The Brief Guide to the Ulminbore

 

 

Klan Ulminbore, a race of Beauty-worshipping, tree-loving Giants who emerged out of the Nulean Plain and descended upon Port Royale, where they had their first, transfigurative, encounter with civilisation.  Here it was that they met up with the Crusading Gels of Lyredh, and united with them (so to speak) to take on the defence of the Wood Elves of Elmorin against the claims of their darker cousins from Morlock Ced.  The initial struggle, against teleporting and invisible demon-sendings, was somewhat successful, but all gains were lost in the aftermath – partly as the story of the Crusaders took on an impetus all its own (q.v.) and partly as the curious, loose-living, open-hearted Giants fellow out with the stiff-necked and uppity Wood Elves.  It is a messy tale, and not often recounted.  The end result was that the Klan sailed off to find a homeland of its own, and Elmorin in due course fell.  Since then the Giants have been building up their settlement (#174) at Ulmindale, upon what was once the Isle of Morgren (now known as Ulmland).  There have been a few venturings-out, however; in one of which the Klan’s fifteen-year-old leader, Cleetus Awreetus, known as the Holy Sogologue (after certain revelations of Lyredh involving total immersion), helped destroy an army of trans-dimensional monsters (with the aid of a Golden Acorn, gifted by his Lady).  Cleetus is now, alas, dead – having sacrificed himself once too often in the pursuit of Beauty (and also, more practically, in the recovery of a certain Shard).  But on the upside, he has been Beatified as Saint Cleetus, and the Klan has gained a friend in heaven…

 

Read the Canonization of Saint Cleetus

 

The Ragged Guide to Ulmindale

- by “Melila Divine”

 

 

This spacious little township of the future is tucked away amidst the soaring trees and wrinkled hills of its own lushly-wooded mountain isle, that very Ulmland claimed by the Giants of Klan Ulminbore in the aftermath of the sad debacle upon Elmorin.  (Prone as the Giants are to talk and sing, the tales of their early days of wanderings are mercifully blurred – a colourful veil drawn over the fumblings of their first collaboration with the Crusading Gels, which resulted in the obliteration of the very realm of wood elves they were trying to defend.)  Still, out of loss there came new birth, and the Klan was inspired to settle down and raise its own Lyredhical City, partly in guilty reparation but mostly because they wanted to do Right and Wholly what they had seen done elsewhere only scrappily.

 

So now they tell proudly of how the Goddess led them hither, and gave them this perfect island with its forests, mines and quarries; all that a Craftspeople could want surrounding them.  And well they have wrought, not despoiling their environment but rather raising up from it a harmonious parallel development of artifice amidst nature.  Every dwelling in the settlement is unique and individual, yet all sing from the same song-sheet of carved wood.  Even the very city lay-out is inspired by the whorls of tree-rings, resulting in a gently circuitous entanglement of homes and gardens, workshops, shops and yards; so that the forest and its lawns entwine into the village, and the buildings melt into the woods.  Wide boulevards of grass allow amply for the passage of Giant wagons and feet, while the otherwise obscure entrance to the site is marked by a mysterious slender white stone obelisk with a huge and perfect limestone sphere perched impossibly atop.

 

The city-leader, Eavylyn – an ingenious Craftsperson, whose all-steal boomerang was unveiled at the last Lorasian games – is responsible for the over-all co-ordination which themes together the natural anarchy of creation the Klan spawns.  With modest pride she showed me round the highlights of her hometown – not omitting the wonderfully sonorous stone sewers, Giant-sized and sparkling clean, that spider-web beneath the rooted ground in sculptural echoes of the homes above.  Water fountains appear everywhere upon the surface, small and discreet or showy and large, rattling into troughs or tinkling down upon wind-chimes.  Despite their huge love of food and drink, and their relishment of every stage of digestion, the Klan are a cleanly folk these days, and the Plague remains an unwelcome visitor.

 

At the very centre of the city is the mighty and inspiring sight of the Great Temple of Lyredh, the purest expression of the Giant’s worship of their Lady; three Giant-storeys high, built solidly of wood and shaped like a great corkscrewing thrive of oak and mistletoe, aglitter in lieu of leaves with the unique workmanship of the Klan’s own stained-glass windows.  Here are worked-in contributions from every sector of the population, not excluding the distinctive brilliance of Dark-Elvish craft, with animated statues signalling the hours.  Indeed, the very walls of the Temple are formed into a massive Orgasum, a Giant-thundering musical instrument of mechanic wind-bellow, pipe and pump, all operated from a single keyboard under the delicate control of Donp Reston, choirmaster and current Deacon of the Temple.  Here the Klan and all the population come to celebrate their Goddess with Feast and Music on a regular basis; no event, not even the mundane passing of time, too trivial to be enjoyed, according to their deep-set creed – one which becomes ever more attractive and persuasive, the longer one lives in close association with its comfortable charge.

 

Not far from the Temple there rises a distinctive wooden tower, donated by the townsfolk, which houses a branch of the Tandilus Guild.  Though the settlement is yet small, it is notable that one so wise as Tandilus himself should have thought Ulmindale a fitting site for one of his outlets.  Likewise, the Merchant’s Guild here operates a market, small but thriving, attracted no doubt by the chance of access to the work of Giant Craft hands.  The Klan work wood like no-one else, rivalling even elven quality (albeit in a very different style).  They carve stone and engineer as well, producing war-machines and transport, but the twinkle in the merchant’s eye must come from the handling of Ulminglass – uniquely strong transparent Luxury Items in a rainbow of iridescent colours, either cast as panes or blown into intricate and bulbous forms as vases, cups and goblets, bowls and tubes.  (Some hint that in fact it was the chance to middleman the Klan’s famous Acorn Ale that drew the Guilds here, but that seems ungenerous.)

 

Taxes are unknown in Ulmindale, which may partly account for its popularity amongst its citizens, but surely its strongest tie upon the heart is its beauty and its naturalness – and its freedom for innovation and sheer eccentricity.  The Giants take all manner of oddity in their long stride, believing that Beauty is often Skewiff.  Thus the behaviour of their Chief Druid, Gregor Ypeckory, draws smiles rather than frowns – and, indeed, his discoveries in alchemical fungi-farmacology and related areas have proved invaluable – distillates that are reputed to improve intelligence and also reproductive inclinations…  not to mention a unique spell of Landscape Nurturing, which he might be willing to pass on for gold.  And whether all this is fact or fiction, certainly the colony grows apace – though the latest population bulge came rather with an influx of emigrants from goblin-threatened Angonheim.  Now housing is going up apace, and the sewers continue to expand, while ingenious mechanical defences are put in place to guard this crafted jewel of Lyredh’s.

 

Surely, as news of this calm and lovely haven spreads, so more and more of the Lyredhical-at-heart will be drawn across the seas to dwell in it?  The curious and the creative, and those with a bent for trade might also think it worth a visit.  As an incentive, I give below some sample prices from the local market, but repeat that the township’s first attraction is its liberty and loveliness.  But how to find it?for the Klan are somewhat shy.  Surely the best approach would be to contact Eavylyn of Ulmindale via the Lorasian mails, to ascertain a route and – perhaps – negotiate advantages…

 

 

                   Food   Luxuries   Shaped Stone   Wagons   Fodder   Lumber   Cattle

To buy                     6         19           23               56       6          19        11

To sell                      4         15           18               46       4          15         8