0% found this document useful (0 votes)
8 views20 pages

Mithlonde v8 Watermarked

Mithlonde is a collection of seven islands in Amnia, with the Hearthland as the largest and central hub. The document details the geography, history, notable personalities, and significant locations within Mithlonde, including various houses, dragons, and towns. It also describes the unique features of the Hearthland, including its mountains, forests, and trade routes, as well as the impact of dark forces on its regions.

Uploaded by

AS
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
8 views20 pages

Mithlonde v8 Watermarked

Mithlonde is a collection of seven islands in Amnia, with the Hearthland as the largest and central hub. The document details the geography, history, notable personalities, and significant locations within Mithlonde, including various houses, dragons, and towns. It also describes the unique features of the Hearthland, including its mountains, forests, and trade routes, as well as the impact of dark forces on its regions.

Uploaded by

AS
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 20

A Guide to

MITHLONDE

nt
Sa
h tA
y rig
op
tc
en
nt
co
n e
itt
wr

by Ade Sant
nt
Sa
h tA
House Sulanest of Egrond – High Speaker Lady
MITHLONDE HISTORY Mithladriel – Green tree over white/grey.

rig
PERSONALITIES OF MITHLONDE
GEOGRAPHY yLaurana Sulenestii – Leader of the Golden Caravan

M ithlonde is a collection of 7 Islands in the World Borax – The Orc King


op
of Amnia. The Hearthland is the largest island Mordrydd Soulreaper– The Necromaster. Legend
and is located on the eastern edge of the group. To has it that Mordrydd was once an elven mage, who
the North West lies the Pirate Isles, separated from made a pact with dark forces from another plane, or
the Hearthland by the Straits of Chance. To the south perhaps a deity. He (or it) now resides somewhere in
tc

of the Pirate Isles lies the Western Isles, the most the Badlands, in the south of the Western Isles. The
westerly point of the kingdom. Centrally located at Necromaster’s minions and cultists are known as
the meeting point of the three great seas is Darkmyst Reapers.
en

Isle. At the base of the kingdom is the Foundation


Isles, separated from Dragon Head Isle by the Tempest THE DRAGONS
Channel. Sandwiched between the southernmost point
of the Hearthland and the Foundation Isles is Dragon Neothix – The Great Gold
nt

Head, which is separated from the Hearthland by The Sulumon – The Silver
Gateway. Baddax – The Green
Iceclaw – The White
co

Rummerok – The Red


THE HOUSES OF MITHLONDE
Balon – The Bronze
House Feremon of Kingsmeet – King Errin Feremon – Taluellanthar – The Platinum
Red lion over black. Azzuran – The Blue
n

House Jax of Shankton – Kalif Salador Zahn Jax – Ragnar – The Black
Golden crossed knives over purple. Pestiluan – The Unclean
e

House Wintermere of Cafeld – Lord Ender Wintermere Ferrox – The Giant King
– Black crow over grey.
itt

House Irminswere of Waudum – Lords William and


Wallace Irminswere – Black galley over red. THE HEARTHLAND
wr

House Selune of Watchport – Lord Tannis Selune –


Golden castle over green.
House Thorne of Ammundbekkr – Lord Arrankar
Thorne – Red apple over yellow.
T he Hearthland is the largest of all the islands and
is the hub of the Kingdom of Mithlonde. It’s most
northerly tip ends in the Iceholt Mountain range, home
House Draco of Dragonsmouth – Ragnar the Black and to icebound denizens and the race of Frost Giants,
Rathzpar the Blue the Dragon Speaker. Black dragon the Thirmiia. In the frozen wastes, the Frost Gnomes
over white/grey. eke out a living, having been displaced in recent times
House Elerlan of Wyrewatch – Lady Esmadicci Elerlan by the Thirmiia. Moving south the frozen tundra
– yellow bushel over blue. gives way to the inhospitable Saltmarsh and the most
Clan Granitbane of Ukthar – King Dzorrin Granitbane northerly town of note, Woomoor.
– Black hammer over yellow.
Clan Firebrand of Drizzt – King Aznal Firebrand – M oving south across the Great Plains and through
huge tracts of woodland, the ground starts to
Orange flames over purple. become a barren wasteland as it ascends into the
3
foothills of the Burrukdar Mountains, and the city of no expedition has actually found evidence of their
Ukthar, the ruling seat of the northern dwarf lords. existence as yet. It is rich with game and is home to
Moving south, the mountains descend into the heart many villages, making a living selling furs and leather
of the Hearthland, across the Gurba Plains and the goods.
Wyrewold Hills to Kingsmeet, the kingdom’s capital
city. The Kinsgswood, the Ironwood and the Runewyre
are the main forest areas to the east of the capital,
W oomoor: Woomoor is the last town before the
inhospitable north. It has a healthy population of
adventuring types heading north, it borders The Great
and in the middle, the Wyrewold Hills. On the north- Plains and is well stocked with agricultural goods.
eastern shore of the Hearthland lies Towyn Forest, the It’s primary reason for being, however is due to the
Mela Plateau and the Highwood. small garrison of Kingsmen, drawn from the capital to

T he Crystal Lake marks the boundaries of the


Elven Council of Egrond, whose lands begin at the
conduct patrols into the frozen north, and to keep a
watch for any dangers encroaching from the icy lands.
Warden’s Craggs and extend north past Ladressia, the
A rlfalls: Arlfalls is a small town overlooking the

nt
forest of Nosiresti, and into the Esseand Hills. Beyond narrowest part of the Straights of Chance which
this moving north further still is the Nevarian Plain measures about 2-3 miles. In times past there used
and Nevriande, the elven conclave, with it’s capital, to be a great falls across the straights, making it

Sa
Egrond. The last remaining elven land is the magical unnavigable, however, just like Tempest Chanel a
isle of Eluan, the forest of Elianest and the Crystal great upheaval flattened out the falls leaving a series
Spire of Eriar.

A pproaching the southern tip

tA
of the Hearthland takes you
across The Dune Sea, The Northern
Desert and The Desolation, with
its nomadic tribes and The Wound,

h
a 40 mile long gouge in the earth,
extending down into blackness.

E
rig
ventually the sands give way
to plains and the forest of
Irminswyre and the swamps of
Greyfen. The southernmost town y
is Waudum, overlooking The
op
Gateway.
Locations of Note

T he Iceholt Mountains: 120


tc

miles of rock, snow and ice


form an almost impenetrable
barrier barring access to the
northern coast of the Hearthland. It
en

is home to the Thirmiia, an ancient


race of frost giants. Legend has
it that they once raided south on
nt

ships hewn from ice. Hardly any


meaningful contact has been made
with them, and only a handful of
co

accounts exist of their culture.


The frost giants refer to the Iceholt
Mountains as Fearin, which means
refuge in giant. There are a number
n

of texts that point to the Iceholt


Mountains as the true home of the
e

dwarven race. of protruding rock edifices that vary from 60’ to

T he Frozen Desert: This barren wasteland of


itt

200’ apart known as Gromm’s Teeth. Between these


blinding snow and biting winds cover the northern outcrops are rickety old walkways, bridges and even
half of Splinter Lake with a permanent ice layer and is habitations. They are constantly in need of repair and
wr

pockmarked with ruins and ancient monuments. in times of storm, are often evacuated. Arlfalls charges

S althmarsh: The Saltmarsh is perhaps one of the


most lifeless places of greenery, it is fed by inlets
from Iceberg Bay and as a result supports very little
a small fee to travellers and merchants crossing
the teeth. There are of course ferries crossing the
straights, but these are very risky indeed, due to the
common life. What fauna and flora do exist are unique swirling currents in the channels that can dash all but
to the habitat. This uniqueness often brings wise men the largest of vessels on the coast or against the teeth.

C
and botanists to the region. Rumours persist that afeld: Cafeld is great trading centre, second only
some of the flora is quite dangerous. to, and home to the merchants of the Golden

L linewood: The Llinewood sits astride the main road


between Arlfalls and Cafeld. It gets it’s name form
the now lost ‘lines of power’ that legend told of that
Caravan, whose caravans of wondrous wares travel the
realm. Their store houses are some of the most heavily
guarded places in Mithlonde. It is the hub of five trade
criss-crossed the region, centring on a location buried routes and hence it takes it’s symbol, the five pointed
4 deep within the forest. The legend is so ancient that star from this fact. House Wintermere governs the
region and is responsible for defending the areas north number of smaller coastal forts ever on the lookout
towards the Iceholt Mountains. It maintains a sizeable for Icebergs and Iceberg Fortresses raiding from the
host paid for from trade and taxes. The leader of the northern seas. Bunarak’s walls extend into the ocean
Golden Caravan is Laurana Sulanestii, also known and measure approximately 500’ tall.
as Lady Wintermere, having married Lord Ender
Wintermere. S watton: Swatton is a small town with a serviceable
harbour. It’s main export is grain and wooden

T he Great Plains: The Great Plains extend between


Woomoor, Uzush and Cafeld, and in times past
have been farmed peacefully and without danger.
products fashioned from the wood from the edge of
Bitterscar. It maintains an interesting and mysterious
monolith, of which no one can determine it’s age or
However in recent times, the plains have been plagues the meaning of the markings etched into it’s 3 sides.
by Rock Grubs, 100’ long burrowing creatures that Swatton is also infamous for it’s rather aggressive
Saltfly population, which, during the summer months
can reach plague like proportions, requiring magical

nt
intervention.

S under: Sunder was once a busy town in the middle


of the Bitterscar forest. Famed for its production

Sa
of wooden goods. It was also the centre of worship for
a druidic caste of elves known as the Feirlin. Their
leader at the time became corrupted by dark elements.
He eliminated all of his opponents and attempted to

tA
open a portal into an alternate realm, and in doing
so, ravaged the forest with negative energy. The
resultant carnage destroyed the town and left many
parts of the forest as twisted evil groves, mutating the

h
animal inhabitants and many of the sentient beings
into things unwholesome and bitter. The portal was

rig
closed soon after by a taskforce of elven mages but the
damage was done.

dwell under the foothills of the Burrukdar Mountains.


No one knows what has driven them so far north,
y B itterscar: Bitterscar was once a beautiful forest of
tall trees, following the Feirlin’s attempt to open a
dark portal it’s beauty disappeared and was replaced
op
perhaps something is afoot beneath the rocky crags. with a twisted evil that corrupted the forest. 200 years
Tradesmen passing across of close the Great Plains has passed since this catastrophe and locals have
often enlist the services of Dwarven Grubbers, who are only just began to venture into the outer regions of the
meant to have some kind of link to the beasts and can forest.
tc

warn of the approach of such a beast.

U zush: Uzush is a dwarf village at the foot of the


Burrakdar Mountains. It used to serve as a centre
C urig: Curig is governed by a female human named
Snisa. The most prominent tavern in the village
is The Archer’s Wain. Curig was once a fishing village
en

for trade for the steads that dotted the Great Plains, that stood on the shores of the Rift Sea, in past ages
before the Rock Grub incursions began, it has since the sea retreated, causing Curig to find itself a mile
fallen in status, and serves only as a stop off point inland. The low lying marshes between Curig and the
for trade heading north towards Cafeld and supplies sea are cultivated for their shrimp and in particular
nt

heading to Bunarak from Uthkar, on the south side the ‘Berring Worm’ a succulent sea creature, delicious
of the range. What trade it does eke out comes from when roasted, it is quite a favourite in the region,
scratching out the last remnants of deposits from old with a sweet and chewy texture. Some say that
co

mines in the region. when prepared in a particular way the food has a

T he Kulaz Wastes: In ancient times the Gem Fields


of Kulaz were a jealously guarded area of open
mines. Fiercely defended by the then dwarf lords it
hallucinogenic property, whether this is just a myth,
nobody knows, mainly because no-one can remember
how it was you were actually meant to cook it. At the
n

was the cause and site of the War of Glass, the only centre of the village is a statue of Godfrey Wainwright,
time humans and dwarves had ever fought openly. a famous fishermen of The Rift Sea who once defended
e

The magical fallout created by the conflict left most the village from a vile undead sea creature sent to
itt

of the sands melted into a fine glass and the deposits wreak havoc upon the village. The coastline of the
near to the surface either plundered of destroyed. It is time had many small caves in which smugglers dwelt,
rumoured that many more deposits i.e. beneath the occasionally these are uncovered since they now lie
wr

wastes but few seldom travel there, for the magic, in a inland. The rotting jetties and piers can still be made
time where magic was untamed and unpredictable has out. One note of curiosity is the tunnels beneath the
twisted the lands, creatures and denizens that dwell Kraken’s Test, joining Curing to Serpenton Isle. The
within it into things best not discussed. Saying that, tunnels however are maze like and require guides to
there are a handful of fortified towers and steads in the make the journey. Many foolhardy souls have never
area, mainly the dwellings of odd cults, crazed wizards returned from this journey. The Kraken’s test is a
or hardy explorers. channel with lethal rip-tides which is only navigated

B unarak: Bunarak is the northern most extent of


the dwarf realm. It serves as an outpost and keeps
watch to the north and east. It maintains a very small
by the most competent captains.

S erpenton: Serpenton sits atop the cliffs overlooking


a tempestuous area of sea known as the Kraken’s
port for the occasional food shipment, dwarves tend to Teeth. It is a small settlement mainly consisting of
send their goods overland, even if it means doubling folks who want to be away from civilisation, and those
the distance. Bunarak does, however maintain a that would use the isolation for more nefarious means. 5
The settlement sits atop a network of smugglers Kingsmeet to the south and Seaton to the west. The
tunnels accessed by subterranean caves that allow plainsmen of the Gurba Plains are often found here,
boats to dock in the cliff bases. There is a thriving preferring the company of dwarves rather than the
settlement underground known as The Fangs. The melting pot of Kingsmeet.
great lighthouse is maintained by magical means by a
group of mages seconded to the tower from Kingsmeet
every year.
G ili’s Folly: Gili Stonefoot was a rather unique dwarf
by all standards, and well famed for his travels,
adventures and stories, most of which are considered

S eaton: Seaton sits on the shore of the Ragged


Coast and is a busy stop off on the coastal trade
route. It has a sizeable dwarf population of merchants
almost true. Upon his retirement his amassed wealth
bore him to purchase a considerable amount of land
from the then king, with the intention of settling it
and traders. It is also one of the few places where as his own fiefdom. However it was soon found that
dwarven smiths operate outside of the dwarven the ground lacked fertility and most of the region lies
realms. This is wholly due to the conservative attitude lower than the rest of the lands, and makes for a very

nt
of the dwarven kingdom of the Barrukdar Mountains, effective flood plain for The Wash. His experiment
who, unlike their southern cousins maintain a close faltered after his death 3 centuries ago. One interesting
and positive relationship with the monarchy. Seaton point is why no-one questioned why such a large area

Sa
also holds a weekly horse market, when the town is of land would quite uncharacteristically be lower than
inundated by clansmen from the Gurba Plains. the surrounding lands. Some have even suggested

B urrukdar Mountains: The Burrukdar Mountains


are the home of the dwarven Granitbane Clan,
flooding the area to try to bring some fertility to the
land.

tA
headed by King Dzorrin
Granitbane. The mountains
are rich in mineral deposits
and sit atop hundreds of

h
miles of caverns and mines,
new and abandoned. In

rig
recent times the dwarves
have had to mine deeper and
further afield, resulting in the
discovery of deeper realms y
of beings, some say that
op
the Dark Elves live beneath
the mountains, and reports
of small scale skirmishes
have been rumoured. The
tc

majority of the kingdom lies


underground, only rising
to the surface at hidden
en

ventilation outposts and


the capital of the kingdom
Ukthar. It is the highest range
in the Hearthland and has a
nt

permanent snow covering.

U kthar: Ukthat is a huge


city built into the side
co

of a mountain, and is the


seat of King Granitbane.
Unlike it’s southern twin,
Drizzt, it welcomes non-

G
n

dwarfs and operates an open city, although access to urba Plains: The Gurba Plains are home to the
the mines and caverns beneath is strictly guarded to Wanini Horse Clans, commonly referred to simply
e

non-dwarves. Its main trade is ore, which, it trades to as the Plainsmen. Although the area is small, it enjoys
itt

Kingsmeet in return for grain and food. Dzorrin, like a fertile climate and one that the nomadic plainsmen
the southern king, assigns Lordships to other minor use to their prosperity, raising what are considered
clan leaders who maintain control over certain mines the best horses in the realm. The Wannini were once
wr

and levels beneath the mountains, and in return, pay part of the Jarruli peoples from the Dune Sea, but split
taxes to the king. The king maintains close ties to after a period of civil unrest 120 years ago. There is
Kingsmeet and supplies 100 dwarves every year who still ‘bad blood’ between the two peoples.
serve as body guards to the king. Each selection is
made during the Tournament of The Anvil, a test of
martial skills.
G reenfields: The area of Greenfields is perhaps the
most abundant agricultural area in Mithlonde,
and it needs to be to supply Kingsmeet, which it does,

K inbaraz: Kinbaraz is the closest dwarven


settlement to the capital city of Kingsmeet. It is
constructed as an outpost fortress in much the same
and also serves to export across the realm. It is dotted
with hundreds of small steads who raise crops and
tend cattle. The fertile lands extend south all the way
way as Bunarak, however it does not contain a large to Sundershore. In the rare instances where harvests
standing force, since there is little or no threat from are poor, the capital enlists Druids and Priests to
the eastern end of the mountain range. It serves as the ensure that all is done to appease the gods of fertility
6 last port of call for dwarven caravans heading towards and nature.
S undershore: Sundershore sits at the tip of
Trader’s Bay, and looks out across the Rift Sea. It
serves many vessels who do not for whatever reason
mysteriously collapsed resulting in many deaths. A
large cave complex known as The Maw is found here.
Attempts to explore it have resulted in dead ends
wish to drop their cargo at Kingsmeet, and is also in the best cases, and totally lost expeditions in the
the departure point for foods heading to the dwarf worst. Storis circulate that the caves change and re-
kingdoms in the Foundation Isles. It derives it’s name arrange themselves. The most bizarre theories concern
from the many ships that befell its jutting coastline. planar rifts and the residue of an ancient and forgotten
In the last 100 years or so the currents have changed civilisation.
making the location less risky, however the name
persists. R unewyre: The Runewyre is the sole woodland
declared sacred by the dwarven kingdom to the

K ingsmeet: Kingsmeet is the accepted capital city


of Mithlonde. It is the seat of the human King
north. It is populated by dwarven druids and rune
masters.
Errin Feremon and is by far the largest and some say
T owyn Forest: Towyn Forest is a huge tract of

nt
dirtiest and most corrupt city in the land. It maintains woodland inhabited by elves and humans in
a large standing army and is governed by the High relative harmony. At the heart of the forest is the
Tower of Magyc, which is the seat of learning and

Sa
research for sorcerers and wizards the land over. The
Forest is not without it’s dangers however, and the
tests that the aspiring mages take involve spending
time in the forest alone for 100 days, upon return

tA
to the tower their trials are evaluated and if deemed
worthy they are offered the Robes of High Sorcery,
being red for neutral mages, white for goodly mages
and black for those practising the dark arts. This may

h
seem strange do teach these arts but the High Mages
who sit on the Council of The Magus embrace all magic

rig
equally. No one has questioned this view for the good
they do in teaching the use of magic and the control
they exert over rogue mages far out ways the negatives
yof teaching dark magic.

M enione: Menione was once a frontier town of elves,


op
since it’s heyday it has been partly settled by
humans and dwarves. There is still an elven presence
but a much reduced one. No one really knows why
the elves ‘pulled out’ for the town itself is beautiful,
tc

the dwarves of Menione wanted to rebuild it but the


humans would not allow it. Many humans have taken
on a very elven existence, mainly upper class families
en

who wish to live in the beautiful towers and pavilions.


The dwarves, obviously, scorn this and treat it simply
as a town local to the Runewyre, and as such many
Runemasters can be found there.
nt

K ingswood: The Kingswood is perhaps the safest


and most patrolled woods in Mithlonde. It is the
personal property of the king of the time and is always
co

well stocked with animals for hunting. The king does


Council, consisting of lesser lords of coin, war etc. It allow several groups of human druids to practice their
is a thriving centre of trade and boasts a huge port. religion there although it is generally agreed that the
It is an open city and accepts all races equally. King druids here are too ‘civilised’ to really be in touch with
n

Errin has a king’s guard which is made up from 100 nature.


individuals from each of the dwarf and elf kingdoms. It
W yrewold Hills: The Wyrewold Hills were once a
e

has a University of the Weave and the Temple of Many great forest area, which was felled to provide
itt

Gods. Guilds representing all groups flourish in the the wood for a great fleet of ships which sailed East
city, each jostling for power and influence. in a previous age. The mad king Eamon of the time

H ighwood: Highwood is a small wooded area atop imagined a foe that was preparing to invade the land,
wr

the Mela Plateau. It’s trees are found nowhere else and financed a fleet to sail east, thousands of ships,
in Mithlonde. They are wholly alien in nature and the hundreds of thousands of souls sailed east and never
druids of the realm have declared them oddly sentient. returned, the venture bankrupted the kingdom and
They pose no perceived danger however. civil war beset the land overthrowing the king. The

T he Mela Plateau: The Mela Plateau is a wholly


odd place. It’s plains baffle magnetic instruments
and it’s skies are strained with hues of green and
slash and burn however left the hills a rich and fertile
land which it still is. The druidic orders of the day
joined forces against the king and played a key part
purple, some even say that the constellations differ in his downfall, they erected a great stone circle to
when viewed from the surface. It is pockmarked by appease the nature gods to the loss of the woodland,
several strange obelisks of no immediate purpose, the circle is known as the Stones of Sorrow and are the
being totally devoid of markings. Attempts to discover focal point of many great druidic gatherings drawing
how deep they go have resulted in many mines being druids from across the realms.
sunk and are yet to find the base. Many mines have 7
T he Ironwood: The Ironwood draws its name from
the Iron Oaks that populate the forest. Iron Oak is
an expensive hardwood that makes excellent weapons,
have been swallowed by the desert, ancient mines,
caves and wondrous places. It is also rumoured that
many clans have ‘questionable’ customs of sacrifice.
unlike the Blackwood of the Dragon Isles Iron Oak is Generally it is accepted that they are friendly to
not so brittle and so works best for weapon shafts. travellers and have often saved many a lost travellers’

W yrewatch: Wyrewatch is a town at the limits of


the human kingdom, bordering the elven land
of Eluan. Although fortified it has never been tested.
lives. Their guides and merchants can be found in
Shalome, in particular their textiles are of exquisite
quality. They seldom speak of the split with the
It maintains a standing garrison and small fleet Wannini plainsmen over a century ago, which ripped
that patrols the Nevriande Inlet. It maintains a huge the nation apart.
farming community and exports its produce west to
the Burrukdar Mountains and east to the elven lands. S halome: Shalome is a busy port half way between
Rewood in the Foundation Isles and Kingsmeet

S heawich: Sheawich is a bustling town on the to the north. It is primarily a stop off point for these

nt
shores of the Crystal Lake. It has a thriving fishing travellers and vessels. It is the main trade point for
industry as well as a prosperous farming community the goods produced in the desert lands. Its harbour
and excellent market days. It also harvest Ironwood is built from huge granite rocks and is more ancient

Sa
from the southern fringes of the woods to the north, than anyone can remember, some say that it is the
which is exports to the west, to Kingsmeet. remnants from a great coastal city that was part of an

T he Riven Steppe: The Riven Step is home to the


Horeselords of Riven, a collection of wandering
ancient desert civilisation, the glyphs and markings
along the harbour walls have never been deciphered.

tA
nomadic tribes that are famed
horse breeders. The lands are
dotted with ancient barrows,
mysterious follies and mossy

h
cairns.

W arden’s Craggs: The

rig
Wardens Craggs are
essentially the barrier between
the lands of Eluan and the
Hearthlands. It is a small y
mountain range bit no less
op
inspiring to look at. Its slopes
rise majestically high into the
clouds. It is also the location
of the Palace of The Winds, a
tc

monastic bastion that teaches


several forms of spiritual
enlightenment. The palace
en

is populated primarily by
humans but a small number
of elves and other races can be
found there, often it is a place
nt

of refuge for those seeking to


forget or start a new life, it
welcomes all.
co

F ellwich: Fellwich is a
small frontier town with
the facilities to become a
defensible bastion. Although

S
n

there is no standing garrison here, a previous king himmir: Shimmir is a town teetering on the edge
dictated that if the race of man should ever war with of The Wound, it is actually built into the 2oo
e

the elves then the Wardens Craggs should be the front or so meters of the top of the edifice, with many
itt

line. It is the last point of civilisation before spiritual balconies and house looking out over the void. In
tourists head into the perilous Wardens Craggs, here the local tongue Shimmir means windy city, and it’s
may be found all manners of individuals, guides, name is well deserved. Many birds nest in the walls of
wr

merchants and mystics. It has several small temples the upper wound and Shimmir boasts many animal
devoted to the paths of enlightenment. masters who raise and train giant birds of prey such

T he Dune Sea: The Dune Sea is a hot and


inhospitable land that is home to the dark skinned
as the Desert Eagle and Cragg Falcons, some of which
are big enough to bear a man’s weight.
humans of the Jarruli people. A nomadic races of
desert dwellers. They hold no court and are ruled by
council elders drawn from each clan. The Dune Sea is
T he Northern Desert: The Northern Desert is barren
and possibly the hottest place in the whole of
Mithlonde. The Jarruli people rarely go there.
split by the Lifesblood River that flows down from the
Crystal Lake towards the coast. It is on these banks,
and the large lake at the centre of the desert that
T he Wound: The Wound is a huge crack on the
surface of the world, measuring 80 miles in length,
no one actually knows how deep it goes for as one
many clans eke out an existence, growing crops before descends lower and lower the wind erupting up from
heading into the desert proper. It is said that the tribes the depths becomes almost unbearable, few have
8 know the locations of ancient ruins and cities that ventured deep and their stories of lands beneath the
world and demons should be taken with a pinch of
salt. The one outpost half a km from the surface is ELUAN – THE ELVEN REALM
the Lexicon of Power, a great and ancient library full
of texts from many civilisations, current, past and
unknown. The path to the Lexicon is a dangerous one,
and purposefully so, for the Lexicon provides it’s own
E luan is the name given to the lands perceived
my most to be the region claimed by the Elven
Lords and ruled by High Speaker Lady Mithladriel.
guides and only those deemed worthy are granted The capital city is Egrond, a city of beautiful white
passage to it’s location. In recent times the path to the marble towers and minarets, sparklingly clean and
Lexicon has been made purposefully harder by adding breath-taking in it’s simple elegance. The peninsula
traps and dangers throughout the descent to the that Eluan occupies has one island Elianest, which
library. is strictly forbidden to non-elven races. It is here that

S hallar: Shallar is a small coastal town that is the


last point of civilisation for travellers heading north
the Heart of The Forest is located at Eriar, nestled in
the magical forest of Elianest. The lands extend as

nt
to Eluan. There is a road heading north from the town far down as the Wardens Craggs. Travel through the
but the encroachment of the desert from the east elven lands is allowed for non-elven races although
covers the road on a regular basis. Most travellers now few stay for any length of time finding the elven air of

Sa
simply follow the coast until they clear the northern superiority simply too much to bear, whilst not openly
desert. hostile the elves make it clear to all who is in charge

T he Desolation: The Desolation was one of the


areas laid waste by the Dragon Fury, it’s plains
and who ruled the lands before man came along. Only
the dwarves (obviously) dispute this, and as such,

tA
are pockmarked with evidence of war, lakes of glass dwarf/elf relationships are strained at the best of
dot it’s lands and it is said that desert dragons dwell times. The elves are generally accepted as being the
within it’s boundaries. masters of the weave, and their cities and monuments

I rminswire: Irminswyre is a peaceful forest that if all bear the beauty that only magic can create. Each

h
famed for it’s herbs and spices, much of the trade, of the regions has a caretaker Lord, appointed by the
particularly in spices heads north to the desert regions High Speaker, who has free rein to appoint whom she

rig
where the spices are dried out and mixed to create desires, although tradition continues keeping certain
fragrances sought after by the nobles of Kingsmeet. As Lordships as hereditary titles. The elves no not have a
such there is a large druid presence within Irminswire. standing army, it is generally considered that no one

G reayfen: Greayfen is a low lying region that is suicidal enough to attack them, for their martial
sometimes floods, effectively cutting off Waudum,
y prowess is beyond doubt, and their skill with the bow
op
usually during winter tides and at certain celestial would make any commander think twice about a
phases. It provides a healthy supply of food for standing battle.
Waudum. In summer it’s insect population is well Locations of Note
known to travellers and merchants heading north.
L
tc

Many prefer to head north by sea than risk being adressia: Ladressia sits on the shores of the Crystal
‘eaten alive’ by the insect that reach plague like levels Lake. It lies on the trade routes between Fellwich
in the hottest weeks. and Forlerian. The town’s main trade is fishing.

W D olade: Dolade is as close to a town of ill repute


en

audum: Waudum is a busy port town on the


banks of The Gateway. It does brisk business that you will find in the Elven lands. It is a port
with Shaepool, ferrying goods from the Foundation town of primarily Half Elf inhabitants. The town is
and Dragon Isles to the mainland. It’s harbour can be governed by an unlikely family made up of Half Elves,
nt

found full of merchant vessels, some even elven that a race that occupies the lower echelon of Elven society
at the best of times. The Family, headed by Allrich
Nighthawk not only governs all and every part of
co

Dolade life but also maintains a clandestine network


of informants throughout the empire. Allrich’s master
of knowledge Eaglin Farseer (known as the Shadow)
is the main reason that the family enjoy the prestige
en

that it does, such it is that it’s network is so vital to


Elven interests, although the more noble families
would never publicly admit dealings with Allrich. The
town has a thriving port often receiving trade from the
itt

Black Ships from Across The Sea, carrying wondrous


artefacts and riches.

E sseand Hills: The Esseand Hills are home to


wr

the Whiteriders, a clan of expert horse breeders


and trainers. Some believe that the fallout from the
destruction of the tower of Forlerian effected the
elves living in this area to an extent that the riders
are thought to maintain a telepathic link with their
have made their way south via the Eastern Ocean. mounts, assigned to them from an early age. The elves
Occasionally Wudum gets cut off when the Graeyfen obviously outlive their steads (although each horse
floods. lives unnaturally long in the elves’ care, easily tripling
a normal horses typical lifespan) and take on many
throughout their lives, suffering madness and anguish
upon each of the horses’ deaths. Eventually this turns
the elves feral, and they are cast out into the wider
9
nt
Sa
tA
world.

F orlerian: Ancient wizard’s tower ruin, 300 years


ago it was originally the seat of all magic which is
E grond: The accepted centre of all Elven power in
Mithlonde. Egrond towers above the forests that it
makes it’s foundation. Hewn of magically created feats

h
now in Eriar. The tower is now in ruins and is a high of beautiful architecture it is a breath-taking sight to
magic fallout area, generally considered off limits. those new to it’s vision. It is ruled by Lady Mithladriel

rig
The surrounding town still makes good trade from of House Sulanest, a harsh but fair ruler and head
farming and the occasional magically infused relic of the Leaf Council that brings together the great
that turns up once in a while. No-one truly knows heads of the houses of the different ‘races’ of elves,
what befell the tower, some say it was inevitable and y the only race in absence is that of the Drow, reviled
that great experiments were carried out there, and and hated, although not actively hunted, something
op
got out of hand. Some say that the magic unleashed the other races use to point mistrustful fingers at the
something from below that brought destruction to the elven race in general. Egrond has libraries of wonder,
tower. The surviving wizards
and sorcerers from within
tc

scattered to all corners of the


world suffering from madness
and mania. Some say that
en

some of them exist still and


hold the secret of the tower’s
destruction.

N evaraian Plain: The


nt

Nevarian Plain is strewn


with travelling nomadic
Elven tribes, known as the
co

Eponese. They nurture the


huge herds of horses native
to the area and prepare them
for use by Elven nobles and
n

armies. They are unequalled


in their horsemanship. Their
e

artistic leather work is well


sought after the world over,
itt

particularly the saddles and


harnesses.

N
wr

evriande: The great


Elven forest, Nevriande
is everything an Elven forest
should be. It’s inhabitants
live with the forest caring for
it and nurturing it’s growth.
Its glades and spinneys hold
many ancient sites of past civilisations and at the workshops of unearthly beautiful products and centres
centre, the great Elven city of Egrond. of knowledge and art that are without equal. In order

N osiresti: This dark forest is governed by lower


elements of the Nighthawk family. It is home to
one of the families Druidic circles known as the Black
to gain entry into Egrond non-elves need to petition
the city or be accompanied and vouched for by an elf
of sound standing.
10 Branch.
L adolind: Ladolind is the main seafaring port of
the elven race, home to the Golden Fleet and
governed by Seaspeeker Damodyer it maintains trade
don’t are gently shepherded back to Formithlind by
the Greenfolk. Its many glades change like the wind,
sometimes uncovering old ruins from past ages. Rare
from across the eastern Sea. It is rarely visited by and mythical creatures prowl amongst the ancient and
non-elves who are generally made unwelcome, such some say sentient trees, including, it is rumoured, the
is the proximity to Eriar. Some of the boats trading tree folk of legend.
with Ladolind are said to be magnificent and huge,
unknown nations bringing knowledge, rare goods and
artistry beyond comprehension are seen here. Ladolind
E riar: Eriar is known as the Crystal Spire amongst
non-elven races. It is considered the most
magically charged area in the known world. It is
is also tasked with keeping unwanted visitors away said that it acts as a gate through which the weave
from Elianest, and passage to the island is rare indeed, enters the world, how much of this is true is open to
certainly non-elves would find it nigh on impossible to conjecture but one thing is for sure, it’s magical aura
obtain passage. is undeniable. For centuries the elves have jealously

nt
ormithlind: Formithlind is an ancient sea port, guarded it for it is the source from which the great
now it is used as a port of entrance to the island of elven high mages (known as the Convocation) draw
Elianest. It serves as a haven for elves on a pilgrimage their power, the Weavesmiths forge their magical

Sa
weapons and the faithful come to worship the deities
of magic. Physically is appears as a blue/green
crystalline mountain, although as the sun dips down
and rises in the morning the light appears violet. It

tA
is agreed by many that it extends below ground far
below, and that the visible tip is merely a fraction of
it’s true size. It’s proximity to Elianest causes strange
pools of magic to warp and change the forest daily. At

h
it’s base are a myriad of tunnels, halls and chambers,
some deserted and forgotten, other in constant use.

rig
No mining is allowed and there appears no standing
defence force, it seems that the mountain, through
wards and more lethal methods, has an uncanny
yaptitude in defending itself form unwanted visitors.

M ount Endin: Mount Endin is the mountainous


op
area famed or it’s Mithril mines together with
other exotic ores from in short supply. The fact that
these mines run deep and a far richer in essence than
any of the dwarven mines is a bone of contention
tc

amongst elf and dwarf relations. However, it’s fabulous


yield is not without it’s risks, for it’s ancient tunnels
and mines are one of the few places known to connect
en

to the underdark, and many battles have been fought


in it’s darkened and black halls between surface
and subterranean elven kin. For now, it remains in
stalemate.
nt

THE FOUNDATION ISLES


co

T he Foundation as it is known is the southernmost


island in Mithlonde. It measure approximately
250 miles across. It was once joined to Dragon Head,
en

to the forests that cover much of the isle. It is a city of however in a previous age, the River Tempest either
temples and of magical artisans, guilds, schools and subsided or underwent some kind of seismic trauma
peace. Formithlind is secured by the true wood elves and enlarged, creating the Tempest Channel, a
treacherous flow heading south that is unnavigable
itt

known as Greenfolk, you will not find a more skilled


woodsman anywhere else in the realm, nor a more under most circumstances. The northern half of the
devout protector their martial skills with the bow are island is swamp and woodland, with an area of plains
wr

legendary and their druidic circles are both feared and where horse clans hold court. The southern half grows
revered. It is rare but not impossible to find both on cold as The Forge Peaks rise. Further south still is a
the mainland going where the Ashen Council sends second range of mountains known as The Stonefire
them to defend the wooded lands in far flung places. Peaks. Nestling in between these ranges is the dwarven

E lianest: Perhaps the most magical forest in the city of Drizzt. At the eastern end of the island is a
whole of the realm Elianest is the most revered small range of mountains split in two by the Tempest
forest by the elven race, believed to be the site of the Channel, the Drake Craggs and the Dragon Craggs.
birth of the first elves it is the site of many pilgrimages Both areas are well known habitats for draconic races
of elves of all ages. It is true that magic runs through and their offspring. Thankfully, the majority of the
the forest and it is not uncommon for the forest to dragons seldom leave their mountain retreats. For
change overnight and leave unsuspecting folks lost now, the dragonkin have kept a low profile.
amongst it’s dense trees. However it is said that those
elves to heart find their way through, and those that 11
Locations of Note
T hornwood: The Thornwood and Whistwood were
once one, in time The Anvil River split the forest in

A mmundbekkr: The city of Ammundbekkr is set


into the hillside overlooking a busy and thriving
natural harbour. It is crowded and in parts unsanitary.
two. The Thornwood is named after the Jacobi Bush,
which is native to this area, a thorny bush as strong
as light metal.

T
The smell of peat burning in fires is constantly in he Plains of Kaden: The plains are home to many
competition with the smell of fish. It is the export point herds of wild horses, and also to a clan of dwarves
for dwarven goods produced
in The Forge Peaks and Bori’s
Deep. As such, it has a high
percentage of dwarf population
in the form of trade caravans
and their escorts. Imports to

nt
Ammundbekkr mainly consist
of food and grain from the
Hearthlands bound for The

Sa
Forge Peaks.

M ystgloom Moor: The


Mystgloom as an ancient
and spiritual land pockmarked

tA
with burial tombs and
mounds, primarily of dwarven
origin. It was also the site of
a major battle in aeons past

h
when the dwarf lords of Drizzt
defended The Foundation from

rig
invaders from across The Sea
of Souls.

B ulummun: Bulummun is
a small town that serves
as a way-station for trade
y
op
caravans heading to and
from The Forge Peaks. It’s
main business is that of peat
harvesting from the moor.

B
tc

ori’s Deep: The dwarves of


The Foundation are notoriously xenophobic and who have sought to make their purpose to try and
Bori’s Deep serves as an ‘open town’ where other races farm this area, to provide much needed grain supplies
en

are tolerated in order to procure business. The roads for the dwarf realms to the south. The dwarves
to and from Bori’s Deep are well guarded by dwarven here are mostly exiles from the dwarf realms to the
Iron Guard. Beneath the city begins the myriad of south. They do however provide support for the few
subterranean tunnels that connects to the halls caravans carrying ore directly from The Forge Peaks to
nt

beneath The Forge Peaks. Which in turn connects to Nizzkhull. They are known as the Iron Harvesters.

N izzKhull: Nizzkhull is a small town that transfers


co

caravan cargo from The Forge Peaks onto barges,


to send down the river to Barukthal. Most of the cargo
consists of ore and stone, hence the need to use the
river.

B arukthal: Barukthal has a mixture of human


n

and dwarf population, farmers, traders and


adventurers all make up the melting pot that is
e

Barukthal. The majority of the population and the


itt

governorship is in dwarven hands.

W histwood: The Whistwood is home to an outcast


group of dwarven druids known as the Stone
wr

Cradle. They care take the bridge over the Anvil


between Barukthal and Rewood.

R ewood: Rewood is the first predominantly human


settlement and serves as a staging area for goods
coming to and from the Hearthland before it heads
across or arrives from The Whispering Sea.

M arshmyst: The Marshmyst is a seldom travelled


area full of superstition and legend, lost druid
cults, barrows and ancient battlefields haunted by the
ghosts of fallen soldiers all come together to add to the
legends of The Marshmyst.

T
the under-halls of Drizzt and The Stonefire Peaks. he Forge Peaks: The Forge Peaks are the seat of
12 the southern dwarf lords of Drizzt. They extend
along the southern coast of The Foundation and Lordships upon his nobles. Each lord is responsible
contain the subterranean kingdom which extends for an area of the kingdom, some above ground, most
underneath Drizzt and continues south to the below. The Stone Dwarves do not see eye to eye with
Stonefire Peaks. The mountains themselves are home the more liberal dwarves of the Hearthland but still
to many frozen horrors and is not a pace one would maintain links with them. Drizzt does have a small
advise to be caught outside during the icy nights. port, much smaller than for a normal city of this size,
which is testament to the
insular outlook of the rulers.
Outsiders are allowed into
the city but are eyed with
suspicion.

T he Stonefire Peaks: The


Stonefire peaks are a

nt
smaller range of mountains,
but still maintain the under-
halls found to the north. The

Sa
dwarves here are known as
Fire Dwarves, a semi barbaric
clan who are exports with
fire, hammer and forge. Their

tA
rune-weavers have for an age
gained a close relationship
with fire elementals born of
the fires of Mt Ironfist. No

h
other race has achieved this
level of cooperation, and as

rig
a result, the works of the
Fire Dwarves are miracles
in metal. Their warriors are
y the most feared and the most
unpredictable in the whole
op
realm.

D ragonsmouth:
Dragonsmouth sits at the
inlet to the Tempest Channel.
tc

The race of dwarves that dwell beneath are known It is the sole town primarily populated by Dragonkin
as Stone Dwarves. They are a xenophobic bunch and in all of Mithlonde. It is the approachable seat of the
fiercely defensive of their culture. They rarely allow Dragon Council, the real one being deep within the
en

outsiders into their realm and are very traditional in Dragon Craggs, where the members revert back to
their outlook. They are not blinkered enough to think their natural form. Every year one of the council is
that they can survive without trade, however, and chosen to be the Dragon Speaker, who maintains
as such they export their wares and produce across contact through Dragonsmouth with the other races.
nt

Mithlonde. Some areas of the under-halls have fallen Dragonsmouth is also the home of the Dragon Fleet
into disrepair, and some ancient locations are still and are the only vessels capable of navigating the
being discovered, it seems that the tunnels beneath treacherous rapids through the Tempest Chanel.
co

are almost endless. Sometimes denizens of the dark Others have tried, but few have survived intact. Goods
venture up from beneath but these are swiftly dealt found in Dragonsmouth include weapons made from
with by the Iron Guard. dwarven ore and fired with Dragonfire, rumoured to

D rizzt: Drizzt is the capital of the Stone Dwarf be harder and keener than any dwarf blade, although
n

Lords who rule over the Stonefire and Forge opinion on this is divided. House Draco is the noble
family of Dragonkin who govern this region, however,
e

they too have to answer to the Dragon Council. The


itt

current head of House Draco is Ragnar the Black, a


greedy and sneaky individual by all accounts.
wr

DRAGON HEAD ISLE – ALSO


KNOWN AS THE DRAGON ISLES

I n a previous age, a cataclysmic Dragon Fury (War)


scorched and burnt the lands of Mithlonde. Only the
most ancient Dragons and other nefarious beasts of
prolonged longevity recall the destruction and carnage
that ravaged the land, and as with all wars, nobody
wins, in the end. Nobody recalls how it started, if
they do, they aren’t saying. All that is known is that
Peaks and the under-halls beneath. It is ruled by the it took a band of heroes to bring both sides to the
hereditary King Aznal Firebrand who in turn bestows 13
nt
Sa
h tA
table and bring peace to the land. The leader of this into low town, where the docks and warehouses lie,
group was Sturm Elvensong, a high elf paladin from and the upper town where most middle and upper

rig
Eluan, together with his cohorts they retrieved the class habitation is. The town is one of the first ports
Crowns of Dragonkin that helped them to force the of call for ships from Eluan, for they seldom travel
opposing sides to the table, and work out some kind y into the inner seas, preferring to offload their cargo
of compromises, which were documented and locked and head north once again. It’s sister town Waudum
away in secret. In current times the dragons are at sits across the Gateway and both towns operate
op
peace with each other, bound by the Pact of Crowns. ferry services for cargo and passengers. The town is

T he lands are now governed by the Dragon Council,


also known as the Council of Nine. The council sits
primarily dragonkin in population with a smattering of
humans and elves. Dwarves are rarely seen here.

S
tc

in equality, headed by a representative of each of the earsfen: Searsfen was the site of one of the largest
metallic and chromatic races. They vote on issues, the battles during the dragon wars. It consists of
casting vote lying with the Spirit Stone, an oracle like mainly marshland, with tainted waters that have never
stone with mystical links to all of the souls of dead fully recovered. The denizens of the fen have been
en

dragons, which can answer yeas or no. It is the size of twisted by magic and some say rogue dragon clans live
a large globe, and resembles such a thing, supported in the area.
on a pedestal of three legs fashioned from ancient
T he Blackwood: The Blackwood gets it’s name
nt

magical wood. The Council of Eight are approachable not from anything truly sinister, but from the
by non-dragon races only on the very direst of Blackwood Trees that grow there. Blackwood is one
occasions, however the Dragonspeeker residing at of the toughest natural materials and is used in the
co

Dragonsmouth provides a conduit of communication construction of magical staves, rods, wands and
to the Council for mundane matters. The Council staffs, as well as many other magical artefacts. It
meets in the Halls of Agrajax, located in the Dragon is harvested under very close supervision and un-
Craggs, named after an ancient red, the last dragon to controlled harvesting is punishable by death. Each
en

perish in the Fury. The council has it’s crisis however year one of the dragon Lords is given license to harvest
and all is not entirely peaceful, the nature of some it, thus maintaining an air of fairness. Quantities are
chromatics have caused the council to act on several also carefully monitored. The cultivation of Blackwood
occasions to bring many clans and dragons ‘into line’. is one of the few instances of cooperation that the
itt

So far they have avoided large scale incidents. To keep elf mages of Eluan partake in, using their nature
the chromatic and metallics interests separate the magic to enhance the growth rate of replanted trees,
chromatic dragons are based in the Dragon Craggs enabling the harvest to be sustained on a yearly basis.
wr

whilst the metallics hold rule over several floating There are caretakers based in the woods known as
islands ranging from 10 to 20 miles across, that float Woodwyverns, although the name is misleading since
effortlessly on magic too ancient to comprehend. the nature of these individuals is almost entirely made
These floating fiefdoms have never left the environs of up of Wood Elves. Some say that they have evolved
the Dragon Isles, whether by choice or limit nobody into an altogether different race, losing some of their
knows. passive elven traits and embracing more chromatic
Locations of Note draconic nuances such as greed and deception.

S haepool: The town of Shaepool sits atop a high


cliff at the entrance to the Gateway. The docks are
D rake Craggs: Although not physically part of the
Dragon Isles the Drake Craggs fall under the
control of the Dragon Council. It consists of tortuous
reached by means of a myriad of mechanical lifts for cliffs and twisted columns of black basalt. Travel
larger commerce, as well as a maze of subterranean through the craggs is possible only with the most
14 steps exiting at the foot of the cliffs. The town is split
experienced guides and is seldom travelled. It is also the trip to Shankton, the capital, a dingy squalid town
home to and administered by the Dragonkin clan overlooking Pirate’s Bay, perched at the top of a huge
of Whipslade, whose specialism is the breeding and hill, its streets drip down to the water’s edge where the
training of drakes, used by the various dragon armies docks provides a whole new ecosystem of vermin, both
and private standing forces. Whilst the majority of rodent and humanoid. The Isle is ruled by the Kalif
drakes live in the wild, every year a hunt is called and it is the only place where slavery is accepted in the
(known as the Test of Talons) which also serves as a realm, something the king tolerates, simply because he
test of coming of age for many dragonkin. The hunt is not strong enough to put the Pirate Isles down for
is not deadly for it targets the strongest of each drake good. The town of Freyton to the North provides a safe
family, allowing a higher calibre breeding pool and also haven to the miners and adventurers headed to the
allowing other males to rise to prominence. It is not Siren’s Craggs, a notoriously dangerous area but rich
unknown for other races to partake in the hunts by in old smuggler’s holds long forgotten. The two wooded
invitation. areas provide wood for ship building, Whsiperwold

nt
ragon Craggs: The Dragon Craggs as the seat of and Wyrewold, Saltwood’s trees are no use for ship
power in the Dragon Isles, it houses several mini building but provide their own unique use. Bushelton
fiefdoms ruled over by the chromatic dragons of the is a farming and trading town and provided most of the

Sa
isle. The metallics preferring their aerial kingdoms isles food supplies and livestock. Leaton is a smaller
that float on ancient magic above the lands. The Halls town that sits upon Corpses’ Cove, smaller in size to
of Agrajax are also found here, protected by young Shankton it is no less dangerous to walk the streets at
dragons of all types it is only inhabited when the night. The Hullsplit Craggs once joined to the Siren’s

tA
council meets. To date, as far as common knowledge Craggs but part of it fell into the see in a previous
cataclysmic earthquake,
creating the perfect natural
harbour and inland sea.

h
Dagger’s Point maintains a
magical beacon to ward ships

rig
away from the treacherous
shores. The Needles are awe
inspiring pinnacles of rock
y jutting froth from the sea bed,
above the waves their caves
op
are home to many pirate
enclaves and some of the
rocks are said to be home to
Sea Dragons.
tc

Locations of Note

K nifeblade Hills: These


are home to many bands
en

of cut-throats and bandits,


all vying for supremacy
over the other. Each have
nt

representatives along the coast


willing to meat and protect
travellers for a fee. It is also
co

an ideal opportunity to spot


lucrative caravans heading to
Dhankton, it is amazing any
good get through at all... but,
en

in the end, money talks and a


dictates no non-dragon has ever entered it since the greased palm will usually ensure a safe journey. The
end of the Fury. hills are also home to roving bands of goblins, orcs
and trolls. Few homesteads are found here and those
itt

that are found along well travelled routes and well-


THE PIRATE ISLES fortified. Occasionally the Kalif of Shankton employs
wr

mercenaries and the like to bring the tribes of green

T he Pirate Isles are in fact one main island with


hundreds of smaller pinnacles of rock jutting
skins into line, when they start to pick off too much of
his profits.
forth from the frothing waters that make up the Sea
of Daggers and The Straights of Chance, a turbulent
channel that only the bravest, skilled or foolish
S hankton: Shankton is a wretched hive and home
to the Kalif of Shankton, a self-appointed leader of
all of the guilds within the town’s walls. His power is
captains venture. Arlfalls situated on the mainland absolute on the island and his network of informants
provides passage to and from the Pirate Isles, their throughout the known world is well known. It consists
ships pulled by flying beasts against the current. of sprawling ghettos, slums and also the High Town
Upon landing the traveller would be faced with the where the rich live. The Kalif has the best ship builders
Knifeblade Hills, a well-known hangout for bandits and in the realm and maintains his own small navy. His
highwaymen, fortunately the many hundreds of tented ships travel to all ports in the realms and some further
camps on the coast make it easy to buy protection for afield, although visitors from across the sea are not 15
seen here. One thing is for sure, there is very little here
you cannot buy, and it is a fine place to disappear, or
to make someone disappear. In Shankton you will also
S iren’s Craggs: The Craggs are rich in ore and home
to many holdouts long forgotten. They are also
cursed with the presence of Sirens, who become more
find the barracks and training grounds of the 9 Golden active the further the miners delve into the rocks.
Regiments in training, and the tenth, awaiting hire. The miners here ore predominantly free dwarves and

F rayton: Frayton serves as a merchant, trading


and manufacturing town due to it’s proximity to
captured slaves, in some mines goblins are put to work
by the dwarven overseers.

S altwood: The Saltwood is a forest that floods from


the sea, and could in many circles be termed a
swamp, for the saltwater that penetrates deep into it
gives it a fine sheen of white that covers the ground.
The trees here are unique in that they thrive in the
water, their white bark and red leaves providing ample

nt
nesting opportunities for the Marsh Crows that dwell
here in their millions. The wood of the Saltwood is well
known for it’s use in magical staves and rods, being

Sa
able to attune to magical forces much more effectively
than other breeds. It is closely guarded and harvested
by the Wild Elves of Leaton and Whsiperwold, before
leaving from Leaton in black sailed ships for far off

tA
lands.

the Wyrewold and the Siren’s Craggs. It’s population


W yrewold: This wood is primarily harvested for
shipbuilding purposes. It is inhabited by a dark
druidic order known as the Black Branch who ‘allows’

h
consists of adventurers, miners, woodsmen and the Kalif to harvest a certain amount yearly, in return
crafters producing a wide range of goods. It is uniquely for unknown payments, in return they replant and

rig
the only other place outside the accepted dwarven maintain the supply.
realms where you will find large numbers of dwarven
smiths and artisans. It is governed by one of the
Kalif’s sons, Izkabbar Rez who holds many interests y D agger’s Point: The point is actually a huge tower,
half a mile high constructed a millennia ago by
magical means, it’s walls have proved impenetrable to
in mining and forestry trade, he is also responsible for
op
arming the Kalif’s standing mercenary regiments. Each
of the regiments are known as Golden Regiments and
every year, one is formed and sent out into the realm
to serve as soldiers to the highest bidder. Each soldier
tc

comes from either slave (taken as pirate prizes) or


orphan stock and raised from an early age.

B ushelton: On the south shore of Pirate’s Bay sits


en

Bushelton, the bread basket of the Isles. Here


you will find food merchants and herds of cattle. The
land around Bushelton is unusually fertile, perhaps
the remnants of ash deposited here after the events
nt

that formed the bay and the inland sea. It’s docks
are primarily filled with seed and spice traders. It is
governed by a small group of merchants called ‘The
co

Harvest Council’. Bushelton is also famed throughout


the realm for the production of ‘Backstab Ale’ and
‘Fair Maiden’s Ruin’, a potent spirit that serves as a
cleaning agent as well as it does a cheap method of
n

intoxication.

L eaton: Leaton is a rundown town to the north of


e

the Whisperwold. It is home to a small nation of


itt

‘Wild Elves’ cast out from their homelands and living


both in the town and in the Whisperwold. The trees all attempts to breach them. Atop the tower a bright
not harvested for ships by the Kalif are used by the light shines continuously, suspended 5 feet above the
wr

elves to produce fine bows which they defend the tower’s point. Many rumours surround the tower and
woods with so effectively. So far, the Kalif has tolerated it’s origin, the favourite being that the tower is a ‘plug’
their presence and has also been frustrated in their keeping back the devils that dwell in the underbelly of
refusal to join with him openly. The town does not only the world.
contain wild elves but is also home to several pirate
families, all having sworn their sword and boats to the
Kalif.
T he Needles: The Needles have been home to Pirate
families and small sea borne villages for as long as
anyone can remember, they serve as bases for piracy

H ullsplit Craggs: This small range of mountains


keeps the vicious tides from the Sea of Daggers
at bay, and has claimed hundreds of ships and
and raiding actions. They have no single ruler, and the
families live there under an uncomfortable truce. The
rocks each have their own names and are large enough
thousands of lives, it’s rock faces are riddled with to house subterranean dwellings and in some cases,
smugglers’ caves and unknown tunnels open to the villages, sporting their own docks, inns and temples.
16 sea. Some of the needles further afield from the main group
are said to be the habitation of Sea Dragons, smaller refuse to let the memory of their kingdom die, allied
cousins of the chromatics, but no less bad tempered. to Kingsmeet they are some of the most effective
fighters in the realm, they are well versed in fighting
undead and creatures that many other armies would
THE WESTERN ISLES run from. Goodly deities are particularly revered
here. From the bastion of Southport to the capital

T he Western isles are separated from the mainland


by The Rift Sea and from The Foundation by The
Sea of souls. It was once a prosperous independent
of Watchport the pride of the people is evident, dark
skinned and practical they eke out a stubborn living,
with agriculture being their main trade. Camor being
kingdom known as Westfalia. Several millennia known for fishing and Heabluff for it’s grain and crops.
past saw the rise of the Necromaster which brought
Locations of Note
darkness into the world. Some say the darkness was
already present it merely found manifestation in the
W atchport: Watchport is the old capital of Westfalia

nt
chaos of the times. The age was a time of natural and home to Lord Selune. It trades openly for
disasters, uncommon and tumultuous climatic events weapons with Shankton and for most other imports
led the people of the realm away from their faith in and exports with Kingsmeet. It has a thriving farming

Sa
the gods, and during this weakness, darkness entered community,however, all trade is overshadowed by
through the cracks in the faith created by the sacking the militaristic nature of the governing house. By
of temples and desecration of temples. It soon became necessity every able bodied man and woman is trained
clear that the disastrous events were manipulated in defense as a minimum. Every male over the age

tA
of 18 must serve a year
at the massive bastion of
Southwatch. The gods of light
are revered on the isle and the

h
largest temples in the realm to
such gods are found here. The

rig
Eternal Order continue their
struggle against undeath from
the Tower of Skulls found
y in Watchport, their leader
Gragus Silvanus is a close
op
advisor of Lord Selune.

H eabluff: Heabluff is a
farming community
far enough away from the
tc

Soulless Mountains as to be
un walled, and hardly if ever
attacked. One of the benefits
of having such a militaristic
en

governor is that punishment


for crimes is often swift,
unforgiving and brutal.

C
nt

amor: Camor is famed for


is fishing fleet. Fortunately
placed on the east coast
co

of the isle it benefits from


the current heading south
towards the Sea of Souls,
which brings rich pickings to
en

by the gods of darkness to create just such an the skillful seamen. Camor is also the main port for
opportunity, and in their triumph, they anointed a the supply of stone for the building of further defenses
mortal with the title of Necromaster, a title that has at the bastion of Southwatch.
been bestowed on many through the ages. It is this
L iventree: Liventree is home to several small villagers
itt

darkness that first found a foothold on Westfalia, of human woodsmen, simply know as the rangers.
engulfing the southern part of the island, causing They maintain the forests and ensure ample supply of
wr

cities to crumble, the dead to rise and all living timer is transported to Watchport and to Southwatch.
things to become twisted and nightmarish. The Cloud
Peaks Mountains that split the island in two became
shrouded in darkness, lit only by the red fires of
O akwyre: The Oakwyre is probably the most ancient
of all woodlands in the realm of men, rivalling
the forests of the elves in antiquity. It is also home to
Mount Talon, the newly erupting volcano. Now they are the human druidic order of the Oakshield. An ancient
known as the Soulless Mountains. The Ebony Tower of circle of those devoted to defenders of balance. It is
Sorcery twisted in the maelstrom into a gnarled spire rumoured also, that the elusive tree folk dwell here,
a mile high and the city of Terrana, it’s fine walls and one of only two places where this rumour persists, the
architecture writhed into a hellish form of a city. Now other being in the elven forests of Eluan.
they are known as Uzghak and Grakass respectively.
Grakass is known as the centre of the Necromaster’s
power. Four towns remain in the northern half of the
S outhwatch: The bastion of Southwatch is built atop
an old ruined castle from a bygon age. It stretches
almost 2 miles in diameter, and continues to grow. It
island, each inhabited by the stubborn humans that is from here that attacks and scouting ventures are 17
made into the Soulless Mountains. It is manned by a
cadre of hardened fighter who look over and train the
recruits from the Isle. Occasionally the barracks also
U zghak: Whilst Grakass serves as the Necromaster’s
lair, Uzghak is the home of his ‘chosen one’ of the
time, he (or she) who would serve as the Necromaster’s
hold mercenaries, if required to bolster the defences. envoy, command his armies in the field and speak on
In recent years the bastion has seen little conflict his behalf. It is also where you would find his armies.
Once housing a beautiful white marble tower of magic,
it now has a gnarled tower of black basalt, one that
finds itself in a constant haze of red light, what magics
and dark arts go on within it’s walls, nobody knows.

D eadman’s Fen: This mist shrouded fen was the


site of an early attempt by the forces of Westfalia
to take back the southern half of the island. As the
name suggests is was an abject failure, and now

nt
serves as the resting place of a whole army, it’s souls
devoured by the monstrosities brought forth under the
Necromaster’s power.

Sa
P aria: Also known as the Nightmare Forest, this
area is now riddled with mutated forest spiders
and worse, it’s groves tainted and it’s vegetation lethal.
The only visitors to this land are over eager or foolish

tA
botanists with little care for their own souls. As a side
and seldom had to deal with raids north from the note the Drow revere the silk these spiders use in both
mountains. Here too you would find temples to the their bowstrings and garments, and often hunt here
gods of light, and a cathedral of the Eternal Order. for game, returning to whence they came with silk and

h
he Soulless Mountains: Once a range of beautiful more often, living specimens for breeding.
mountains with rich veins of ore that added wealth
T he Trackless Plains: These once lush and green

rig
to Westfalia’s coffers. Now they are in perpetual plains are now bare of greenery and now sport
shadow, dimly lit by the fires of Mount Talon, which nothing but petrified remains of twisted trees. Septic
is a more or less constant state of eruption. Wild pools of stagnant filth bubble up from below and flies
creatures now inhabit the peaks and clans of Orcs and y the size of your fist prey on anything large enough to
worse make their homes there, within the mountains feed on, including humanoids. Within its dark and
op
the mines are home to the spawns of darkness in all foreboding hills dwell all manner of beasts, including a
their horrible variety. Many of the mines run deep and twisted race of lizardfolk, tainted by the darkness and
many believe that they link to the Underdark. quite loathsome. There are a few remains of holdfasts

M ount Talon: A huge volcano used by the and temples dotted around the area, but most are
tc

Necromaster’s minions as a source to forge their crumbled into barely recognizable piles of stone.
evil artefacts, it is also rumoured to be home to a race
of fire elementals and even dragons and dragonkin. E ndersmyst: Endersmyst was a spiritual place even
before the darkness fell upon the isle. It was the

T
en

he Dragon’s Maw: The Dragon’s Maw is a series traditional burial grounds of the Westfalian kings and
of outcrops that have claimed many ships, for the nobles. Dotted around the low hills are hundreds of
current sweeps down along the coast to the north, barrows, mousoleums and burial chambers, some
capturing ships in it’s grip and dashing them upon the simple and some quite extravegant.
nt

M ortis Inlet: The Mortis Inlet is the only region that


a large force could land upon, as Lord Mortis did
so at the battle of Deadmans Fen, to dire results. It’s
co

black volcanic sands lead into the interior towards


Uzghak.

DARKMYST ISLE
en

L ittle is known about this island except that is came


into being at the same time that the darkness in
itt

Westfalia arose and entered the world. The island has


been viewed from afar by sailors who have noticed
wr

a huge spire of rock at it’s centre surrounded by


a dark forest named Underwood by story tellers.
unforgiving rocks. Many believe that the area is the Many have purported to have been there and told
remains of an extension to the Soulless Mountains, wondrous stories about never before seen beasts and
sunken down unto the sea after some traumatic event primitives, however no proof further than story has
of a previous age. Others say that it is the petrified ever been presented. Most of the time it is shrouded
remains of ancient Krakens. in so much sea mist it could be believed that the

G rakass: Grakass is the city of the dead. It is of the whole island is fantasy. Many have sailed straight
Necromaster’s making and is spoken of only from for it and encountered nothing, others have caught
stories and visions. Twisted streets, demons, devils fleeting glimpses before the island fades into the mists,
and all manner of beasts congregating amid the foul of which many believe is magical in nature. The one
ruins and spires. Little is known of it’s geography. navigable inlet spied by would be visitors is named the
18 Bay of Torment, and some say that rising fires from
habitation have Locations of Note
been seen on
it’s shores,
and black
sailed ships
B ay of Torment: The Bay of Torment is generally
considered the ‘best bet’ for landing on the Isle, if
you can find it. Stories of strange ships at anchor their
of unknown suggest that the island has some habitation of sorts.
design at
anchor in
the bay. The
U nderwood: Only legends speak of this area of
forest, supposedly full of sentient trees and
woodland creatures that could talk, one thing is for
surrounding sure, it has not been stripped bare of its resources
seas are ridden by neither men nor the Necromaster’s minions, what
with riptides, secrets it holds nobody knows.
unnatural

nt
currents and
whirlpools, and
more than a fair share of stories of monstrously huge

Sa
sea creatures.

h tA
y rig
op
tc
en
nt
co
e n
itt
wr

19
INDEX
Ammundbekkr 12 Mount Talon 18
Arlfalls 4 Needles, The 16
Barukthal 12 Nevarian Plain 10
Bitterscar 5 Nevriande 10
Blackwood, The 14 Nizzkhull 12
Bori’s Deep 12 Northern Desert, The 8
Bulummun 12 Nosiresti 10
Bunarak 5 Oakwyre 17
Burrukdar Mountains 6 Paria 18

nt
Bushelton 16 Plains of Kaden 12
Cafeld 4 Rewood 12
Riven Steppe, The 8

Sa
Camor 17
Curig 5 Runewyre 7
Dagger’s Point 16 Saltmarsh 4
Darkmyst Isle 18 Saltwood 16
Deadmans Fen 18 Searsfen 14

tA
Desolation, The 9 Seaton 6
Dolade 9 Serpenton 5
Dragon Craggs 15 Shaepool 14
Dragon’s Maw, The 18 Shallar 9

h
Dragonsmouth 13 Shalome 8
Shankton 15

rig
Drake Craggs 14
Drizzt 13 Sheawich 8
Dune Sea, The 8 Shimmir 8
Egrond 10 Siren’s Craggs 16
Elianest 11
Endersmyst 8
y
Soulless Mountains
Southwatch 17
18
op
Eriar 11 Stonefire Peaks 13
Esseand Hills 9 Sunder 5
Fellwich 8 Sundershore 7
tc

Forge Peaks, The 12 Swatton 5


Forlerian 10 Thornwood 12
Formithlind 11 Towyn Forest 7
Frayton 16 Trackless Plains 18
en

Frozen Desert, The 4 Ukthar 6


Gili’s Folly 6 Underwood 19
Grakass 18 Uzghak 18
nt

Great Plains, The 5 Uzush 5


Greayfen 9 Wardens Craggs 8
Greenfields 6 Watchport 17
co

Gurba Plains 6 Waudum 9


Heabluff 17 Whisperwood (see Leaton) 16
Highwood 7 Whistwood 12
Hullsplit Craggs 16 Woomoor 4
Wound, The 8
en

Iceholt Mountains 4
Irminswyre 9 Wyrewatch 8
Ironwood 8 Wyrewold Hills 7
Kinbaraz 6 Wyrewold 16
itt

Kingsmeet 7
Kingswood 7
Knifeblade Hills 15
wr

Kulaz Wastes 5
Ladolind 11
Ladressia 9
Leaton 16
Liventree 17
Llinewood 4
Marshmyst 12
Mela Plateau, The 7
Menione 7
Mistgloom Moor 12
Mortis Inlet 18
Mount Endin 11
20
wr
itt
en
co
nt
en
tc
op
yrig
htA
Sa
nt

You might also like