[I got lucky and found a good description which saves me writing one out]
The souls of the initiates rise above their temple area and hurtle towards the nearest sacred mountain (Kero Fin in Sartar). There, hundreds or thousands of other initiates and devotees are gathering, depending on the holy day. They circle the mountain as a single wind, and in an instant find themselves blowing upon Orlanth’s winds in the God World. The initiates are still flying, but everything is bigger and more vital.
At first, flyers cruise over the seemingly endless virgin Forest of the Winds. Trees stretch away on all sides as far as can be seen. The green of the forest is so deep that it looks black. Gods and their kin stalk this forest, where Yinkin is king and Velhara, Lady of the Wild, is his beloved prey. The initiates fly on, in the direction that they call In One Direction.
From over forest, hurtling onward, the storm blows amidst great mountains. The crags pierce the air, striking sharply up out of the woods, all of them stark and steep. Their cutting edges rise so sheer that no one could ever climb over them. On their left are the mountains of great Aedin’s Wall. On their right they can see the measureless Great Barrier range, whose far side is the Cliffs of Shadow. The gale of worshippers dips lower until they are beneath the tops of the mountains, then fall even lower to speed over the tops of the trees that hurtle beneath and behind them. Amidst the trees, they see the occasional clearing, perhaps with the dwelling of some petty god. At least one huge column of smoke rises over the woods, though usually not on the path the flyers take.
Eventually, the forest gives way to a vast plain only occasionally dotted with woods. Here and there are other settlements of gods of the pantheon. Following their path inwards, the flyers pass over the plains and can at last see Storm Home, Orlanth’s own village, far ahead.
Within Aedin’s Wall sits Storm Home, the farmlands and village of the Storm Tribe. In the centre stand Orlanth’s Great Hall and Ernalda’s Loom House, each huge and gleaming. A few large houses are the homes of Chalana Arroy, Issaries, Lhankor Mhy, and other important gods. All of Orlanth’s household are here in the Great Hall and Loom House.
Additionally, the most important thanes also have houses in the village. All of his carls and cottars have their own households where they live, either near the Great Hall or farther out, by the fields. Some of the most important places in Storm Home are:
- Ernalda’s Loom House, where the Weaver Women gather
- Flint Ridge, where Vanganth and his followers gather
- Vinga’s Red-Headed Lodge, near the Twisted Flint Spire
- Hedkoranth’s Thunder Oak
- Barntar and Mahome’s Big House
- Thunder Brothers’ Sparring Field
- Kero Fin’s Winter House
- Harst’s Granary, Pella’s Kiln, Orstan’s Mill, Gustbran’s Forge, Minlister’s Brewery, and other work places
- Uralda’s Byrne, Entra’s Trough, Redalda’s Stable, Nevala’s Pen, and other animal places
- Issaries’ Marketplace and Tent
- Lhankor Mhy’s Great Study
- Chalana Arroy’s Hall of Healing
- Elmal’s Shining Hall
- Heler’s Dark Hall
- Vingkot’s Hall called Victory Hall
- Heort’s Hall called Staghall
- Alakoring’s Hall called Cloudbreak
Karulinoran
Karulinoran is the name of Orlanth’s Great Hall. Innumerable men sit packed together across the broad floor, shoulder to shoulder. A river of mead flows along a trough from Minlister’s Pot, and every man present dips his horn into the rich river and drinks his fill. Orlanth and Ernalda sit in front with their household, high atop a dais. Amidst the rafters the seven star birds sit and sing, then dash and fly about to make secret signs over the heads of the masses celebrating in their cups.
When worshippers first enter Orlanth’s Hall, as always they see only as much as they can perceive. For most worshippers, they see Orlanth’s Hall as specific to the aspect that they worship: Adventurous, Allfather, or Thunderous. The celebrants they see are thus warriors, farmers, holy people, or the like. Such is the nature of Orlanth the Great God that when anyone in one of these familiar halls raises a horn of mead in a toast to the great god, they find themselves in the Great Hall upon completion.
[Location in the God Plane is not a matter of distance, but of relationship. It is possible for a single location to be in several places. Relationships are complex and simultaneous: things may seem contradictory, but more than one can exist. Both Orlanth and Ernalda’s houses stand next to each other, each surrounded by their own family’s dwellings.
Similarly, an ordinary Heortling can travel to Orlanth’s Hall and then leave. Karulinoran is simultaneously located at the center of Orlanth’s Stead, in the sky as Orlanth’s Ring, in each of the Mythic Ages, and in the center of every temple in the world. When heroes leave Karulinoran by one of the Nine Doors, they find themselves outside Orlanth’s Hall in the appropriate age. They can re-enter the Hall, whose appearance will change based on the door they use.]