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Dragon Necropolis

A dragon is a deadly thing during its lifetime, but the danger does not subside when it dies. The necropolis is the home for the dead, the restless, and those that feed on the dead.

Undead dragons dwell here, eager to slay all living beings they encounter.

Scavengers of all types abound, including the more civilized rat men, who have created a city within these caverns.

These rat men seem to serve a mysterious master who is only known as The Devourer.
 
Dragonhorn Keep

Dragonhorn Keep is the home of the dragons, the leaders of the Scale Alliance. Through magical manipulation of their own kin, they became the most powerfull species in all of Dalaya. Fortunately for the other species, they are too occupied with their war against the Stormhammer Giants and the shadowdwarfs of Thurgadin to be bothered with the rest of Dalaya.

If one were to assist in this fight, the dragons might be gracefull, and great rewards could be expected...

If one dares to enter they'd best be friends with the dragons already, or ready for a fight to escape.
 
Dreadfang Spire

Dreadfang Spire is a gigantic tower that one day, out of nowhere, appeared at the Frosthorn Coast.

The gnolls native to Frosthorn, curious about that strange structure that literally appeared at their doorstep, moved to explore it - but that did them no good.
Their dabbeling with the strange and mysterious devices inside there resulted in the inhabitants waking up, and they enslaved most of the gnolls, driving the rest of them out again.

Whoever is in charge of the spire, or whyt it originally was created for, remains a mystery as of today, but the Silver Crown is rumored to have sent an expedition or two to uncover ist secrets.
 
Freeport

Founded around 5400 BF, Freeport was the first city of the humans, originally a neutral trading spot and meeting ground for the ancestor tribes.

A good twothousand years later, around 3100 BF, Freeport becomes a monarchy, with the King of Freeport effectively ruling all the lands of mankind.

800 years later, a cabal of renegate sorcerers trys to overthrow the monarchy, but fails. Most of the cabales members are executed for treason, but some manage to escape, founding their own society on the islands to the far west, today known as Erudin.

Starting around 1700 BF, due to the prolonged, constant exposure to magic, many children of the Human race are born with features and bodies not human at all. A civil war ensues, in which the demi-humans and their supporters are driven away from the cities, into the magically saturated southern lands. They eventually evolve into all the Younger Races - the Elves, the Greatkin and the Halfkin.

Political strife ends the rule of Freeport around 1500 BF. Human society once again breaks up into tribes and indepdendent city-states that make war with each other and the Young Races.

After the Reunification of all the lands in the Old World under Erandus Elthanar the Conquerer around 1100 BF, Freeport becomes governed by a Ruling Council that is constitued from the nobles of Freeport.

Iksar troops land in Freeport in the year 53 BF with the sanction of its Ruling Council, believing themselves to be allied with Kaezul. Freeport is razed to the ground on the day of its Anniversary Celebration. Ihabitants are sacrificed or carried away in slave ships. Those who lived in Freeport now wander the streets as restless skeletons, assaulting any living thing that comes near.

The Silver Crown Trading Company has assumed a military presence on the docks and within the sewer system of East Freeport, in an attempt to learn more about the city and restore it to its former glory.
 
Eastern Wastes

The Eastern Wastes are a frozen tundra, inhabited by all manner of beasts - cougars, rhinos, manticores and more.

The Stormhammer Giants keep a strong presence here, including a fort in the northwest region.

Their main adversery here is the Blizardskin Tribe, a tribe of orcs who established their own stronghold within the area.

The Giants will pay a nice bounty for the teeth of these orcs, unless you happen to be allied with theyr sworn enemies, the dragons of the scale alliance.
 
Frosthorn Coast

Frosthorn Coast is a remote coastline, home to creatures truly at the edge of civilization. A friendly tribe of gnolls, the Frostfang Gnolls, inhabit the area. Asked nicely, they will not refuse to help travelers with food and drink, and they might even invite one to join them in hunting the wildlife.

Far from everything, a dark tower known as Dreadfang Spire looms, its secrets calling out to any who would travel this far.

The Council of Innovation has an encampment here, but it is unknown why.
 
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Gorge of the One-Eye

Gorge of the One-Eye is the home of a tribe of Cyclops, aggressive giants who attack anyone who dares entering their home on sight.

Occasionally they wander to the nearby Badlands, mostly looking for food. Unfortunately they deem everything edible, including unlucky adventurers they manage to catch off guard.

No other creature dares making its home within this gorge. The Cyclops hoard great wealth from their unfortunate victims, and strong adventures will find their own time well rewarded between the treasure gathered from the cyclopes, and the amount vendors will pay for the cyclops body parts.
 
Kelethin

In the heart of the woods of Faydark lies Kelethin, home of the Wood Elves.

Kelethin was destroyed in the year 71 BF by Baldakos the Betrayer, who used the same weapon he later unleashed on Nagthilian and Rivervale. The city was filled with a mist that killed anyone foolish enough to come into contact with it.

The city has since been liberated, and is now fairly safe, aside from the occasional visitor falling from its magnificent heights.
 
Stronghold of Enthann

Towering over the Plane of Valor, the Stronghold of Enthann is the home of Enthann.

To get permission to enter it, one has to prove his worth by passing several trials linked to virtues Enthann values highly - strengh, strategy, defense and endurance.

Within the stronghold itself reside Enthann and his chosen, mortals who passed all his trials, but failed in his final task - a fight with Enthann himself, where the god of war personally tests the skills of anyone who managed to defeat all his chosen.
 
Zones still lacking descriptions as off this post:

Old World

Everchill Caverns
Greenmist Jungle
Lake Starfall
Obsidian Shard Mountains
Prison of Admyrrza
Runnyeye Citadel
Sadri Malath
Shadowdale
Sundered Mountains
The Mountain Crags of Tarhyl
The Rust
Warpstone Caverns
Whisperling Forest

Ikisith

Gruplok City
Prophets Landing (Excluding Baldakan)
The Bloodied Quarry
The Murk

The North

Sirens Grotto
Stormkeep
Stormseye

Faydark

Haegra Malath
Kedge Keep
The Arena

Erudin Isle

Stormsea
The Warrens


The Planes

Azmaen, The Heart of Frost
Caverns of the Deep One
City of Mercy
Tasinath, Land of Bliss
Towers of Agony

Perfect length would be no longer then my example for Kelethin or Yclist, Kings Pass example is about the maximum acceptable, Freeport is entirely too long.
 
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Plane of Nightmare

The Air Elemental Marlow shaped and then seemingly abandoned the Plane of Nightmare.

In her absence it is ruled by its former prince, who names himself Before You Wake, and Marlow's Daughter Dis.

It is shaped from the nightmares of a chosen victim, and littered with danger: traps, snares, malevolent trees, werewolves, and whatever other ghosts, terrors and bogeys have amused Marlow, her daughter or her prince since the plane’s creation.

Go there at your peril, and if you must, tread lightly.
 
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Citadel of the Claw
The Citadel of the Claw is the stronghold of the elite force of the kaezulian army, the Claw. Many young iksars from all over ikisith are sent here - or sold to here - to recieve military training, but not many of them become full claw members - the drill is brutal, and recruit mortality is quite high.

Generally, the Claw is organized into four section:
The armed forces, responsible for the security of the Citadel, and led by High Myrmidon Zek'Terus.
The combat martial arts section, responsible for the training of the recruits, and, since Kaezul strongly believes in competition, split in two orders: the flametalons and the icetalons. There is also a third order, the Phoenix. Recruits who graduated either the flametalons or the icetalons recieve additional training here.
The administration, overlooked by High Chronicler Noamia.
The last section is the inteligence corps. The name of its leader is kept secret, but they defnitly have a jail, including a torture chamber.

All these sections are liable to Claw Commander Erav'elu, an unhumorous iksar who rules the Claw with an iron fist.
 
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I will be doing some description for Highkeep, just give me a few days. Might be picking up other zones as I have time.
 
Cyrtho Malath

Cyrtho Malath is one of the few pieces of the Lands of Magic that is known to have survived. Witnesses in Lake Starfall claim to have seen it fall from the sky, landing just west of the lake itself. How it survived isn't known, but it's believed the Ysthar inhabitants protected it somehow. These Ysthar are one of three races created by Malath, for whom the zone is named.

Cyrtho Malath itself is part temple, part labyrinth, and entirely secretive. Those who have explored it and survived say that every discovery just opens new doors to even more questions and things to be discovered. It is hoped and believed that answers are there for the most intrepid of adventurers!
 
The Field of Bones

The Field of Bones is a desert on the northern coast of Ikisith. It is unknown how a desert here came into existence considering that it is surrounded by swamps and jungles, but it's likely connected somehow to the huge crater in the center of the desert. Sages speculate that the crater - and the presumed death of most plants and wildlife in the area - are the result of a kaezulian weapon test that went bad - or worked too well, depending who you ask.

Towering over the desert is a heavily guarded spire that only the most foolhardy adventurer would deign to approach. This spire is the home of Saitha, Kaezul's own mistress and a sorceress of immense power. North of the coastline is a small island that serves as home to a large dragon whose presence is as mysterious as it is surprising. Also located near the crater is Kaesora to the southeast, the city of New Ikild to the southwest, and the Tears of Elael to the Northwest.
 
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Spires of Saitha

The Spires of Saitha is the center of the Kaezulian army's research and development. Golems and experiments of all sizes are created here. It is rumored that some of the mist is contained here. Atop the tower resides the Mistress herself awaiting anyone bold enough to attempt to besiege her tower.
 
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The Lair of Paw

The Lair of paw is the home of the Liodreths, an agressive species of antrophomorphic panthers. Allthough they are generally hostile to intruders, it is possible to befriend with them - just bring them enough body parts of their sworn enemies, the Kargyxx or the Deepwater Gnolls.

Inside the Lair, wich is build as a maze, are several sources of fresh water, so the Liodreths are well prepared to any siege that might be laied on their home.

Considering the aggressive campaign Newport started in the Badlands, it is more then likely that sooner or later hired mercenarys, and maybe even a siege force, will arive at the doorstep of the Liodreths. But be warned wannabe-raiders,

THEY ARE PREPARED!
 
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Tur'Rujik

Tur'Rujik is the stronghold of the orc tribes of ikisith. No non-orc is allowed to enter it, ever, at the threat of death.

Warmaster Korganah, along with the elite fort guards, ensures that noone violates this edict of Warchief Rujik Moktar, leader of all orcs. So if any non-orc would want to enter, he would have to find a way to either get Korganah and his guards out of the way, or have them turn a blind eye upon his trespassing.
 
The Plaguelands

In the days before the destruction of Freeport, the area now known as the Plaguelands were the common lands of Freeport, composed of farmland and rural vilages.

When Freeport burned, the iksars didn't stop - they burned the vilages, destroyed the harvest and killed or enslaved every living being they encountered.

In the following year, wilderness reclaimed the the deserted lands, and the former farmland is now a bleak plains.

To make things worse, a mysterious disease spread here, drifing the few surviors of the iksar invasion mad, along with the wildlife.
 
The Great Divide

The Great Divide is a war zone, located between the realm of the Scale Alliance to the west, the lands of the Stormhammer Giants to the east and the city of Thurgadin, home of the shadowdwarfs, at its northern end.

All these factions have outposts in this area - the shadowdwarfs have a few defense outposts near their town and run a heavily fortified mine in the southern region, the Stormhammers have a large fort near the pass that leads to their lands, and the Scale Alliance has a large presence in the caves below the central mountain wich is known as the Top of the World.

There is also a tribe of minotaurs that made his home in this region, much to the annoyance of Thurgadin, and the shadowdwarfs offer bountys to everyone who "takes care of the situation".
 
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