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User:Zone Descriptions Project

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Use this page to find descriptions which need to be edited or added for Nwaij's map project. To edit a description, click on the name (in blue) and then click  Edit  at the top of the page. To add a description that hasn't been added yet, click on the name (in red) and add your description in the edit box and then hit the Save button below. Do not sign any content - your name is automatically recorded in the history of the page.

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Descriptions

  • The Lands of Magic
    The Lands of Magic were created by Malath and he used them as his realm. When Malath was attacked and ultimately defeated by the Four, his realm crumbled, and now only exists in the memories of the Taldorians.
  • Storm Sea
    Being the ocean west of the Old World, not much is found here - all the other great landmasses are located east or south of the Old World. In fact, only a few isles peak out of the waters of the Storm Sea, most notable among them the Erudin Isles.
  • Red Sun Mines
    The Red Sun Mines are a labyrinthine cave system in the Red Sun Peaks.

    They are the refuge of the Goblins of the Red Sun, and known to host the hottest forge of Dalaya.

    They are also inhabited by members of the Cult of the Eternal Flame, the sworn enemies of the goblins, and thus a war zone.
  • Spires of Saitha
    The Spires of Saitha is the center of the Kaezulian army's research and development. Golems and experiments of all sizes are created here. It is rumored that some of the mist is contained here. Atop the tower resides the Mistress herself awaiting anyone bold enough to attempt to besiege her tower.
  • Western Waste
    The Western Wastes is desolate tundra only inhabitable by the most durable creatures. Many dragon lords call this place home and will stop at nothing to defend it and their neighboring stronghold Dragonhorn Keep. Many fools have entered this wasteland looking for treasure, but very few have come out...at least in one piece.
  • Isle of Voices
    In the Sea of Swords lies a mysterious island far from anything else. All people that dwelled here reported that there are voices in the air, and most of them claim that these are in fact the voices of the gods. Whatever these mysterious voices may be, most people departing from the isle are changed in some way and follow one of the faiths.
  • Sepulcher of Darkness
    In the years of the High King, this sepulcher was the funeral ground for the commoners of the Elthannar mansion. When the Elthannar family and all its servants were turned into vampires, there were no funerals any more, and the sepulcher was abandoned. There are rumors that it is nowadays occupied by a cult of demonologists, but no one who entered it has ever come out again to tell his story.
  • Plane of Earth
    The Plane of Earth is Sihala's realm, a primordial landscape of how Dalaya could be if it wasn't for mankind. Many animals roam here freely - panthers, bears, even unicorns have been reported. Although they are initially not hostile to travelers, the inhabitants have a long and collective memory somehow linked to the very plane itself, and they fiercely fight against those who have attacked them.
  • Valley of Erimal
    The Valley of Erimal is a green valley south of the Mistwood. The most notable features of it are a seemingly bottomless pit, and some ghost-infested ruins. There are also kobolds roaming the valley, scouts of the clan inhabiting the Warrens. Other things to mention is a camp of refugees from the war, and the city of Erimal, headquarters of the Seekers. Only people whom the seekers trust are allowed within city limits.
  • Tur'Ruj
    Tur'Rujik is the stronghold of the orc tribes of Ikisith. No non-orc is allowed to enter it, ever, at the threat of death. Warmaster Korganah, along with the elite fort guards, ensures that no one violates this edict of Warchief Rujik Moktar, leader of all orcs. So if any non-orc would want to enter, he would have to find a way to either get Korganah and his guards out of the way, or have them turn a blind eye upon his trespassing.
  • Dragon Necropolis
    A dragon is a deadly thing during its lifetime, but the danger does not subside when it dies. The necropolis is the home for the dead, the restless, and those that feed on the dead. Undead dragons dwell here, eager to slay all living beings they encounter. Scavengers of all types abound, including the more civilized rat men, who have created a city within these caverns. These rat men seem to serve a mysterious master who is only known as The Devourer.
  • Sea of Swords
    The Sea of Swords is the ocean between the Old World, Faydark and Ikisith. It is cluttered with a variety of islands, and its name is owed to some of their inhabitants: pirates. These pirates mercilessly attack any ship they spot. The Silver Crown, quite annoyed by the assault on their trading routes, established a base on one of the islands to protect their property. Unable to patrol the entire sea on their own, they also pay a bounty for every dead pirate.
  • Remnants of Old Ikild
    In the old days of the first Iksar Empire, Ikild was the glorious capital of the empire and the largest city of the world, surrounded by farmland and smaller villages. But when Yclist got sealed behind the Veil and the Slaves rose up in rebellion, the Empire fell, and so did it's capital. Over the centuries, the jungle reclaimed the lands, and all that is left from the once-proud city of Ikild are some ruins tainted with foul magic and inhabited by the dead.
  • Fire Grotto
    The Fire Grotto is a cave system in the largest volcano in the Red Sun Peaks. Inhabited by imps, fire spirits and efreeti loyal to the Cult of the Eternal Flame, this isn't a hospitable place to be. Some adventurers report that there is a dragon somewhere in the grotto, but these sightings are largely unconfirmed. There are also rumors about even deeper caverns that could be accessed through the lava-filled tunnels here, but again, those rumors are unconfirmed.
  • Storm's Eye
    Where Stormkeep is the stronghold for all things of martial interest for the Stormhammers, Storm's Eye is their spiritual center. Their sages and their clergy are located here, along with a grand library where all their knowledge is stored. And although the Stormhammers have a King, the real authorities behind the throne are the clerics, who commune with Shojar on a frequent basis through one of his projections which was permanently allocated to Storm's Eye long ago.
  • Haegra Malath
    Haegra Malath was Malath's sanctuary, his home, his garden, and his hideaway. It is not entirely a plane and not entirely a place, but it is filled with troubles since Malath's passing. Without Malath's active guidance, this place has fallen to disarray. The Kye Kye and the Sporeborn continue an eternal war over territory once held by Malath's newest creation: a primitive, young people. Somewhere in the half-formed edges of this place, titans labor aloof and alone on Malath-knows-what.
  • Sadri Malath
    When the Lands of Magic splintered, the surviving Taldorians fled to a large island east of the Old World, where they founded a new city as their home. They called it Sadri Malath, meaning New Malath, in honor of their old home Taldor Malath. The Taldorians, still absolute devotees to Malath, try to shape Sadri Malath for the day of Malath's return. Additionally, they believe that conflict with the Eternal Empress and the Akhevans is inevitable, and stand prepared to face that conflict.
  • Stronghold of Enthann
    Towering over the Plane of Valor, the Stronghold of Enthann is the home of Enthann. To get permission to enter it, one has to prove his worth by passing several trials linked to virtues Enthann values highly - strength, strategy, defense and endurance. Within the stronghold itself resides Enthann and his Chosen, mortals who passed all his trials, but failed in his final task - a fight with Enthann himself, where the God of War personally tests the skills of anyone who manages to defeat all his Chosen.
  • Cauldron of Dawn
    South of Goblinskull Mountains, one finds the big lake of Cauldron of Dawn. Except few tribes of kiwisal - blue goblins with a penchant for oysters and mussels perfect for cooking - there aren’t many creatures to be found the grey rocks that surround the lake. Due to its location far from any civilized city, the Cauldron would not be a very interesting place if it wasn’t for the ancient and long lost keep that is rumored to be found under the lakes dark waters, and the Arena where many a soul have dueled without interference from roaming wildlife.
  • The Plaguelands
    In the days before the destruction of Freeport, the area now known as the Plaguelands were the common lands of Freeport, composed of farmland and rural villages. When Freeport burned, the Iksars didn't stop - they burned the villages, destroyed the harvest and killed or enslaved every living being they encountered. In the following years, wilderness reclaimed the the deserted lands, and the former thriving farmland is now a bleak plain. To make matters worse, a mysterious disease spread here, driving the few survivors of the Iksar invasion mad, along with the wildlife.
  • The Mountain Crags of Tarhyl
    High up in the mountains towering the Wastes of Tarhyl lies the hidden refuge of the last of the Vah Shir. Long thought extinct, they are active again thanks to the efforts of the Shadowknight Cvetkaa, who earned their trust and convinced them to reveal their continued existence to the rest of Dalaya. All races are allowed in their meager mountain encampment by now, but erstwhile travelers may have to earn their trust. Other then the Vah Shir, there are two minor factions to be found here: the insect-like Kish-Ka and the Valk, who are constantly warring with one another.
  • Plane of Nightmare
    Plane of Nightmare was created by Marlow, the Dreamer. Some time ago though, she seemingly abandoned the Plane of Nightmare. In her absence, rule over it is contested between Marlow's daughter Dis and the self-proclaimed Prince of Nightmares, an imp named Before You Wake. It is shaped from the nightmares of a chosen victim, and littered with danger: traps, snares, malevolent trees, werewolves, and whatever other ghosts, terrors and bogeys have amused Marlow, her daughter or her prince since the plane’s creation. Go there at your peril, and if you must, tread lightly.
  • Nagthilian
    Located at the eastern edge of the Darkwoods, Nagthilian was the home of the Dark Elves until its destruction in the year 70 BF. In that year, Baldakos the Betrayer unleashed a magical weapon on his own city, wiping out most of the Dark Elven race. Among the remaining Dark Elves, more than half chose to follow him into the service of Kaezul. Ever since that day, the Ruins of Nagthilian have been haunted by the deadly Mist that Baldakos unleashed. Rumors are that there are still treasures from before the Fall to be found in the city, but only fools would try to obtain them.
  • Baldakan
    Baldakan is the city founded by Baldakos the Betrayer and the Dark Elves that followed him into service of Kaezul after the destruction of Nagthilian in the year 70 BF. Because of an Edict of Kaezul that disallows any permanent Settlement of foreigners on Ikisith's soil, it is located offshore in the bay of Prophet's Landing. Baldakan is one of the major ports of the Empire. Due to the narrow-minded and highly paranoid demeanor of its inhabitants - duels to the death are a common thing to happen there - it isn't a hospitable place to be. The bright traveler avoids going there.
  • The Darkwoods
    The Darkwoods is the wood outside of Nagthilian, and when Nagthilian was destroyed by the Mist, the Darkwoods didn't remain untouched. Although the area didn't experience the utter destruction that happened to Nagthilian, things were changed. The wildlife got warped, somehow twisted, and now ferociously attacks anything that moves. There is an ancient dragon who made his home in these woods after the events that turned them into their current state. One has to wonder if the dragon also got twisted, or if the vile magic that caused this has ended. This subject requires further study.
  • Fearstone Keep
    Fearstone Keep is the ancient home of the Bloodclaws taken over the Frilakh, a lizardman race who seem to originate from the mountains of Steamfont, migrating to this fortress crossing the Faydarks. It is located a tad north of Kelethin in the woods of Faydark. The fortress contains some buildings as well as a large castle, the ancient home of the Bloodclaw tribe. All the constructions were designed and built by the Bloodclaws, so they seem really huge compared with the small size of these reptilians. The Frilakh are a hostile race, so dwelling into this castle is a dangerous thing to do.
  • Stinger's Bog
    Just north of Grobb lies the Stinger's Bog, a large swamp populated by giant mosquitoes and leeches. The only people who deem this area habitable are the renegade Iksars that initially founded Grobb, since their scales offer them some protection against the nasty wildlife, the Trolls, who due to their amazing regeneration ratio are not bothered by the harsh environment, and the Frogloks of Mielech. There are signs of an ancient culture to be found in the bog - hands of giant statues now swallowed by the swamp, and some ruins - but any traces of their origin were lost when Kaezul ravaged the world.
  • Dragonhorn Keep
    Dragonhorn Keep is the home of the dragons, the leaders of the Scale Alliance. Through magical manipulation of their own kin, they became the most powerful species in all of Dalaya. Fortunately for the other species, they are too occupied with their war against the Stormhammer Giants and the Shadowdwarves of Thurgadin to be bothered with the rest of Dalaya. If one were to assist in this fight, the dragons might be grateful, and great rewards could be expected... especially if an alliance is formed with them. If one dares to enter, they'd best be friends with the dragons already or ready for a fight to escape.
  • Kelethin
    In the heart of the woods of Faydark lies Kelethin, the treetop home of the Wood Elves. Kelethin was destroyed in the year 71 BF by Baldakos the Betrayer, a Dark Elf who used the same weapon he later unleashed on Nagthilian and Rivervale. For nearly 130 years, the city was covered with a mist that killed anyone foolish enough to come into contact with it. The city has since been cleansed and is now fairly safe, aside from the occasional visitor falling from it's magnificent heights. The locals who haven't fallen to their deaths have wasted no time in making the town a respectable hub for daytime tradeskillers.
  • Plane of Entropy
    Being the home of Gradalsh, the Lord of Decay, the Plane of Entropy is a bleak wasteland of corruption, inhabited by unholy and decaying beings. The weather is extreme here, shifting between a searing sun with no clouds and acidic rain that melts one's flesh off the bones. There is nothing healthy here, nothing good, and any perishable things that foolish adventurers bring here - such as food and drink - decay at an amazing rate. There are even stories of adventurers dieing here because their weapons rusted away and crumbled to dust in the middle of a fight, while their pox-ridden bodies were eaten alive by giant vermin.
  • Red Sun Peaks
    The Red Sun Peaks are a seismic highly active region. In fact, their name is owed to the fact that the active volcanoes blow so much ash into the atmosphere that the sun never gets brighter then a dim red. Due to the hostile environment, the area is only sparsely populated, with a tribe of goblins being the main inhabitants. Though they are generally hostile, some adventurers manage to befriend with them by aiding them in their war against the Cult of the Eternal Flame. Except for the volcanoes, not much else is to be seen here, though there are rumors that the mad researcher Lasanth made his lair somewhere in this region.
  • Eastern Waste
    The Eastern Wastes are a frozen tundra, inhabited by all manner of beasts - cougars, rhinos, manticores and more. The Stormhammer Giants keep a strong presence here, including a fort in the northwest region, around a mysterious sculpture of a dragon to the south, and around their home of Stormkeep, located in a gorge in the the southwest part of the wastes. Their main adversary here is the Blizardskin Tribe, a tribe of orcs who established their own stronghold within the area. The giants will pay a nice bounty for the teeth of these orcs, unless you happen to be allied with their sworn enemies, the dragons of the Scale Alliance.
  • Dreadfang Spire
    Dreadfang Spire is a gigantic tower that one day, out of nowhere, appeared at the Frosthorn Coast. The gnolls native to Frosthorn, curious about that strange structure that literally appeared at their doorstep, moved to explore it - but that did them no good. Their dabbling with the strange and mysterious devices inside there resulted in the inhabitants waking up, and they enslaved most of the gnolls, driving the rest of them out again. Whoever is in charge of the spire, or why it originally was created for, remains a mystery as of today, but the Silver Crown is rumored to have sent an expedition or two to uncover its secrets.
  • Tears of Elael
    Once a part of the Forest of the Fallen, the landscape of this northernmost part of Ikisith drastically changed when several meteorites crashed into the ground, resulting in several large craters and flattening most of the trees. Descending from the sky as a huge fireball, the meteorites were misinterpreted as Tears of Elael by the orcs and goblins native to Ikisith. Unfortunately both of them worship Elael as their god and interpreted the meteorites as artifacts of their god, so when the dust settled, conflict arose over the control of this area. This conflict evolved to a full scale war over time, a war that continues until today.
  • Frosthorn Coast
    Frosthorn Coast is a remote coastline, home to creatures truly at the edge of civilization. A friendly tribe of gnolls, the Frostfang Gnolls, inhabit the area. Asked nicely, they will not refuse to help travelers with food and drink, and they might even invite one to join them in hunting the wildlife. Of geographic note are two long chains of islands stretching towards the east and a bridge in the west connecting the coast to the East Wastes. Far from everything, a dark tower known as Dreadfang Spire looms, its secrets calling out to any who would travel this far. The Council of Innovation has an encampment here, but it is unknown why.
  • Wyvernfang Coast
    Wyvernfang Coast is a narrow rocky peninsula, which as its name suggests is home to a large flock of Wyverns. These peaceful animals are ruthlessly hunted for their hides and claws. The rocky cliffs have a steep face onto a rocky beach which is inhabited by a tribe of Othmirs. Although gentle looking they are fierce fighters and offer a bounty for their sworn enemies, the Brugwar. For the past 100 years pirates have frequented these waters. Many sunken ships can be found here, and there are rumors that many have buried treasure here in the cliffs and on the beaches. Within the waters are fierce Renders whose hides are much sought after by skilled tailors.
  • The Arena
    This massive structure was created in times long since gone from living memory by Lord Enthann the Blade. A simple and single-minded spirit, Enthann sought to discover and test the greatest warriors amongst the mortal races for his own amusement and greater glory. After years of conflict unending, Enthann manifested his own Plane of Valor by raising a great swirling portal near the gates to the Arena. He then carried his Chosen to their new home amongst the spirits immortal, there to test future generations themselves. The Arena still stands as an open invitation to any warrior with more bravado than brains, perhaps even enough to challenge Enthann himself.
  • Tunnels of Lasanth
    Tunnels of Lasanth are accessed via the magmatic mountains of Red Sun Peaks. This place is rumored to be the lair of the dark alchemist Lasanth. The information remains incomplete and inaccurate, but the historians have gathered testimonials about evil experiments held in this place, where Lasanth created mutant creatures and other aberrations that now populate his tunnels. There are also rumors about Lasanth being involved in the appearance of the Rotting Plague and some other less-then-friendly substances, but those are only speculation. Whether Lasanth still alive is unknown, but every time an adventurer escapes alive from there he reports new bizarre beings.
  • Faentharc Woods
    In the heart of the icy north lies the great wood of Faentharc. Many animals dwell in this land that is barely touched by civilization so far. The cave systems found here are rich on minerals, in fact so rich that parts of them seem to have developed some sort of sentience. Pixies and Fairies are rumored to dance in this dark and looming forest at night, much to the annoyance of the Stormhammer Giants. With their stronghold being located at the eastern end of the woods, they consider Faentharc their land, and death to anyone who objects to their claim! This led to the fairies joining the Scale Alliance, and opened up another front in the never-ending war in the north.
  • Cyrtho Malath
    Cyrtho Malath is one of the few pieces of the Lands of Magic that is known to have survived. Witnesses in Lake Starfall claim to have seen it fall from the sky, landing just west of the lake itself. How it survived isn't known, but it's believed the Ysthar inhabitants protected it somehow. These Ysthar are one of three races created by Malath, for whom the temple is named. Cyrtho Malath itself is part temple, part labyrinth, and entirely secretive. Those who have explored it and survived say that every discovery just opens new doors to even more questions and things to be discovered. It is hoped, however, that all of the mysteries can be solved by the intrepid adventurer.
  • Gorge of the One-Eye
    Gorge of the One-Eye is the home of a tribe of Cyclops, aggressive giants who attack anyone who dares entering their home on sight. Occasionally they wander south to the nearby Badlands, mostly looking for food. Unfortunately they deem everything edible, including unlucky adventurers they manage to catch off guard. Humorously, their size prevents them from navgiating the pass to Whisperling Forest to the east. No other creature dares making its home within this gorge. The Cyclops hoard great wealth from their unfortunate victims, and strong adventures will find their own time well rewarded between the treasure gathered from the cyclopes, and the amount vendors will pay for the cyclops body parts.
  • Greenmist Jungle
    To the south of Oggok lies the lush Greenmist Jungle, a dark moody place teeming with hazards for the unwary. Lizardmen, spiders, gorillas are here in abundance but the most hazardous area lies to the south, beyond the river, nestled in its fork near the entrance to the Hidden Temple of Yaralith, the home of the Tal'Yan. The Tal'Yan guard the temple with watch towers and roaming scouts that will kill the careless instantly. Deeper inside are hordes of Tal'Yan ready to defend the temple with their lives. In the south west corner there is a hidden passage to a small set of caves where strange magics are rumored to exist. To the west lies the Obsidian Shard Mountains, and Stinger's Bog lies to the east.
  • Warpstone Caverns
    In the northeastern part of Sundered Mountains lies a cave system inhabited by vulfweres, the Warpstone Caverns. The vulfweres are initially not hostile, but apprentice tailors value their furs highly, which puts them on the status of an endangered species. There are ruins deeper in the caverns, ruins that can not possibly originate from vulfwere architecture. It is unknown who - or what - originally built those ruins, and why they are ruins and to intact buildings any more. But as a matter of fact, there is one building that is not a ruin at all: a castle well-barred from the inside. If one managed to gain access to the castle, and to overcome its unknown inhabitants, great treasure could be claimed.
  • The Bloodied Quarry
    In the mountains north of the Dreadlands lies the dreaded Bloodied Quarry, the empires only source of yclistinite. This substance is very valuable, it enhances the capacities of certain types of magic by a lot. Unfortunately, prolonged exposure to yclistinite drives an individual mad. This led the Kaezulians to treating slaves as a renewable resource, even more then anywhere else in the empire - rarely a slave survives more then a few months here. Slave mortality and rumors about even worse things - rocks that actually fight back when being mined, gruesome experiments - have led to more then just one runaway slave, and quite a few slaves decide to suicide when they are threatened to be sold to the quarry.
  • Stormkeep
    Deep under the Central Mountains in the north lies Stormkeep, the stronghold of the Stormhammer Giants. Frost King Rymaz Sunbane, the nominal leader of all giants of the north, has his court here. All the noble families of the Stormhammers reside here as well, among them the well known Corlash family. Although Rymaz is the crowned king of the Stormhammers, he is only the military leader of the giants - the true rulers are the clerics of Shojar, who reside in Storm's Eye. The Stormhammers are stuck in an eternal crusade against the dragons of the Scale Alliance. If one were to assist in this fight, they might be grateful, and great rewards could be expected... especially if an alliance is formed with them.
  • Caverns of Darkness
    In the years before the Fall, this old cave system located in the lower part of Faydark was a mine, and one of the major ore sources of the dwarves of Kaladim. When Kaezul's troops laid siege on Kaladim, the miners abandoned the mine, hiding its entrance so that the enemy might not find it. But with the fall of Kaladim, all documents referring to the mines location were lost, and the mine was forgotten. When the Silver Crown discovered the mine, they found it sealed by some strange magic, and having a Colony to establish, they decided to ignore it entirely. Today it's rumored to be the secret base of a cult of Demonologists, but every Silver Crown Official will assure you that this is nothing but a chimera.
  • Obsidian Shard Mountains
    The southernmost part of the Central Mountains once was a geologically highly active region with many volcanoes. These volcanoes are long since extinct, but the volcanic glass - obsidian - leeched into the area's prevalent iron ore, transforming it into obsidian ore which is much sought after by blacksmiths. In the years of the Fall, the Greatkin of Oggok made their last stand against Kaezul here, and in the end they succumbed to his might, but remnants of that battle can be found occasionally still. As of today, the Blackscale Legion has a large encampment in this area, seeking to exploit the riches of the mountains. There is also a tribe of giants, territorial and aggressive, as well as a few lizardmen to be found.
  • Kedge Keep
    What looks like sunken ruins populated only with fish is the ancient fortress of the Tasdrakh, an aquatic race of beings whose civilization perished centuries ago. A few of the Tasdrakh can be found deep within, but other inhabitants stay in the Keep. A temple to Tarhansar the Deep One is also hidden within the aquatic depths of the Keep. Due to the lack of any writings, not much else is known about the Tasdrakh, except that at some time in the past, a war band of them had emerged to the surface of the cauldron. During this escapade, they damaged the Dawn Stone, an item of great value to the Dawn Tribe orcs. It is conjectured that part of that stone, as well as other exotic plants and items, could be found by the brave explorer.
  • Centaur Hills
    Centaur Hills is a long plain full with hills that connects the city of Newport with the glade of Surefall. In the northeast hills, there is a pass to the icy lands of the Barbarians, known as Blackburrow. Rumors are that a huge system of caverns exists in this pass, and that tribe of gnolls made their lair there, so travelers should be wary! To the east, the hills decline and open up into the badlands. There is a small lake a tad southwest of Surefall. On its northern shore, the Centaurs that gave this region its name made their home. They tend to be reclusive and shy with travelers, but one could earn their trust. The Centaur Hills are a very safe place to travel, thanks to the Guards of Newport who patrol the roads frequently.
  • City of Mercy
    The followers of Althuna are believers in beauty and miracles. Most miraculous to them is the City of Mercy, where "honors and glories are rewarded to individual merits" by the Bless'ed Lady. In the City, no one will wish to be what he his not; he will not wish to receive what he has not been given, and no inferior will envy his superior. This is the divine law exemplified by Althuna herself in her complete devotion to her followers. And though some may receive greater gifts and some lesser, no one thirsts for what he does not have. So there is total concord amongst people there, whose combined will is incredibly potent. This sort of sublime lawfulness has been followed by many governments, often without success, in the Material Plane below.
  • Highkeep
    The fortress of Highkeep is the former seat of the High King. It had been attacked by Kaezul before the war was carried to Freeport and the rest of the Old World. This attack, however, was one of secrecy and malice, bringing down a dreadful fate upon this once prosperous place. Kaezul's ambassador, Tarlisha, seduced the High King into trusting her. Once she gained his trust, she betrayed him and his family and turned them all into vampires, the walking dead. Thus, the kingdom fell... Today, Highkeep is a mere shadow of it's former glory and is haunted by its past denizens who seem not to have noticed their demise. Shadow seems to be the most important part of this deadly and puzzling maze full of memories, full of... shadows in the dark...
  • Whisperling Forest
    When Rivervale was destroyed by the Mist, the nearby forest suffered, just as The Darkwoods suffered when Nagthilian was destroyed. But this time, the effect was worse then it was in the Darkwoods: the wildlife didn't get twisted, it became extinct. Just like Rivervale, Whisperling Forest was inaccessible for almost a century after these events, and when Rivervale changed again, so did the adjacent forest. During the day, the forest is unnaturally quiet, with no living being around, no birds can be heard and not even insects buzz. At night, the Halfling population is stuck in reminiscence of the same night every night, those looking the most innocent being the most dangerous, while outside of the wall the shadows of the dead wildlife lurk for prey...
  • Emerald Jungle
    In the old days of the first Iksar Empire, the area now known as Emerald Jungle was the farmlands of the empire, with little to no trees, but many small settlements. When the natural disasters that ultimately led to the fall of the empire happened, the giant cliff that cut the land into pieces till today arose and the enchanters in Yclist sealed their city. With the control that the enchanters exerted over the farm slaves being void, the former slaves turned against their masters, and the empire fell. Over the millenia, the jungle reclaimed the lands, and while some scavengers from the new iksar empire settled on the top of the cliff, the bottom area around Yclist is only inhabited by the dead, somehow still stuck in this world, but with no memories of their past.
  • Great Divide
    The Great Divide is a war zone, located between the realm of the Scale Alliance to the west, the lands of the Stormhammer Giants to the east and the city of Thurgadin, home of the Shadow Dwarves, at its northern end. All these factions have outposts in this area - the Shadow Dwarves have a few defensive outposts near their town and run a heavily fortified mine in the southern region, the Stormhammers have a large fort near the pass that leads to their lands, and the Scale Alliance has a large presence in the caves below the central mountain which is known as the Top of the World. There is also a tribe of minotaurs that made his home in this region, much to the annoyance of Thurgadin, and the Shadow Dwarves offer bounties to everyone who "takes care of the situation".
  • Malath
    Not much is known about Malath, except that he created many races, most notably the Taldorians, the Ysthar and the Akhevans. Going by the history as the Taldorians tell it, at one point in time the Four, jealous of Malath's creation, attempted to destroy him. And upon the time of the assault, the Akhevans closed the gates of Faski Malath, Malath's own fortress, and refused to aid him in battle. He fled to a smaller Akhevan city still loyal to him - and was defeated. He fled again, to make his final stand with the Ysthar and the Frogloks. The great battle that ensued destroyed the Ysthar capital utterly, and no remains of it are to be found any more. Malath himself died in the battle, and the surviving Ysthar built a grand crypt where they preserve his body to this day.
  • Gruplok City
    In the heart of the Murk, well atop the ground, lies Gruplok City, home of the Gruploks. Living here isn't easy for them; the Kaezulians may not care all that much for the Murk, but they do not hesitate to enforce their bidding either, and they counteract any sign of resistance with brutal violence and no mercy. The occasional raids for slaves by Kaezul Recruitment Officers only make things worse. Although the Gruploks are generally suspicious of outsiders, it is possible to earn their trust. Once trust is established, it might be possible to aid them in their living, ease their misery, and eventually even infuse them with some self-respect and the will to fight their oppressors again. Many traders have made their home in the city, and bartering with them can be rewarding.
  • Steamfont
    A geological oddity, this volcanically active mountain range south of Faydark, known as Steamfont, has baffled travelers since time immemorial. Remote, bizarre, and unpredictable, it's no surprise that it has oft been jested only a gnome could inhabit such a place. Indeed gnomes do inhabit Steamfont, having recognized with their keen intelligence the benefits of such a place. They saw that it was perpetually windy and so they yoked the air with giant mills. They heard the rising steam and felt its warmth and so they learned to power their clockwork engines. They understood their elevated place on a peninsula lent clarity to the sky and so they observed the stars. Steamfont is an oddity, but the gnomes maintain it is also a fine place for the youth to gain an education.
  • Prison of Admyrrza
    Southeast of Halas in the Everfrost Peaks, there rises a tower of ice and stone. The local wildlife stray from it, the Barbarians ignore it, and the orcs that reside in Everchill Caverns have come to both fear and worship it. The tower's purpose is unknown, but it is infested with minor elementals of water and ice, and houses a sparking crystal orb. Many have braved the elementals to commune with the orb, and reports vary wildly as to its texture and temperature but all explorers agree that the moment they touched it they felt searched, judged, and were found lacking. Many also describe a sense of looming, as if this spire was just a fragment of an immense edifice, peeking into our world. During the night, you can often hear the shrieks of dragons echoing off the valley walls below.
  • Rivervale
    Before its destruction in the year 69 BF at the hands of Baldakos the Betrayer, Rivervale was the home of the Halfling race, nowadays settled in Surefall. In the year 69 BF, Rivervale was wiped out by the same weapon that destroyed Nagthilian just a year earlier - the Mist. Rivervale remained inaccessible, with the Mist looming, for almost a century. Then, in the year 47 AF, from one day to the next, and for unknown reason, things changed: during the day, the city is empty, with no living being in there, but during the night, it's populated with the ghosts of halflings, cursed to live through the same night every night and unaware of their situation. Although the ghosts appear to be friendly, the place is not safe. There are lights in the water at night. They are so pretty. And so lethal...
  • Warrens
    The only plausible explanation for the survival of the kobolds on Erudin island is that the Seekers of Erimal just don't have the one spare afternoon that would be needed to wipe them all out. This particular clan of kobolds, too unimportant to even have a name, infests a section of the ruins of the first city just outside of Erimal. Jam packed into every corner of their excavated cave system, the kobolds here do the types of thing every seasoned adventurer has come to expect of kobolds. Namely; breeding constantly, being dirty, trying not to die of stupidity, and hiding from their own shadows, in that order. Races all across Dalaya send their fledgling adventurers to the Warrens to figure out which end of the sword goes into the monster and save education costs on the...less skilled heroes in training.
  • Halls of Mielech
    The Halls of Mielech are a labyrinthine dungeon inhabited by so-called frogloks, antrophomorpic frogs that are presumed bastard cousins of the Taldorians. Inside the halls one can find a complex maze of tunnels filled with these frogloks, a race hostile to everything that isn’t one of their kin. It is said that it is difficult to get into the halls but that it is even more difficult to leave. Rumors are that the frogs go deeper in their halls the older they are, and get more powerful the deeper they get. They appear to have an exceptional hatred for the name “Mielech”, which is believed to be a Dragon that is buried deep below their halls. No one knows where this hate originates from, although some historians think that Mielech keeps them there and that the frogloks cannot leave at their own will.
  • Siren's Grotto
    Beneath the waves in a sheltered cove off of the Wyvernfang Coast lies a narrow tunnel heading north through the Skywall mountains that separate the Western Wastes from the rest of the continent. This tunnel leads to the lair of the Lady of the Deep, known as the Siren's Grotto. Formed by magic in ages long since passed, the grotto features sections of breathable air connected by underwater tunnels, all of which patrolled by the minions of the Lady. Some of these races serve willingly, while others are coerced by the bewitching magic of the Lady into forced servitude, such as the clan of hulking Brughwar. Travelers in the North tend to steer far clear from the Grotto, as intruders are either killed outright or brought to the Lady to be charmed into entertaining her until she tires of their company and has them drowned.
  • Halls of Misery
    The Halls of Misery used to be a prison, formally under the control of Freeport, where magical deviants such as necromancers and worshipers of the various dark gods were locked away. When the armies of Kaezul arrived, the inmates turned on their wardens, successfully seizing control of the prison. A single written record from a guard who was left alive retells how Kaezul first dispatched of the weakest of the inmates. Then, he walked up to the core, the very worst, the most powerful and devious of heretics and sorcerers, and proclaimed that they would know their reward. He changed their bodies, turning them into shadows, insubstantial, cold. With a wail, the shadows dispersed, and the army moved on. For what motive or reason remains unknown. As of today, the former inmates still lurk for any adventurer foolish enough to disturb them.
  • Halas
    Despite the unrelenting millstone of time, Halas remains much as it has always been: a sleepy town in the heart of the Everfrost Peaks. It's inhabitants, the Barbarians, have to thank for this consistency an unyielding hold of traditions and shamanic customs. Today one can still find the homes of generations-old clans and families carrying out the same professions as their ancestors. For this very reason, there is no better place to acquire medical herbs and learn the healing techniques of the ancients. Furthermore, Halas must be blessed by the Deity, because it was never attacked by Kaezul. In fact, it avoided his attacks completely simply by virtue of its remoteness. Many displaced refugees were welcomed in Halas and in the years following the destruction of the New World it became like Erudin, a launching point for rebuilding efforts.
  • The Murk
    In the middle of Ikisith lies a worthless piece of land, a giant swamp called the Murk. There are still some ruins from the first Iksar empire to be found here, but no Iksar buildings dating from present age exist here. The only structures built here since the fall of the first Iksar empires are of Gruplok making - Gruplok City, home of the Gruploks, anthropomorphic frogs native to these swamps. Nothing of any value is to be found in the Murk, which led to the Kaezulians mostly ignoring it. They only come here occasionally to capture some more Gruploks as slaves, or generally harass them. There are other remnants of the past to be found here though - the dead from both Iksars and Gruploks have risen from their grave due to some unknown evil and haunt the swamp. Other then the Gruploks, giant mosquitoes, walking mushrooms and giant leeches dwell here.
  • Caverns of the Deep One
    The Caverns of the Deep One are the home plane of Tarhansar, the Deep One. To enter this realm of water one must normally acquire the portal spell from the powerful minion Tasradur within Kedge Keep; however, there is word of a portal under the frigid islands of Frosthorn Coast. Upon entry, a projection of the deep resides nearby to greet those who are friendly or warn those of ill intent. The caverns consist of winding underwater tunnels littered with colorful aquatic life such as coral and fish as well as many dangerous sea creatures such as sharks, pirahna, skreighs as well as Irathi, Rusite, Nethunian and Trakith seafolk. Those of great swimming and waterbreathing skill who brave the tunnels may find themselves within a great cavern where the most powerful of Tarhansar's defenders reside. Beyond the cavern lies a great chasm where Tarhansar resides.
  • Sundered Mountains
    Situated on a small island on the south-east tip of the Old World lie the Sundered Mountains. It's snow capped peaks slope sharply down to a lush, fertile valley teeming with plant and animal life. At the southernmost end, a steep cliff abuts a sandy beach. Whilst the mountains are home only to a few Rock Hoppers and Worms, in the valley there are Lowland Lotuses, Feeders, Hoppers and Shamblers. These lands are also the home of the Vulfwere, a fierce mammalian tribe who are natural hunters. The island is accessed by ferry from the Oasis. The only city to be found here is Sadri Malath, the home of the Taldorians. In the north-east a series of caves, Warpstone Caverns, houses the main Vulfwere settlement and it is rumoured that deeper in there are a things worse the Vulfweres. Under the village of the barbarian Wolfslayer Clan lies a tunnel that leads to the Rust.
  • Lake Starfall
    It came in a vision - a man appeared from the sky, pointed to the mountain lake, and said unto him there, "Behold now a glimmer." This unknown stargazer thus called the lake Starfall and the name stuck through the years. Because its geography of coves and islands, Lake Starfall serves as a sort of neutral zone for a diversity of races and factions. Amongst some it's more hostile inhabitants, notably a malicious tribe of goblins, there also live refugees from the plague-stricken Badlands and a band of elite researchers, the Artificers. The gnolls here, who were displaced by the plague, are among the last of the benevolent tribes. Their story, much too long to record here, is one of misfortune and honor. Finally, the lake is also noted for its various hermits. One should beware of remote islands, where certain persons have been left to marinate in their own wickedness.
  • The Wastes of Tarhyl
    The Wastes of Tarhyl are a searing hot desert in the eastern half of the Old World. There is rarely any rain, and the only place with any notable vegetation is the oasis of the Dawn Tribe. Not much wildlife can be found here, except for a few giant scorpions, pumas and snakes. The only humanoids who dare living in this hostile region are orcs, who are split into the peaceful Dawn Tribe, skilled negotiators and traders, and the aggressive Darksun Tribe, savages who attack anyone on sight. Those two tribes are constantly feuding each other, for reasons only known to themselves. Another threat for the inattentive traveler are the restless dead that roam the desert, remnants of the time when Iksar armies attacked and razed the old world. Lately the Dawn Tribe has reported sightings of strange Iksars that established a bridgehead of some sorts, who raid the Darksun for slaves.
  • Yclist, The Veiled City
    In the golden Age of the Old Empire, Yclist was a place of knowledge and learning. The greatest Enchanters that ever walked the World resided here, researching new ways of mind control and educating the next generations of Iksar Thoughtmages. So vast were their powers, that the shamanistic ruling council saw fit to act - and launched an attack on Yclist. The Enchanters, outnumbered and trapped in their city, saw only one option to avoid defeat: they raised a magic barrier around the entire city and ceased the mind control of the orcish slaves all over the Empire. The orcs, for the first time masters of their own thoughts, rebelled against their former masters, and so the fall of the Empire began. The Veil, as the barrier was called soon after it's appearance, remains impenetrable until this day, and no living being has any knowledge about what happened to the city, or the inhabitants within.
  • Erudin
    The city of Erudin was founded around 2000 BF, shortly after the destruction of the First City. The city is located on the Erudian Island, an island southwest of Newport. Its inhabitants include the descendents of the Erudite founders of the city around 2000 BF and escaping survivors of the Fall. A trip to Erudin, easily done by boat from Newport, is time well spent, for some of the most impressive buildings of mankind survived here through the Fall: the palace of Erudin a true masterpiece of architecture in its own right, the famous Erudin Library, possibly the most expansive and best sorted library in the world, and the Temple of Divine Light, to name just a few. The greatest adversaries Erudin faces at this time is an aggressive tribe of kobolds living in a cave system in the nearby Valley of Erimal, and a group of bandits, that started terrorizing the settlers in the Mistwoods recently.
  • Sorcerer's Labyrinth
    The labyrinth was chiseled out of the frozen cliffs of the Great Divide long ago by a nameless sorcerer of theoretically immense power. A clan of kobolds adapted to the frigid climate has come to inhabit the physically improbable icy tower just past the entryway and seek to repel all invaders. Council of Innovation scholars theorize that the entire structure is held together solely by the residual magic of the long since gone sorcerer, rather than the relatively primitive spells of the kobolds. Further in, explorers have reported being accosted by what can only be described as a "race" of xenophobic, sentient automatons composed entirely of ice and crystal. Showing an extreme dislike of magic, perhaps in remembrance of their creator, these golems profess allegiance to a being known as Eerizar. Who, or what, this Eerizar is, or what its goals may be, remain a point of intense investigation by the Council to this day.
  • Field of Bones
    The Field of Bones is a desert on the northern coast of Ikisith. It is unknown how a desert here came into existence considering that it is surrounded by swamps and jungles, but it's likely connected somehow to the huge crater in the center of the desert. Sages speculate that the crater - and the presumed death of most plants and wildlife in the area - are the result of a kaezulian weapon test that went bad - or worked too well, depending who you ask. Towering over the desert is a heavily guarded spire that only the most foolhardy adventurer would deign to approach. This spire is the home of Saitha, Kaezul's own mistress and a sorceress of immense power. North of the coastline is a small island that serves as home to a large dragon whose presence is as mysterious as it is surprising. Also located near the crater is Kaesora to the southeast, the city of New Ikild to the southwest, and the Tears of Elael to the Northwest.
  • Oggok
    In the year 50 BF, the first city to fall to the Iksar armies was Oggok. Forcing the Ogres that lived there to escape. When they returned almost a century later they failed to find even the ruins of their old home. The jungle had reclaimed the land. The Ogres aided by the Dark Elves who did not follow Baldakos, decided to build a new city carving it into the mountainside and the named it Oggok to honor their old home. Due to the sizable population of mostly night-active Dark Elves, Oggok is one of the few cities where one can find the shops open at night. A constant source of trouble for the guards of Oggok is their reptilian neighbors, the Tal’Yan, who launch assaults on the city every so often. Lately prospectors found rich mineral deposits in the mountains around Oggok, which led to cooperation between the Silver Crown and the city of Oggok, together they established a mining company to exploit those riches.
  • Kaladim
    Located in the northern part of the Goblin Skull Mountains, Kaladim was once the glorious capital of the Dwarven Nation, founded on top of a mine. Famous for their smiths and masons, Kaladim was one of the major powers of the World, exporting weapons, tools, jewelery and whatever else the craftsmen of Kaladim created. All this came to a sudden halt in the year 92 BF, when the combined fleets of the Dwarves of Kaladim and the Elves were crushed by an Iksar armada. Soon afterward, the Iksar laid siege on Kaladim, and a mere two years later, the city was razed and its inhabitants slaugtered. Today Kaladim is a place of the dead, inhabited by the ghosts of the murdered dwarves. The Blackscale Legion established an outpost in the mines of Kaladim to exploit whatever riches might still be there, and the Silver Crown who have started to colonize the Goblin Skull Mountains outside seem to have some interest in the place as well.
  • City of Erimal
    Founded by refugees from the events that ultimately led to the Fall, Erimal is the latest city on the Erudin Isles. Soon after its founding, an organization called The Seekers made Erimal their base and seized control over it, denying anyone who doesn't have their trust the entrance. Having split off from the Lorekeepers in the Grand Library, one of the key resources of the Seekers is ancient knowledge in all of its forms, which enables them to translate many ancient and otherwise incomprehensible documents. In contrast to the Lorekeepers, the Seekers do not think that knowledge should just be collected but used for the betterment of Dalaya, so any individual fighting against Kaezul can find powerful allies here. The Seekers are an organization devoted to the fight against Kaezul and his minions and the restoration of the Old World, cleansing the corruption of the Badlands, cleansing the city of Nagthilian from the Mist, and more.
  • Underhill
    Naturally, the first gnomes to arrive in Steamfont set themselves to solve the question of the steam vents. Plotting the vents on a map, they determined there to be a large, subterranean aquifer in the south. For several months they mined until they found the enormous cavity which became the seat of their city. On account of the warm lake at the center of their settlement, the city is always at a constant 22.22 degree temperature despite conditions outside. Over the next century, they built with gnomish-made steel the city known today as the "Old" Underhill. Through the years, there was great prosperity until a century ago, when Kaezul attacked the entire region, subjecting Steamfont and razing the town. Upon their return, gnomes were quick to reestablish their former city. They rebuilt with zest and optimism, creating a "New" Underhill for all with many lavish attractions, such as a zoo, a shopping complex, and a palace made of metal.
  • Athica
    Originally known as Felwithe, Athica was built after the Scattering of Races around a magical presence in Faydark known as the Heart of Athica. After Felwithe and the other elven cities fell to the Kaezulian horde in 94 BF, Baldakos the Betrayer unleashed his "Mist", a great magical weapon. The Heart of Athica fought off the mist, preserving the city while surrounding areas were destroyed. When the "Returners" (those survivors who fled to the safety of Erudin and the Great North) returned to Faydark and attempted to re-enter Felwithe, they encountered the forgotten presence of the Heart of Athica. All that attempted entry were either slaughtered or driven away. Only when the Bearers of Truth convinced the Heart of Athica they were intent on rebuilding, not more destruction, would she allow people to once again settle within her walls. In honor of her presence, they renamed Felwithe to Athica, which at present is the place High Elves call home.
  • Ruins of Kaesora
    Now sunken deep into the Field of Bone, Kaesora was once a center of Kaezulian bio-magical experimentation. Always hungry for more test subjects, the researchers grafted more and more gruesome magical augmentations onto their stable of enslaved Gruploks, Orcs, and Goblins. Those few that survived grew powerful beyond even their most twisted dreams. At an indeterminate time in the past the laboratory was invaded by a group of inter-dimensional beings known only as "The Beyond" for reasons known only to themselves. This attack caused severe seismic disturbances, destroying the entrance to the compound and sentencing the few surviving Kaezulians to a slow death. After being recently re-opened by a group of adventurers, it was discovered that this grim work is being continued by the (now undead and insane) former researchers. With the largest collection of ancient magical tomes this side of Yclist, Kaesora's siren call of greed leads more foolhardy lore seekers to their death every day.
  • Mistwoods
    Since the earliest records, the Mistwoods have always been a place of mystery. Early settlers who arrived upon the Island in 2000 BF described it as being "tamable" but widely "unusable." A perpetual yellow fog hangs in the forest that gives a slightly sulfurous smell. Though native species of flora and fauna seem resilient to the fog, it has made traditional agriculture nearly impossible. Erudite scientists have pinpointed this natural phenomena to several volcanic craters in the far eastern slopes of the forest unreachable by ordinary travelers. Though Kaezul never stepped foot in the forest, it has it's own array of dangers. Due to the limited visibility, the Mistwoods are a haven for bandits and rogues, who are mostly refugees turned sour over the years. Kobolds are also a constant problem in the forest. Sending raiding parties from their Warrens, these savages are opportunists and will rob or take whatever food or material they can. Young adventurers are advised to be on guard.
  • Grobb
    Grobb is a city without a lot of history. In fact, some of the more seasoned adventurers alive today can recall its founding. At the meeting of the races in Thurgadin in 39 AF, most agreed upon tolerance towards other races. The ones that did not agree on this were the Iksars and Trolls. At this point, they left the meeting and went to form their own town, and deep within the swamp of Stinger's Bog, they founded Grobb. The Iksars and Trolls had less of a desire to rebuild the Old World as they did to overthrow Kaezul and, in the case of the Iksars, reclaim the continent of Ikisith. To this end, they also formed the Order of the Blackscale, which essentially runs the town these days. Despite their racial intolerance and cohesiveness, not everyone in Grobb shares the same goals. There are rumors of a pro-Kaezulian movement in Grobb, and the Seekers of Erimal are quite worried about this. It is likely that they will send agents to investigate those rumors... if they haven't already done so.
  • Dreadlands
    The Dreadlands are conveniently connected to a thriving port in Prophets Landing where fresh volunteers are gathered and traded for work the Blood Quarry under the Dreadlands. Day and night, muffled screams can be heard coming from the Citadel of the Claw, located centrally in the sandy parts of the Dreadlands, and missing or lost children's remains seem to gather around this military fortress. Rumors have it that a small force of rebels having taken refuge in these lands to watch Kaezulian activities. Among the other natives are giants who are always looking for some good old entertainment of hunting a prized rhino or slugging back a few barrels of brew. There are also yeti snowmen that are very fond of indiginous plants that contain some mysterious properties. Be warned as a newcomer, these lands aren't the friendliest. It's best to move in the shadow of darkness while traveling through these parts or you just might find yourself being hunted or worse, volunteered to work the Blood Quarry.
  • Hidden Temple of Yaralith
    At the southern end of Greenmist and surrounded small ziggurats lies the astonishing entrance to the Hidden Temple of Yaralith. The temple itself is guarded and inhabited by the Tal’Yan, a reptilian race ruled by shamans. The greatest of their shamans was Yaralith. He was the first who learned to tap into the earth and plants for magic. In his quest for greater power, he discovered something that changed him and his acolytes into twisted, insane and powerful spawns. The Tal’Yan sealed the city, waiting for their living god to awake. The legend states that there is a way to awaken this sleeping god, but for the better of the world, he sleeps for the time being. The Temple of Yaralith contains several buildings where the Tal’Yan practice their ancient mystical rituals and a maze that leads to the big pyramid where Yaralith once ruled. A plausible theory has it that Yaralith himself rests somewhere in the temple as well, but no adventurer has seen him and made the way back to the surface alive.
  • Lair of Paw
    Located beneath the southern parts of the Badlands, the Lair of Paw is the home of the Liodreth, an aggressive species of anthropomorphic panthers. Although they are generally hostile to intruders, it is possible to befriend with them - just bring them enough body parts of their sworn enemies, the Kargyxx or the Deepwater Gnolls. Inside the Lair are several sources of fresh water with plenty of fish, so the Liodreth are well prepared for any siege that might be laid on their home. That's not the only oddity, though. In an amazing show of irony, the Liodreth have captured, tamed, and trained a number of lions for unknown reasons. Considering the aggressive campaign Newport started in the Badlands, it is more then likely that sooner or later hired mercenaries, and maybe even a siege force, will arrive at the doorstep of the Liodreths. But any wannabe-raiders should be forewarned, the Liodreth also have a number of members quite skilled in enchanting magic, and you may soon find your mind under the control of your enemy.
  • Everfrost
    The snowy peaks of Everfrost are known to some as the "Gateway to the North." Indeed it is through Everfrost's frozen river that travelers have access to the Faentharc Woods and from there the wider realm of the frozen wastes. However, the location is better known as the home of the Barbarians. It was there that during the Scattering of Races the Barbarians settled, finding the Genius Loci or "spirit of the land" agreeable and inspiring. Much of their shamanistic magics are derived from the frozen soil of Everfrost which hosts spirits associated with their ancestors. The Gnolls that inhabit Blackburrow to the south seem to have similar reverence for this soil. Today the land is much as it has always been. Kaezul forgot or neglected to attack the region, so it isn't cursed or haunted by undying spirits. The eastern portion of these mountains, however, houses its own dangers. A dungeon of orcs and giants as well a and a tower guarded by elemental spirits call these mountains home, so the wise traveler is well-advised to stay to the west!
  • Azmaen, The Heart of Frost
    Azmaen functions as a planning ground for Shojar's campaigns against both his terrestrial enemies and the other elemental gods. Intricate and convoluted as Shojar's own agenda, Azmaen is a fortress of cold stone and ice inhabited by some of the finest mortal and immortal minds serving the god of schemes. United under a philosophy of "might makes right" here his Djorn strategists direct the Frost Giants in their eternal war against the Scale Alliance. To penetrate the realm of Shojar, adventurers must first find their way around golems of razor-ice that grind the blood of foolish intruders into the floor under their constantly treading feet. Indigenous species such as a fiercely territorial species of crystal spider and a particularly violent race of frost gnolls must also be dealt with to allow further access to the compound. Assuming a raiding party can best these challenges, they must still defeat some of the most intelligent and brutal warlords amongst all the planes before they can plunder the wealth of military weaponry hidden in the icy vaults.
  • Ruins of First City
    The Ruins of the First City are found near the Seeker’s city of Erimal, south of the Mistwoods. The city was the first settlement of the Erudites, who were originally renegade Human sorcerors who fled the failed attempt to overthrow the government of Freeport around 2300 BF. When they arrived on the isles, they used magic to dig a city underground where they discovered a destitute lizardman race, degenerated Iksar, descendant Iksars that fled across the sea when their empire crumbled. They took the race in as servants and protectors, and learned from them the magic of Thought. The First City was destroyed in a cataclysm when an ancient portal to the Plane of Fire was discovered deep in the earth. The portal remains open, and creatures native to the Plane of Fire have populated the deepest parts of the ruins. Sivyana, discontent with Tarhyl's minions dwelling on Dalaya, sent her own worshipers, the Sivakians, to fight them off - but they failed. As of today, the ruins remain a battleground between the minions of Tarhyl and Sivyana, who fight each other with no mercy.
  • Everchill Caverns
    High up in the Everfrost Peaks lies an ancient underground fort. Currently inhabited primarily by orcs, the Everchill Caverns are far too complex and expansive to be of original orc design; though piles of animal bones, furs and scattered firepits seem to be orcish attempts at decoration. Sages speculate that it might be a shrine for the orcs, where the inner sanctum is guarded by ice giants. Incautious explorers find themselves confronted with an infestation of nazdrich and crystal spiders when attempting to visit the shrine, if they live to tell tales at all. The orcs also seem to keep something locked in there, at least one adventurer reported that there are some holding cells, including some goblin inmates. Unfortunately he did not have time to talk to them before he had to run for his life, so it is unknown why they are locked up there. Another rather odd thing to find in an orc fort that has been found was a summoning circle. Considering that orcs usually only use divine magic and do not dabble with the arcane arts, this is subject of quite a few discussions among the sages.
  • Shadowdale
    Connecting the blighted former Commonlands of Freeport and the Central Mountains, Shadowdale is a forest that hides a history as dark as it's name. The dale was once a pastoral retreat for the nobility of High Keep and their cabins still dot the forest to this day. Being sparsely populated, Shadowdale was spared the brunt of Kaezul's magical assaults on the surrounding areas, unlike adjacent Rivervale. Over time, the corrupting influence of the undead presence surrounding the dale began to take its toll. These dark energies warped the minds of the druids and treants that called the forest home, turning them hostile to anything but their beloved bats and bears. The forest is also currently occupied by a self-proclaimed benevolent research force led by Councilor Shar-El of the Council of Innovation. Adventurers sometimes report the faint sound of crystalline chimes on the wind when all is still and silent. One explorer, thought lost for years, was reported to have returned Newport some time ago. Clearly raving, he would only shout "Never go above the canopy!" The veracity of this warning remains dubious to this day.
  • Blackburrow
    Home of the ferocious Blackmaw gnoll clan, Blackburrow is a series of underground caverns. Nestled between the snowy glaciers of Everfost and the green hills of the centaur clans, Blackburrow is a crucial, yet dangerous stop for travelers seeking passage between Newport and the ice filled northern reaches. The caverns of Blackburrow were originally thought to have been created by flowing water from the glaciers, but many travelers tell tales of gnolls digging expansions within the caverns. This has led many to believe that a small cavern may have been carved by natural forces, but that the majority of the maze was created by the clan. At the heart of the cavern is a large underground lake. It is unknown if this lake is part of the glacial runoff or simply an underground well that the gnolls discovered. Though the Blackmaw clan is fierce and territorial, they are rarely seen far from their lair. Every once in a while a gnoll will be seen near a local city and rumors of a gnoll assault will fill the taverns. These rumors always prove to be false, but the local law enforcement still enlists aid in thinning their ranks.
  • Eldenal's Mansion
    Eldenal’s Mansion is the home of the Elthannar family, today a vampire family, victims of a deadly curse. Only the most courageous adventurers dare to enter here. The mansion is a maze built for defense, with several complicated traps, inhabited by the different members of the family and their servants. Below the Mansion lies the catacomb of the family, guarded by powerful undead creatures. The Elthannar family has lived in their mansion since before the time of the High Kings. In fact, the first High King, Erandus Elthannar, was a member of this family. During the golden age of mankind, the Elthannars produced two further dynasties of High Kings. The last of these dynasties fell in 47 BF during the reign of Eldenal Elthannar, for whom the mansion is still named. The fall of this dynasty was a two-pronged attack from a siege by Iksar and Dark Elven armies from without and a betrayal within by Tarlisha Elthannar. While all of Eldenal Elthannar's part of the family was killed, it is believed that some survivors from the other branch of the family fled back to their ancestral home, escaping when Highkeep was razed.
  • Citadel of the Claw
    The Citadel of the Claw is a military fortress and training grounds for the Claw, an elite force of the kaezulian army. Many young Iksars from all over Ikisith are sent here - or sold to here - to receive military training, but not many of them become full members of the Claw. The drill is brutal, and recruit mortality is quite high. Generally, the Claw is organized into four sections:
    The armed forces, responsible for the security of the Citadel, is led by High Myrmidon Zek'Terus.
    The combat martial arts section, responsible for the training of the recruits, since Kaezul strongly believes in competition, is split in two orders: the flametalons and the icetalons. There is also a higher order, the Phoenix. Recruits who graduate either the flametalons or the icetalons receive additional training here.
    The administration is overlooked by High Chronicler Noamia.
    The last section is the intelligence corps. The name of its leader is kept secret, but they definitly have a jail that includes a torture chamber.
    All these sections are liable to Claw Commander Era’velu, an unhumorous iksar who rules the Claw with an iron fist.
  • The Runnyeye Citadel
    The Runnyeye Citadel is home to an intensely xenophobic race of gelflings found no where else in all the lands of Dalaya. They often come into conflict with the recently emerged Tarhyl's Crag Vah over territory rights, but otherwise do not interact with other races at all. The upper sections of the citadel are populated by the diseased outcasts of the race, known as the Unclean. These wretches mine the slime encrusted tunnels for precious metals and gems used for their own inscrutable purposes. Further into the citadel reside the artisans and magical craftsmen of the Runnyeye race, toiling to create...something. As one progresses ever downward the vile scent of slime begins to give way to one of cinnamon and brimstone. The bottom level of the citadel is heavily guarded by animate statuary and warded against intruders, requiring specially ensorcelled keys to gain entry. The general citizenry live in decadent splendor here, with far more amenities than the disenfranchised Vah outside. Rumors abound that the corrupting influence of the nearby Deepshade caverns is having an increasing effect on the queen of the Runnyeyes, Ghulura.
  • Goblin Skull Mountains
    During the days of peace that followed the founding of Athica and Kaladim, the mountains known as Goblin Skull were fertile and bore much of the agriculture yield for the New World. There isn't much history in these mountains until the raids of Kaezulians in 94 BF. These attacks were sporadic and potent. The surprised mountain villagers had little chance. Most fled to Kaladim, leaving their farms behind, while others stubbornly defended themselves and met their deaths. In 92 BF, the consolidated fleet of Elves and Dwarves was defeated off the coast of the Mountains and in 90 BF Kaladim itself fell to the forces of Kaezul. In the final days of resistance Kaezul cast a powerful necromantic spell, cursing the land and brought to life all the dead which had fallen in the four years of strife. This curse extended even to the city of Kaladim to the north, and now the entire region is haunted with directionless undead. Today, the Silver Crown Trading Company controls the docks to the west where boats travel to Freeport and the Sea of Swords. The haunted Kaladim remains to the north, the Faydark to the east, and the Cauldron of Dawn to the south.
  • The Grand Anatheaum
    When Jayla set up her domain, she sought to establish the greatest centre of learning in all of Dalaya. In this she succeeded so that for the last millenium beings of all races flock to her plane in pursuit of knowledge and learning. Her library has over 500,000 books and scrolls with many unique items. In fact, it is said that there is a copy of every book ever written to be found here. Shortly after the Fall there was a schism between her followers: they split into the lorekeepers, who value knowledge over everything, but remain neutral and do not put the knowledge to use, and the seekers, based in Erimal, who strive to put the knowledge they gained to use in the fight against Kaezul. Jayla and her followers are dedicated to describing the past and the present in order to better understand the future. To this end they seek a diverse range of artifacts and relics from the past as well as seemingly mundane and trivial records of present commercial activities. Her lorekeepers and archaeologists prize knowledge above all else, even their own lives, as demonstrated by the heroic actions of Lorekeeper Cerren in pursuit of a book in Dragon's Necropolis.
  • Heartland Undercaverns
    Situated underneath the abandoned temple in the Heartland Plateau, the Heartland Undercaverns are the remnants of a once great city. Although its buildings have fallen into ruin, the clockwork guardians of the city remain as vigilant as ever, despite their age. Not much is known of the city; however, various books, tomes, and journals uncovered by adventurers delving into the ruins have helped to piece together a little about the fallen city and its prior inhabitants. At some point, the High Elves of the Undercaverns became fearful of the ever increasing intensity of the winds of magic. In order to shield themselves from the influence of magic and sorcerers, the Elves began experimenting with creating a being that would nullify the effects of magic. The Heart of Athica and the constructs that now populate the city as well as the Plateau above were the results of these experiments. However, just as the Elves were mastering their work, they were extinguished by a strange wasting disease. Although the lure of a long-lost civilization shrouded in mystery might be highly attractive to would-be adventurers, those planning on traveling to the caverns should be wary.
  • Tasinath, Land of Bliss
    Shiritri the Wind Queen created Tasinath, also known as the Land of Bliss, as the purest expression of her own ephemeral nature. The realm is composed of floating islands joined by soaring crystalline bridges that reflect the last rays of an eternally setting sun in a spray of rainbow colored lights. On one island, immortal lovers reenact the courtships of millions before them again and again every night. On another, great prismatic birds trace glowing patterns in the sky as they exult in the pure joy of flight. In the few permanent structures of the plane capricious Djinni cast their minds to the aether in pursuit of chaotic arcana between bouts of carnal joy. Guarded over by golems animated by pure spirits of air as well as spiders made of a strange crystalline material, Shiritri's followers hold themselves ever aloof from terrestrial concerns in favor of their own personal desires. The violence of the world below is not welcome here; planar travelers will be quick to learn this or face a very long trip down during which they may consider their mistakes. While her followers enjoy peace and love (both emotional and carnal) above all else, they are also adept at protecting themselves and those who intrude on Shiritiri's realm without leave.
  • The Badlands
    The Badlands are massive plains located east of Centaur Hills and Newport. The Bad River runs through them, sustaining the farm lands in the western portion, as well as providing a source of water for general use and fishing. The city of Newport defends The Badlands, as they try to imperialistically expand their borders, taking the western part of The Badlands for their own farmsteads. However, the Newport Guardsmen face many perils. Bandits inhabit The Badlands, robbing and murdering the passing caravans and travelers. The lands have been wracked by plague; a festering disease causing pox marks on the skin of what it infects. The infected become violent, attacking anything that comes near. It has stricken both the wildlife and humanoid populations of the area, leading to attacks on the Newport Guardsmen and Silver Crown stationed there, as well as the Kargyxx and Liodreth. The Liodreth themselves fiercely oppose the expansion of Newport, causing fighting in the southern part of The Badlands near and around their lair, known as Paw. Adventurers need to be wary; it is not a kind land, and earned it's name for a reason. Travelers should stick to the roads and be suspicious of anyone they meet as the threat of bandits and plagued beings is always looming.
  • Shrouded Isle
    In the days during the First City, a great noble rose the aristocratic ranks to become the wealthiest man the ancient world had known. His dealings, however, were not altogether wholesome and his avaricious behavior soon led him into pacts would catch up with him. There was no pact with Tarhyl or any such nonsense, however he did business with a particular necromancer, famous in some occult circles, who later caused his downfall. Together the men made much money off their accounting of "dead souls" which allowed them to siphon tax revenue from the First City. But when the two were found out, the noble betrayed the necromancer to the authorities. Henceforward the necromancer detested his former partner, whom he considered more vile and despicable than himself. Shortly after constructing his pleasure palace on a private island off the coast of the Mistwoods, the necromancer began his revenge on the lord of the estate. It is still unknown today how this necromancer gathered enough corpses and enough power to subjugate the entire estate, but several have postulated that he enlisted the help of a power far greater then himself. Today the island is still cursed by this necromancer's shroud-like enchantment, which bewitches the land and its undead inhabitants.
  • Heartland Plateau
    The Heartland Plateau is a territory situated above the Godsfall waterfall in the Eastern Badlands. Due to the forested region's numerous natural resources, several groups have laid claim to the area. The Silver Crown have legal claim to the Plateau's significant lumber and ore deposits, however the Blackscale Order have fiercely contested this, establishing a significant military presence on the Plateau and conducting raids on the Silver Crown camp. Both groups have faced challenges from the natives as well. The goblin tribe that infests the northern caves has posed a significant threat to both groups. There has also been talk of dryads, guardians of the forest, present in the Plateau, however they seem to be naturally reclusive as neither group has had much in the way of interaction with them. Perhaps the most promising feature of the Heartlands is the ruined temple in the Southwest. The Council of Innovation, a group of tinkerers and visionaries, have taken up residence in the tunnels inside this area hoping to study the constructs guarding those ruins for the betterment of Dalaya. Those who have spent time with the Council have returned with tales of a gargantuan idle construct and a lost city of things deeper within. Such tales, however, are best regarded as mere fancy.
  • Surefall Glade
    In the days before the fall, this sacred glade could only be arrived at by traveling a hidden and rugged pathway which wound its way up the mountain ridges north of the Centaur Hills. The pathway--now lost to travelers--is also how the glade received its name. The name "Surefall," derives from the observation of early visitors, who remarked that the rapid decent from the south into the luscious, green valley, was like a "fall into a native and pristine land." On account of this precarious and veiled entrance, during the onslaught of Kaezul (47BF - 0AF) Surefall remained unchecked by the enemy. Many druid, their kin, and refugees from the surrounding region fled to Surefall and survived the years of darkness and disaster in secrecy. During the relative and yet pensive peace which followed the founding of Newport, the druid council thought it wise to build a tunnel connecting the Centaur Hills with the Glade. The project remained dubious from the very beginning. Some argued it was unwise to tunnel because it would open themselves up to a counter attack by the enemy. Many, influenced by the general optimism that accompanied the founding of Newport, decided it would be advantageous to create a direct link with the city, especially for the swell of assiduous adventurers who were campaigning daily against the enemy.
  • King's Pass
    Being the southern pass through the Central Mountains, King's Pass was one of the economic centers of the Old World, guarded by the Stronghold of the High King. The local economy started to decline in the year 94 BF, when the High King died in a mysterious accident. Since he left no heirs, a struggle for power arose that lasted over two decades. This struggle ended in the year 70 BF when a new High King was crowned. Even then, King's Pass only reached a shadow of it's former glory since Freeport, the largest city of the Humans, refused to acknowledge the High King and terminated all land trade through King's Pass. The end of King's Pass came one year later, in the year 69 BF, when an army of renegade Dark Elves led by Baldakos the Betrayer razed it, enslaved the residents and laid siege on the High King's Stronghold. Over the following twenty years, the remains of the human population of King's Pass were decimated even more by slave labor and starvation. This gruesome situation did not change until the year 49 BF, when an Iksar army came to reinforce the siege-laying Dark Elves and the human population was massacred altogether... as a food source for the Iksars. Today King's Pass is only inhabited by the restless dead who were slain when High Keep finally succumbed to the besieging armies and risen in an unholy ritual.
  • Newport
    After the destruction of Freeport in 53 BF, the Humans of Dalaya had no city to call their own. As Kaezul pulled his troops back to Ikisith for unknown reasons, an independent group of soldiers and merchants amongst the surviving refugees began to form a new city on the western edge of the Badlands. In 40 AF (one year after the meeting of the races), the city was proclaimed to be “A new Freeport, for all the races” and was named Newport. Today, Newport is a thriving hub of commerce and politics. It boasts the most active port in the world and contains many of the most powerful class guilds operating in Dalaya. The merchants and soldiers who originally founded the city were and remain closely tied to the Silver Crown Trading Company which currently rules over the city and its surrounding area. Over the years, the Newport subterranean aqueduct system has grown tremendously as the city has taken on more and more occupants. The Newport Guard has been on high alert since rumors began springing up that less than scrupulous organizations have taken root in the labyrinthine aqueduct system under the city. Newport connects to the Centaur Hills to the north and has passenger boats leaving from its harbor daily to Erudin and the ruins of Freeport. All passenger services out of Newport are provided as a free service courtesy of the Silver Crown.
  • Thurgadin
    Ruled by King Dalak Shadowhand, Thurgadin is one of the longest inhabited cities, surviving even for the time between The Fall and The Return (known as the Time of Exile). It is inhabited by the Shadow Dwarves, a generally Lawful race who have difficulty trusting outsiders at first but can be won over by a few body parts of their enemies in the Great Divide. In the years just after The Fall, many outsiders who discovered the town hidden behind the waterfall of the Great Divide fell to the expert archers that guard the ice-covered bridge at the city entrance. In 39 AF, a meeting of all the races was held in Thurgadin by the Silver Crown to promote racial tolerance as the races separated to reclaim their ancestral hometowns. Since then, Thurgadin and it's four taverns has become increasingly hospitable to outsiders. In the last 20 years alone, it has welcomed the Council of Innovation and taken to research with its own library of Artificers that welcome outsiders of all classes to assist them. Thurgadin is not without its secrets. The mines below Thurgadin are rich with ore, but there is no official mining done there. Speculation abounds that the Crystal Caverns holds the reason, but it remains speculation. The Icewell Keep holds its own secrets, with an extensive and perhaps excessive guard presence. The reasons for such a large guard presence remain unknown.
  • Towers of Agony
    Eternal pain. Endless suffering. Screams of agony everywhere - these are the things any individual unfortunate enough to be dragged into the realm of Sivyana can expect to experience. Toothy mountains loom on every side, offering fatal obstacles to those unwise enough to scale them, and sharp edges of crystalline rock tear at flesh and clothing. Blood and viscera coat the entire surface of Sivyana's realm. That lump underfoot might be a rock, or it could be a stray bit of bone ripped from the body of a mortal or a Razhak, the main servants of Sivyana. The Towers of Agony, or Plane of Torment, as they are referred to quite often, are a place of despair. Mortals who get trapped here are going to be tortured to the point of their breaking. There are no questions, because no one is interested in anything the victims might know - making them suffer and scream is the only reason the Razhak need to perform their mistress' bidding. Unfortunately for the mortals who end here, their demise isn't swift at all, nor is it necessarily permanent: they get tortured to a slow and painful death, usually over the period of several years, until they are barely more then a sobbing mass of pain. When they finally begin to succumb to death's grip, it is not uncommon that they are denied this mercy: instead they get resurrected by Sivyana, and the gruesome process starts over again.
  • Faydark
    The first records of Faydark that have come down to us originate during the Scattering of the Races sometime between the years 1700-1100 BF. These scant accounts - mere sketches really - were written by the chroniclers of the Halfkin and the Elves, who first explored and colonized the New World. Here is a section of their writings, courtesy of Lorekeeper Edwa, "Eighth day since landfall. We have encountered a vast and dark forest. The trees seem to glisten... the virginal purity of the whole place is beyond compare... Many in our troop, particularly the band following under the Great High Elf, seem most drawn to the place..." Little is known about their initial colonial years; only that they encountered Orcs (which they defeated) and founded Athica (then called Felwithe). For more than a millennium the people of Faydark lived relatively peacefully, until the ill-year 94 BF, when Kaezul entered the forest. With rancorous might, he slaughtered and emptied the forest of its inhabitants. For several decades the forest was quiet. Then during the Return, it was swiftly, and surprisingly, liberated. The "ease" by which the refugees defeated Kaezul's forces has been debated in Erudin. It's been postulated, since Kaezul first subdued the New World, his methods were imperfect and therefore easier to remove than elsewhere. This postulation was strengthened when Kelethin, the treetop city, was liberated from the Mist in 63 AF.
  • Prophet's Landing
    Before the fall of Nagthilian, Baldakos started to plot with Kaezulian infiltrators about helping Kaezul invade. He started recruiting followers within Nagthilian and through charisma and rhetoric began somewhat of a personality cult around him. Baldakos promised his people - all the dark elves that followed him into service of Kaezul - a better future, where they would not have to bow before any of the "lesser" races - humans, the other elven races and the other younger races. A few citizens of Nagthilian listened to this heretical speech, embracing Baldakos' prophetic vision. The majority of the population was completely unaware of Baldakos' cult. When Kaezul gave the word Baldakos and his followers released the mist inside of Nagthilians defensive wards and fled the city. The Kaezulian Armada was awaiting them in North Wastes and brought them to Ikisith. Kaezul had long ago made an edict that no unclean race would ever settle on Ikisith soil so the Nagthilians had to build their city from the parts of the ships off the coast of the white cliffs of Ikisith. Over time a small landfill island formed and the city was declared Baldakan after the prophet of the Nagthilian's journey Baldakos. Baldakan's prime location as a shipping harbor soon made it an important part of the empire regardless of the stigma placed on its inhabitants due to their race. Since Baldakos was the prophet of his people, the region surrounding Balkadan is known as Prophet's Landing in the current age.
  • The Rust
    A truly strange place, the Rust is a giant scrapyard filling the hollowed interior of one of the Sundered Mountains off the southeast coast of the Old World. A land lost to time, the Rust has only recently regained contact with the outside world after ages of seclusion enforced by the possibly insane self-proclaimed god Clockwork. While much of the history of The Rust resides only in the mind of Clockwork, it seems clear that at some time in the past it was once a fairly normal place. In his quest for immortality Clockwork slowly transformed the Rust into a mechano-magical wasteland inhabited by the descendants of the varying races he was once a part of. Taking the name of their home and burden to heart, The Rust faction ekes out as normal a life as they can in the shadow of Clockwork's gigantic factory under the leadership of Rust Lord Syinval. These elves, dwarves, humans, and halflings hold true to the pastoral lifestyle of their ancestors in a radically changed environment all while suffering under the horrifying disease known only as the rust. As they age, sufferers of the rust experience a hardening and flaking off of the flesh as their minds slowly decay like a clock with worn gears. Sharing the extremely limited resources of the land are the Iron Dead faction and the Free Machines, both outcasts from Clockwork's own faction and factory either by choice or design. A clever adventurer might seek to break the triangular stalemate of power in place here to their own benefit.
  • Freeport
    Founded around 5370 BF, Freeport was originally a neutral trading spot, meeting ground for the ancestor tribes, and home of the Humans. Around 3100 BF, Freeport became a monarchy, with the King of Freeport effectively ruling the Human race with only one recorded coup attempt, from the Erudites. Starting around 1700 BF, prolonged exposure to magic results in mutations; Human children born with features and bodies not Human at all. A civil war ensues, and the demi-humans and their supporters are driven away in what is known as the Scattering. These outcasts war amongst themselves and continue to evolve into all the Younger Races - the Elves, Greatkin, and Halfkin - from which many of today's races draw lineage. Political strife ends the rule of Freeport around 1500 BF, and Humans begin forming independent city-states. Freeport did not regain its renown until around 1100 BF, when Erandus Elthannar subdued the warring Young Races and Humans, effectively ending their racial wars and the city-state mentality of the Human race. Freeport then enjoyed a millenium as a trading city and the home of the Humans. Iksar troops landed in Freeport in the year 53 BF with the sanction of its Ruling Council, believing themselves to be allied with Kaezul. Freeport was razed to the ground on the day of its Anniversary Celebration. Inhabitants were sacrificed or carried away in slave ships. Those inhabitants now wander the streets as restless skeletons, assaulting any living thing that comes near. The Silver Crown Trading Company has assumed a military presence on the docks and within the sewer system of the city in an attempt to learn more about the city and restore it to its former glory.