Zone Descriptions - Call for help!

In that case I'm calling pofire, and submitting my wiki description of it. Also updated the master list, someone go over it. Seems weird to have the other planes but no Thaz.


Long abandoned by Tarhyl, Azzerach stands strong, the true heart of the Plane of Fire. Those abandoned by their Lord stand vigilant, waiting for the day He will find them worthy enough to defend His tower. Yet not everyone remains loyal after so long... and many groups have emerged, all with plans for the ancient throne and powers of Azzerach.
 
In that case I'm calling pofire, and submitting my wiki description of it. Also updated the master list, someone go over it. Seems weird to have the other planes but no Thaz.


Long abandoned by Tarhyl, Azzerach stands strong, the true heart of the Plane of Fire. Those abandoned by their Lord stand vigilant, waiting for the day He will find them worthy enough to defend His tower. Yet not everyone remains loyal after so long... and many groups have emerged, all with plans for the ancient throne and powers of Azzerach.

I had always envisioned Azzerach as the plane of fire, where the Tower of Tarhyl is a major point of interest as opposed to Azzerach and Tower of Tarhyl as different planes.
 
If you like the lore for First Ruins, then take it off the list, I am also going to start working on Valley of Erimal hopefully this weekend.
 
Yclist, the Veiled City
In the golden Age of the Old Empire, Yclist was a place of knowledge and learning. The greatest Enchanters that ever walked the World resided here, researching new ways of mind controll and educating the next generations of iksar thoughtmages.

So vast were their powers, that the shamanistic ruling council saw fit to act - and launched an attack on Yclist. The Enchanters, outnumbered and trapped in their city, saw only one option to avoid defeat: they raised a magic barrier around the entire city and ceased the mind controll of the orcis slaves all over the Empire.

The orcs, for the first time masters of their own thoughts, rebelled against their former masters, and so the fall of the Empire began.

The Veil, as the barrier was called soon after its appearence, remains unpenetrable till today, and no living being has any knowledge about what happened to th city - or its inhabitants - within.
 
Caverns of Darkness
In the Years before the Fall, this old cave system located in the lower part of Faydark was a mine, and one of the major ore sources of the Dwarfs of Kaladim.

When Kaezul's troops layed siege on Kaladim, the miners abandoned the mine, hiding its entrance so that the enemy might not find it. But with the fall of Kaladim, all documents refering to the mines location were lost, and the mine was forgotten.

When the Silver Crown discovered the mine, they found it sealed by some strange magic, and having a Colony to establish, they decided to ignore it entirely.

Today it's rumored to be the secret base of a cult of Demonologists, but every Silver Crown Official will assure you that this is nothing but a chimera.
 
Kaladim
Located in the northern part of the Goblin Skull Mountains near the coast, Kaladim was the glorious capital of the Dwarfen Nation, founded on top of a goldmine. Famous for their Smiths and Masons, Kaladim was one of the major powers of the World, exporting Weapons, Tools, Jewelery and whatever else the craftsmen of Kaladim created.

All this came to a sudden halt in the year 92 BF, when the combined fleets of the dwarfs of Kaladim and the Elfs were crushed by an iksar armada. Soon afterwards, the iksar layed siege on Kaladim, and a mere two years later, the city was razed and its inhabitants slaugthered.

Today Kaladim is a place of the dead, inhabitated by the ghosts of the murdered dwarfs. The Blackscale Legion established an Outpost in the mines of Kaladim to exploit whatever riches might still be there, and the Silver Crown who has started to colonize the Goblin Skull Mountains outside seems to have some interest in the place as well.
 
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Remnants of Old Ikild
In the old days of the first Iksar Empire, Ikild was the glorious capital of the empire and the largest city of the world, surrounded by farmland and smaller villages.

But when Yclist got sealed behind the Veil and the Slaves rose up in rebellion, the Empire fell, and so did it's capital.

Over the centuries, the jungle reclaimed the lands, and all that is left from the once-proud city of Ikild are some ruins tainted with foul magic and inhabitated by the dead.
 
In that case I'm calling pofire, and submitting my wiki description of it. Also updated the master list, someone go over it. Seems weird to have the other planes but no Thaz.


Long abandoned by Tarhyl, Azzerach stands strong, the true heart of the Plane of Fire. Those abandoned by their Lord stand vigilant, waiting for the day He will find them worthy enough to defend His tower. Yet not everyone remains loyal after so long... and many groups have emerged, all with plans for the ancient throne and powers of Azzerach.

A dev wiki'ing his own zones description is the essence of solipsism!
 
First draft of Thurgadin / Icewell Keep zone description.

Ruled by King Dalak Shadowhand, Thurgadin is one of the longest inhabited cities, surviving even for the time between The Fall and The Return (known as the Time of Exile). It is inhabited by the Shadow Dwarves, a generally Lawful race who have difficulty trusting outsiders at first but are easily won over by a few body parts of their enemies in the Great Divide.

In the years just after The Fall, many an outsider that discovered the town hidden behind the waterfall of the Great Divide fell to the expert archers that guard the ice-covered bridge at the city entrance. In 39 AF, a meeting of all the races was held here in Thurgadin by the Silver Crown to promote racial tolerance as the races separated to reclaim their ancestral hometowns. This was agreed upon by everyone with the exception of the Iksars and Trolls who went off to form Grobb and the Order of the Blackscale. Since then, Thurgadin and it's four taverns has become increasingly hospitable to outsiders. In the last 20 years alone, it has welcomed the Council of Innovation and taken to research with its own library of Artificiers that welcome outsiders of all classes to assist them.

Thurgadin is not without its secrets. The mines below Thurgadin are rich with ore, but there is no official mining done there. Speculation abounds that the Crystal Caverns holds the reason, but it remains supeculation. The Icewell Keep holds its own secrets, with an extensive and perhaps excessive guard presence. The reasons for such a large guard presence remains unknown.

--------------

It seems my description is over the maximum length. I could take out the blurb about the meeting in 39 AF, but that's a very significant piece of lore that just isn't easy to find at all.
 
...with an extensive guard presence which would make town proud.

which would make a town proud.
which would make any town proud.

Something along those lines is needed. Normally I fight to restrain my tendency edit other people's posts, but in this case, I'm sure you would want to know.
 
Blackburrow:

Home of the ferocious Blackmaw gnoll clan, Blackburrow is a series of underground caverns. Nestled between the snowy glaciers of Everfost and the green hills of the centaur clans, Blackburrow is a crucial, yet dangerous stop for travelers seeking passage between Newport and the ice filled northern reaches.

The caverns of Blackburrow were originally thought to have been created by flowing water from the glaciers, but many travelers tell tales of gnolls digging expansions within the caverns. This has led many to believe that a small cavern may have been carved by natural forces, but that the majority of the maze was created by the clan. At the heart of the cavern is a large underground lake. It is unknown if this lake is part of the glacial runoff or simply an underground well that the gnolls discovered.

Though the Blackmaw clan is fierce and territorial, they are rarely seen far from their lair. Every once and again a gnoll will be seen near a local city and rumors of a gnoll assault will fill the taverns. These rumors always prove to be false, but the local law enforcement still enlists aid in thinning their ranks.
 
I did some brief zone descriptions following Nwaij's instructions of length and basing data on the Lore thread on the forums so it is accurate and adding more stuff done by me.

Sorry if I repeated a zone already done, dismiss it then.
I will try to add zones until completion of all map.



Blackburrow
Blackburrow is the homeland of the gnolls, hostile creatures that will not doubt to kill anyone that dares to enter their lands. It is an underground fortress formed by a complex system of tunnels that connect the different rooms where the gnolls live and work ending in a great hall where the Gnoll King itself rules its kingdom.
Crossing Blackburrow is not safe but it is the only known path that links the fields of Centaur Hills, and therefore the cities of Newport and Surefall, with the cold lands of Everfrost and the city of Halas. Many people, especially adventurers and merchants, have died trying to reach one or the other side of Blackburrow.


Cauldron of Dawn
South of Goblinskull Mountains one finds the big lake of Cauldron of Dawn. Except few tribes of blue goblins there are few creatures living or wandering among the grey rocks that surround the lake. Due to its location far from any civilized city the Cauldron is not a very interesting place if we don’t take into account the legend of the waters of the lake.
Underwater it is believed that the entrance to an ancient dungeon called Kedge Keep is found, although there are no written records of its existence.
South of the zone there is the strange place know as The Arena.


Centaur Hills
Centaur Hills is formed by long plains with small hills here and there that connect the cities of Surefall and Newport. There lies also the entrance to the hostile kingdom of the gnolls in Blackburrow and a narrow path to the great plains of the Badlands. There is a small lake on the north of the zone where if one is lucky one can spot one of those creatures known as Centaurs.
The Centaur Hills are a very calm place thanks to the Newport troops that walks and guard the roads. That has lead to the creation of an important route for merchants and is one of the reasons that has made the city grow economically and that has allowed the settlement of the main headquarters of the Silver Crown Trading Company in Newport.


Eldenal’s Mansion
Eldenal’s Mansion is the home of the Elthannar family, today a vampire family victim of a deadly curse. Only the most courageous adventurers dare to enter their terrains, accessed through the forests of Lesser Faydark. The mansion is a maze with several complicated levels where there live the different members of the family and their servants. It is believed that below the Mansion lay the catacombs of the family guarded by powerful undead creatures.
The Elthannar family has lived in their manse since before the time of the High Kings. They produced four successive High Kings, the first dynasty, as well as two further dynasties, the last of which ruled during the Fall. It is presumed that the survivors of the family fled back to their ancestral home when Highkeep was razed.


Erudin
The city was founded around the 2300 BF by the Erudites, a group of human sorcerers that had to escape from the Old Kingdom after a failed coup to overthrow the monarchy. It is not very known if it was their isolation or the effect of the arcane magic they practiced that nowadays this race is slightly different than their human ancestors being taller, having darker skin and a more developed intellect.
The city is found in a separated small continent which can be access by boat from Newport crossing the agitated waters of the Storm Sea or by magic means through portals. Outside the city we find the dark forests called the Mistwoods.
During all these years they have created a beautiful and magnificent city topped by Erudin’s Palace, a true masterpiece of architecture. Every corner of the city shows the influence of art, culture and magic on this race.


Fearstone Keep
Fearstone Keep is the ancient home of the Bloodclaws taken over the Frilakh, a lizardman race who seem to originate from the mountains of Steamfont and that migrated to this fortress crossing the Faydarks. It is located north of Greater Faydark.
The fortress contains some buildings as well as a big castle, ancient home of the Bloodclaw leader. All the constructions were designed and built by the Bloodclaw’s orcs, so they seem really huge compared with the small size of these reptilians.
The Frilakhs are a hostile race so one should enter this place at his own risk.


Greenmist Jungle
Greenmist Jungle is a deep forest found in the South of the Old World. The jungle has a river that crosses it from north to south. A fair number of camps of Tal’Yans are found in the south of this jungle due to the proximity of the huge entrance to the Hidden Temple of Yaralith. The entrance is surrounded by ziggurats created by these reptilian creatures. In the north of the zone one finds Ogre guards patrolling the zone, protecting the entrance to Oggok, the homeland of this race. The east connects with the swamp of Stinger’s Bog and the west with the rocky Obsidian Shard Mountains. There is also a hidden unknown entrance to a portal to other world. The portal remains closed and historians have no clue on how to open this portal or where do it leads.


Grobb
One can find easily the entrance to Grobb while wandering in Stinger’s Bog. In the south of the swamp some guards welcome the scarce adventurers that travel to these regions.
The city was founded by Trolls after the Return and now it is the home to Trolls themselves and to Iksar refugees, descendants of political opponents of Kaezul but pariahs due to their reptilian race.
Despite its chaotic structure there are numerous shops, guilds and even a bank placed inside the city. The headquarters of the Blackscale Order are also found in this place.


Halas
Halas is the home of the barbarians, the youngest race known, and one of the few places of the Old World untouched by the Forces of Kaezul.
The city is found north of the chilling lands of Everfrost and the only way to access it is by crossing a small river with a little boat. The citizens may be taken as inhabitants of an ignorant tribe but their knowledge about magic and mysticism as well as their taming skills are very developed. The city has seen the born of many wise shamans and beastlords.


Halls of Mielech
Halls of Mielech’s entrance is found in Stinger’s Bog, right in the east of the swamp. The entrance is guarded by frogloks, presumed bastard cousins of the Taldorians.
Inside the Halls one can find a complex maze of tunnels filled with these frogloks, a race hostile to other races. It is said that it is difficult to get into the Halls but that it is even more difficult to leave. If the adventurer goes deep enough he will face the undead ancestors of the frogloks, restless creatures found in the tombs of Mielech.
They appear to have an exceptional hatred for the name “Mielech”, which is believed to be a Dragon that lies deep in the caves of the Halls of Mielech. Noone knows where this hate comes from although some historians think that Mielech keeps them there and that the frogloks cannot leave at their own will.


Halls of Misery
South of the ravaged lands of the Plaguelands there lies a small entrance to a cursed and abandoned place known as Halls of Misery. Only dark and powerful undead creatures live there now.
The Halls of Misery used to be a prison, formally under the control of Freeport, where magical deviants such as necromancers and worshippers of the various dark gods were locked away. When the armies of Kaezul arrived, the inmates turned on their wardens, successfully seizing control of the prison. A single written record from a guard who was left alive retells how Kaezul first dispatched of the weakest of the inmates. Then he walked up to the core, the very worst and most powerful and devious of heretics and sorcerers, and proclaimed that they would know their reward. He changed then their bodies turning them into shadows…


Hidden Temple of Yaralith
South of Greenmist surrounded by small ziggurats lie the astonishing entrance to the Hidden Temple of Yaralith. The temple of Yaralith is guarded by the Tal’Yans a reptilian race ruled by shamans.
The greatest of their shamans was Yaralith, he was the first who learned to tap the earth and plants for magic. In his quest for further power he discovered something that changed him and his acolytes into twisted, insane and powerful spawn. The Tal’Yan sealed the city, waiting for their living god to awake. The legend states that there is a way to wake up this sleeping god.
The Temple of Yaralith contains some buildings where it is believed that ancient mystic rituals where held, a maze that leads to the big pyramid where Yaralith used to rule and the place where Yaralith rests now, unknown to the historians.


Kaladim
In the north of Goblinskull Mountains, carved in the mountains, one finds Kaladim, the old city of the dwarves which was crumbled to dust in the 90 BF by the Iksar armies. Today it is home for the restless souls of the fallen dwarves, undead creatures that defend their old place from what they think that are invaders which translates to anyone that approaches their city.
Wandering through the city, while fighting the hordes of undeads, one cannot stop thinking about the people that lived there: the houses, the shops, the arena, the guilds, the mines… everything remains as it was, after about one hundred and fifty years of the massacre.


Newport
Newport was founded in the 40 AF, just a few years ago, by a group of soldiers and merchants among the refugees on the south-west edge of the Badlands, south of the Centaur Hills. The city is ruled by its Merchant Council, which consists of the most important merchant families in town: the Ironforge family, the Dawnpride family… The city has very strong ties of alliance to the Silver Crown who has settled their headquarters there and it is nowadays the best place to merchandise, lots of products arrive through the safe roads of the badlands or by boat from the distant lands of Erudin so one can buy there whatever his mind can imagine.
The richest and most prosperous city of the Old World also has the negative counterparts of these places: a black market, a hidden world of rogues and other evil people and a complex system of catacombs where it is believe that dark rituals take place.


Oggok
In the 50 BF Oggok felt to the Iksar armies forcing the Ogres and Trolls that lived there to escape. When these returned they found only jungle and, despite their efforts, no ruins of Old Oggok where found.
Ogres built a new city carving it into the mountainside and calling it Oggok while Trolls built the neighbor city of Grobb. Ogres are known for their stupidity but also for being hard-workers beings making Oggok one of the few cities where one can find the shops opened at night.
Outside Oggok we find the Greenmist Jungle where ogres guard the city from their reptilian neighbor’s assault of the Tal’Yans. Lately, prospection works have shown that the mountains hold a vast mineral richness and the Mines of Oggok has been created in order to bring more wealth to the city.


Rivervale
Rivervale was the home of the Halfling race, nowadays settled in Surefall.
In the year 69 BF Rivervale was wiped out by the magical weapon of Baldakan the Betrayer, just a year after he did the same with Nagthilian. This weapon consisted of a strange mist that killed everything and made the city inaccessible until not so long ago. Few is known about this city, empty at day and a strange warped place at night.
Rivervale has two entrances: it can be accessed from the forests of Shadowdale or through the fields of the mysterious Whisperling Forest.


Ruins of First City
The Ruins of First City are found near the Seeker’s city of Erimal, north of the Mistwoods.
The city was the first settlement of the Erudites. When they arrived to the new continent, they used magic to dig a city underground where they discovered a destitute lizardmen race, the Iksar who fled across the sea. They took the race in as servants and protectors, and learned from them the magic of Thought. The first city was destroyed in a cataclysm when an ancient portal to the Plane of Fire was discovered deep in the earth.
The portal remains opened and their creatures have populated the deep zone of the ruins. Syvana followers populate the other part of the ruins and as far as we know they respect each other and no confrontation between both factions has taken place. How the Syvan creatures arrived to First City remains still unknown.


Tunnels of Lasanth
Tunnels of Lasanth are accessed via the magmatic mountains of Red Sun Peaks. This place is known to be the lair of the dark alchemist Lasanth.
The information remains incomplete and inaccurate but the historians have gather testimonials about evil experiments held in this place where Lasanth created mutant creatures and other aberrations that now populate his tunnels. Whether Lasanth still lives is unknown but every time an adventurer escapes alive from there he reports new bizarre beings.
 
Tower of Tarhyl

The Tower of Tarhyl is the realm of the Flame Lord, a place of lava and fire.

For reasons only known to Tarhyl himself, the fire spirits in here are molded into seven tribes, each of them led by one of their own.

During the Great War, they were granted powerfull weapons of destruction, forged and imbued with the power of an eternal rift created by Tarhyl himself. At the end of the war, or shortly afterwards, Tarhyl shattered those gifts - wether to punish his minions for unknown reasons or because he deemed them an unnecessary hazard after the council of the four remains unknown.

If the shards of these weapons still exist is unknown, but even if one managed to gather them and reforged the weapons, it is doubtfull that they would be of any use without Tarhyls mythicla rift.
 
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