Zone Descriptions - Call for help!

Surefall Glade

History --

In the days before the fall, this sacred glade could only be arrived at by traveling a hidden and rugged pathway which wound its way up the mountain ridges north of the Centaur Hills. The pathway--now lost to travelers--is also how the glade received its name. The name "Surefall," derives from the observation of early visitors, who remarked that the rapid decent from the south into the luscious, green valley, was like a "fall into a native and pristine land." On account of this precarious and veiled entrance, during the onslaught of Kaezul (47BF - 0AF) Surefall remained unchecked by the enemy. Many druid, their kin, and refugees from the surrounding region fled to Surefall and survived the years of darkness and disaster in secrecy.

During the relative and yet pensive peace which followed the founding of Newport, the druid council thought it wise to build a tunnel connecting the Centaur Hills with the Glade. The project remained dubious from the very beginning. Some argued it was unwise to tunnel because it would open themselves up to a counter attack by the enemy. Many, however, influenced the general optimism that accompanied the founding of Newport, decided it would be advantageous, especially for the swell of assiduous adventurers, who were campaigning daily against the enemy, to create a direct link with the city.

Description --

The home of the Druids and their kin, the most obvious and striking features of Surefall Glade are the trees, which have grown, uninterrupted to an immense hight. Many of these giants are more than two-thousand years old, meaning they were saplings during the Old Kingdom (3100 - 1700 BF) and already pollinating and mature during the Scattering of the Races (approx. 1700 - 1100 BF). Between these giants, one finds a small collection of homes and, propped up above a lake, the Ranger's Lodge. These structures were built recently and were financed by the City of Newport. Only the druid "cearn," or place of power, is said to be as old as the discovery of the Glade itself. This is situated directly in the hollowed-out heart of a fallen giant and is said to be as old as the Ikisith Empire (4940 BF). Further exploration of the glade reveals an archery field, several well kept gardens, and a magnificent waterfall. Behind the waterfall there is a hidden network of caves. Once occupied by druids, these are now abandon to a clan of pestering beetles.

-Phocus Gaul
(48 AF)
 
Nice writeup. Due to size limitations, I'll settle for just the history paragraph though.

And you should write more zone lores in the length of the history paragraph!
 
Last edited:
Faydark

The first records of Faydark that have come down to us originate during the Scattering of the Races sometime between the years 1700-1100 BF. These scant accounts--mere sketches really--were written by the chroniclers of the Halfkin and the Elves, who first explored and colonized the New World. Here is a section of their writings, courtesy of Lorekeeper Edwa, "Eighth day since landfall. We have encountered a vast and dark forest. The trees seem to glisten... the virginal purity of the whole place is beyond compare... Many in our troop, particularly the band following under the Great High Elf, seem most drawn to the place..." Little is known about their initial colonial years; only that they encountered Orcs (which they defeated) and founded Athica.

For more than a millennium the people of Faydark lived relatively peacefully, until the ill-year 94 BF, when Kaezul entered the forest and thereby began an Age “In-His-Honor” which lasted for more than a century. With rancorous might, he slaughtered and emptied the forest of its inhabitants. For several decades the forest was quiet. Then during the Return, it was swiftly, and surprisingly, liberated. This "ease" by which the refugees defeated Kaezul's forces has been debated in Erudin. It's been postulated, since Kaezul first subdued the New World, his methods were imperfect and therefore easier to remove than elsewhere. Others have attributed it to the Athicaen Mist. Whatever the cause, in the end the refugees reentered proudly and triumphantly into the great home of their grandfathers: Faydark.

-Phocus Gaul
47 AF
 
Last edited:
High Keep

The fortress of Highkeep is also known as the former seat of the High King.
It has been attacked by Kaezul before the war has been carried to Freeport and the Rest of the old world.
This attack however has been secret and most malicious and brought a dreadful fate upon this once prosperous place.
Kaezuls ambassador Tarlisha seduced the High King into trusting her, before she betrayed him and his family and turned them all into undeads.
And thus the kindgom fell...

Today Highkeep is merely a shadow of its former glory and haunted by its passed denizens who seem to not have noticed their demise.. And shadow seems to be the most important part of this deadly and puzzling maze...full of memories, full of...shadows in the dark...
 
Athica

Sometime (probably early on) during the epoch known as the "Scattering of Races," the Great High Elf departed from Newport and sought to find a home for his people. Persecuted for racial differences, their departure might be better called a diaspora. Their wanderings eventually led them to what is today known as the New World. Upon this new land, they found a richness of natural magic deep in the heart of the forest Faydark. The Great High Elf was first to call this magic Athica, as it appeared to him a living "sentience" of his deity, Althuna. And later the city of Athica would derive its name directly from it.

This presence, known as the Heart of Athica, has always been considered benign but its also shown itself inactive in times of need. Such as long ago during an attack by a mysterious band of Froglocks. The magic having little or no influence in the battle, the city was left to defend itself. In 94 BF Kaezul entered Faydark and brought with him his own sentient force called Baldakos' weapon. Malignant and harmful to life, this mist could be called the Heart of Athica's opposite. Like oil and water, the two forces refused to mix. The city held out for several decades until it was defeated by Kaezul's Iksar forces in 71 BF. During the years between its fall and 39 AF, when it was liberated by the "Returners," the City was largely preserved. This phenomena is, perhaps not wrongly, attributed to the blessed Heart of Athica.

-Phocus Gaul
 
Last edited:
Goblin Skull Mountains

During the days of peace that followed the founding of Athica and Kaladim, the mountains known toady as Goblin Skull were fertile and bore much of the agriculture yield for the New World. Little is to be said concerning these years that would interest a historian, perhaps more a nostalgic poet, so we'll skip to the times of trouble, when it became a desolate battlefield.

The mountains were first troubled by raids of Kaezul's in 94 BF. These attacks were sporadic and potent. The surprised mountain villagers had little chance. Most fled to Kaladim, leaving their farms behind, others stubbornly defended themselves and met their deaths. In 92 BF, the consolidated fleet of Elves and Dwarves was defeated off the coast of the Mountains and in 90 BF Kaladim itself fell to the forces of Kaezul. To quicken his ill-gotten victory, in the final days of resistance Kaezul had cast a powerful necromantic spell, which cursed the land and brought to life all the dead which had fallen in the four years of strife. This curse he extended even to Kaladim and now the entire region is haunted with troops of directionless undead.
 
An even more up-to-date list of zones that need love can be found here. That is also a better place to post lores, for it makes it possible for people to correct wrong dates and grammar/spelling issues.
 
Mistwoods

Since the earliest records, the Mistwoods have always been a place of mystery. Early settlers who arrived upon the Island in 2000 BF described it as being "tamable" but widely "unusable." A perpetual yellow fog hangs in the forest that gives a slightly sulfurous smell. Though native species of flora and fauna seem resilient to the fog, it's has made agriculture nearly impossible. Erudite scientists have pinpointed this natural phenomena to several volcanic craters in the far eastern slopes of the forest unreachable by ordinary adventurers.

Though Kaezul never stepped foot in the forest, it has its own array of dangers. Due to the limited visibility, the Mistwoods are a haven for bandits and rogues, who are mostly refugees turned sour over the years. Kobolds too are a constant problem in the forest. Sending raiding parties from their Warrens, these savages are opportunists and will rob or take whatever food or material they can. Young adventures are advised to be on guard.
 
Last edited:
Halas

Despite the unrelenting millstone of time, Halas remains much as it has always been: a sleepy town in the heart of the Everfrost Peaks. Its inhabitants, the Barbarians, have to thank for this consistency an unyielding hold of traditions and shamanic customs. Today one can still find the homes of generations-old clans and families carrying out the same professions as their ancestors. For this very reason, there is no better place to acquire medical herbs and learn the healing techniques of the ancients. Furthermore, Halas must be blessed by the Deity, because it was never attacked by Kaezul. In fact, it avoided his attacks completely simply by virtue of its remoteness. Many displaced refugees were welcomed in Halas and in the years following the destruction it became—like Erudin—a launching point for rebuilding efforts.
 
Kaesora

Now sunken deep into the Field of Bone, Kaesora was once a center of Kaezulian bio-magical experimentation under the maniacal leadership of Lady Krith'La. Always hungry for more test subjects, Krith'La grafted more and more gruesome magical augmentations onto her stable of enslaved Gruploks, Orcs, and Goblins. Those few that survived grew powerful beyond even her most twisted dreams.

At an indeterminate time in the past the laboratory was invaded by a group of inter-dimensional beings known only as "The Beyond" for reasons known only to themselves. This attack caused severe seismic disturbances, destroying the entrance to the compound and sentencing the few surviving Kaezulians to a slow death. After being recently re-opened by a group of adventurers it has been discovered that the Lady's grim work is being continued by the (now undead and insane) former researchers. With the largest collection of ancient magical tomes this side of Yclist, Kaesora's siren call of greed leads more foolhardy lore seekers to their death every day.

Edit: after investigating lore a lil more I'm not certain this is in line, will add alternate at some point.
 
Last edited:
I like the Kaesora writeup!

Red Sun Peaks

The Red Sun Peaks are a seismic highly active region. In fact, their name is owed to the fact that the active volcanoes blow so much ash into the atmosphere that the sun never gets brighter then a dimmish red.

Due to the hostile environment, the area is only sparse populated, with a tribe of goblins being the main inhabitors. Though they are generally hostile, some adventurers maganed to befriend with them by aiding them in their war against the Cult of the Eternal Flame.

Except for the volcanoes, not much else is to be seen here, though there are rumors that the mad researcher Lasanth made his lair somewhere in this region.
 
Western Wastes

The Western Wastes is desolate tundra only inhabitable by the most durable creatures. Many dragon lords call this place home and will stop at nothing to defend it and the neighboring city Dragon Horn Keep. Many fools have entered this wasteland looking for treasure, but very few have come out...at least in one piece.
 
Plane of Entropy

Being the home of Gradalsh, the Lord of Decay, the Plane of Entropy is a bleak waste of corruption, inhabitated by unholy and decaying beings. There is nothing healthy here, nothing good, and any perishable things that foolish adventurers bring here - like food and drink - seem to decay at an amazing rate. There are even storys of adventurers dieing here because their weapons rusted away and crumbeled to dust in the middle of a fight, while their pox-ridden bodies were eaten alive by giant vermin.
 
Faentharc Woods

In the heart of the icy north lies the great wood of Faentharc. Many animals dwell in this lands that were barely touched by civilization so far.

The cave systems found here are rich on minerals, in fact that rich that parts of them seem to have developed some sort of sentinence.

Pixis and Fairies are rumored to dance in this dark and loomoing forest at night, much to the annoyance of the Stormhammer Giants. With their stronghold being located at the eastern end of the woods, they consider Faentharc their land, and death to anyone who objects their claim!
This led to the fairies joining the Scale Alliance, and opened up another front in the never-ending war in the north.
 
Emerald Jungle

In the old days of the first Iksar Empire, the area now known as Emerald Jungle was the farmlands of the empire, with little to no trees, but many small settlements.

When the natural disasters that ultimately led to the fall of the empire happened, the giant cliff that cut the land into pieces till today arose and the enchanters in Yclist sealed their city. With the controll that the enchanters excerted over the farm slaves being void, the former slaves turned against their masters, and the empire fell.
Over the millenias, the jungle reclaimed the lands, and while some scavengers from the new iksar empire setteled on the top of the cliff, the bottom area around Yclist is only inhabitated by the dead, somehow still stuck in this world, but with no memories of their past.
 
Everfrost

The snowy peaks of Everfrost are known to some as the "Gateway to the North." Indeed it is through Everfrost's frozen river that travelers have access to the Faentharc Woods and from there the wider realm of the frozen wastes. However, the location is better known as the home of the Barbarians. It was there that during the Scattering of Races the Barbarians settled, finding the Genius Loci or "spirit of the land" agreeable and inspiring. Much of their shamanistic magics are derived from the frozen soil of Everfrost which hosts spirits associated with their ancestors. Today the land is much as it has always been. Kaezul forgot or neglected to attack the region, so it isn't cursed or haunted by undying spirits. Travelers to this place are often only passing through, on their way to Halas or beyond, though some stay to hunt game on the tundra.
 
Ruins of the First City

The Ruins of the First City are found near the Seeker’s city of Erimal, south of the Mistwoods.

The city was the first settlement of the renegade wizards who fled the failed attempt to overthrow the government of Freeport around 2300 BF. When they arrived to the new continent, they used magic to dig a city underground where they discovered a destitute lizardmen race, degenerated Iksar, decendants iksars that fled across the sea when their empire crumbeled. They took the race in as servants and protectors, and learned from them the magic of Thought.

The First City was destroyed in a cataclysm when an ancient portal to the Plane of Fire was discovered deep in the earth. The portal remains open, and creatures native to the Plane of Fire have populated the deepest parts of the ruins. Sivyana, discontent with tarhyls minions dwelling on dalaya, sent her own worshippers, the Sivakians, to fight them off - but they failed.

As of today, the ruins remain a battleground between the minions of Tarhyl and Sivyana, who fight each other with no mercy.
 
The Darkwoods

The Darkwoods is the wood outside of Nagthilian, and when Nagthilian was destroyed by the Mist, the Darkwoods didn't remain untouched. Allthough the area didn't experience the utter destruction that happened to Nagthilian, things got changed. The wildlife got warped, somehow twisted, and now ferciously attacks anything that moves.

There are stories of an ancient dragon who made his home in these woods after the events that turned them into their current state, and if these stories are true, one has to wonder if the dragon also got twisted, or if the vile magic that caused this has ended. This subject requires further study.
 
The Lands of Magic

The Lands of Magic were created by and the realm of Malath. When Malath was attaced and ultimately defeated my the Four, his realm crumbeled, and only exists in the memories of the taldorians.
 
Shrouded Isle

In the days during the First City a great noble rose the Aristocratic ranks to become the wealthiest man the ancient world had known. His dealings, however, were not altogether wholesome and his avaricious behavior soon led him into pacts would catch up with him. There was a particular necromancer, famous in some occult circles, whom he did business with, who later caused his downfall. Together the men had made much money off their accounting of "dead souls" which allowed them to siphon tax revenue from the First City. But when the two were found out, the noble betrayed the necromancer to the authorities. Henceforward the necromancer detested his former partner, whom he considered more vile and despicable than himself. Shortly after constructing his pleasure palace on a private island off the coast of the Mistwoods the necromancer began his revenge on the lord of the estate. It is still unknown today how this necromancer gathering enough corpses and enough power to subjugate the entire estate, but several have postulated that he enlisted the help of a deity far greater than himself. Today the island is still cursed by this necromancer's shroud-like enchantment, which bewitches the land and its undead inhabitants. Several necromancers, in envy of this ancient spell caster, still frequent its halls conducting experiments and interviewing the dead.
 
Last edited:
Back
Top Bottom