&gt;
== Clothing &amp;amp; Armor ==&lt;br /&gt;
The further north one goes the heavier and warmer the clothing becomes as the high reaches of the Shajara Mountains get snow in the winter and stay cool in the summer. Shajara clothing tends to lean towards layered tunics of heavier weave, leather and fur accents, bone and horn details as well as metal and semi-precious stone accents acquired through trade or mining. The strong influence of immigrants and settlers from northern peoples has also influenced the clothing and language.&lt;/div&gt;</summary>
		<author><name>Digitalavatar</name></author>
	</entry>
	<entry>
		<id>https://tyrrapedia.com/index.php?title=Category:Tel_Zohar&amp;diff=44</id>
		<title>Category:Tel Zohar</title>
		<link rel="alternate" type="text/html" href="https://tyrrapedia.com/index.php?title=Category:Tel_Zohar&amp;diff=44"/>
		<updated>2025-04-10T04:12:34Z</updated>

		<summary type="html">&lt;p&gt;Digitalavatar: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Tel Zohar is a land of two regions. The southern region is an arid desert with little water and less shade. Its sandy landscape is dotted with scraggly low trees and ragged brush mixed with proud cactus. Rises of craggy hills break up the otherwise flat monotony of the land and offer the best options for travelers looking for relief from the unforgiving sun. Somehow among this harsh and unforgiving land the people have found ways to thrive, their art and clothing bright with color and adorned with elegant stones and precious metals. The desert’s summer storms are sudden and violent winds whip up the sand into great billowing waves of darkness, these storms are sometimes accompanied by lightning and thunder and preceded or followed by short torrential downpours of muddy rain. Those who do not seek refuge in the mountains or foot hills hunker down for the summer staying close to protective structures, shuttering windows and doors when the sky takes on the color of sand and riding out the violent outbursts that make travel even more dangerous than the blistering sun and scarce water.&lt;br /&gt;
&lt;br /&gt;
== Landmarks ==&lt;br /&gt;
&#039;&#039;&#039;Winter Run Road&#039;&#039;&#039;: The northern trade road which passes through the mountains near the Logging camp Furu is located just off the western side of Katen Lake.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Kantar Pass&#039;&#039;&#039;: The South Trade Road extend into the desert a dangerous stretch of road that is used almost exclusively by mining caravans as there are few settlements to the south of Arim’s Well.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shemdar Road&#039;&#039;&#039;: The East Trade Road cuts away from Arim’s Well in a somewhat northern fashion and eventually passes through Astoria’s territory before taking a southern turn.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Nephgrim’s Way&#039;&#039;&#039;: The West Trade Road extends to the west all the way out to the coast. About halfway to the coast if one turns south they will find Nimbus Oasis or death in the desert.&lt;br /&gt;
&lt;br /&gt;
== Resources ==&lt;br /&gt;
The land is rich with soft metals, copper, and gold, in particular, semi-precious stones and exotic animal bones are also prevalent, so much so even the common folk often wear adornment on their body or clothing made from these materials. The quality of the crafting and the quantity of adornment are the true defining mark of economic wealth when it comes to these materials. Well water and farmable land also are marks of wealth and power in the southern region.&lt;br /&gt;
&lt;br /&gt;
== Nomadic Tribes ==&lt;br /&gt;
The people of the Surmad Desert are largely tribal, the majority of which live a nomadic lifestyle, and their homes are tents or semi-permanent structures that can be moved easily. They follow the herds along their migration routes. Many of them use domesticated wild horses and dogs to assist in their hunting and traveling. Their clothing is usually made of animal skin cured and painted with bright colors and patterns. They hold firmly to a very earth-centric shamanistic worldview, revealing the wisdom of the elders, the power of ancestral spirits and the forces of the world around them. These tribes follow the animal migrations and like them move north to avoid the summer storms that make the region particularly dangerous.&lt;br /&gt;
&lt;br /&gt;
== Settled Tribes ==&lt;br /&gt;
Permanent structures are usually made of earth and stone and reinforced with lumber from the north and can be found along the few small creeks and rivers or at natural springs. Some tribes live in caves or dwellings carved into the low rocky mountains. The settled people raise animals for food and wool which they weave into fantastic fabrics. They raise native plants in small gardens next to wells to supplement their food needs as well. Most settlements are built inward, so that doors open towards other structures often creating a ring of homes or buildings in small clusters when not built directly into the earth or stone. This provides some protection for the people when the summer storms hit. The largest settlement is the City of Astoria, high walls courtyards and small windows are typical of the city’s architecture designed to help provide protection to the inhabitants from the elements.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Shajara Mountains =&lt;br /&gt;
To the north the desert slowly gives up its hold to the mountains, cactus replaced by sparse evergreens that fill in as the elevation rises until forming a respectable forest. Rivers and lakes add lushness and draw various game animals to their banks. Many of the people are a mix of desert dwelling folk and immigrants from the north seeking the bounty of fur and logging trade in the area. The summertime migration of animals and people fleeing the summer storms bring a yearly influx of trade and help bolster the northern peoples for their snow bound winters.&lt;br /&gt;
&lt;br /&gt;
== Resources ==&lt;br /&gt;
In the north fur and lumber are the most common sources of industry though mining is also lucrative. &lt;br /&gt;
&lt;br /&gt;
== Cities / Settlements / Dwellings == &lt;br /&gt;
With land that is able to sustain settlements the homes are made of wood and stone, though still tribal in nature the mountain folk are quickly moving to establishing what others might consider ‘civilized’ cultures. Many of the settlers here are traders, hunters and furriers, trading posts that grew into small settlements and some to villages and towns. There are few settlements that could be called cities in this area, the closest is the Logging town run by Arth.&lt;br /&gt;
&lt;br /&gt;
== Clothing &amp;amp; Armor ==&lt;br /&gt;
The further north one goes the heavier and warmer the clothing becomes as the high reaches of the Shajara Mountains get snow in the winter and stay cool in the summer. Shajara clothing tends to lean towards layered tunics of heavier weave, leather and fur accents, bone and horn details as well as metal and semi-precious stone accents acquired through trade or mining. The strong influence of immigrants and settlers from northern peoples has also influenced the clothing and language. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Tel Zohar]]&lt;br /&gt;
[[Category:Cities and Towns]]&lt;/div&gt;</summary>
		<author><name>Digitalavatar</name></author>
	</entry>
	<entry>
		<id>https://tyrrapedia.com/index.php?title=Kraktus&amp;diff=42</id>
		<title>Kraktus</title>
		<link rel="alternate" type="text/html" href="https://tyrrapedia.com/index.php?title=Kraktus&amp;diff=42"/>
		<updated>2025-04-10T04:08:51Z</updated>

		<summary type="html">&lt;p&gt;Digitalavatar: Created page with &amp;quot;Also known as: The Verdant Maw, Cactus Kraken, Desert Reaper Habitat: Arid wastelands, sun-scorched canyons, and forgotten oases  A grotesque fusion of flora and nightmare, the Kraktus is a rare and malevolent plant-beast said to grow only in regions where the earth has tasted too much blood. Resembling a towering cactus crowned with wicked thorns, its true horror lies in its eight massive vine-like limbs—capable of lashing out with surprising speed and brutal strength...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Also known as: The Verdant Maw, Cactus Kraken, Desert Reaper&lt;br /&gt;
Habitat: Arid wastelands, sun-scorched canyons, and forgotten oases&lt;br /&gt;
&lt;br /&gt;
A grotesque fusion of flora and nightmare, the Kraktus is a rare and malevolent plant-beast said to grow only in regions where the earth has tasted too much blood. Resembling a towering cactus crowned with wicked thorns, its true horror lies in its eight massive vine-like limbs—capable of lashing out with surprising speed and brutal strength.&lt;br /&gt;
&lt;br /&gt;
The Kraktus lies in wait, unmoving, disguised among the dry brush or basking in the midday sun. When prey—animal or humanoid—wanders too close, the beast strikes. Its limbs grapple and ensnare, dragging victims toward its thick, fibrous trunk. There, hidden beneath the sand and detritus, massive root-tentacles erupt to bind the victim tight. Death is not swift. The Kraktus keeps its prey alive just long enough for its roots to feed off the warmth, fluids, and decay.&lt;br /&gt;
&lt;br /&gt;
As if that weren&#039;t enough, the Kraktus can survive for centuries in hibernation, requiring only one or two meals a decade. Folktales warn of oases cursed by this predator, where the promise of water lures the desperate to their doom. Some travelers have reported hearing faint, groaning whispers near such places—a sound like the wind through hollow reeds. Others claim it’s the lament of the Kraktus’s victims, still half-alive beneath the roots.&lt;br /&gt;
&lt;br /&gt;
Notable Traits:&lt;br /&gt;
&lt;br /&gt;
Grasping Limbs: Up to eight, long and covered in barbed spines. Each limb can stretch several meters and strike with frightening precision.&lt;br /&gt;
&lt;br /&gt;
Camouflage: Its still form is nearly indistinguishable from natural flora until it moves.&lt;br /&gt;
&lt;br /&gt;
Root Cage: Victims are not merely captured—they are slowly consumed as the Kraktus leeches nutrients directly through root-to-flesh contact.&lt;br /&gt;
&lt;br /&gt;
Rare Bloom: Once every few decades, the Kraktus blooms a single blood-red flower that releases a scent intoxicating to most living creatures. Following the bloom, it enters a feeding frenzy.&lt;br /&gt;
&lt;br /&gt;
Weaknesses:&lt;br /&gt;
Fire is highly effective against the Kraktus, as is extreme cold. Severing its central trunk disables its limbs, but reaching it is perilous.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category: Beasts]]&lt;br /&gt;
[[Category: Tel Zohar]]&lt;/div&gt;</summary>
		<author><name>Digitalavatar</name></author>
	</entry>
	<entry>
		<id>https://tyrrapedia.com/index.php?title=North_Wind_Trade_Post&amp;diff=41</id>
		<title>North Wind Trade Post</title>
		<link rel="alternate" type="text/html" href="https://tyrrapedia.com/index.php?title=North_Wind_Trade_Post&amp;diff=41"/>
		<updated>2025-04-10T04:07:01Z</updated>

		<summary type="html">&lt;p&gt;Digitalavatar: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The northern representatives of Crosswinds Mercantile, goods ordered from any of the other Crosswinds operations can be picked up here or vice versa. Though not as well provisioned as the Crosswinds site, a North winds representative can get you anything you need, with enough time and coin. &lt;br /&gt;
&lt;br /&gt;
[[Category: Tel Zohar]]&lt;br /&gt;
[[Category: Landmarks]]&lt;/div&gt;</summary>
		<author><name>Digitalavatar</name></author>
	</entry>
	<entry>
		<id>https://tyrrapedia.com/index.php?title=North_Wind_Trade_Post&amp;diff=40</id>
		<title>North Wind Trade Post</title>
		<link rel="alternate" type="text/html" href="https://tyrrapedia.com/index.php?title=North_Wind_Trade_Post&amp;diff=40"/>
		<updated>2025-04-10T04:06:44Z</updated>

		<summary type="html">&lt;p&gt;Digitalavatar: Created page with &amp;quot;The northern representatives of Crosswinds Mercantile, goods ordered from any of the other Crosswinds operations can be picked up here or vice versa. Though not as well provisioned as the Crosswinds site, a North winds representative can get you anything you need, with enough time and coin.   Category: Tel Zohar Category: Landmark&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The northern representatives of Crosswinds Mercantile, goods ordered from any of the other Crosswinds operations can be picked up here or vice versa. Though not as well provisioned as the Crosswinds site, a North winds representative can get you anything you need, with enough time and coin. &lt;br /&gt;
&lt;br /&gt;
[[Category: Tel Zohar]]&lt;br /&gt;
[[Category: Landmark]]&lt;/div&gt;</summary>
		<author><name>Digitalavatar</name></author>
	</entry>
	<entry>
		<id>https://tyrrapedia.com/index.php?title=Karich_Asud_al_Zohar&amp;diff=39</id>
		<title>Karich Asud al Zohar</title>
		<link rel="alternate" type="text/html" href="https://tyrrapedia.com/index.php?title=Karich_Asud_al_Zohar&amp;diff=39"/>
		<updated>2025-04-10T04:05:47Z</updated>

		<summary type="html">&lt;p&gt;Digitalavatar: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Karich Asud al Zohar, head of the influential Crosswinds Mercantile family, is a figure cloaked in wealth, mystery, and carefully curated ambiguity. Known to wield coin and cunning with equal precision, Karich is rarely seen outside the golden halls of the Crosswinds enclave, preferring to operate through a network of devoted kin and trusted agents. Whether referred to as &amp;quot;he&amp;quot; or &amp;quot;she,&amp;quot; no correction is ever offered. When pressed, family members simply reply, “Karich is… well, Karich.”&lt;br /&gt;
&lt;br /&gt;
The Crosswinds Mercantile cares little for crowns or creeds—only commerce. Fiercely opposed to taxes, tariffs, and the tightening grasp of rulers like Queen Eriba, Karich’s policies and alliances revolve around one principle: trade must flow freely, unshackled by sovereign ambition.&lt;br /&gt;
&lt;br /&gt;
Karich rose to prominence not by bloodline or conquest, but through a storied rite of passage—an ancient contest of spirit, diplomacy, and social mastery. Those who witnessed it claim Karich&#039;s performance was nothing short of transcendent, weaving words and will with such elegance that opposition seemed to fold without force.&lt;br /&gt;
&lt;br /&gt;
Now bearing the title Lord of Tel Zohar and styling himself the Future King, Karich plays a long game. Few swords are drawn, yet every move is a conquest. While others vie for rule through banners and battlefields, Karich builds a kingdom of contracts, ledgers, and gold.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Tel Zohar]]&lt;/div&gt;</summary>
		<author><name>Digitalavatar</name></author>
	</entry>
	<entry>
		<id>https://tyrrapedia.com/index.php?title=Karich_Asud_al_Zohar&amp;diff=38</id>
		<title>Karich Asud al Zohar</title>
		<link rel="alternate" type="text/html" href="https://tyrrapedia.com/index.php?title=Karich_Asud_al_Zohar&amp;diff=38"/>
		<updated>2025-04-10T04:04:14Z</updated>

		<summary type="html">&lt;p&gt;Digitalavatar: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The head of the Crosswinds Mercantile family, Karich is somewhat fluid in gender and rarely interacts with anyone outside of the family directly. He has been referred to as He or She interchangably. When asked to clarify the response is usually. “Karich is…. well Karich.” The Crosswinds Mercantile is all about making money, they are against anyone or anything that will demand taxes or tariffs or put regulations on their trade like Queen Eriba did.&lt;br /&gt;
&lt;br /&gt;
Karich was placed into power by way of a rite of passage involving a contest of spirit and social graces.  Karich currently acts with the presence and title of Lord of Tel Zohar, and refers to himself as the Future King thereof.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Tel Zohar]]&lt;/div&gt;</summary>
		<author><name>Digitalavatar</name></author>
	</entry>
	<entry>
		<id>https://tyrrapedia.com/index.php?title=Arth&amp;diff=37</id>
		<title>Arth</title>
		<link rel="alternate" type="text/html" href="https://tyrrapedia.com/index.php?title=Arth&amp;diff=37"/>
		<updated>2025-04-10T04:03:54Z</updated>

		<summary type="html">&lt;p&gt;Digitalavatar: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Jabal &amp;quot;Arth&amp;quot; is a name spoken with respect in the northern highlands. Broad-shouldered and battle-scarred, this burly dwarf is the kind of man who could split a tree with an axe in the morning and wrestle a bear by dusk—and according to local legend, he’s done both more than once. The great pelt that hangs in the central lodge of Furu Ridge is said to be the skin of a bear he felled alone, armed with nothing but his axe and grit.&lt;br /&gt;
&lt;br /&gt;
A skilled warrior, seasoned hunter, and master trapper, Arth carved a life out of the unforgiving slopes of Furu Ridge. What began as a humble logging camp under his leadership has grown into the thriving settlement of Furu—half outpost, half town, and all heart. He runs it alongside his children, with one eye on the timber trade and the other on his grandchildren playing in the snow.&lt;br /&gt;
&lt;br /&gt;
Like most of the mountain folk, Arth is fiercely independent. He wants little more than to be left in peace among the pines and peaks. But he’s no fool. He knows the day is coming when Queen Eriba, once a distant figure of southern legend, will finish uniting Surmad and cast her gaze toward the north. And Arth knows she’ll see not just his forested homeland, but its resources—and its people—as something to claim.&lt;br /&gt;
&lt;br /&gt;
Though reluctant, Arth understands that the scattered mountain tribes may not survive divided. He speaks rarely of politics, but those who know him best suspect he’s weighing the cost of unity… and the burden—and privilege—of kingship. After all, it wouldn’t be the first crown a bear-killer has earned.&lt;br /&gt;
&lt;br /&gt;
His followers aren’t drawn by promises or titles, but by respect. Men and women who’ve traded with him, hunted beside him, or seen him lead in storm or siege know exactly who Arth is. And if the mountains must rise to meet the south, many believe Arth will be the one to lead them.&lt;br /&gt;
&lt;br /&gt;
[[Category:Tel Zohar]]&lt;/div&gt;</summary>
		<author><name>Digitalavatar</name></author>
	</entry>
	<entry>
		<id>https://tyrrapedia.com/index.php?title=Arth&amp;diff=36</id>
		<title>Arth</title>
		<link rel="alternate" type="text/html" href="https://tyrrapedia.com/index.php?title=Arth&amp;diff=36"/>
		<updated>2025-04-10T04:03:10Z</updated>

		<summary type="html">&lt;p&gt;Digitalavatar: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Jabal &amp;quot;Arth&amp;quot; is a name spoken with respect in the northern highlands. Broad-shouldered and battle-scarred, this burly dwarf is the kind of man who could split a tree with an axe in the morning and wrestle a bear by dusk—and according to local legend, he’s done both more than once. The great pelt that hangs in the central lodge of Furu Ridge is said to be the skin of a bear he felled alone, armed with nothing but his axe and grit.&lt;br /&gt;
&lt;br /&gt;
A skilled warrior, seasoned hunter, and master trapper, Arth carved a life out of the unforgiving slopes of Furu Ridge. What began as a humble logging camp under his leadership has grown into the thriving settlement of Furu—half outpost, half town, and all heart. He runs it alongside his children, with one eye on the timber trade and the other on his grandchildren playing in the snow.&lt;br /&gt;
&lt;br /&gt;
Like most of the mountain folk, Arth is fiercely independent. He wants little more than to be left in peace among the pines and peaks. But he’s no fool. He knows the day is coming when Queen Eriba, once a distant figure of southern legend, will finish uniting Surmad and cast her gaze toward the north. And Arth knows she’ll see not just his forested homeland, but its resources—and its people—as something to claim.&lt;br /&gt;
&lt;br /&gt;
Though reluctant, Arth understands that the scattered mountain tribes may not survive divided. He speaks rarely of politics, but those who know him best suspect he’s weighing the cost of unity… and the burden—and privilege—of kingship. After all, it wouldn’t be the first crown a bear-killer has earned.&lt;br /&gt;
&lt;br /&gt;
His followers aren’t drawn by promises or titles, but by respect. Men and women who’ve traded with him, hunted beside him, or seen him lead in storm or siege know exactly who Arth is. And if the mountains must rise to meet the south, many believe Arth will be the one to lead them.&lt;/div&gt;</summary>
		<author><name>Digitalavatar</name></author>
	</entry>
	<entry>
		<id>https://tyrrapedia.com/index.php?title=Arth&amp;diff=35</id>
		<title>Arth</title>
		<link rel="alternate" type="text/html" href="https://tyrrapedia.com/index.php?title=Arth&amp;diff=35"/>
		<updated>2025-04-10T04:02:58Z</updated>

		<summary type="html">&lt;p&gt;Digitalavatar: Created page with &amp;quot;Arth is a name spoken with respect in the northern highlands. Broad-shouldered and battle-scarred, this burly dwarf is the kind of man who could split a tree with an axe in the morning and wrestle a bear by dusk—and according to local legend, he’s done both more than once. The great pelt that hangs in the central lodge of Furu Ridge is said to be the skin of a bear he felled alone, armed with nothing but his axe and grit.  A skilled warrior, seasoned hunter, and mast...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Arth is a name spoken with respect in the northern highlands. Broad-shouldered and battle-scarred, this burly dwarf is the kind of man who could split a tree with an axe in the morning and wrestle a bear by dusk—and according to local legend, he’s done both more than once. The great pelt that hangs in the central lodge of Furu Ridge is said to be the skin of a bear he felled alone, armed with nothing but his axe and grit.&lt;br /&gt;
&lt;br /&gt;
A skilled warrior, seasoned hunter, and master trapper, Arth carved a life out of the unforgiving slopes of Furu Ridge. What began as a humble logging camp under his leadership has grown into the thriving settlement of Furu—half outpost, half town, and all heart. He runs it alongside his children, with one eye on the timber trade and the other on his grandchildren playing in the snow.&lt;br /&gt;
&lt;br /&gt;
Like most of the mountain folk, Arth is fiercely independent. He wants little more than to be left in peace among the pines and peaks. But he’s no fool. He knows the day is coming when Queen Eriba, once a distant figure of southern legend, will finish uniting Surmad and cast her gaze toward the north. And Arth knows she’ll see not just his forested homeland, but its resources—and its people—as something to claim.&lt;br /&gt;
&lt;br /&gt;
Though reluctant, Arth understands that the scattered mountain tribes may not survive divided. He speaks rarely of politics, but those who know him best suspect he’s weighing the cost of unity… and the burden—and privilege—of kingship. After all, it wouldn’t be the first crown a bear-killer has earned.&lt;br /&gt;
&lt;br /&gt;
His followers aren’t drawn by promises or titles, but by respect. Men and women who’ve traded with him, hunted beside him, or seen him lead in storm or siege know exactly who Arth is. And if the mountains must rise to meet the south, many believe Arth will be the one to lead them.&lt;/div&gt;</summary>
		<author><name>Digitalavatar</name></author>
	</entry>
	<entry>
		<id>https://tyrrapedia.com/index.php?title=Furu&amp;diff=34</id>
		<title>Furu</title>
		<link rel="alternate" type="text/html" href="https://tyrrapedia.com/index.php?title=Furu&amp;diff=34"/>
		<updated>2025-04-10T04:00:10Z</updated>

		<summary type="html">&lt;p&gt;Digitalavatar: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Furu is a logging town set within the lands of [[Tel Zohar]].  Within the north-east, Furu is the original home of [[Arth]], and [[Arth&#039;s Daughter]] (Often spelled [[Arthsdottir]]).  Currently the land of the logging camp has been granted by way of title to [[Lord Roderick]].&lt;br /&gt;
&lt;br /&gt;
Once little more than a rugged logging camp nestled against the spine of Furu Ridge, the settlement of Furu has slowly grown into a place that skirts the edge of being called a true town. While its population swells during the warmer months, many of its inhabitants are still seasonal workers—loggers, hunters, and trappers drawn by the abundant forests and game of the highlands.&lt;br /&gt;
&lt;br /&gt;
The influence of the northern tribes, particularly the one from which the renowned warrior Arth hails, is etched into the very bones of the town. The buildings are stout and practical, with steep A-frame roofs to shed snow and carved wooden details that speak of ancient traditions and mountain gods. Dozens of such cabins ring the heart of Furu, surrounding a central great lodge that now serves as the settlement’s beating heart—a raucous tavern and inn where stories are shared, deals are struck, and the fire never goes out.&lt;br /&gt;
&lt;br /&gt;
Beyond the town’s rough-hewn perimeter, many still live in canvas or hide tents, clustered in transient camps beneath the trees. Others have claimed their own small plots, building cabins to return to with each season’s work. Though simple in design, these dwellings are strong—like the people who brave the cold winds of the ridge.&lt;br /&gt;
&lt;br /&gt;
Life on Furu Ridge is hard, but those who come here do so by choice. For the wealth of the woods, the thrill of the hunt, or the strange, whispering wildness that clings to the mountains… Furu endures.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Cities and Towns]]&lt;br /&gt;
[[Category:Tel Zohar]]&lt;/div&gt;</summary>
		<author><name>Digitalavatar</name></author>
	</entry>
	<entry>
		<id>https://tyrrapedia.com/index.php?title=Category:Tel_Zohar_Landmarks&amp;diff=33</id>
		<title>Category:Tel Zohar Landmarks</title>
		<link rel="alternate" type="text/html" href="https://tyrrapedia.com/index.php?title=Category:Tel_Zohar_Landmarks&amp;diff=33"/>
		<updated>2025-04-10T03:57:26Z</updated>

		<summary type="html">&lt;p&gt;Digitalavatar: Created page with &amp;quot;This is a list of all landmarks&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a list of all landmarks&lt;/div&gt;</summary>
		<author><name>Digitalavatar</name></author>
	</entry>
	<entry>
		<id>https://tyrrapedia.com/index.php?title=Katen_Lake&amp;diff=32</id>
		<title>Katen Lake</title>
		<link rel="alternate" type="text/html" href="https://tyrrapedia.com/index.php?title=Katen_Lake&amp;diff=32"/>
		<updated>2025-04-10T03:56:52Z</updated>

		<summary type="html">&lt;p&gt;Digitalavatar: Created page with &amp;quot;Cradled in the high mountain bowl just below the icy sweep of Furu Ridge, Katen Lake is a hauntingly beautiful landmark known for its eerie calm and the constant whisper of wind that moves through the trees and across its glassy surface. The surrounding slopes and forested ridgelines are arranged in such a way that even the gentlest breeze carries with it a soft, sighing song—one that seems almost human.  Rich with fish and frequented by the region’s mountain wildlif...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Cradled in the high mountain bowl just below the icy sweep of Furu Ridge, Katen Lake is a hauntingly beautiful landmark known for its eerie calm and the constant whisper of wind that moves through the trees and across its glassy surface. The surrounding slopes and forested ridgelines are arranged in such a way that even the gentlest breeze carries with it a soft, sighing song—one that seems almost human.&lt;br /&gt;
&lt;br /&gt;
Rich with fish and frequented by the region’s mountain wildlife, the lake has long served as a reliable resource. It was once the site of a bustling logging camp, though the workers rarely stayed longer than necessary. The wind’s voice, ever present, wore on their minds.&lt;br /&gt;
&lt;br /&gt;
Local legend speaks of a ghostly woman—forever searching, forever calling. Some say she seeks a lost child, others a lover drowned in the lake’s icy depths. It is her voice, they say, that weaves through the wind, beckoning to any who dare to listen too closely. Many believe that those of weak will or weary spirit may be drawn to the lake’s edge, entranced by the whispers, only to vanish without a trace. In the unforgiving chill of winter, such disappearances are often blamed on exposure… though the old folks say it’s her hand that pulls them under.&lt;br /&gt;
&lt;br /&gt;
Few dare to camp there for long. Fewer still do so in silence.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Tel Zohar]]&lt;br /&gt;
[[Category:Landmarks]]&lt;/div&gt;</summary>
		<author><name>Digitalavatar</name></author>
	</entry>
	<entry>
		<id>https://tyrrapedia.com/index.php?title=Nimbus_Oasis&amp;diff=30</id>
		<title>Nimbus Oasis</title>
		<link rel="alternate" type="text/html" href="https://tyrrapedia.com/index.php?title=Nimbus_Oasis&amp;diff=30"/>
		<updated>2025-04-10T03:49:42Z</updated>

		<summary type="html">&lt;p&gt;Digitalavatar: Created page with &amp;quot;The largest body of water in the southern reaches of Surmad, the Nimbus Oasis is cloaked in legend and half-remembered tales. It is said that its waters glow with a soft, spectral light—shimmering with hues not found in the natural world. Many believe this glow is a sign of the oasis’s true inhabitants: mermaids, naiads, and other fae creatures of the deep, who weave enchantments beneath its still surface.  Yet no one has ever brought back proof of such marvels. Skep...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The largest body of water in the southern reaches of Surmad, the Nimbus Oasis is cloaked in legend and half-remembered tales. It is said that its waters glow with a soft, spectral light—shimmering with hues not found in the natural world. Many believe this glow is a sign of the oasis’s true inhabitants: mermaids, naiads, and other fae creatures of the deep, who weave enchantments beneath its still surface.&lt;br /&gt;
&lt;br /&gt;
Yet no one has ever brought back proof of such marvels. Skeptics claim that the first wanderers to find the Nimbus Oasis—ravaged by thirst, sunstroke, and the madness of the dunes—were simply hallucinating. That theory has since been used to explain away countless other strange accounts: lights flickering beneath the waves, whispered songs at twilight, and sudden disappearances around its banks.&lt;br /&gt;
&lt;br /&gt;
Despite the mystery, or perhaps because of it, the Nimbus Oasis remains a source of fierce contention. It is the only land in the region with true farming potential, and its waters can sustain entire armies. Though many argue it should be sacred ground—neutral and open to all—only a fool would ignore the power held by whoever claims the largest source of life in the parched wilderness of Surmad.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Tel Zohar]]&lt;br /&gt;
[[Category:Landmarks]]&lt;/div&gt;</summary>
		<author><name>Digitalavatar</name></author>
	</entry>
	<entry>
		<id>https://tyrrapedia.com/index.php?title=Category:Tel_Zohar&amp;diff=27</id>
		<title>Category:Tel Zohar</title>
		<link rel="alternate" type="text/html" href="https://tyrrapedia.com/index.php?title=Category:Tel_Zohar&amp;diff=27"/>
		<updated>2025-04-10T03:44:41Z</updated>

		<summary type="html">&lt;p&gt;Digitalavatar: Blanked the page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Digitalavatar</name></author>
	</entry>
	<entry>
		<id>https://tyrrapedia.com/index.php?title=Main_Page&amp;diff=26</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://tyrrapedia.com/index.php?title=Main_Page&amp;diff=26"/>
		<updated>2025-04-10T03:42:31Z</updated>

		<summary type="html">&lt;p&gt;Digitalavatar: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Welcome to Tyrrapedia =&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tyrrapedia&#039;&#039;&#039; is a fan run site dedicated to the lore of the world of Tyrra, a fantasy realm within the NERO Live Action Roleplay Game universe.  While this is intended to be a repository of knowledge discussing items that may be owned, in full or in part, by NERO International, all information stored here is the voice of the players themselves, and is not intended to be a record of ownership by any business entity.  It is our right to reserve the content of these posts to the posters directly, as it is in their voice.&lt;br /&gt;
&lt;br /&gt;
You can find more information about NERO [https://nerolarp.com/ through their website].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Known issues ==&lt;br /&gt;
Emails are not currently going out.  This will likely start working once the domain has fully propagated and starts hitting lists.&lt;/div&gt;</summary>
		<author><name>Digitalavatar</name></author>
	</entry>
	<entry>
		<id>https://tyrrapedia.com/index.php?title=Queen_Eriba_Abyad&amp;diff=25</id>
		<title>Queen Eriba Abyad</title>
		<link rel="alternate" type="text/html" href="https://tyrrapedia.com/index.php?title=Queen_Eriba_Abyad&amp;diff=25"/>
		<updated>2025-04-09T04:53:01Z</updated>

		<summary type="html">&lt;p&gt;Digitalavatar: Created page with &amp;quot;Born the only daughter of the most formidable warlord the Surmad region had ever known, Queen Eriba inherited more than blood and steel—she inherited a vision. Following her father’s sudden and suspicious death, mere years after founding the first true city in the region, Eriba claimed his mantle and vowed to realize his dream: uniting all of Tel Zohar beneath a single banner.  Through diplomacy, conquest, and coin, she forged alliances and bent rival warbands to her...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Born the only daughter of the most formidable warlord the Surmad region had ever known, Queen Eriba inherited more than blood and steel—she inherited a vision. Following her father’s sudden and suspicious death, mere years after founding the first true city in the region, Eriba claimed his mantle and vowed to realize his dream: uniting all of Tel Zohar beneath a single banner.&lt;br /&gt;
&lt;br /&gt;
Through diplomacy, conquest, and coin, she forged alliances and bent rival warbands to her will. Some swore fealty out of admiration; others were handsomely paid to stay loyal. Under her rule, the fractured Surmad lands coalesced into a singular force—the Astorian Empire—breathing life into the legacy her father began.&lt;br /&gt;
&lt;br /&gt;
But power rarely comes without peril.&lt;br /&gt;
&lt;br /&gt;
Once the revered chieftain of the Blood Tribe, Queen Eriba’s rule was shattered by an insurrection that ignited a savage civil war, leaving the once-proud city of Astoria in ruin. Amid the chaos, the Queen vanished—her fate unknown, her name whispered in both reverence and dread.&lt;br /&gt;
&lt;br /&gt;
With the city’s walls crumbling and its people leaderless, the Orc warlord Gutworm seized the moment. He led a swift and brutal blockade, determined to prevent Eriba—should she still live—from completing the sacred rite that would have named her the undisputed ruler of Tel Zohar.&lt;/div&gt;</summary>
		<author><name>Digitalavatar</name></author>
	</entry>
	<entry>
		<id>https://tyrrapedia.com/index.php?title=Karich_Asud_al_Zohar&amp;diff=24</id>
		<title>Karich Asud al Zohar</title>
		<link rel="alternate" type="text/html" href="https://tyrrapedia.com/index.php?title=Karich_Asud_al_Zohar&amp;diff=24"/>
		<updated>2025-04-09T04:39:38Z</updated>

		<summary type="html">&lt;p&gt;Digitalavatar: Created page with &amp;quot;The head of the Crosswinds Mercantile family, Karich is somewhat fluid in gender and rarely interacts with anyone outside of the family directly. He has been referred to as He or She interchangably. When asked to clarify the response is usually. “Karich is…. well Karich.” The Crosswinds Mercantile is all about making money, they are against anyone or anything that will demand taxes or tariffs or put regulations on their trade like Queen Eriba did.  Karich was place...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The head of the Crosswinds Mercantile family, Karich is somewhat fluid in gender and rarely interacts with anyone outside of the family directly. He has been referred to as He or She interchangably. When asked to clarify the response is usually. “Karich is…. well Karich.” The Crosswinds Mercantile is all about making money, they are against anyone or anything that will demand taxes or tariffs or put regulations on their trade like Queen Eriba did.&lt;br /&gt;
&lt;br /&gt;
Karich was placed into power by way of a rite of passage involving a contest of spirit and social graces.  Karich currently acts with the presence and title of Lord of Tel Zohar, and refers to himself as the Future King thereof.&lt;/div&gt;</summary>
		<author><name>Digitalavatar</name></author>
	</entry>
	<entry>
		<id>https://tyrrapedia.com/index.php?title=Category:Tel_Zohar&amp;diff=22</id>
		<title>Category:Tel Zohar</title>
		<link rel="alternate" type="text/html" href="https://tyrrapedia.com/index.php?title=Category:Tel_Zohar&amp;diff=22"/>
		<updated>2025-04-08T17:05:41Z</updated>

		<summary type="html">&lt;p&gt;Digitalavatar: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Tel Zohar is a land of two regions, the south an aired desert with little water and less shade. Its sandy landscape is dotted with scraggly low trees and raged brush mixed with proud cactus. Rises of craggy hills break up the otherwise flat monotony of the land and offer the best options for travelers looking for relief from the unforgiving sun. Somehow among this harsh and unforgiving land the people have found ways to thrive, their art and clothing bright with color and adorned with elegant stones and precious metals. The desert’s summer storms are sudden and violent winds whip up the sand into great billowing waves of darkness, these storms are sometimes accompanied by lightning and thunder and preceded or followed by short torrential downpours of muddy rain. Those who do not seek refuge in the mountains or foot hills hunker down for the summer staying close to protective structures, shuttering windows and doors when the sky takes on the color of sand and riding out the violent outbursts that make travel even more dangerous than the blistering sun and scarce water.&lt;br /&gt;
&lt;br /&gt;
To the north the desert slowly gives up its hold to the mountains, cactus replaced by sparse evergreens that fill in as the elevation rises until forming a respectable forest. Rivers and lakes add lushness and draw various game animals to their banks. Many of the people are a mix of desert dwelling folk and immigrants from the north seeking the bounty of fur and logging trade in the area. The summertime migration of animals and people feeling the summer storm bring a yearly influx of trade and help bolster the northern peoples for their snow bound winters.&lt;br /&gt;
&lt;br /&gt;
== Landmarks ==&lt;br /&gt;
&#039;&#039;&#039;Winter Run Road&#039;&#039;&#039;: The northern trade road which passes through the mountains near the Logging camp Furu is located just off the western side of Katen Lake.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Kantar Pass&#039;&#039;&#039;: The South Trade Road extend into the desert a dangerous stretch of road that is used almost exclusively by mining caravans as there are few settlements to the south of Arim’s Well.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shemdar Road&#039;&#039;&#039;: The East Trade Road cuts away from Arim’s Well in a somewhat northern fashion and eventually passes through Astoria’s territory before taking a southern turn.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Nephgrim’s Way&#039;&#039;&#039;: The West Trade Road extends to the west all the way out to the coast. About halfway to the coast if one turns south they will find Nimbus Oasis or death in the desert.&lt;br /&gt;
&lt;br /&gt;
== Resources ==&lt;br /&gt;
The land is rich with soft metals, copper, and gold, in particular, semi-precious stones and exotic animal bones are also prevalent, so much so even the common folk often wear adornment on their body or clothing made from these materials. The quality of the crafting and the quantity of adornment are the true defining mark of economic wealth when it comes to these materials. Well water and farmable land also are marks of wealth and power in the southern region.&lt;br /&gt;
&lt;br /&gt;
== Nomadic Tribes ==&lt;br /&gt;
The people of the Surmad Desert are largely tribal, the majority of which live a nomadic lifestyle, and their homes are tents or semi-permanent structures that can be moved easily. They follow the herds along their migration routes. Many of them use domesticated wild horses and dogs to assist in their hunting and traveling. Their clothing is usually made of animal skin cured and painted with bright colors and patterns. They hold firmly to a very earth-centric shamanistic worldview, revealing the wisdom of the elders, the power of ancestral spirits and the forces of the world around them. These tribes follow the animal migrations and like them move north to avoid the summer storms that make the region particularly dangerous.&lt;br /&gt;
&lt;br /&gt;
== Settled Tribes ==&lt;br /&gt;
Permanent structures are usually made of earth and stone and reinforced with lumber from the north and can be found along the few small creeks and rivers or at natural springs. Some tribes live in caves or dwellings carved into the low rocky mountains. The settled people raise animals for food and wool which they weave into fantastic fabrics. They raise native plants in small gardens next to wells to supplement their food needs as well. Most settlements are built inward, so that doors open towards other structures often creating a ring of homes or buildings in small clusters when not built directly into the earth or stone. This provides some protection for the people when the summer storms hit. The largest settlement is the City of Astoria, high walls courtyards and small windows are typical of the city’s architecture designed to help provide&lt;br /&gt;
protection to the inhabitants from the elements.&lt;/div&gt;</summary>
		<author><name>Digitalavatar</name></author>
	</entry>
	<entry>
		<id>https://tyrrapedia.com/index.php?title=Category:Tel_Zohar&amp;diff=21</id>
		<title>Category:Tel Zohar</title>
		<link rel="alternate" type="text/html" href="https://tyrrapedia.com/index.php?title=Category:Tel_Zohar&amp;diff=21"/>
		<updated>2025-04-08T17:04:32Z</updated>

		<summary type="html">&lt;p&gt;Digitalavatar: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Tel Zohar is a land of two regions, the south an aired desert with little water and less shade. Its sandy landscape is dotted with scraggly low trees and raged brush mixed with proud cactus. Rises of craggy hills break up the otherwise flat monotony of the land and offer the best options for travelers looking for relief from the unforgiving sun. Somehow among this harsh and unforgiving land the people have found ways to thrive, their art and clothing bright with color and adorned with elegant stones and precious metals. The desert’s summer storms are sudden and violent winds whip up the sand into great billowing waves of darkness, these storms are sometimes accompanied by lightning and thunder and preceded or followed by short torrential downpours of muddy rain. Those who do not seek refuge in the mountains or foot hills hunker down for the summer staying close to protective structures, shuttering windows and doors when the sky takes on the color of sand and riding out the violent outbursts that make travel even more dangerous than the blistering sun and scarce water.&lt;br /&gt;
&lt;br /&gt;
To the north the desert slowly gives up its hold to the mountains, cactus replaced by sparse evergreens that fill in as the elevation rises until forming a respectable forest. Rivers and lakes add lushness and draw various game animals to their banks. Many of the people are a mix of desert dwelling folk and immigrants from the north seeking the bounty of fur and logging trade in the area. The summertime migration of animals and people feeling the summer storm bring a yearly influx of trade and help bolster the northern peoples for their snow bound winters.&lt;br /&gt;
&lt;br /&gt;
== Landmarks ==&lt;br /&gt;
&#039;&#039;&#039;Winter Run Road&#039;&#039;&#039;: The northern trade road which passes through the mountains near the Logging camp Furu is located just off the western side of Katen Lake.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Kantar Pass&#039;&#039;&#039;: The South Trade Road extend into the desert a dangerous stretch of road that is used almost exclusively by mining caravans as there are few settlements to the south of Arim’s Well.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shemdar Road&#039;&#039;&#039;: The East Trade Road cuts away from Arim’s Well in a somewhat northern fashion and eventually passes through Astoria’s territory before taking a southern turn.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Nephgrim’s Way&#039;&#039;&#039;: The West Trade Road extends to the west all the way out to the coast. About halfway to the coast if one turns south they will find Nimbus Oasis or death in the desert.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Resources ==&lt;br /&gt;
The land is rich with soft metals, copper, and gold, in particular, semi-precious stones and exotic animal bones are also prevalent, so much so even the common folk often wear adornment on their body or clothing made from these materials. The quality of the crafting and the quantity of adornment are the true defining mark of economic wealth when it comes to these materials. Well water and farmable land also are marks of wealth and power in the southern region.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Nomadic Tribes ==&lt;br /&gt;
The people of the Surmad Desert are largely tribal, the majority of which live a nomadic lifestyle, and their homes are tents or semi-permanent structures that can be moved easily. They follow the herds along their migration routes. Many of them use domesticated wild horses and dogs to assist in their hunting and traveling. Their clothing is usually made of animal skin cured and painted with bright colors and patterns. They hold firmly to a very earth-centric shamanistic worldview, revealing the wisdom of the elders, the power of ancestral spirits and the forces of the world around them. These tribes follow the animal migrations and like them move north to avoid the summer storms that make the region particularly dangerous.&lt;br /&gt;
&lt;br /&gt;
== Settled Tribes ==&lt;br /&gt;
Permanent structures are usually made of earth and stone and reinforced with lumber from the north and can be found along the few small creeks and rivers or at natural springs. Some tribes live in caves or dwellings carved into the low rocky mountains. The settled people raise animals for food and wool which they weave into fantastic fabrics. They raise native plants in small gardens next to wells to supplement their food needs as well. Most settlements are built inward, so that doors open towards other structures often creating a ring of homes or buildings in small clusters when not built directly into the earth or stone. This provides some protection for the people when the summer storms hit. The largest settlement is the City of Astoria, high walls courtyards and small windows are typical of the city’s architecture designed to help provide&lt;br /&gt;
protection to the inhabitants from the elements.&lt;/div&gt;</summary>
		<author><name>Digitalavatar</name></author>
	</entry>
	<entry>
		<id>https://tyrrapedia.com/index.php?title=Category:Tel_Zohar&amp;diff=20</id>
		<title>Category:Tel Zohar</title>
		<link rel="alternate" type="text/html" href="https://tyrrapedia.com/index.php?title=Category:Tel_Zohar&amp;diff=20"/>
		<updated>2025-04-08T17:01:49Z</updated>

		<summary type="html">&lt;p&gt;Digitalavatar: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Tel Zohar is a land of two regions, the south an aired desert with little water and less shade. Its&lt;br /&gt;
sandy landscape is dotted with scraggly low trees and raged brush mixed with proud cactus.&lt;br /&gt;
Rises of craggy hills break up the otherwise flat monotony of the land and offer the best options&lt;br /&gt;
for travelers looking for relief from the unforgiving sun. Somehow among this harsh and&lt;br /&gt;
unforgiving land the people have found ways to thrive, their art and clothing bright with color&lt;br /&gt;
and adorned with elegant stones and precious metals.&lt;br /&gt;
The desert’s summer storms are sudden and violent winds whip up the sand into great billowing&lt;br /&gt;
waves of darkness, these storms are sometimes accompanied by lightning and thunder and&lt;br /&gt;
preceded or followed by short torrential downpours of muddy rain. Those who do not seek&lt;br /&gt;
refuge in the mountains or foot hills hunker down for the summer staying close to protective&lt;br /&gt;
structures, shuttering windows and doors when the sky takes on the color of sand and riding out&lt;br /&gt;
the violent outbursts that make travel even more dangerous than the blistering sun and scarce&lt;br /&gt;
water.&lt;br /&gt;
&lt;br /&gt;
To the north the desert slowly gives up its hold to the mountains, cactus replaced by sparse&lt;br /&gt;
evergreens that fill in as the elevation rises until forming a respectable forest. Rivers and lakes&lt;br /&gt;
add lushness and draw various game animals to their banks. Many of the people are a mix of&lt;br /&gt;
desert dwelling folk and immigrants from the north seeking the bounty of fur and logging trade&lt;br /&gt;
in the area. The summertime migration of animals and people feeling the summer storm bring a&lt;br /&gt;
yearly influx of trade and help bolster the northern peoples for their snow bound winters.&lt;br /&gt;
&lt;br /&gt;
== Landmarks ==&lt;br /&gt;
&#039;&#039;&#039;Winter Run Road&#039;&#039;&#039;: The northern trade road which passes through the mountains near the&lt;br /&gt;
Logging camp Furu is located just off the western side of Katen Lake.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Kantar Pass&#039;&#039;&#039;: The South Trade Road extend into the desert a dangerous stretch of road that is&lt;br /&gt;
used almost exclusively by mining caravans as there are few settlements to the south of Arim’s&lt;br /&gt;
Well.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shemdar Road&#039;&#039;&#039;: The East Trade Road cuts away from Arim’s Well in a somewhat northern&lt;br /&gt;
fashion and eventually passes through Astoria’s territory before taking a southern turn.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Nephgrim’s Way&#039;&#039;&#039;: The West Trade Road extends to the west all the way out to the coast. About&lt;br /&gt;
halfway to the coast if one turns south they will find Nimbus Oasis or death in the desert.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Resources ==&lt;br /&gt;
The land is rich with soft metals, copper, and gold, in particular, semi-precious stones and exotic&lt;br /&gt;
animal bones are also prevalent, so much so even the common folk often wear adornment on&lt;br /&gt;
their body or clothing made from these materials. The quality of the crafting and the quantity of&lt;br /&gt;
adornment are the true defining mark of economic wealth when it comes to these materials. Well&lt;br /&gt;
water and farmable land also are marks of wealth and power in the southern region.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Nomadic Tribes&lt;br /&gt;
The people of the Surmad Desert are largely tribal, the majority of which live a nomadic&lt;br /&gt;
lifestyle, and their homes are tents or semi-permanent structures that can be moved easily. They&lt;br /&gt;
follow the herds along their migration routes. Many of them use domesticated wild horses and&lt;br /&gt;
dogs to assist in their hunting and traveling. Their clothing is usually made of animal skin cured&lt;br /&gt;
and painted with bright colors and patterns. They hold firmly to a very earth-centric shamanistic&lt;br /&gt;
worldview, revealing the wisdom of the elders, the power of ancestral spirits and the forces of&lt;br /&gt;
the world around them. These tribes follow the animal migrations and like them move north to&lt;br /&gt;
avoid the summer storms that make the region particularly dangerous.&lt;br /&gt;
Settled Tribes&lt;br /&gt;
Permanent structures are usually made of earth and stone and reinforced with lumber from the&lt;br /&gt;
north and can be found along the few small creeks and rivers or at natural springs. Some tribes&lt;br /&gt;
live in caves or dwellings carved into the low rocky mountains. The settled people raise animals&lt;br /&gt;
for food and wool which they weave into fantastic fabrics. They raise native plants in small&lt;br /&gt;
gardens next to wells to supplement their food needs as well. Most settlements are built inward,&lt;br /&gt;
so that doors open towards other structures often creating a ring of homes or buildings in small&lt;br /&gt;
clusters when not built directly into the earth or stone. This provides some protection for the&lt;br /&gt;
people when the summer storms hit. The largest settlement is the City of Astoria, high walls courtyards and small windows are typical of the city’s architecture designed to help provide&lt;br /&gt;
protection to the inhabitants from the elements.&lt;/div&gt;</summary>
		<author><name>Digitalavatar</name></author>
	</entry>
	<entry>
		<id>https://tyrrapedia.com/index.php?title=Category:Tel_Zohar&amp;diff=19</id>
		<title>Category:Tel Zohar</title>
		<link rel="alternate" type="text/html" href="https://tyrrapedia.com/index.php?title=Category:Tel_Zohar&amp;diff=19"/>
		<updated>2025-04-08T15:52:14Z</updated>

		<summary type="html">&lt;p&gt;Digitalavatar: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Tel Zohar is a land of two regions, the south an aired desert with little water and less shade. Its&lt;br /&gt;
sandy landscape is dotted with scraggly low trees and raged brush mixed with proud cactus.&lt;br /&gt;
Rises of craggy hills break up the otherwise flat monotony of the land and offer the best options&lt;br /&gt;
for travelers looking for relief from the unforgiving sun. Somehow among this harsh and&lt;br /&gt;
unforgiving land the people have found ways to thrive, their art and clothing bright with color&lt;br /&gt;
and adorned with elegant stones and precious metals.&lt;br /&gt;
The desert’s summer storms are sudden and violent winds whip up the sand into great billowing&lt;br /&gt;
waves of darkness, these storms are sometimes accompanied by lightning and thunder and&lt;br /&gt;
preceded or followed by short torrential downpours of muddy rain. Those who do not seek&lt;br /&gt;
refuge in the mountains or foot hills hunker down for the summer staying close to protective&lt;br /&gt;
structures, shuttering windows and doors when the sky takes on the color of sand and riding out&lt;br /&gt;
the violent outbursts that make travel even more dangerous than the blistering sun and scarce&lt;br /&gt;
water.&lt;br /&gt;
&lt;br /&gt;
To the north the desert slowly gives up its hold to the mountains, cactus replaced by sparse&lt;br /&gt;
evergreens that fill in as the elevation rises until forming a respectable forest. Rivers and lakes&lt;br /&gt;
add lushness and draw various game animals to their banks. Many of the people are a mix of&lt;br /&gt;
desert dwelling folk and immigrants from the north seeking the bounty of fur and logging trade&lt;br /&gt;
in the area. The summertime migration of animals and people feeling the summer storm bring a&lt;br /&gt;
yearly influx of trade and help bolster the northern peoples for their snow bound winters.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Winter Run Road&#039;&#039;&#039;: The northern trade road which passes through the mountains near the&lt;br /&gt;
Logging camp Furu is located just off the western side of Katen Lake.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Kantar Pass&#039;&#039;&#039;: The South Trade Road extend into the desert a dangerous stretch of road that is&lt;br /&gt;
used almost exclusively by mining caravans as there are few settlements to the south of Arim’s&lt;br /&gt;
Well.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shemdar Road&#039;&#039;&#039;: The East Trade Road cuts away from Arim’s Well in a somewhat northern&lt;br /&gt;
fashion and eventually passes through Astoria’s territory before taking a southern turn.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Nephgrim’s Way&#039;&#039;&#039;: The West Trade Road extends to the west all the way out to the coast. About&lt;br /&gt;
halfway to the coast if one turns south they will find Nimbus Oasis or death in the desert.&lt;/div&gt;</summary>
		<author><name>Digitalavatar</name></author>
	</entry>
	<entry>
		<id>https://tyrrapedia.com/index.php?title=Category:Tel_Zohar&amp;diff=18</id>
		<title>Category:Tel Zohar</title>
		<link rel="alternate" type="text/html" href="https://tyrrapedia.com/index.php?title=Category:Tel_Zohar&amp;diff=18"/>
		<updated>2025-04-08T15:51:54Z</updated>

		<summary type="html">&lt;p&gt;Digitalavatar: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Tel Zohar is a land of two regions, the south an aired desert with little water and less shade. Its&lt;br /&gt;
sandy landscape is dotted with scraggly low trees and raged brush mixed with proud cactus.&lt;br /&gt;
Rises of craggy hills break up the otherwise flat monotony of the land and offer the best options&lt;br /&gt;
for travelers looking for relief from the unforgiving sun. Somehow among this harsh and&lt;br /&gt;
unforgiving land the people have found ways to thrive, their art and clothing bright with color&lt;br /&gt;
and adorned with elegant stones and precious metals.&lt;br /&gt;
The desert’s summer storms are sudden and violent winds whip up the sand into great billowing&lt;br /&gt;
waves of darkness, these storms are sometimes accompanied by lightning and thunder and&lt;br /&gt;
preceded or followed by short torrential downpours of muddy rain. Those who do not seek&lt;br /&gt;
refuge in the mountains or foot hills hunker down for the summer staying close to protective&lt;br /&gt;
structures, shuttering windows and doors when the sky takes on the color of sand and riding out&lt;br /&gt;
the violent outbursts that make travel even more dangerous than the blistering sun and scarce&lt;br /&gt;
water.&lt;br /&gt;
&lt;br /&gt;
To the north the desert slowly gives up its hold to the mountains, cactus replaced by sparse&lt;br /&gt;
evergreens that fill in as the elevation rises until forming a respectable forest. Rivers and lakes&lt;br /&gt;
add lushness and draw various game animals to their banks. Many of the people are a mix of&lt;br /&gt;
desert dwelling folk and immigrants from the north seeking the bounty of fur and logging trade&lt;br /&gt;
in the area. The summertime migration of animals and people feeling the summer storm bring a&lt;br /&gt;
yearly influx of trade and help bolster the northern peoples for their snow bound winters.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;Winter Run Road&#039;: The northern trade road which passes through the mountains near the&lt;br /&gt;
Logging camp Furu is located just off the western side of Katen Lake.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Kantar Pass&#039;&#039;: The South Trade Road extend into the desert a dangerous stretch of road that is&lt;br /&gt;
used almost exclusively by mining caravans as there are few settlements to the south of Arim’s&lt;br /&gt;
Well.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Shemdar Road&#039;&#039;: The East Trade Road cuts away from Arim’s Well in a somewhat northern&lt;br /&gt;
fashion and eventually passes through Astoria’s territory before taking a southern turn.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Nephgrim’s Way&#039;&#039;: The West Trade Road extends to the west all the way out to the coast. About&lt;br /&gt;
halfway to the coast if one turns south they will find Nimbus Oasis or death in the desert.&lt;/div&gt;</summary>
		<author><name>Digitalavatar</name></author>
	</entry>
	<entry>
		<id>https://tyrrapedia.com/index.php?title=Category:Tel_Zohar&amp;diff=17</id>
		<title>Category:Tel Zohar</title>
		<link rel="alternate" type="text/html" href="https://tyrrapedia.com/index.php?title=Category:Tel_Zohar&amp;diff=17"/>
		<updated>2025-04-08T15:51:43Z</updated>

		<summary type="html">&lt;p&gt;Digitalavatar: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Tel Zohar is a land of two regions, the south an aired desert with little water and less shade. Its&lt;br /&gt;
sandy landscape is dotted with scraggly low trees and raged brush mixed with proud cactus.&lt;br /&gt;
Rises of craggy hills break up the otherwise flat monotony of the land and offer the best options&lt;br /&gt;
for travelers looking for relief from the unforgiving sun. Somehow among this harsh and&lt;br /&gt;
unforgiving land the people have found ways to thrive, their art and clothing bright with color&lt;br /&gt;
and adorned with elegant stones and precious metals.&lt;br /&gt;
The desert’s summer storms are sudden and violent winds whip up the sand into great billowing&lt;br /&gt;
waves of darkness, these storms are sometimes accompanied by lightning and thunder and&lt;br /&gt;
preceded or followed by short torrential downpours of muddy rain. Those who do not seek&lt;br /&gt;
refuge in the mountains or foot hills hunker down for the summer staying close to protective&lt;br /&gt;
structures, shuttering windows and doors when the sky takes on the color of sand and riding out&lt;br /&gt;
the violent outbursts that make travel even more dangerous than the blistering sun and scarce&lt;br /&gt;
water.&lt;br /&gt;
&lt;br /&gt;
To the north the desert slowly gives up its hold to the mountains, cactus replaced by sparse&lt;br /&gt;
evergreens that fill in as the elevation rises until forming a respectable forest. Rivers and lakes&lt;br /&gt;
add lushness and draw various game animals to their banks. Many of the people are a mix of&lt;br /&gt;
desert dwelling folk and immigrants from the north seeking the bounty of fur and logging trade&lt;br /&gt;
in the area. The summertime migration of animals and people feeling the summer storm bring a&lt;br /&gt;
yearly influx of trade and help bolster the northern peoples for their snow bound winters.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Winter Run Road&#039;&#039;: The northern trade road which passes through the mountains near the&lt;br /&gt;
Logging camp Furu is located just off the western side of Katen Lake.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Kantar Pass&#039;&#039;: The South Trade Road extend into the desert a dangerous stretch of road that is&lt;br /&gt;
used almost exclusively by mining caravans as there are few settlements to the south of Arim’s&lt;br /&gt;
Well.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Shemdar Road&#039;&#039;: The East Trade Road cuts away from Arim’s Well in a somewhat northern&lt;br /&gt;
fashion and eventually passes through Astoria’s territory before taking a southern turn.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Nephgrim’s Way&#039;&#039;: The West Trade Road extends to the west all the way out to the coast. About&lt;br /&gt;
halfway to the coast if one turns south they will find Nimbus Oasis or death in the desert.&lt;/div&gt;</summary>
		<author><name>Digitalavatar</name></author>
	</entry>
	<entry>
		<id>https://tyrrapedia.com/index.php?title=Category:Tel_Zohar&amp;diff=16</id>
		<title>Category:Tel Zohar</title>
		<link rel="alternate" type="text/html" href="https://tyrrapedia.com/index.php?title=Category:Tel_Zohar&amp;diff=16"/>
		<updated>2025-04-08T15:47:55Z</updated>

		<summary type="html">&lt;p&gt;Digitalavatar: Created page with &amp;quot;Tel Zohar is a land of two regions, the south an aired desert with little water and less shade. Its sandy landscape is dotted with scraggly low trees and raged brush mixed with proud cactus. Rises of craggy hills break up the otherwise flat monotony of the land and offer the best options for travelers looking for relief from the unforgiving sun. Somehow among this harsh and unforgiving land the people have found ways to thrive, their art and clothing bright with color an...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Tel Zohar is a land of two regions, the south an aired desert with little water and less shade. Its&lt;br /&gt;
sandy landscape is dotted with scraggly low trees and raged brush mixed with proud cactus.&lt;br /&gt;
Rises of craggy hills break up the otherwise flat monotony of the land and offer the best options&lt;br /&gt;
for travelers looking for relief from the unforgiving sun. Somehow among this harsh and&lt;br /&gt;
unforgiving land the people have found ways to thrive, their art and clothing bright with color&lt;br /&gt;
and adorned with elegant stones and precious metals.&lt;br /&gt;
The desert’s summer storms are sudden and violent winds whip up the sand into great billowing&lt;br /&gt;
waves of darkness, these storms are sometimes accompanied by lightning and thunder and&lt;br /&gt;
preceded or followed by short torrential downpours of muddy rain. Those who do not seek&lt;br /&gt;
refuge in the mountains or foot hills hunker down for the summer staying close to protective&lt;br /&gt;
structures, shuttering windows and doors when the sky takes on the color of sand and riding out&lt;br /&gt;
the violent outbursts that make travel even more dangerous than the blistering sun and scarce&lt;br /&gt;
water.&lt;br /&gt;
&lt;br /&gt;
To the north the desert slowly gives up its hold to the mountains, cactus replaced by sparse&lt;br /&gt;
evergreens that fill in as the elevation rises until forming a respectable forest. Rivers and lakes&lt;br /&gt;
add lushness and draw various game animals to their banks. Many of the people are a mix of&lt;br /&gt;
desert dwelling folk and immigrants from the north seeking the bounty of fur and logging trade&lt;br /&gt;
in the area. The summertime migration of animals and people feeling the summer storm bring a&lt;br /&gt;
yearly influx of trade and help bolster the northern peoples for their snow bound winters.&lt;/div&gt;</summary>
		<author><name>Digitalavatar</name></author>
	</entry>
</feed>