Mithlonde v8 Watermarked
Mithlonde v8 Watermarked
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
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
Head, which is separated from the Hearthland by The Sulumon – The Silver
Gateway. Baddax – The Green
Iceclaw – The White
co
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
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.
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
pockmarked with ruins and ancient monuments. in times of storm, are often evacuated. Arlfalls charges
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
nt
intervention.
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.
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
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
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
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
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,
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.
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
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
tA
nomadic tribes that are famed
horse breeders. The lands are
dotted with ancient barrows,
mysterious follies and mossy
h
cairns.
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
is populated primarily by
humans but a small number
of elves and other races can be
found there, often it is a place
nt
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
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
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.
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
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
N
wr
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.
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
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
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.
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
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.
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.
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
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
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.
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
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.
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
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
intoxication.
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
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
C
nt
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.
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
DARKMYST ISLE
en
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
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