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Chambers of Astinus

The Continent of Ansalon

Ansalon is approximately 1300 miles from east to west and 900 miles from north to south. Prior to the Cataclysm, Ansalon was a solid land mass. Vast plains ran from the lands of Silvanesti in the east, all the way to Ergoth in the west, and the Blood Sea was comprised of the farming properties of the Istarians. When the Cataclysm struck, the face of Krynn was changed dramatically. Istar was destroyed and the surrounding lands were plunged beneath the waves of the newly created Blood Sea. The minotaur nation was spared, and it's lands became islands, separated from the rest of Ansalon. The northern peninsula was brought up from the bottom of the ocean, and Ergoth was split into two separate isles. The vast plains of southern Ergoth and Solamnia were destroyed and became the New Sea.

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Abanasinia

The nation of Abanasinia was basically created by the Cataclysm. The plains were separated from Solamnia and placed near the shores of Newsea and thus a new nation was born. Abanasinia is home to the tribes of plainsmen and also is marked with the city of Haven and a number of towns such as Crossing, Ankatavaka, and Long Ridge. One of it's most famous landmarks is the small hamlet of Solace, home to the Heroes of the Lance. Also of note within it's borders is the mysterious forest known as Darken Wood. During the War of the Lance, much of Abanasinia was devastated by the Dragonarmies, and the inhabitants have been forced to slowly rebuild. Haven is the largest city in Abanasinia, home to rich merchants who are one of the largest cities for trade and culture in all of Ansalon.

Academy of Sorcery (Geographical Feature)

Overlooking the town of Solace was the grand Academy of Sorcery. Constructed during the early part of the Age of Mortals by the mage Palin Majere and his students, the building was destined to become the learning centre for sorcery on Ansalon. The academy held eleven Towers of the Arts, which encircled the grand central Tower of the World. All the students lived within the Tower of the World, whilst the Towers of the Arts each taught a singular discipline of sorcery to it's students. The Academy of Sorcery was destroyed during the Age of Mortals, and the blackened ruins on the outskirts of Solace, are all that remain.

Ankatavaka (Large Town)

On the western coast of Abanasinia, lies the town of Ankatavaka. Long ago, in pre-Cataclysmic days, it was one of the jewels of the Ergothian Empire, and one of the largest centres for religion. Now separated from Ergoth by the Straits of Algoni, the town has seen numerous changes. During the War of the Lance it was ruled by an oligarchy of priests, many of whom were involved in the Seeker religion. When the true gods returned, the priests returned to worshipping the old gods, and their power and influence rose even further. The rulership of Ankatavaka has remained with the priesthood, who also have a small private mercenary army, which protects them against enemies.

Crossing (Large Town)

The town of Crossing sits on the northernmost point of Abanasinia. It is a port town, that was founded by Caergoth merchants. Naturally the town is run by merchant princes, and policed by the armed contingent of the Scales Society. The Scales Society ensures that every tradesman and merchant in Crossing contributes to the defense of the town, allowing for a coast guard and city guard to defend the town. The Scales Society effectively rule Crossing, and are made up of two factions. The Cloth Hats are the wealthy and influential merchant princes, whilst the Black Nails are the hard-working and more numerous tradesmen.

Crystalmir Lake (Geographical Feature)

Lying between the Sentinel Peaks and Solace is Crystalmir Lake. One of the only bodies of waters in Abanasinia, it is widely known as a peaceful lake, which has cool water and good fishing. The people of Solace, and many travellers often grace it's shores.

Darken Wood (Geographical Feature)

North of the White-Rage River is the mysterious Darken Wood. Long protected by a great unicorn called the Forestmaster, Darken Wood has been home to the followers of Chislev. For a long time, Darken Wood was also home to a large number of undead and was avoided by most of the living, other than the Forestmaster and her followers. With the removal of the undead, it occasionally has the odd traveller, foolhardy enough to try and brave it's depths. Also dwelling within the woodlands are several clans of centaurs and satyrs who serve the Forestmaster and tend to the forest. The centaurs are highly protective of their woods and prove to be fierce guardians who repel most outsiders from entering.

Eld Manor (Geographical Feature)

Directly north of Haven lie the ruins of Eld Manor, a once-great manor home built in the Kharolis Mountains. The manor was originally called Sanguine Manor, and was the home of Lord Thenil and Lady Karyn Eld. Karyn went mad and killed her husband, and then died herself shortly after. This remote place is now home to various creatures, however vestiges of the formerly grand building still remain, as do the undead horrors which lie in wait for foolish travellers to enter.

Esker (Small Town)

Esker is a small town in Abanasinia, which is isolated from the other settled areas of the region. The tiny settlement is nestled in the northern section of the Kharolis Mountains, north-west of Haven. Ruled by a mayor, the inhabitants of Esker have some minor trade with Haven, but live a quiet existence in their remote home.

Gadar's Citadel (Geographical Feature)

Slightly west of Crystalmir Lake, and nestled in high mountain ridges, lies the citadel of the renegade wizard Gadar. With the death of the wizard many years ago in the Age of Despair, it is unknown what now lies in the dark citadel. However it is left undisturbed by common folk, most of whom are unaware that the hidden fortress even exists.

Gateway (Small Town)

The small community of Gateway was founded at the same time as the fledgling hamlet of Solace, in the first years of the Age of Despair. The town is a more of a crossroads than anything else, lying east of Solace, at the base of the Sentinel Peaks. Similar in many respects to Solace itself, the major difference is that all of the town shops are situated on the ground rather than in the trees. Gateway is governed by an elected mayor.

Goodbay (Large Town)

The port town of Goodbay lies on the western edge of Abanasinia, directly south of Zaradene. Goodbay is in the middle of the trade route between Zaradene and Ankatavaka, and naturally reaps great benefits from it's location. Goodbay is known as a haven for bards and is governed by the master bard of the local school.

Haven (Large City)

From the ruins of an elven city destroyed in the Cataclysm, Haven arose. A number of human families built the city with the aid of the elves, and set themselves up as the rulers. Many laws and priveliges were created at the whim of the founders, and any person who wishes to have any say in the Lordcity of Haven, must be able to trace their lineage back somehow to the city founders. The mayor who governs the city is of foremost importance in being able to do this. During the War of the Lance, rule of the city was taken by the Seeker priests, who set themselves up as the Council of Highseekers. The Seekers headquarters was erected in Haven, and they setup their own militia, and used the current mayor at that time as their puppet. With the fall of the Seeker religion, rule again passed back to the mayor, and the city has continued to grow and develop, through extensive trade and commerce. Haven was claimed by the Knights of Neraka shortly before the War of Souls, and again the descendants of the town founders find themselves in the brutal grip of an invading force.

Long Ridge (Small Town)

Just south-west of the Abanasinia Plains, and in the northern foothills of the Kharolis Mountains lies the small town of Long Ridge. The town's population is comprised of a mix of plainsmen and human settlers. During the War of the Lance, it was invaded by the Dragonarmies and taken over, however it was later freed. After many years of small skirmishes and fights, peace and strong treaties now lies between the folks of the plains, and the people of Long Ridge. The town is ruled by a mayor who is elected during the harvest festival. Any prospective mayor must enter the festival and go through a series of mental and physical tests, to show themselves as the wisest and strongest candidate. The townspeople declare the winner during the festival, and the mayor governs the town for a full year until the next harvest festival comes around.

New Ports (Large Town)

Shortly after the Cataclysm, a fleet of ships landed on the site of New Ports, on the south-eastern coast of Abanasinia. The ship captains founded the town and setup a number of guilds there. Over time, these guilds became more established and the town operates under a bartering system. Each guild has it's own shops and residential district, which barters and trades with the other guilds of the city. No singular party rules New Ports, but various merchant lords rule each guild. Naturally this makes decisions that affect the entire town difficult to make, as everything must be decided before a council of merchants.

North Keep (Geographical Feature)

North Keep is a large fortress in an area known as Mantilla Vale. The keep resides directly west of Crossing. The once impressive domain was a small fiefdom, ruled by the wealthy Mantilla family. One of the family members lost her mind and practically brought down the family, over grief of the death of her lover. Since then, it is unknown what lies in North Keep, however rumors of a descendant of the family ruling the Keep again, hold sway.

Plains of Abanasinia (Geographical Feature)

The plains of Abanasinia stretch throughout a great deal of the region. Across the broad plains dwell the Plainsmen tribes. In the past, the many tribes were fragmented and live in small communities. The tribes had their own small communities, but not a great deal in the way of fixed and permanent residences. Each tribe had it's own chieftain, and often warred with the other tribes and occasionally with the inhabitants of some of the settlements in the region. In the Age of Mortals, the tribes have all united under the Que-Shu, and follow a singular chieftain. The Que-Shu's main camp is north-east of Solace and west of Xak Khalan.

Prayer's Eye Peak/Sentinel Peaks (Geographical Feature)

The Sentinel Peaks is the name for the northern fork of the Kharolis Mountains that is comprised of small ridges. These peaks are dwarfed by the larger mountains to the south, and have several key passes in them to enables travellers to move further southward. The passes tend to snow over in the colder seasons, and can often become blocked. The closest of these peaks to Solace is known as Prayer's Eye Peak. This mountains looks like two praying hands from afar, and is rumored to be the place where Paladine guided Huma in the form of a white stag.

Ravenvale (Small Village)

Slightly south of Tantallon, lies the minor village of Ravenvale. The village is populated by human farmers and laborers who toil the earth and live out a quiet peaceful existence, free of the turmoil in the more populated regions of Ansalon. The town square of Ravenvale sees a bit of traffic, and is used more as a crossroads between Tantallon and the other larger towns than anything else.

Sad Town (Small Village)

In the wake of the destruction caused by the Dragon Overlords, and further chaos caused during the War of Souls, a large tent city has been created on the outer limits of Solace. Refugees from other areas have formed their own settlement, and have some dealings with the people of Solace. Generally the Solace residents try to assist those in Sad Town, however there are also many malcontents in Sad Town, who would prefer to prey on their fellow neighbours, than try to develop the community further.

Solace (Hamlet)

In the central heart of Abanasinia, bordered on one side by the lovely Crystalmir Lake, lies the hamlet of Solace. A crossroads between the Lordcity of Haven and the elven realm of Qualinesti, it receives a healthy number of travellers and visitors through it. Famous for being the home of the Heroes of the Lance, Solace has long been ruled by an elected mayor and town council. It is defended by a town watch who are led by a high sheriff. During the War of the Lance, it was initially under the heel of Hederick the High Theocrat, a high-ranking Seeker priest, and later it was taken over by the Dragonarmies. After the War of the Lance, peace again resumed in Solace. A few structures in Solace lie upon the ground, however almost all of the buildings are erected up in the mighty vallenwood trees. A couple of well known structures lie in Solace, amongst them the Inn of the Last Home, and the Tomb of the Last Heroes. The ruins of the Academy of Sorcery can also be found on the outskirts of Solace.

Tantallon (Small Town)

Tantallon is a small remote town in the Eastwall Mountains (the far eastern mountain range on Abanasinia, which lie north-east of Solace). The town has finely cobbled streets, well-made houses and shops, and is dominated by Castle Tantallon, which lies just past the town. From the castle, the ruling Solamnic lord governs the entire town. The Curston family have ruled the town of Tantallon from their castle ever since shortly after the Cataclysm. Due to the remote nature of the town, it has been relatively peaceful and free of enemies since it was first founded.

Xak Khalan (Geographical Feature)

Just north of Xak Tsaroth, lie the ruins of Xak Khalan. The smaller sister-city of Xak Tsaroth, these ruins lie on the eastern edges of Abanasinia, and are one of the few visible testaments to this once great trade empire. The ruins are home to all manner of dark creatures, and little else.

Xak Tsaroth (Geographical Feature)

Xak Tsaroth was once a thriving city on the central eastern coast of Abanasinia. The wealthy city was led by merchant lords and home to a temple of Mishakal. During the Cataclysm it was partially destroyed and the surviving inhabitants fled. The temple itself was one of the only buildings to escape destruction during the Cataclysm. The ruined city was later discovered by gully dwarves when Nulph Bulp fell down a shaft which led into Xak Tsaroth. Nulph then claimed the city as Bulp property and allowed the Slud and Glup clans to also move in. Glunggu Bulp invented a lift made of two large pots which was constructed inside the Xak Tsaroth and later used by the draconians. During the War of the Lance, Khisanth the black dragon claimed Xak Tsaroth in order to guard the Disks of Mishakal. She had draconian forces to aid her, and they then enslaved the gully dwarves. The Heroes of the Lance slew Khisanth and caused more destruction to the city by it's collapsing further into the Newsea. After fleeing during all the fighting, the Aghar later resettled into Xak Tsaroth and all three clans merged into one united clan of Bulps, under the (able?) leadership of the Highbulp. The ruins of Xak Tsaroth are also home to a number of other more malign creatures, which lie in wait for the unwary visitor.

Zaradene (Large Town)

The north-western town of Zaradene has long been ruled by merchant princes. Extensive sea trade has led eight families to set themselves up as extremely wealthy individuals who rule the town. The head of each household is the merchant prince, and amongst their number they elect a Seal-Bearer, who is the figurehead of the town for a period of three years. After this time, another merchant-prince is voted into the role. To further oneself in the town of Zaradene, payment is required to one of the merchant-princes, to buy their favor or influence to get a deal or law passed through. The rich town has it's own navy and army to defend it, funded by the merchant-princes.

Balifor

The region was named after it's founder, the elven general Balif, who openly supported and befriended the kender people, even turning his elven comrades against him because of his friendship with the diminutive folk. Prior to the Cataclysm, Balifor was a region covered with great forests which was inhabited chiefly by kender and wild elves. All kinds of animals also inhabited the area. With the Cataclysm, a large portion of Balifor fell into the Southern Corrain Sea and the inhabitants formed communities and settlements with a number of human settlers. The verdant forests turned into a great sandy wasteland. The coming of the Dragon Overlords saw further misery brought to the area, when the dragon Malystryx transformed the area into 'The Desolation'. In the post War of Souls age, the Desolation still dominates the land, a craggy volcanic wasteland out of someone's nightmares.

Ak-Bodin (Hamlet)

One of the four hamlets of the Fin-Maskar. Ak-Bodin is located in the centre of Balifor and suffered greatly with the creation of the Desolation. The Fin-Maskar are known to have survived. The hamlet is governed by a chieftain, who pays allegiance to his lord, the Khan of the Fin-Maskar. The Khan travels between each of the hamlets on a regular basis.

Ak-Krol (Hamlet)

One of the four hamlets of the Fin-Maskar. Ak-Krol is situated on the north-western part of Balifor, residing on the shores of the Bay of Balifor. Before the coming of Malys, it was even more successful as a fishing hamlet, than Ak-Matal. However with the polluted waters of the Bay of Balifor, the residents have to rely on fish from the south instead.

Ak-Lir (Hamlet)

One of the four hamlets of the Fin-Maskar. Ak-Lir is based north of Calihand, in the south-eastern region of Balifor.

Ak-Matal (Hamlet)

One of the four hamlets of the Fin-Maskar. This small hamlet rests on the shores of the Southern Corrain Sea. Ak-Matal is known as a prominent fishing hamlet, and freely trades with the other hamlets and settlements of the region.

Bay of Balifor (Geographical Feature)

Formerly the Bay of Balifor had numerous trade routes and was also heavily used for fishing. Malys poisoned the waters with her sorcery, killing all the fish in the waters and destroying several economies that relied on fish and trade through the bay. In the new age, there is hope that the devastation caused by the dragon will begin to recede.

Brightfield (Village)

Brightfield is a farming village, which prior to Malys was the centre of trade and agriculture in Balifor. Located south-west of Flotsam, it sits as a waystation between Khur and Balifor. Malys destroyed the crops of Brightfield and devastated much of the village. The survivors are beginning to rebuild in the new age, hoping to again grow something anew.

Calihand (Small Town)

Calihand is a small port town, that is located on the south-eastern fringes of Balifor. The locals do not tolerate pirates or the miscreants that both Flotsam and Port Balifor attracts. Governed by a former Solamnic lord, the town has felt his influence over the years. Kagonesti elves and humans trade freely in this town, and even Silvanesti elves are known to trade here. Calihand is primarily a fishing town, but also the only honest trade outpost in the region.

Cloven Hills (Geographical Feature)

Somewhat north of Port Balifor, lies a rugged hilly area known as the Cloven Hills. In these hills, a settlement of Neidar dwarves known as the Stonecutter Clan, make their home. These dwarves and their settlement managed to survive the coming of Malys, and are rumored to possess great treasure. The dwarves has a series of mine near their home.

Flotsam (Large Town)

The seedy town of Flotsam has long been home to pirates, thieves and many other kinds of miscreants. The population has long lived in fear, due to their close proximity to Malys' lair, however with the death of the dragon, some semblance of peace is returning to the town. Flotsam is comprised of many temporary dwellings and shanties. The town itself is situated in the far north of Balifor, right on the edge of Blood Bay, which feeds directly into the Blood Sea of Istar. The town has long been governed by an elected mayor, and is overseen by the undying Lord Toede, Lord of Flotsam.

Patience (Village)

Patience has seen several different inhabitants in it's time. In long ago days it was home to the Silvanesti, and then later to the kender. In more recent times the outpost is home to goblins, sligs, gnolls and all manner of darker creatures. These humanoids served in the Dragonarmies for some time, and later served Malys. Their allegiance is unknown in the new age, however their intentions are almost certainly malign.

Port Balifor (Small Town)

Port Balifor was once the largest settlement of Balifor, and was often referred to as the capital of the region. Located on the western shores of Balifor, leading directly into the Bay of Balifor, the town was once a thriving port city. Malys destroyed over half of the town during her reign of the region, and the people moved into the sea caves amongst the cliffs that line their town. Underground structures have been built to house many fearful folk, but the death of Malys has led many folk to again rebuild their town above-ground and make it the star of the Balifor region once again. Port Balifor is governed by a prefect, who takes care of the administration of the town. A city watch led by a high sheriff keep peace in the town, and they also guard act as the port authority for the area.

Pukal (Geographical Feature)

South of Port Balifor, off the shores of the Bay of Balifor lie the ruins of Pukal. At the bottom of the bay, the former town of Pukal remains. This town was destroyed when large sections of land fell into the water at the time of the Cataclysm. It was also home to sea elves and other creatures, but they have also fled with the waters becoming polluted.

Seafan (Geographical Feature)

Just to the south-west of Trigol, out in the Bay of Balifor lies the underwater community of Seafan. Once home to Dimernesti elves, the pollution of the waters has led them to leave the area for safer climes. Both the Dimernesti and neighbouring Dargonesti have moved southward into the Southern Corrain Ocean to survive. The community that lay here is now abandoned until such time as the waters become safe again to inhabit.

Trigol (Small Town)

Along the Khur border lies the small town of Trigol. This tiny port town lies on the edge of the Bay of Balifor, and was once a popular spot for travellers who were crossing the border between the two regions. With the pollution in the bay, it has become far more delapidated and is something of a ghost town. There is no actual ruler of Trigol, it is more of a grouping of traders, trying to eke out an existence together. In the town also lies a large tower, however the residents of this dark tower are unknown.

Window to the Stars (Geographical Feature)

A curiosity of the Balifor region. The Windows reside on the northern border of Balifor, leading into the Khur region. A large sandstone formation stands here, with the top of the structure polished and displaying a glassy surface. Rumors tell that this was once a tower which allowed mortals to ascend and commune with the gods. The dragon Malys could not destroy the monument but she did crack the glassy rock with her magic. Fissures are now shown on the plateau itself, and glassy rocks points upwards in all directions.

Blode

The mighty nation of Blode is split between two main areas. There is Blode itself, where cities and towns are sprawled amidst the Khalkist Mountains, and to the west there are the vast plains of Blodehelm. Blode is ruled by the ogres in their crowded cities, whilst Blodehelm is filled with both ogres and human warlords who vie for control and maintain tenuous treaties. Much of Blodehelm has been overrun by swamplands, created when the Dragon Overlord Sable was ruling the area. The swamplands spread into the Newsea and consumed the New Coast, expanding the nation of Blode to the west.

Bloten (Small City)

Capital of the Blode empire, and lying at the foot of the southern Khalkists, in the centre of the region. In the past, various ogre tribes played political and brutal games to force themselves into power. Kings came and went quickly. Chieftain Donnag quickly shouldered his way into power in the Age of Mortals and united all of the disparate tribes. Ever since the kingdom has been in relative peace. The city of Bloten has been restored to much of it's former glory in recent years, actually resembling something of a beautiful city. Non-ogre slaves are commonly seen in the city, almost as numerous as the ogre guards who defend the seat of power within the realm of Blode.

Bludgeon (Village)

Bludgeon was originally created as an impressive fortress by the High Ogres. With the fall of the race, it was claimed by dwarves from Thoradin, however it was later reclaimed by the ogres after the Cataclysm. Bludgeon is a fearsome fortress, whose walls are rumored to be impossible to breach. The ogres of Bludgeon pay fealty to their Bloten king in the north-west.

Brukt (Geographical Feature)

Far to the south of the Blode region, lie the ruins of Brukt. Once an ogre town, it was destroyed long ago and is now home to all manner of beasts. The ruins may hide treasure, but they most certainly also conceal great danger to the unwary.

Despair (Large Town)

The port city of Despair once stood within Solamnic territory, however the Cataclysm left it inside Blode's borders instead. Framed by the New Sea, it was taken by the ogres of Blode, who raised a large town around the original keep. Despair is now home to ogres, as well as pirates, smugglers and any other undesirable who chooses to call it home. The ruler of Seerheart is whoever is strong enough to claim and maintain power of the keep. The ruler pays fealty to the king in Bloten. Despair is located on the far northern coastline of Blode.

Eastguard (Geographical Feature)

In the south-eastern section of the swamplands of Blodehelm, lies the fortress of Eastguard. The fortress is controlled by ogres who were once loyal to Sable, and who guard against incursion by the desert nomads or Tarmak warriors in the south. Since the fortress is surrounded by the dark swamp, it is unlikely that any invaders would dare traverse through here anyway, however the ogres hold the fortress, dealing with their cousins in Shrentak to the north for supplies.

Fortress Oberon (Geographical Feature)

On the northern border between the realm of Blode and Zhakar, lies Fortress Oberon. This tower is home to a number of ogres, who do not swear fealty to the chieftain of Bloten. These renegade ogres were once supposedly led by a fearsome bandit lord called Oberon, who had the tower constructed. All manner of renegade ogres now remain in the tower, watchful for their ogre enemies to the south and also Zhakar dwarves to the north. Nestled in between two enemies, these ogres are always on the defensive and prepared to attack any who pass their tower.

Giant's Hall (Large Town)

North of Hatl, lies the vast Giant's Hall. Set in between the great Khalkists, a vast hall was erected as a shrine dedicated to Takhisis long ago. Around this monument shops and markets have been set up, until it now resembles a town of it's own. All slaves of the Blode nation are now sent to Giant's Hall for training first, before being distributed throughout the cities of the ogre empire. Therefore a great number of slaves can be found here, receiving training from their ogre masters. The town itself is manned by three huge gates, which are heavily guarded by powerful ogre warriors.

Giant's Road (Geographical Feature)

The vast Giant's Road, is a large highway which stretches from Blode to Kern. This extensive trade route goes through the Khalkist Mountains and has often proved to be a major boon to the ogres and their dark allies in enabling supplies and goods to be moved easily throughout the ogre nation. The large highway was built by the original High Ogres, and later became home to hill giants. Ogres and hill giants both use the road frequently, maintaining an uneasy truce with eachother, so both races can benefit from using the road.

Hammer Mountains (Geographical Feature)

Amidst the great Khalkist Mountains, lies a smaller group of mountains called the Hammer Mountains. These mountains lie in the central northern region of Blode and are primarily home to hill giants. A large monument is said to stand here, in the form of a hammer. What it is for, is unknown, as the fearsome hill giants do not welcome outsiders to their home.

Khalkist Mountains (Geographical Feature)

Across a great deal of the Blode region are the Khalkist Mountains. One of the largest and most expansive mountains ranges in Ansalon, they offer a natural defense for the ogre nation. Since Blode is set amidst the great mountains, the ogres can hold their nation from most enemies for any length of time, whilst still staying relatively safe in their lofty peaks.

Knollsbank (Small Village)

To the east of Bloten and high up the Southern Khalkist Mountains, lies the small village of Knollsbank. This tiny community is home to human farmers and goatherders who cultivate crops and herds of goats for sale in the ogre city of Bloten. The structures of Knollsbank comprise of lean-to's and several buildings cut into the stony side of the Khalkists. Caves and dens of giants are rumored to be nearby, however on the whole, they leave the farmers and their herds alone.

Hatl (Large Town)

One of the ancient High Ogre cities, which now is little more than ruins. In long-ago times, Hatl was a city of ogre art and culture. In later times the ruins were occupied by ogres as now them today, and also by exiled dwarves, draconians, goblins and humans. All the different races have their homes in the ruins, and are left alone in the fairly isolated section of the ogre empire. Hatl is situated in the central eastern part of the Blode region.

Langtree (Small Town)

Along the south-western coastline of Blodehelm, lies the town of Langtree. This independant barony was initially little more than a wooden stockade, built by a former Solamnic Knight, and later became filled with mercenaries and refugees. Over years, the town arose, and a great militia defend Langtree against any enemies. Langtree is governed by a singular ruler, and has a strong alliance with the city of Vantal.

New Coast (Geographical Feature)

The New Coast was once a lovely grassy region that was dotted with several ruins, including the infamous elven battlesite of Sithelbec. Itzan Klertal, Netheltan and Shellekal were other known ruins in the areas, and rumors also held of a mysterious portal along the northern edge of New Coast. However in the Age of Mortals, the dragon Sable used her magical powers to increase the borders of her swamp outwards. The swamp consumed the New Coast, sinking most of it beneath it's muddy waters.

Onyx (Small Town)

Due south-west of Takar, is the small military town of Onyx. The small town has a local governor, who pays allegiance to the throne of Bloten. Situated in the far southern region of Blode, it serves as the south-western defense post for those wishing to reach the city of Bloten from either the Plains of Dust or Silvanesti.

Queen's Shield (Geographical Feature)

Directly east of the port town of Despair, Queen's Shield is a fortress which was setup solely for the defense of the Blode region from Solamnic invaders. The fortress was raised in honor of the Dark Queen Takhisis in ancient times, and has served as a bastion of darkness against northern invaders, who seek to infiltrate the Khalkists to reach Bloten.

Sardonyx (Small Town)

Slightly south of the ruins of Takar, lies the ogre town of Sardonyx. This small town is a twin to Onyx in all ways, and is another military base, to defend the ogre capital of Bloten.

Shrentak (Small City)

For a long time, the southern city of Shrentak was ruled by human nobles and was an epicentre of trade and commerce for the Blode region. Allied to those in the capital of Vantal, it was part of the Blodehelm empire. Ogres, plainsmen and various warlords could not claim the city, until the coming of Onysablet. The black dragon claimed the city for her own, and allowed her ogre and other dark servants to rule in her stead. With the death of the black dragon, Shrentak still remains a dark seat of power for the ogres. The city is rich and vast, with a huge underground system filled with all manner of horror, which now mirrors those above in the streets, to some degree.

Strangled Heart (Geographical Feature)

The site known as Strangled Heart is located south-east of the fortress of Queen's Shield. This area is hidden deep in the Khalkist Mountains and is considered a religious site of some kind. Dedicated to one of the dark gods, the ogres defend it fiercely and no outsider actually knows what lies in this ancient structure.

Takar (Geographical Feature)

Located to the south-east of Bludgeon, Takar is another ancient High Ogre city that fell into ruin after the race befell their curse. Great treasures and great evil is said to be in the ruins, however no wanderers or squatters will stay anywhere near Takar for long. An aura of fear permeates the ruins, causing even gully dwarves to leave the area.

Tarn (Geographical Feature)

The dark tower of Tarn has often been home to ogres, and was controlled for a time by the servants of Onysablet. It has since been reclaimed by the ogres of Bloten, who use it as a staging point for their forces that they can muster and unleash on Blodehelm.

Trueheart Mines (Geographical Feature)

The Trueheart Mines reside to the south-west of Sardonyx. These rich mines were worked by the ogres and their slaves, and were controlled by the dragon overlord Onysablet. With the death of the overlord, the wealth of the mines now runs back into the ogre kingdom of Blode, and directly into the coffers of Bloten once more.

Tsazhi (Geographical Feature)

Along the central western coastline of Blodehelm, are the ruins of Tsazhi. Within the ruins, foul beasts and monsters are rumored to live, as well as great treasures from the ancient days of the High Ogres.

Turkal (Geographical Feature)

On the south-western tip of the swamplands that cover the New Coast is the tower of Turkal. Just north of the ruins of Itzan Tukal, the tower is surrounded by murky swamps and the dark denizens in it's depth, and is inhabited by ogres. The ogre legions who live in Turkal are self-sufficient and isolated from the rest of their cousins. They serve to watch their border against the humans and centaurs of Duntollik, but in reality have little to fear, as their southern neighbours have no desire to enter the dark swamps.

Valley of the Titans (Geographical Feature)

Directly west of the city of Bloten is the Valley of the Titans. Hidden within a small forest is a beautiful lush valley. Several structures surround a great citadel. This is where the titans are usually spawned from amongst the ogre race.

Vantal (Small City)

Capital of realm of Blodehelm, Vantal was built on the ruins of a former city of the original High Ogres. Great buildings and structures dot the city, which are in turn surrounded by numerous villages and residential areas. Vantal is a kingdom, ruled by a noble family. Due to the constant threat of ogres and darker forces, Vantal and Langtree maintain tight alliances against their darker neighbours.

Westguard (Geographical Feature)

On the western side of the Torath River, deep in the swamplands that now cover the New Coast, is the fortress of Westguard. The ogre-controlled fortress watches for intruders in the ogre realm, and is one of the only two structures still standing in the New Coast.

World Balance (Geographical Feature)

South of the town of Despair, high in the mountains is the World Balance. This large structure is a carving of two ancient High Ogres holding a gigantic sphere. Within the sphere can be seen lands and continents based around a huge globe. It's purpose and creators are unknown, especially in such a desolate and remote location.

Xak Mahyar (Geographical Feature)

The ruins of the pre-Cataclysmic city of Xak Mahyar resides directly north of Bloten, deep in the Khalkist Mountains. It is believed that this was an attempt by humans to settle in the region, however their city and all it's inhabitants were wiped out during the Cataclysm.

Blood Sea Isles

Just to the north-east of the main body of Ansalon lie the Blood Sea Isles. The isles consist of four major islands, which are home to sea barbarians and minotaurs. The Isle of Saifhum is due east of Nordmaar, whilst Karthay is north-east of Saifhum. Mithas is directly south of Karthay, and Kothas is slightly further south of Mithas. Two legends circulate as to the origins of these isles. The first is that during the Cataclysm, the islands were separated from Krynn and spared from destruction due to their innocence of the guilt of Istar. The second is that the islands were originally part of the groups of coastal islands which border on the Courrain Ocean. When the Cataclysm struck, these four islands were shifted and survived the move due to their altitude. The islands were long separates from Ansalon by the Maelstrom, an unending storm that raged in the Blood Sea and destroyed anything in it's wake. However the Maelstrom stopped during the Summer of Chaos, and now the Blood Sea can be sailed in peace from the elements.

Alphens (Village)

The village of Alphens was built in the centre of Argon's Chain on the Isle of Mithas. The small village is home to minotaur miners, who dig for precious metals. Scholars deduce that there may be some connection between Alphens and the ancient dwarven settlement Kal-Thax. The local minotaurs fight constantly against the kyrie who dwell in the high peaks in Argon's Chain.

Amur (Geographical Feature)

NOrth-east of Mithas, just within the western border of the Outer Settlements, lies the island of Amur. A large colony has been setup here, with fields of corn and wheat, which are frequently harvested and sent to other islands of the empire.

Argon's Chain (Geographical Feature)

A series of large volcanic mountains stretch from north to south of the Isle of Mithas. These volcanoes are known as Argon's Chain. Normally dormant, their very nature is similar to that of the minotaur's chief god Sargonnas. Temperamental and unpredictable, you never know when they could potentially explode.

Aurelis (Geographical Feature)

In the eastern reaches of the Outer Settlements, lies the island of Aurelis. A small colony is established on the island and ruled by a local governor.

Bael (Geographical Feature)

Bael was one of the Istarian towns which was destroyed during the Cataclysm. It's ruins lie beneath the Maelstrom on it's north-western fringes.

Beakwere (Geographical Feature)

Beakwere is the name for the shoreline region to the far-west of the Isle of Karthay. The shores are home to sea hags and numerous beasts. A small dock is also setup at Beakwere, however it is unsafe to stay in this area for long, due to the dark inhabitants that call it home.

Broka (Geographical Feature)

Just east of Mithas, lies the island of Broka. This heavily wooded island has a small minotaur colony, who harvest timber for the ships of the empire.

Chidell (Geographical Feature)

One of the closest towns to Istar itself, Chidell lay just south-east of the holy capital. With the Cataclysm, it was plunged to the depths of the ocean, and it's ruins still lie there.

Crest (Village)

Crest is a port town based on the eastern fringes of the Isle of Saifhum. Unlike the other sea barbarian settlements, those of Crest have agreements with the Blood Sea minotaurs, and do not attack one another. The Blood Sea minotaurs trade freely with the people of Crest, and have agreements to aid one another in battle. Crest is loosely led by the strongest and most wily ship captain amongst their number.

Dak Roth (Village)

Dak Roth is the north-western settlement on the Isle of Mithas. Dak Roth is a brother-settlement of Meitol and Solsos, serving to defend the isle from invaders.

Dark Glade (Geographical Feature)

High in the Worldscap Mountains, a small clan of mountain dwarves have made their home. In the western branch of the mountains, the dwarves discovered a mountain full of ore, in which they developed a mine. Their small settlement lie around and within this peak, which they guard fiercely against the few travellers who venture past.

Duma (Geographical Feature)

In the south of the Outer Settlements, lies the island of Duma. This island is settled by the minotaur people and houses a large colony.

Dus (Geographical Feature)

Directly to the east of the island of Mito, is the location of the island of Dus. The small colony has extensive trade with Mito itself, with an established trade route setup between Dus and Strasgard.

Eye of the Bull (Geographical Feature)

Between the isles of Mithas and Kothas lies a strait known as the Eye of the Bull. Strong winds produced from the cliffs of Mithas churn the waters into nasty waves on a constant basis. This dangerous strait is home to sea hags, and is traversed by only the most confident (or crazy) or sailors and pirates.

Firemount (Geographical Feature)

South of Kothas, lies the island of Firemount. This island is rich with iron and has been developed for mining to acquire iron and other valuable minerals for the empire.

Foam (Village)

The north-eastern village of Foam on the Isle of Saifhum has some level of trade with the port town of Crest, however there is open animosity between the two. The folks of Foam serve as spies for the Grand Mariner on the people of Crest, as well as serving as lookouts for threats coming from the minotaurs of the east.

Gamesh (Geographical Feature)

To the central eastern edge of the Maelstrom, was the original location of the town of Gamesh. Thrown to the sea floor, and a distance away from Istar, it is home to a number of undead and dark creatures who guard the treasures that lie in the ruins.

Gask (Geographical Feature)

To the east of the island of Mito, is where the island of Gask is situated. Primarily developed for mining, a small minotaur colony exists on the island.

Gill (Small Town)

Gill is one of the southern settlements of Saifhum, home to pirates and sailors. Due to it's location facing the Maelstrom and Ansalon, ships often are staged from here to raid the coasts of Nordmaar.

Gol (Geographical Feature)

On the eastern border of the Outer Settlements, lies the island of Gol. Not to be confused with it's southern neighbour Gul, this island is home to settled minotaurs and plays a minor role within the empire.

Great Kings (Geographical Feature)

In the north-western Blood Sea, sunken tombs of former kings and rulers of the High Ogre kingdoms are rumored to be located. Vast pyramids and other great structures lie beneath the dark depths of the Blood Sea in this area.

Grotto (Geographical Feature)

Directly west of Winston's Tower, in the waters of Blood Cup, is the sea elf settlement of Grotto. Residing in a remote location, the Dargonesti elves live a quiet lifestyle here in the depths off the Isle of Karthay.

Gul (Geographical Feature)

On the far edges of the Outer Settlements lies the small island of Gul. Populated by minotaurs, this remote island colony has little to do with most of the goings-on within the empire.

Hathan (Geographical Feature)

To the south-east of Kothas, in the Outer Settlements, lies the island of Hathan. Settled by minotaurs long ago, and also home to a large imperial garrison, Hathan is built as a reserve staging point for the empire when needed.

Holakan Islands (Geographical Feature)

Even further eastward of the Outer Settlements, lies the Holakan Islands, which are home to the Kazelati minotaurs. The Kazelati are descendants of the great minotaur hero Kaziganthi de-Orilg. The ruler of the Kazelati is the Patriarch, the senior-most warrior or scholar who has previously sat on their leading council.

Horned Bay (Geographical Feature)

The eastern shores of Mithas are framed by Horned Bay, a safe haven for ships and the entry to the docks of Lacynos. The bay spills out onto the Blood Sea, and the blue waters of Horned Bay quickly turn to red, several leagues west of Mithas.

Istar (Geographical Feature)

The ruins of Istar lie beneath the Heart of Darkness, centre of the Maelstrom of the Blood Sea. The dark abyss in which the ruins remain, are testament to the wrath brought down by the gods in response to the arrogance of the Kingpriest, former ruler of Istar. Istar was once a holy centre, ruled by the clergy and one of the most beautiful and wealthy cities of Ansalon. Heart of a great empire, within which lay several outying regions, such as Taol, Falthana, Seldjuk, Ismin and Gather. Istar was the moral and religious home of the civilised world...for those who did not deviate from the teachings of the Kingpriest and their followers. The moral good proved too unbending and when the gods retaliated to the arrogance of the Kingpriest, beautiful Istar was destroyed and sunk beneath the waves, along with many other areas devastated by the Cataclysm. Istar is now ruled by the foulest and most evil of denizens, however there are also a number of sea elves that live amongst the ruins. The former residents haunt the area and try to claim any living thing that is fool enough to venture near. The once holy city is now the Heart of Darkness.

Jarva (Small Town)

The town of Jarva lies on the south-western point of Mithas, and is known primarily as a port town. It is located near an expansive villa, owned and run by one of wealthiest merchant families of the minotaur empire.

Kai-Lan (Village)

The lovely and quaint village of Kai-Lan was built long ago by the Istarians, who kept numerous minotaur slaves. When the Cataclysm struck and the isle of Karthay was separated from the rest of Istar, the minotaurs threw off their chains and set upon their former masters, killing all of them. Those from the destroyed city of Karthay migrated to the village of Kai-Lan, where the brutal and savage minotaurs have their only settlement. Kai-Lan is located on the south-eastern shores of the Isle of Karthay. Rule of Kai-Lan goes to the stongest and most savage amongst their number.

Kalpethis (Large City)

The capital of the Isle of Kothas, Kalpethis (also known as Morthosak) is situated in the centre of the isle itself. The sprawling city is home to a large number of minotaurs, as well as pirates and slave traders. Once ruled by it's own emperor, it was once of equal importance to the empire as the Isle of Mithas. In later years, the minotaur nation has been ruled by one leader only. The leader always resides in the imperial capital in Lacynos. Thus Kothas has faded in importance, although it is still an important part of the empire.

Karthay (Geographical Feature)

The city of Karthay was once the capital of the Falthana province in Istar. With the Cataclysm and the separation of the Isle of Karthay from Ansalon, the city fell into ruins and the few survivors were slaughtered by the surviving minotaur slaves. The minotaurs then migrated to the settlement of Kai-Lan, leaving the once-great city of Karthay to the vultures. The ruins are home to numerous beasts who migrated from the Silent Plain in the south. The surviving structures are filled with untold treasure, since the minotaurs of Kai-Lan had no need for such things.

Kuda (Village)

The village of Kuda is set in the south-western corner of Kothas. In pre-Cataclysmic times it was an Istarian village in the Midrath region, where minotaurs were kept as slaves. When the Isle of Kothas separated from the rest of Ansalon, the surviving minotaurs overthrew their masters and claimed the area. It is now considered a sacred place, where the minotaurs go to remind themselves that they will not be slaves any longer. The village is governed by a local warrior, who offers his allegiance to the emperor of Lacynos.

Lacynos (Large City)

The capital of the Isle of Mithas, and the true seat of power for the minotaur empire. Lacynos, also called Nethosak by the minotaurs, is a massive city that is dominated by two structures. The palace of the emperor, and the Great Circus, which is a vast colloseum in which the minotaurs battle another in gladiatorial combat for sport and to gain status. The city is covered with shops and has one of the largest docks on the continent. Lacynos boasts a large fleet of ships, and is populated mainly by minotaurs and also with human sailors and pirates.

Maelstrom (Geographical Feature)

A gigantic whirlpool known as the Maelstrom once dominated a huge area of the Blood Sea, covering the waters between Ansalon and the Blood Sea Isles. A storm raged in this whirlpool that never ended, dragging ships and those unlucky to be caught in the Maelstrom to their doom. All manner of undead and other foul creatures also lurked within the storm. The whirlpool churned up red clay from the sea floor, turning the waters to a red, the color of blood. The centre of the Maelstrom is based over the ruins of Istar, leading to the notion that the Maelstrom was created by the gods' ire at the mortals, since it only appeared after the Cataclysm. With the Summer of Chaos, the Maelstrom quieted for the first time and the Blood Sea is at peace once more.

Marl (Geographical Feature)

Just off the northern coastline of Mithas are the ruins of Marl. Formerly an Istarian village, it fell beneath the waves during the Cataclysm. Little of worth is believed to lie in these ruins, and it has been explored many times by the residents of Solsos and Lacynos.

Meitol (Village)

Meitol is the south-western settlement on the Isle of Mithas. Meitol has a dual purpose, it is a settlement for those who do not wish to live in the crowded city of Lacynos, and also serves a defense outpost, to guard against intruders.

Mithra (Geographical Feature)

Slightly south-west of Chidell, lie the ruins of Mithra. Another Istarian town, destroyed by the Cataclysm. It ruins are home to the dark creatures of the sea.

Mito & the Outer Settlements (Geographical Feature)

Far to the east of the Blood Sea Isles, are a group of small islands. These islands were also once part of Ansalon, however they were pushed further outward than the four main isles. A perpetual fog makes these islands hard to locate, and dangerous reefs make it hard for ships to navigate. The minotaurs of Mito and the surrounding islands each have their own governor, who reports directly to the Emperor of the Blood Sea Minotaurs. Mito itself houses the port city of Strasgard, from which ships regularly travel towards and back from the inner islands of the empire.

Pearl (Small Town)

On the northern tip of the Isle of Saifhum, is where the town of Pearl is located. The town itself is built into the limestone rocks of the isle, and is run by the Shipbuilders Guild of Saifhum. Most new ships of Saifhum are built and launched from the docks of Pearl, to head out for trade or plunder. Naturally the town is extremely wealthy because of the constant need for new ships.

Petarka (Geographical Feature)

Slightly east of the Outer Settlements, in waters near to where Quar is located, lies the island of Petarka. The island is constantly shrouded by mist and is home to minotaurs who are independant to the empire and other clans.

Phelat (Geographical Feature)

The ruins of Phelat reside on the sea floor south-east of Winston's Tower off the Isle of Karthay. In the Blood Cup waters, it is home to numerous sea creatures.

Quar (Geographical Feature)

Just to the east of the furthest limits of the Outer Settlements lies the island of Quar. Settled by minotaurs, it is officially outside of the empire, but still governed and reporting back to the inner islands of the nation.

Rhaddu (Geographical Feature)

Just north-west of Istar is where the ruins of Rhaddu are situated. A town destroyed by the Cataclysm, it's former residents haunt their former home.

Salt (Village)

One of the western three villages of Saifhum. Salt's residents serve as the defenders of the eastern coastline, as well as openly trading and offering supplies to it's two brother villages along the coast.

Sargasso (Geographical Feature)

Somewhat south-east of Saifhum are the ruins of the great ship Sargasso. Having sailed into the Maelstrom long ago, it was thrown clear of the outer rings and back towards Saifhum. It was loaded with all manner of treasure, and sunk beneath the waves. Dark creatures remain within the wreckage, along with giant sharks and other fearsome creatures. However the riches of Sargasso still tempt many pirates and seafarers.

Sea Breeze (Small Town)

The town of Sea Breeze is mainly a defensive port, from which the sailors and pirates defend their isle against threat from the minotaurs. Nestled amongst the cliffs on the eastern side of Saifhum, the city is mounted in a secure location that is difficult to attack.

Sea Reach (Large City)

Capital of the Isle of Saifhum, and home to more pirates than anywhere else. Sea Reach is a large city whose docks are possibly larger than the actual city itself. Relying chiefly on trade, fishing and piracy, it draws those involved in such things to it's shores. The streets are filled with many undesirables, and it is ruled by the Grand Mariner. This position is won by the person who pays off the most voters to get themselves into power. So effectively the most wealthy and corrupt pirate, is generally the person in power in Sea Reach. The city possesses the most expansive shipyards anywhere on Ansalon, even dwarfing those at Lacynos.

Selees (Geographical Feature)

The island of Selees is situated in the south of the Outer Settlements. Settled by minotaurs of the Blood Sea Isles and the site of a major battle between the clans.

Shiv (Small Town)

The most north-western settlement on the Isle of Kothas, Shiv was where the minotaurs of this isle first settled after the Cataclysm. In pre-Cataclysmic times, Shiv was located in the Midrath province, home to many of the more barbaric tribes, before the legions of Istar took over and then placed minotaur slaves there. Of the minotaurs who settled on Shiv after the Cataclysm, many moved further inland to Kalpethis. Those remaining maintain the ancient architecture and artifacts of their race which is housed here. It is also rumored as the place where the hero Kaziganthi battled a huge stone dragon.

Silent Plain (Geographical Feature)

The broad plains north of Winston's Tower are known as the Silent Plain. So called because no civilised creatures live in this remote area, it is home to numerous beasts and little else. The few humanoids in the region do not dwell anywhere near the animals of the Silent Plain.

Solsos (Village)

Solsos is the central northern settlement on the Isle of Mithas. Solsos is a brother-settlement of Meitol and Dak Roth, serving to defend the isle from invaders.

Spray (Village)

One of the western three villages of Saifhum. Spray's residents serve to deal directly with Sea Reach, serving as it's liaison in the west. The pirates of Spray alternate between raiding the coasts of Ansalon, and defending Saifhum.

Storm (Village)

One of the western three villages of Saifhum. Storm's raiders plague the coasts of Nordmaar.

Tadaran (Geographical Feature)

The island of Tadaran is situated in the north-east of the Outer Settlements. It is home to several notable clans, and another jewel of the minotaur nation.

Tailyon (Geographical Feature)

At the eastern base of the Worldscap Mountains lie ruins of a former town. Believed to have been the crumbled remains of an Istarian town in the Falthanan province, little is left in this barren part of the Isle of Karthay.

Tayv (Geographical Feature)

Tayv is located south-east of Istar, beneath one of the outer rings of the Maelstrom. Thrown to the sea floor, little remains other than ruins and the former residents.

Tengis (Geographical Feature)

On the furthermost fringes of the Outer Settlements, lies the island of Tengis. This island is home to peculiar varieties of fauna and flora, and offers much in the way of rich produce to the rest of the minotaur nation.

The Sword (Geographical Feature)

South-west of the Isle of Karthay, from out of the water stands a collosal statue of a warrior bearing a great sword. The statue is so tall that the base rests on the sea floor, and the sword still stands well above the depths.

The Ziggurat (Geographical Feature)

To the north-east of the Isle of Kothas, lie the ruins of the Ziggurat. These ruins suggest the work of the High Ogres, who once built this grand temple in the Age of Dreams.

Thorak (Geographical Feature)

In the waters next to Thuum, lies the small island of Thorak. The island is settled by a number of minotaur who are ruled by a governor. The governor reports directly to the Emperor of the Blood Sea Minotaurs and monitors this region of the Outer Settlements for the emperor.

Thuum (Geographical Feature)

Thuum is the most south-eastern of the islands in the Outer Settlements. Rich forests cover the island, which provide wood for the ships of the minotaur empire.

Turak Major (Geographical Feature)

In the southern part of the Outer Settlements lies the island of Turak Major. Once home to a legion of minotaurs and also the site of an epic battle between the clans, the island is now home to a much smaller number of minotaurs and little else.

Varga (Small Village)

On the central northern part of Mithas, lies the small village of Varga. This town lies slightly west of Solsos and is the major port from which ships traverse between the Outer Settlements and those closest to the Blood Sea. Other than the active and thriving docks, there is little else of interest in this minotaur community.

Vyrox (Geographical Feature)

In the tempestuous Argon's Chain on Mithas, lie the ruins of the former settlement of Vyrox. Once a growing mining community that provided rich minerals to Mithas and the rest of the minotaur nation, it was later converted into a slave camp, that forced the enemies of the empire to toil in the mines. The settlement was destroyed long ago by an active volcano, however the mines of Vyrox still exist. Slaves of the minotaurs are forced to work in the oppressive conditions, where slaves die from breathing in the falling ash on a constant basis, as well as falling to the whips of the minotaur guards.

Warhammer Point (Geographical Feature)

Directly east of the island of Mito, lies the island of Warhammer Point. The minotaur nation settled this island for the sole purpose of mining it for rich minerals, and have setup a mining camp here.

Wavend (Village)

The most southern settlement of Wavend is often plagued by inhabitants of the Blood Sea. Helping the folks of Spray in keeping the dark denizens from the shores of Saifhum is the duty of the souls in this village.

Winston's Tower (Geographical Feature)

Once a lighthouse for ships coming towards Istar which was located in the Falthanan region. In post-Cataclysmic times, the great tower still stands, however it is now testament to a near-abandoned shore and a derelict dock. Winston's Tower is filled with traps and has been home to gnomes and other curious races over the years. Due to the remoteness of Karthay and the constant threat of minotaurs, few folk ever stay or survive in the tower for long though.

Worldscap Mountains (Geographical Feature)

On the Isle of Karthay are the largest mountains in all of Ansalon. The Worldscap Mountains dominate the isle and are unexplored for the most part. Further up the range are located rainforests and kyrie settlements, as well as all manner of flora and fauna, many of which cannot be found anywhere else on the continent. Three large peaks stand above all others, Cloudpainter to the south, and Shattersky to the north. However the central peak of Worldscrown is the highest point in all of Ansalon.

World's Spine (Geographical Feature)

Stretching from north of Saifhum down the southeastern coastline and towards the former Maelstrom, stands the World's Spine. A gigantic wall and a series of towers emerges from the depths of the Blood Sea, a sign of perhaps a great Istarian wall that was designed to hold back invaders from the west.

Zaar (Geographical Feature)

Zaar is one of the most remote eastern colonies of the Outer Settlements. Home to a small clan of minotaurs, who live in near-seclusion, that have only recently been re-introduced back into the great minotaur empire.

Zalodh (Geographical Feature)

The ruins of Zalodh rest below the waves just south of Kothas. Once a city in the Istarian province of Seldjuk, it ruins house great treasures for those willing to brave the depths.

Cristyne

West of Southern Ergoth and south-east of Sancrist, lies the small island of Cristyne. The island is isolated and often been home to refugees of one kind or another. With the onset of Gellidus during the Age of Mortals, many folk fled Southern Ergoth and set themselves up in Cristyne. The capital of Merwick is now overpopulated and settlements are rapidly emerging throughout other areas of the island. The island is split between forested woodlands in the western half, grassy plains in the eastern half, and a mountain range down the middle.

Baleph (Geographical Feature)

Baleph was once a settlement of the Kagonesti elves, that fell into ruin during the early stages of the Age of Despair. When the Kagonesti first migrated to the western side of Cristyne, they built a minor defensible settlement, to guard against the possible dangers within the forest. Once they learned that the forest was inhabited by only the fey and giant insects, they left their settlement to dwell directly under the trees themselves. Since then, no attempt has been made to restore Baleph. The Kagonesti prefer to live within the forests, with the animals and the fey creatures. The wild elves receive few visitors and do not trade or deal openly with outsiders.

Chasten (Geographical Feature)

On the south-east tip of Cristyne is the small village of Chasten. The village is primarily based around the fishing trade, although in recent times the population has boomed with the constant tide of refugees from Southern Ergoth. Chasten is governed by a mayor and is now inhabited mainly by humans, but also by kender, elves and even a few half-ogres. Wooden buildings with thatched roofs comprise most of the dwellings and shops in Chasten, and a small series of docks lies in the eastern side of the village. The peaceful folk of Chasten trade regularly with Merwick, the only other major settlement on Cristyne.

Christening Springs (Geographical Feature)

In the northern forested area of Cristyne, is a lovely clear body of water, known as the Christening Spring. Animals of the forest are often spread along it's edges, either lapping at the water or dozing in the cool area. An aura of calm seems permanently fixed around the area. Fey and wild elves also commonly can be found here, trading stories and goods. To the inhabitants of western Cristyne, the Christening Springs are considered a holy shrine of Chislev, and offerings are occasionally left at the edges. Whether other elves or fey take these offerings is unknown, however they always disappear shortly after being placed, and the donor is often blessed with good fortune and health afterwards.

Merwick (Large Town)

Along the central eastern coast of Cristyne, is the major settlement of the island, known as Merwick. Founded shortly after the Cataclysm, by those fleeing Southern Ergoth, Merwick has long been home to refugees. The town has grown considerably since it was first built, and is governed by the Kagonesti elves who founded Merwick. The wild elves now dwell with many of their other elven cousins, as well as a large number of humans, dwarves, kender and half-ogres. The town itself has a number of large coastal villas, a series of docks from which trading vessels come and go, a large town square which houses the seaside markets, and a small fort of the Solamnic Knights. The knights guard both the populace of Merwick, and serve as reinforcements to their fellow knights in Castle Eastwatch on Southern Ergoth.

Tower of Magius (Geographical Feature)

Within the mountain range of Cristyne, at the northern tip lies an ancient tower, which is rumored to be the former residence of the great wizard Magius. Whether true or not, the forbidding tower is known as the Tower of Magius and is inaccessible to all, except those gifted with the ability to fly. Inside the Tower of Magius are reportedly treasures both magical and otherwise, dating back to the Age of Dreams and earlier (as Magius was known as a collector of artifacts in his day). Magical guardians are known to wander the outer area of the tower, keeping the tower intact until the day that their master returns.

Enstar

The island of Enstar resides south of Southern Ergoth and in pre-Cataclysmic times was once part of the great Ergothian empire. Grasslands dominate Enstar, and a few small settlements of note are spread across the island. During the Summer of Chaos, Enstar was devastated by legions of shadow wights that destroyed the majority of the small communities, and the populace are only now slowly starting to rebuild.

Dal (Geographical Feature)

Along the central eastern coast of Enstar, lies the former village of Dal. The fishing village had some trade established with Enstar, but was wiped out by shadow wights during the Summer of Chaos. The inhabitants were all killed, and Dal has since become a ghost town. The occasional shadow wight is known to still dwell in the ruins.

Daleth (Geographical Feature)

On the south-western coastline of Enstar are the ruins of Daleth. Once a small town of the human folk of Enstar, it was long ago destroyed by the giants and ogres who dwell in the southern plains of Enstar, and also by the bugbears and goblins of the western coast. The survivors fled northward towards the more densely populated northern coastline of Enstar, to escape the ravages of the bugbears, goblins, ogres and giants. The ruins of Daleth have been fought over by the fierce tribes ever since, but have never been held for long by either the goblins or the giants and their allies.

Hankl (Geographical Feature)

North-east of Dal are the ruins of Hankl. Much like most of the other settlements of Enstar, Hankl and it's residents were decimated by shadow wights during the Summer of Chaos. Hankl is now a desolate settlement, devoid of the vibrant markets that once were held here.

Hovost (Small Town)

When the shadow wights fell upon the island of Enstar, the only settlement prepared was Hovost. The town lies on the central northern point of the island and is now the only home of the civilised residents of Enstar. Hovost has a high palisade that surrounds the town and was the saving grace against the hordes of Chaos. The town is self-sufficient and have developed weapons to hold back and even destroy the shadow wights. Hovost is led by an elected mayor, and guarded by almost every member of the town. Everyone in town takes a shift on the high defensive wall, watching for any sign of danger. Threats from all sides, means that the residents of Hovost open their gates for few people, and are not openly friendly to strangers.

Lerek (Geographical Feature)

To the north-west of Hankl is the former town of Lerek. The once-popular fishing town was claimed shortly after Hankl, overwhelmed by the hordes of Chaos. Lerek is abandoned by all except for the few shadow wights who remain here.

Rantil (Geographical Feature)

Rantil lies to the south-west of Hovost and was the last settlement to fall to the shadow wights. The wights came from the Sirrion Sea to the west, sweeping over the walls and wiping out every resident of Rantil. The village had decent defenses to stave off the goblins to the south, however they were not enough to hold back the teeming hordes of Chaos. Like the other settlements, Rantil is now abandoned.

Sinkhole (Geographical Feature)

The central region of Enstar is covered in sinkholes, caused by underground rivers and cavities during the land shifts of the Cataclysm. In effect, the central region of Enstar is basically one giant area of quicksand, which is solid one minute, and shifting under your feet the next. The area is skirted by the few remaining inhabitants of Enstar.

Spawning (Geographical Feature)

Off the south-western coast of Enstar, under the waves of the Sirrion Sea is the site known as Spawning. To the sea communities, this place is feared above most others. Giant squid and other beasts and great predators of the sea swarm here. Whether it be the climate or the touch of Zeboim is unknown, however the greatest predators of the sea lay their eggs here and the strongest and most fierce who can kill and not be killed, swim off to dominate other parts of the waters of Krynn. If ever there was a central pit of evil for the undersea beasts of Ansalon, this would be it.

Estwilde

Estwilde is a region cornered in from all sides. Solamnia on one side, Taman Busuk on another and Throtyl in the middle. Estwilde has often been a middleground between opposing forces where wars are waged. The region is a mixture of forests, plains, mountains and marshes. The region has three distinct areas: Qualmish (North Shore), Quettar (Midlands), and Qwermish (South Shore). The people of Estwilde are as hard as the battles fought through the area, and there is no singular ruler for the region.

Arl's Watch (Large Town)

On furthermost south-eastern shores of Estwilde, in the Qwermish area, is the town of Arl's Watch. Filled with inns and taverns, as well as a large dock area for ships coming in from the New Sea, the town also houses a number of temples to the gods. Rule of the town is generally won by the fiercest rogue in the area, who rules from Arl's Keep, a small fortress based in the south part of town.

Darkling Hall (Geographical Feature)

North of Firstwal, in the Quettar region is a passageway carved into the Dargaard Mountains. At the end of a passageway lies a large chamber with black polished stone as a floor. No living race knows who created this chamber or hallway. Although popular belief is that this was once a portal for the dark gods to enter Krynn. Darkling Hall has remained unused and dormant for many long years.

Firstwal (Small Town)

Originally created as a Solamnic post in long ago times, Firstwal is the only major town in the Quettar region. Over the years it has been home to hobgoblins, human warlords and a number of other folk. The city has become a melting pot of races, and is now home to goblins, hobgoblins, centaurs, humans and half-ogres who all live and work side by side. Rule of the town is generally granted to the most cunning individual that can kill off their competition first. Obviously rulers tend to come and go rather fast in Firstwal.

Gwan (Geographical Feature)

Bordered by the New Sea, are the ruins of Gwan in the Qwermish area. Gwan is home to a large number of gully dwarves who call them home. There is little of value in the ruins, although the little folk have been known travel between the ruins of the city of Haltigoth from time to time.

Haltigoth (Large City)

If there was ever a capital for the Estwilde region, Haltigoth would be it. Whilst trade is extremely strong in the city, and many merchants grow rich in the city, the city itself is in poor condition. Many buildings are in a state of disrepair, however those located in the wealthy district, have all the opulence money can afford. The city is ruled by the most powerful person who chooses to run it. Haltigoth has had a string of rulers in the past from amongst local barbarians, pirates, merchant lords, goblin and warlords.

Kurst (Small Town)

Somewhat south of Firstwal is the town of Kurst. The town is perched as the base of a broad mountain range, and is kept under constant thread. The goblins to the west in East Keep and the creatures from the surrounding marshes plague the villagers. The town is populated chiefly by tough barbarians who are used to hardened life of living under constant threat.

Kwinter Ranch (Hamlet)

South-east of Firstwal, Kwinter Ranch is the foremost goat and horse ranch in Estwilde. Known to breed fast and superior horses than almost anywhere else on Ansalon, they are sought far and wide by many folk.

Mageholm (Village)

Mageholm serves as the border village between Estwilde and Lemish. The village is home to both barbarians and practitioners of the dark arts. Some trade occurs between Mageholm and Lemish, and dark treaties are in place to ensure that the interests of both areas is kept.

Ohme (Village)

To the far north of Estwilde, in the Qualmish area, lies the village of Ohme. Originally a popular port town that had a thriving trade route in pre-Cataclysmic times. However changes during the Cataclysm, meant that the lovely port town was soon surrounding by swamplands. The swamps are home to all manner of creatures and are ruled to some degree by the black dragon Mohrlex. The villagers of Ohme live in fear of the dragon in the swamp around them, and also of Lorrinar the green dragon, directly to their south-east.

Pey (Geographical Feature)

South-west of Kurst in the Quettar area are the ruins of Pey. Amongst these ruins are some deep mines, which are rumored to house great treasure. Many travellers have ventured into their depths, few have returned.

Singing Mountains (Geographical Feature)

The Singing Mountains are an anomaly in the known world, located east of Haltigoth in the Seven Spires. They are a group of mountains which sing lovely and hypnotic tunes that have led many explorers to fall to their deaths, whilst under the spell of their music.

The Loam (Geographical Feature)

The Loam is a mystical site to the south-west of Firstwal. In this swampy area the loam has magical healing properties that can cure disease and injuries. If removed from the area, the loam loses it healing properties after a full day. The origin of the Loam is believed to have been that Mishakal cried when seeing people suffer in the first Cataclysm, and that her tears gathered and formed the site known as the Loam.

The Shadowglades (Geographical Feature)

In the deep swamps of Estwilde lie the Shadowglades. Dark creatures wander these swamps, that are not seen anywhere else. Rumors have long purported that a renegade wizard uses his arcane arts on the creatures in the area long ago, and that these same creatures now prey on anything that enters their domain.

Two Creek (Large Town)

On the coastal fringes of the New Sea, to the south-west of Haltigoth, is where the town of Two Creek is situated. The town was originally designed as a staging area for human invaders to claim a foothold into Estwilde, and it has always been designed for defense. Less military minded humans hold the town now, although they utilise the strong defenses to hold back marauding goblins and barbarians.

Wheatly (Hamlet)

Located in the Southern Dargaard Mountains is the hill dwarf settlement of Wheatly. The Neidar dwarves mine ore in the mountains and have already developed large caches of weapons from the materials in the surrounding area. To defend their settlement and riches, the dwarves have also mined caves in the mountains, into which they can flee if ever threatened.

Woods of Lahue (Geographical Feature)

At the base of the Astivar Mountains lie the Woods of Lahue. The green dragon Lorrinar rules the woods now, and there are also inhabited by the Lahutians, a tribe of humanoid cannibals. The Lahutians have no fixed settlements but instead roam the woods. They fear nothing other than the great green dragon itself.

Goodlund

Goodlund was once a thriving region, filled with wildlife, merry kender and lovely forests. However the coming of the dragon Malystryx changed Goodlund completely, as she made the region her new home. First Malys turned the entire area into a volcanic wasteland called the Desolation and destroyed the villages on the Dairly Plains. She then plagued the rest of the region, allowing some areas to submit to her or be destroyed. Just off the north-eastern coast of Goodlund, lies two islands: Misty Isle and the Elian Wilds. Both are home to a small tribe of humans, who live in seclusion and only occasionally deal with anyone outside of their realm. These humans (the Ran-Eli) keep themselves away from their neighbours on the mainland of Goodlund. The Desolation still dominates the mainland of Goodlund, however the disappearance of Malys has brought a small measure of hope back to the region, with the hope that the land may heal over time.

Balinest (Geographical Feature)

Balinest was once home to a tribe of Kagonesti elves, which was situated on the southern edge of the Beast's Run, in the south-western edge of Goodlund. The elves were friends with their northern neighbours, the kender, as well as the centaur tribes of Wendle Woods, and protected the wildlife of the region. Malys razed the Wendle Woods when she arrived and destroyed the village of Balinest. Only charred remains are left as a testament to the elves.

Blood Watch (Geographical Feature)

In the time of the Kingpriest, the fortress of Yandol was built to guard against invaders into the Istarian empire from the south. With the Cataclysm, the fortress was carried into another region altogether, but survived relatively intact. The haunted souls of Istar still permeate throughout the ruined fortress, for which it was renamed to Blood Watch. Along the central northern coast of Goodlund, is where the fortress can be found.

Bog (Village)

To the east of the village of Charred, on the fringes of the Southern Courrain, is the village of Bog. This underwater village is home to both koalinths and kuo-toa, who rule the waters on the southern-edge of Goodlund.

Burning Sands (Geographical Feature)

The north-eastern section of Goodlund, just to the north of the Dairly Plains has been transformed into an area now known as the Burning Sands by the dragon Malys. A vast desert was created in this region which is filled with lava and tar pits. Poisonous gases are emitted from deep fissures, and little can survive in this devastated area.

Channel (Village)

The underwater village of Channel is home to Dimernesti elves and is located off the southwestern coast of Goodlund. Along with it's sister village Point, the Dimernesti rule the area and protect the waters and unwary travellers from the darker denizens of the deep.

Charred (Hamlet)

Charred resides in the south-eastern section of what was once the Wendle Woods. Formerly this site was home to the elven city of Talin back before the Cataclysm and was home to a branch of elves who called themselves the Talinesti. Little is known of these elves and their once-grand city was lost to time during the Cataclysm. The ruins of Talin were further decimated by Malys and are now home to kender who were displaced by the overlord.

Claren Elian (Geographical Feature)

On the north-eastern section of Elian Wilds, lies the once-great city of Claren Elian. The city is uninhabited and only visited by the Masters of Rank, the supreme warriors and leaders amongst the Ran-Eli. Huge monuments and detailed structures are spread through the city, and anyone caught inside who isn't a Master of Rank, will be executed on sight.

Elian Wilds & Misty Isle (Geographical Feature)

The two small islands of Elian Wilds and Misty Isle are situated to the north-east of Goodlund. Little is known about the two areas, due to explorers to the place either vanishing or returning to the mainland with horrific tales. The island of Elian Wilds is home to a small tribe of humans called the Ran-Eli, who are not trusting of outsiders, nor friendly in any way. The Ran-Eli were once enslaved by scions long ago, and have since mastered every known weapon, to reduce the chances of them being enslaved ever again. Both Elian Wilds and Misty Isle are heavily forested and secluded. Elian Wilds is the larger of the two islands, and also the ancestral home of the Ran-Eli. Misty Isle is home to a small amount of wildlife, as well as a smaller number of the Ran-Eli, than those who dwell in the Elian Wilds.

Falsh (Village)

The central southern village of Falsh is one of the barbaric homes of the sligs of the Laughing Land. Because the sligs offered fealty to Malys, they were spared her wrath and served her until her death. Their village continues as normal in the post-War of Souls era, defending against their rivals, the gnolls and the goblins.

Farholm (Village)

On the north-western fringes of Goodlund, just to the north of the ruined Kenderwood, lies the former village of Farholm. Once Farholm was a simple trading village, that was also home to the neighbouring kender. The village was sacked by pirates and left a near ghost town during the Age of Despair, and then completely wiped off the map by the wrath of Malys. Where once the village of Farholm stood is now an unreachable section of the Desolation.

Goblin Catacombs/Lifesbreath (Geographical Feature)

In the central northern region of Goodlund, the Lifesbreath river runs. At the northern tip of this river, there lies a series of caverns and catacombs which became home to numerous goblin tribes after the Cataclysm. The creation of the Desolation caused many of the catacombs to cave in and kill the goblinoid inhabitants, however many still survived. The goblin catacombs stretch under a large part of Goodlund and allow underground access to many areas of the region now. Kender are known to often traverse the caverns, since goblin numbers are low in this area, in the post War of Souls age.

Grimdel (Geographical Feature)

Once located in the Beast's Run to the south-west of Goodlund, the area of Grimdel was sacred to Chislev. When Malys destroyed both the Wendle Woods and the Beast's Run, the small community of Grimdel was also wiped out. Grimdel was home to Kagonesti elves and all manner of wildlife, who traversed between this small refuge and Balinost.

Habbakuk's Necklace (Geographical Feature)

Along the south-western coastline of the Dairly Plains lies a chain of small outcroppings. The uninhabited segments of land resemble a necklace of sorts, and are called Habbakuk's Necklace. As the entry point towards the Southern Courrain Ocean, it is believed to be a sign from Habbakuk that the animals and creatures in the water are under his guardianship.

Haunting (Geographical Feature)

Before the coming of the overlords, there were rumors in the Kenderwood, of a coven of hags who hunted the kender. These hags resided in a hut which walked on stilt-like legs, or so the kender would swear. With the destruction of the Kenderwood, it is believed that any witches who once haunted and preyed on the kender in the area are long since dead. However small kender children still tell the tales of the fearsome "Haunting" of Kenderwood, in which the grand hut of the witches moved from location to location in the southern reaches of the forest.

Hillshar (Geographical Feature)

On the western fringes of the Kenderwood, once lay the kender hamlet of Hillshar. The inhabitants dwelt both in structures on the land and also in the trees, mirroring to some degree, the residences in Solace. Nestled near the Bristle River, Hillshar was once a peaceful little hamlet... or as peaceful as a hamlet full of kender can be. However when Malys razed Kenderwood, Hillshar was reduced to ash and rubble.

Hippocamp (Village)

Directly west of Blood Watch, in the waters south of the Blood Sea, lies the underwater village of Hippocamp. Much like it's name, here is a small community of Dimernesti elves who live and train with hippocampi, who serve in the defense of their village. Faced against giant sharks and other marauders from the Blood Sea, the hippocampi have proved an effective fighting force in conjunction with the sea elves, in keeping away from their camp and also the coast of Goodlund.

Kendermore (Geographical Feature)

Kendermore was once a large town, nestled in the centre of the sprawling Kenderwood. It was the largest gathering of kender on Goodlund, and the original home of the kender race. A town filled of winding alleyways and roads that led nowhere, Kendermore was a confusing place. For a town it was governed by a local mayor, until the War of the Lance, when it was ruled by the Grand Marshal and military leader of the kender. Kendermore was destroyed by the dragon Malys and her minions during the Age of Mortals, and all it's inhabitants either fled or were killed. Now charred ruins and blackened cobblestones remain where once several thousand happy kender once dwelt.

Kenderwood (Geographical Feature)

On the western side of Goodlund, the Kenderwood once stretched the entire length of the region. Lush forests, great plains and peculiar wildlife (such as the goatsucker bird) once called this great forested area home. The kender first established themselves on Ansalon in the Kenderwood, thus naming the area after themselves. However the dragon Malys ravaged Goodlund and decimated the entire Kenderwood, turning it into an extension of the Desolation. Volcanic craters, lava and tar pits replaced what was once a beautiful and vast forest.

Khotaa (Small Town)

When Malys ravaged the Dairly Plains, destroying both human settlements of Ran-Kho and Ran-Khal, the survivors all banded together and founded a new town, which they named Khotaa. Several smaller settlements also sprung up in the Desolation, however Khotaa is the largest gathering of barbarians who still reside in the area. As with their previous ways, the barbarians have a chieftain who they follow, however they have forsaken their old ways of ancestor-worship, in favor of revering the returned gods.

Maddening Springs (Geographical Feature)

On the south-western edge of the Southern Dairly Plains lies a small spring. This spring is hidden in between rock outcroppings and small hills, and is believed to have remained untouched, even after Malys devastated the area. The spring is rumored to be able to heal any illness whatsoever, however that anyone who drinks from it's waters more than once loses their mind.

Nitolis (Geographical Feature)

The ruins of Nitolis are beneath the waves off the south-western coast of the Southern Dairly Plains. What was once a small town of repute before the Cataclysm is now long forgotten and inhabited by various sea creatures.

Peak of Malystryx (Geographical Feature)

In the former Kenderwood, at the site of the destroyed Tower of High Sorcery, later known as "The Ruins", lies the Peak of Malys. When the overlord altered the land, a huge mountain rose amidst the Goodlund Ranges, ringed by active volcanoes. The dormant magic of the former Tower of High Sorcery is believed to have powered Malys' ability to create the Desolation and raise her peak. With the passing of the overlord, foul denizens and former servants of the dragon still dominate the area.

Point (Village)

Point is an underwater settlement to the south of Grimdel, just off the southern coast of Goodlund. Home to Dimernesti elves and sea creatures, with it's sister city Channel, the sea elves guard the coasts of Goodlund against underwater invaders such as the kuo-toa or sahaugin.

Ran-Helios (Small Village)

Ran-Helios is one of the surviving villages of the Ran-Eli, and is located on the western side of Misty Isle. With regular trade between Ran-Helios and Ran-Pol in the east, the Ran-Eli live a safe and secure life. The greatest warriors amongst them, who become Masters of Rank, usually leave Misty Isle and take up residences on Elian Wilds.

Ran-Kersh (Small Village)

Just south-west of the city of Claren Elian, lies the village of Ran-Kersh. Home to many of the finest warriors and assassin from amongst the Ran-Eli, as well as home to the majority of Masters of Rank, Ran-Kersh is understandably a well-protected village. Strong overtones of a patriarchal society are prominent here, as well as spartan and militarised defense posts dot the perimeter of the village.

Ran-Khal (Geographical Feature)

Ran-Khal was once the major barbarian settlement in the Northern Dairly Plains. It was home to minor barbarian tribes who like the Plainsmen of Abanasinia, were focussed on ancestor-worship. A chieftain ruled them, as the wisest and greatest warrior of their number. The folk of Ran-Khal traded with their cousins in Ran-Kho, to the south. However Malys destroyed Ran-Khal when she arrived on Ansalon, which led to the survivors fleeing southward towards their cousins.

Ran-Kho (Geographical Feature)

The settlement of Ran-Kho once resided on the south-eastern fringes of the Southern Dairly Plains, just northward of Habbakuk's Necklace. The folk of Ran-Kho were barbarians, akin to their northern cousins in Ran-Khal. As Malys tore Ran-Khal apart, she then set upon Ran-Kho, destroying it also. Not knowing of the fate of their northern cousins, the survivors of Ran-Kho fled to Ran-Khal, hoping to find shelter.

Ran-Mai (Small Village)

Ran-Mai is located slightly east of Claren Elian and is a minor settlement that is designed to watch for intruders from the east. Ran-Mai is another home for Masters of Rank, who do not choose to dwell in Ran-Kersh.

Ran-Mol (Small Village)

Ran-Mol sits on the south-west of Elian Wilds and is constructed more like a fortress to defend against invaders, than a village. The dwellings in the village is spartan, much like those in Ran-Kersh, and it is setup right on the coastline, so any invaders can be spotted almost instantly.

Ran-Pol (Small Village)

Ran-Pol resides on the eastern section of Misty Isle and is the brother city of Ran-Helios. Trade and fishing is prominent in this village, which houses a number of Ran-Eli. Like Ran-Helios, any prominent warriors do not reside long in Ran-Pol, preferring to travel to Elian Wilds instead, to pay their respects at Claren Elian.

Ripzh (Village)

Another slig village in the Laughing Lands. Ripzh is in the central northern section of the Laughing Lands, and the closest to the settlements of the goblins. Because of their location, Ripzh is constructed as more of a defensive stockade than anything else. The sligs also paid homage to Malys until her demise, and they now continue their private war against the gnolls and goblins.

Sea of Cinders (Geographical Feature)

The Laughing Lands was once filled with verdant plains and light sands. When the Malys transformed Goodlund into the Desolation, she altered the landscape of the Laughing Lands into a desolate area filled with black ash and black rain. Most inhabitants of the Sea of Cinders need to find ways to stop the ash from choking them, which is why the goblins remain clear of the area mostly, staying their catacombs. The sligs and gnolls can tolerate the conditions and are two of the only types of inhabitants in the area.

Ssthik (Village)

Ssthik is situated on the north-eastern corner of the Sea of Cinders and is another village of the sligs. The barbaric sligs protect their females and young, and guard their walls against goblin invaders. The sligs of Ssthik are territorial and hostile to any non-slig in the area.

Szlash (Village)

The village of Szlash is home to many sligs and is located on the central eastern coast of the Sea of Cinders. The sligs once paid fealty to Malys and as the central slig village in the area, are the largest settlement and also have established trade routes with all other villages.

The Ruins (Geographical Feature)

"The Ruins" was the name given for the site where the Tower of Losarcum once stood, deep in the Kenderwood, just north-east of Kendermore. As a site for one of the mystical Towers of High Sorcery, the area had various enchantments on it and it's sacred grove was known to instil passion into a person, making them unable to enter any further and instead fulfil some kind of passion in their hearts. When the tower was destroyed and all knowledge of it seemingly vanished, the playful kender began to refer to it as "The Ruins". The ruins themselves were later transformed when Malys altered the land and made "The Ruins" into her new home, the Peak of Malys.

Trade (Geographical Feature)

The hamlet of Trade was operated by pirates who had long ago sacked the town and placed it under their direct control. The pirates of Trade did not realise the folly in taking over a town located slightly north of the Kenderwood, as they soon received an influx of kender who wanted to "trade" with them. The hamlet was wiped out by Malys during the Age of Mortals and is little more than a smoky ruin.

Wendle Woods/Beast's Run (Geographical Feature)

Wendle Woods was the southern section of the Kenderwood, where once centaur tribes roamed and protected the forest and wildlife. Beast's Run was the further extension of Wendle Woods and was protected by a tribe of Kagonesti elves. Both the elves and the centaurs protected their lands and eachother, as well as also taking care of any kender. With the destruction of the Kenderwood and their homes, the surviving elves and centaurs fled the area.

Woodsedge (Geographical Feature)

The kender town of Woodsedge once sat poised on the northern edge of the Kenderwood. Because of pirates and sligs, the kender integrated the construction of the town into the forest around them. The town was nearly indistinguishable from the natural surroundings, whilst still having all the shops, dwellings and other amenities of any other settlement. With the razing of the Kenderwood, Woodsedge and it's kender population was pretty much wiped out.

Yandol (Geographical Feature)

When the Cataclysm struck, it is a small known fact that the great Fortress of Yandol was split into two. The base of the fortress comprise the ruins of Blood Watch, which still lay on the northern central part of the Hollowlands of Goodlund. However the upper section of the fortress was ripped clean off and thrown south of Goodlund and now reside to the south of the underwater community of Bog. The ruins of Yandol have been cleansed of much of their former wealth, although the residents of Bog do make occasional forays through the ruins, in search of any remaining treasures to be found there.

Hylo (Kenderhome)

The nation of Hylo resides on the island of Northern Ergoth, however is most definitely it's own nation. Also known as Kenderhome, Hylo is protected on all sides. The nation has the Straits of Algoni on it's eastern side, the desert of Ker-Manth in the south, and the Sentinel Mountains protect it from the other areas of Northern Ergoth to the west and north. With the destruction of Kendermore and the devastation caused in both Balifor and Goodlund, a large number of kender have migrated to Hylo, and it is now the only true nation of kender left remaining on Ansalon. The nation of Hylo is loosely ruled by the city of the same name.

Drowned (Geographical Feature)

Just to the north of the town of Lemon, off the coast of Hylo, lies the underwater ruins known as Drowned. Once a kender settlement of Hylo known as Loudwater, Drowned was lost when Northern Ergoth broke away from Solamnia during the Cataclysm, killing all it's residents. The ruins hold little of value, but the occasional pirates along the Straits of Algoni will still attempt to plunder it's depths.

Gobwatch (Small Hamlet)

Gobwatch is a small defensive hamlet, which is inhabited by afflicted kender and resides on the border between Hylo and the goblin lands of Ker-Manth to the south. The kender of Gobwatch are militant and frequently raid the goblin settlements southward. The only main structure in Gobwatch is a stone fortress, from which the kender emerge to start their raids.

Hidal (Village)

The village of Hidal is located on the central eastern coast of Hylo, and is based near an extensive cave system. Hidal itself is simple enough in design and is home to both true and afflicted kender. The caves are rumored to be magical and also the ancient home of the huldrefolk, and many of the kender themselves make their homes in the caves.

Hylo (Large City)

Hylo is the unofficial ruling city of the nation of Hylo, and also the largest kender city in all of Ansalon. It sits on the south-eastern edge of the region, and is poised near the Bay of Monsters. The city itself has become more focussed on defenses and the military, since the coming of the overlords, which they have continued past the War of Souls. The city is vast and sprawling, teeming with kender and a significant number of gnomes. It is also one of the few places on Ansalon where gnomish ships are welcomed into the port. The city is led by whoever is fool enough to lead a nation of kender, whether it be a mad warlord, self-styled kender king or queen, or a rabid badger.

Legup (Village)

On the central western side of Hylo, lies the village of Legup. This village sits at the base of the only pass across the Sentinel Mountains which leads into Ergoth. It was also a site where afflicted kender and true kender fought viciously over control of the pass. Eventually the afflicted kender withdrew from the fight, and both sides now live in peace in the village. Legup is ruled by an elected mayor and is the home of the famous Thistleknot clan.

Lemon (Large Town)

Lemon is a large kender town which is situated on the north-eastern coastline of Hylo and is framed by Lemon Bay. The port town works with gnomes to construct ships which are launched from their docks, and impose heavy tariffs on all merchant vessels and visitors to their town, since the early part of the Age of Mortals.

Lookit (Small City)

South-west of the city of Hylo, is where the lovely city of Lookit can be found. The city is situated around a magnificent three tiered waterfall, and is the most extensive tree village to be found anywhere on Ansalon. Lookit is loosely ruled by an elected mayor, however the kender residents are usually having too much fun diving in the Lookit River to pay them much attention.

Lost (Geographical Feature)

The ruins of Lost are located slightly north-west of Legup at the base of the Sentinel Mountains. Formerly a kender settlement, the town was destroyed by an avalanche of rocks from the mountain range as the land shifted during the Cataclysm. Little is left in Lost, other than rubble. Kender generally leave Lost alone, choosing not to return to the site where many of their kin perished.

Ocean Town (Village)

Ocean Town lies to the south of Lemon, and was first formed by the former residents of Loudwater (Drowned), who survived the destruction that sank it beneath the waves. The survivors built a series of docks near the side of the Sentinel Mountains, from which they fish. The kender of Ocean Town built their homes underneath the series of wharves and docks, and can completely hide themselves and their abodes from intruders and visitors.

Safehold (Small Town)

Directly south of Hidal, lies the small fortress of Safehold. This defensible settlement was constructed by afflicted kender in the early part of the Age of Mortals. Safehold is bordered by the Lookit River and has a number of defenses, as well as numerous archers and sentries who defend their town from houses in the trees. The kender of Safetown do not mingle with any kender outside of their settlement, and do not welcome visitors. The residents are suspicious of anyone who does not live in the town itself.

Sentinel Mountains (Geographical Feature)

The Sentinel Mountains are a vast range of mountains which border Hylo on the west, dividing it from the rest of Northern Ergoth. The range serves to protect the kender of Hylo... and everyone else on Northern Ergoth from the kender.

Sunk (Geographical Feature)

In the waters to the north of the Tower, lie the ruins of Sunk, a former kender settlement in Hylo. This settlement existed in pre-Cataclysmic times and was lost to the waters when the Cataclysm struck. The ruins hold a small amount of treasure and are inhabited by a number of sea creatures and little else.

Thisway (Village)

Slightly west of Gobwatch, is where the village of Thisway is located. Unlike the militant kender in Gobwatch, those in Thisway are friendly with the goblins of Sikk'et Hul to the south, as well as the barbarian tribes in Ker-Manth. In contrast, they have a tenuous relationship with their fellow kender in Gobwatch, and have been known to raise arms against them to aid their goblin friends in the past.

The Tower (Geographical Feature)

On the southern side of the Bay Monsters, directly south of the city of Hylo, lies a curious obsidian structure simply known as the Tower. The kender have built their homes around the tower and protect it and it's resident spirit from any who would try to enter the Tower. This grand tower is rumored to be the former home of a powerful mage, and rumors persist it was the home of the ancient wizard known as Magius. Whatever the case, the former mage has always appeared to the kender in times of danger, to warn them to protect themselves and how to avoid disaster. The kender adore their spirit and will do anything to keep their dead friend out of harm's way.

Icereach

Icereach is located to the far south of Ansalon and is a desolate frozen region which is comprised chiefly of the Icewall Glacier. The only point further to the south in all of Krynn, is the frigid realm of Chorane, which is directly south of Icereach. The region is covered in ice and chilly winds which constantly blow throughout the entire area. Long ago it was fought over between human barbarian tribes, thanoi and a great force of ogres. However the ogre nation of Suderhold fell apart long ago, and the area has since been fought over between thanoi (walrus men), ice barbarians, and white dragons. Dwellings are few and far between throughout all of Icereach. After the War of the Lance, the survivors of the White Dragonarmy fled to Icereach and re-populated Icewall Glacier. Icewall was once governed by Dragon Highlord Feal-Thas, chief of the White Dragonarmy. The Heroes of the Lance slew Feal-Thas, and the area lay unclaimed for years. After the Second Cataclysm, two white dragons Cryonisis and Frisindia, divided Icereach in half, and now each rule a domain, as the presiding Dragonlords.

Barred Door (Geographical Feature)

Just south of Ice Mountain Bay is a deep valley filled with ice and snow. This valley has a gigantic flawless arch which appears to be made of crystal or diamond. The arch cannot be chipped or damaged in any way. The shamans of the Ice Folk tell stories that the arch once allowed access between the world of mortals and that of the gods, but the arch and the rest of the valley are now totally encased in ice. The shamans have always referred to the site as Kri-Sekt (or Barred Door in the Common tongue). Wherever the arch leads, it seems it will remain a mystery.

Bharum (Village)

In the far western fringes of Icereach lies the village of Bharum. Due to being far removed from most other settlements in Icereach, the Ice Folk who live here, reside in relative peace. They have occasional skirmishes with local thanoi tribes, but that is all. The Ice Folk of Bharum are ruled by a local chieftain, and their spiritual needs are tended to by a Revered Cleric.

Burning Ice (Geographical Feature)

Located near the northern section of Icereach, which spills onto the Plains of Dust is the area known as Burning Ice. Originally named for the constantly melting ice which spilt into the hot sands of the Plains of Dust, Burning Ice is now home to a horde of frost wights. The wights prevents most travellers from entering the Icereach directly from the Plains of Dust, and the frigid ice also taxes any warm-blooded creature who passes through the area.

Falton (Village)

Falton is situated in the far eastern part of Icereach, somewhat north-west of Frozen Past and it's great arch. Falton is another village of the Ice Folk, and has few dealings or troubles with those outside of Icereach.

Frozen Past (Geographical Feature)

On the eastern edge of Icereach, lies two curious structures. The first is a great city, once inhabited by the huldrefolk, which is known as Frozen Past. The ancient city has been preserved in the ice, but is completely inaccessible. The other structure is an enormous arch, simply called the Frozen Past Arch, which supposedly leads to another huldrefolk city or some kind of treasure. The arch is sealed and there is no known way to open it.

Hallik (Village)

West of Icewall Castle, is where the village of Hallik is located. The Ice Folk of Hallik are specifically from a barbarian tribe known as the Bayguard clan. They have long ruled the area and fought fiercely against the white dragons and thanoi in the region.

Ice Folk Camp (Hamlet)

North-west of Icewall Castle lies a small settlement simply known as the Ice Folk Camp. As a central settlement in the Icereach, this has long been a meeting ground for the disparate tribes of Icereach to meet, live and work together. The Ice Folk Camp is led by an elected leader from amongst the tribes, who is also served and aided in his decision-making for the camp, by a Revered Cleric. Those in the Ice Folk Camp deal frequently with their kin in Kormesh to the north, and have a large degree of trouble from the forces in nearby Icewall Castle.

Ice Mountain Bay (Geographical Structure)

Ice Mountain Bay was once a beautiful landmark that stretched from the north-western side of Icereach to the southern parts of both Kharolis and the Plains of Dust. However with the onset of the Dragon Overlords, Ice Mountain Bay completely froze over and is now longer a viable trade route into Icereach. Now thanoi and white dragons roam the frozen bay, sending their forces to raid on the southern section of the other realms.

Icewall Castle (Geographical Structure)

Icewall Castle lies in the central southern section of Icereach. It is believed that Icewall Castle was built by human settlers in long-ago times before the Cataclysm, although it is now home to draconians, thanoi and white dragons. It is from here that the dragonlords Cryonisis and Frisindia make their base, and they have their army setup around Icewall Castle, to guard against enemies.

Kormesh (Village)

The closest village to the Plains of Dust, Kormesh is located in the central northernmost part of the Icereach. The Ice Folk of Kormesh are descended from the Arktos clan, and are the most hospitable to be found amongst any of those within Icereach. Kormesh is designed much like any other barbarian settlement, however they are also near a cave system, in which several dwellings are also based to escape the chill winds of the Icereach.

Sthem (Geographical Structure)

Sthem is situated between Bharum and Barred Door, on the western section of Icereach. It is a large series of caverns which are home to a growing number of remorhaz. Young Ice Folk often come to Sthem to prove their manhood to their fellow tribesmen, and many lose their lives to the vicious remorhaz. There is little of worth in Sthem, other than the wealth lying on the bodies of fallen Ice Folk.

Trandol (Hamlet)

Trandol was actually first established by gnomes on the shores of Ice Mountain Bay, somewhat south-east of Barred Door. The gnomes were then joined by all manner of other races who wanted to get away from regular life in the more populated areas of Ansalon. White dragons terrorise the region, and the gnomes can no longer sail their ships in the frozen Ice Mountain Bay.

Kayolin

The kingdom of Kayolin came into existence shortly after the Third Dragon War, when the Solamnics granted the Garnet Mountains to the dwarves for their aid during the war. First the mountain dwarves established the mining town of Garnet, and not long afterwards they developed the kingdom of Kayolin, with Garnet-Thax as it's capital. The dwarves have maintained close alliances with the Solamnics since their kingdom was formed, and both the dwarves and Solamnics are wary of their eastern neighbours, the Lemish. All dwarves in Kayolin are treated equally, and even the animosities between the mountain and hill dwarves do not exist here. Even gully dwarves are accorded a measure of respect in Kayolin. The kingdom is ruled by a royal line, who wisely and fairly watch over the kingdom and the Garnet Mountains.

Blackguard (Geographical Feature)

Somewhat north of Castle Dire, lie the ruins of another fortress known as Blackguard. Thought to have once been a fortress of the ancient ogres, this dark ruin is home to wildlife and the beasts of the wild, who wander across the Garnet Mountains. There may be undiscovered treasures in the ruins, for those wily enough to get into the Garnet Mountains and come across this area.

Castle Dire (Geographical Feature)

Castle Dire is a fortress that was built in the southern part of the Garnet Mountains. It's original owners are unknown, however it was taken over by Lemish forces during the War of the Lance, where they attempted to gain a foothold into the kingdom of Kayolin and also use it as a staging point into Solamnia. However the War of the Lance saw the Lemish ousted from Castle Dire, and the fortress now lies relatively abandoned. The dark fortress is in ruins after the war, and the Neidar dwarves prefer their hillside settlements, to the dark walls of the keep.

Crestrock (Village)

The village of Crestrock lies in the eastern part of the Garnet Mountains and is a Neidar settlement. The buildings of Crestrock are integrated into the rockface, since the residents are very mindful of maintaining their defences against the goblins, draconians and the Lemish who sit on their border. A strong militia is always present in Crestrock, and the dwarves here have well-established trade routes with the other Neidar villages, as well as with the mountain dwarves in Garnet-Thax.

Crystal (Village)

Linked to the town of Facet via the Auriculum Warrens, the village of Crystal still lies within the Dualgate Complex. The village is known to be the centre of mushroom trade throughout the kingdom, and the residents sell several types of rare fungus that cannot be found elsewhere. Crystal is set across multiple levels, with the upper levels being filled with white quartz, and also making the village one of the most lovely areas in the dwarven kingdom.

Delvings of Kayolin (Geographical Feature)

Throughout the underground kingdom of Kayolin lie many delvings, some of which connect the major dwarven settlements to each other. Some of the delvings are still utilised to gather minerals and other materials, whilst others have been abandoned due to dangerous creatures such as the horax which live in them. At one time or another, each of the delvings has shown promise for ore or other materials. However the hive of the horax is set closely to areas such as the Dorax, Quarth and Dhaxam delvings, and these areas are left fairly untouched by the dwarves in recent times.

Dragonheights (Geographical Feature)

In the south-east section of the Garnet Mountains, slightly south of the village of Crestrock, huge rocks shoot upwards to form a great towering formation that is far higher than any other part of the mountain range. This area is known as the Dragonheights, and is only accessible by those who have the ability to fly. Chasms and hidden chambers can be found in the rock formation, and there is rumored to be numerous caches in treasure to be found here, stored by dragons who once nested in these parts.

Dualgates (Geographical Feature)

In the underground kingdom of Kayolin, at the north-eastern fringes lie the Dualgates. The Dualgates are two great stone gates that lie two miles apart and are the most commonly used entrances into the dwarven kingdom of Kayolin. The road to the Dualgates lies through the Neidar village of Knollwood and into the Solamnic plains. The gates themselves traditionally remain open, but can be closed quickly at any sign of danger. The gates are controlled from underneath by a screw and plug system, and access to these rooms are only from within the mountain kingdom itself. A permanent garrison of dwarves is always stationed at each gate, and any non-dwarven traveller is required to pay a basic toll of one steel, as well as being on legitimate business, before being admitted to the underground kingdom.

Emera (Small Town)

Emera is a small town which is comprised of winding tunnels, and is the first settlement in the kingdom of Kayolin, that is located past the Dualgates. Shops and homes in Emera are delved into the tunnels themselves, and a single large plaza where all the tunnels converge, is the central square of the town. The town is filled with dwarves, humans and gnomes. Emera is well-known as being the best place in all of Kayolin to purchase wine and spirits, as merchants import alcohol from outside the realm and Emera is the first stop for most merchants into the kingdom.

Facet (Small Town)

Like Emera, Facet is a small town which is located closely to the Dualgates via a singular tunnel, the town is also connected directly to Emera via another tunnel. The town has multiple layers through which the many shops and residences are spread. Trade in Facet is primarily in the lucrative gemstone market. The shopfronts in Facet are normally designed out of black marble, which are highly reflective and give the town it's name. The southern section of Facet leads towards the Auriculum Warrens, which are the primary food caverns for the kingdom of Kayolin. A further tunnel from the Auriculum Warrens leads out into the village of Crystal.

Garnet Mountains (Geographical Feature)

The Garnet Mountains were once part of the northern section of the Kharolis Mountains, however the Cataclysm changed that, by dividing this section of the mountain range away from the other parts. The range was then renamed to the Garnet Mountains, and was later populated by dwarves who founded their own community here. Passes and trade routes across the mountains are few, given the near impenetrable summits and ridges that comprise the upper heights of the range. The mountains are home to a large variety of animals, as well as dwarves and a small number of wild elves.

Garnet-Thax (Large City)

Garnet-Thax lies at the heart of the underground kingdom of Kayolin and is the capital of the region. The sprawling city is set across eighteen vast levels, which are based around a huge pit that has never been fully explored to the bottom. Unknown horrors are rumored to be in the depths of the great pit, and these are somewhat true. A huge colony of horax actually lies at the bottom, although as yet they are unable to make their way further up the pit to reach the city and it's residents. The Deeplevels of Garnet-Thax are filled with the great foundries and smelters all being in this area. Further upwards lies Aghar Haven, which is a level that the other dwarves of Garnet-Thax have given to the Aghar. The level is filled with rubbish and the gully dwarves themselves and they are ruled by the Bulp clan, and the Highbulp himself. Above Aghar Haven lie the Midlevels, which contains the residences of dwarven merchants and the general populace of the city, as well as many shops, warehouses and small factories. Numerous forges and workshops are also set further back in these levels. Further upwards in the city are where the Noble Quarters are located. Situated on the second level of Garnet-Thax, the Noble Quarters are home to the important figures within the city such as the four Praetors of Garnet-Thax, who assist the governor, as well as clan chieftains, military commanders, the delvemaster, chief wardens and the most wealthy merchant lords. The top level of Garnet-Thax is reserved for the Governor's Palace. The palace houses several barracks, guest quarters for distinguished visitors to the realm, and the governor and their immediate family. The governor of Garnet-Thax is the ultimate ruler of the kingdom of Kayolin and determines the laws and makes all the final decisions which directly affect the city of Garnet-Thax and the entire kingdom. The governor has their own royal guard, as well as a small army of regular militia, to guard the palace.

Garnet Village (Village)

Garnet Village is a crossroads village which is a major trading settlement in the Solamnia/Kayolin region. It is located between the Garnet Mountains and Caergoth, and is home to a large number of dwarves, as well as humans, gnomes, kender and all manner of other races. Garnet is designed to be a defensible structure, and is surrounded by a large wooden palisade, with gates at the northern and southern exits. As well as traders and shops everwhere, the village is policed by it's own militia, however there is a certain amount of corruption and bribery that allows the militia to look away when convenient. The village is presided over by a council of three, who make the laws and resolve local issues. One of the more popular pastimes of Garnet Village is gambling, which sees the fortunes of traders and travellers alike, rise and fall quickly.

Geale (Large Town)

The town of Geale is located slightly north of the Southgate, and is more of a militarised zone than anything else. The town is comprised of three levels, with the upper and lower sections being primarily barracks with spare room for Neidar refugees, in times of trouble. The middle tier of Geale houses a large number of shops and businesses, as well as the residences of merchants and non-military personnel of the town. The three levels of Geale are split by a large chasm, which runs the course of the Silvershield River, which runs underneath the town. Whilst most of the shopfronts in Geale are spartan and simplistic in design, there is a rowdy social district along the riverwalk on the middle tier of Geale, where inns and taverns prepare to fill the ready traveller with as much ale and dwarf spirits as possible.

Knollwood (Village)

The Neidar village of Knollwood resides in the northern section of the Garnet Mountains. A large rocky knoll is the namesake for the village, and is also where many of the homes are carved into. A road circles the knoll and along it's edges, many shops, inns and other businesses can also be found. Because Knollwood is the only readily accessible settlement in the Garnet Mountains, it has a well-travelled trade route, and is one of the centres for marble trade in all of Ansalon. The Neidar village is home to a large number of humans also, and is quite rowdy a good deal of the time. A team of Neidar marshals patrol the town and ensure that relative peace is kept, and that any malcontents are escorted to the village borders.

Ravenshadow Keep (Geographical Feature)

In the northern part of the Garnet Mountains, southwards of Knollwood, lies the ruins of Ravenshadow Keep. Once the fortress of the elf Argaen Ravenshadow, the keep was destroyed long ago in the Age of Dreams and only the ruins remain. This site is rumored to be the final resting place of the spirit of Galan Dracos, and is avoided by the Neidar dwarves and other goodly folk of the region. The ruins have been picked over by adventurers in the past, however it is still possible to find magical treasures in this once-impressive keep.

Rubicon (Large Town)

The town of Rubicon is spread across five layers and every part of the town seems to be covered in soot. Rubicon is known as the home of steel manufacturing, and is where much of the steel which is delved in Garnet-Thax is sent to, for rendering into other forms, or sold as ingots. The steel produced from Rubicon is some of the highest quality that can be found anywhere on Ansalon. The town is located near Crystal, and they are both connected via the Rubicon Warrens. The warrens of Rubicon are a major food growth area, although somewhat smaller than the Auriculum Warrens.

Southgate (Geographical Feature)

The Southgate is the least used of the three entrances into the underground kingdom of Kayolin. Often referred to as "Wargate", this entrance possesses a large garrison and is kept closed most of the time. The gate is opened once per day for the change of guard patrols, when it is at it's strongest, and does not admit any travellers from outside the kingdom. The Southgate opens up into the dark realm of Lemish, and is therefore closely monitored and guarded.

Spar (Large Town)

The wealthy town of Spar is located near the Westgate, and is the home of coinage and minting for Kayolin. The town is spread throughout a natural cavern filled with stalactites, which was once a vast underground lake. There are many canals throughout Spar, which are navigated by small boats, which travel across the islands of the town. The structures of the town are built upon the islands that jut out of the water, and there are four great minting houses to be found in Spar. The House of Gold, the House of Silver, the House of Platinum and the House of Steel, are the major houses which mint the coins that their house names suggest.

Sunsleep (Village)

Along the western edge of the Garnet Mountains lies the Neidar village of Sunsleep. Many of the dwellings in Sunsleep are carved directly into the hillsides, however there are also many stone and wooden structures throughout the village also. There are several notable jewelry stores here, as well as a large variety of seafood and other foods, sent directly via the trade route from Caergoth. Sunsleep is presided over by the chief constable, who maintains order in the village, and ensures no monkey (or kender) business occurs.

Vallenglade of the Centaurs (Geographical Feature)

The southern valleys of the Garnet Mountains are home to a number of vallenwood trees and also to a tribe of centaurs who live within the wooded realm. The centaurs are led by a chief, and have long been closely allied with the dwarves of Kayolin. The dwarves rarely visit the southern valleys, and likewise the centaurs rarely visit the Garnet Mountains, however each of them protects the borders of the other's realm, against any intruders. The centaurs of the Vallenglade are also allied with their eastern neighbours in Wildtree.

Westgate (Geographical Feature)

The Westgate is the western entrance into the underground kingdom of Kayolin, and is also open the majority of the time. Like the Dualgates, the Westgate is controlled by a plug system and has a dwarven garrison to guard it. The Westgate opens out into a valley which quickly descends to the Sliprock River and has a bridge across it leading towards Garnet Village. Because of the steep slope leading up to the gate, no invading force has ever attempted to attack Kayolin from the west, as they would be susceptible to missile fire up to the gate, and would have to fight uphill the entire way. Only human and gnomish traders usually use this route into the underground kingdom, as well as dwarven traders who pass in and out of the kingdom on a regular basis. The same tolls as at the Dualgates, also apply to the Westgate.

Wildtree (Village)

The village of Wildtree sits poised on the eastern slopes leading up to the Garnet Mountains. The village is populated by Kagonesti elves, who have been long persecuted and chased from one realm to the next. In the Age of Despair, these elves developed their village and have lived in near peace ever since. The elves of Wildtree camouflage their homes and their village is near-indistinguishable from the mountain slopes it resides on. The elves are led by a chieftain and often patrol the forests of Lemish where they occasionally make raids. The elves have trained the stags of the southern valleys to aid them in battle when needed, and to even serve as mounts on occasion. The residents of Wildtree have a strong alliance with the centaurs of the Vallenglade, but remain aloof and invisible to the dwarves of Kayolin.

Kern

The ogre nation of Kern is a large region comprised of both rolling plains in the north, and desert to the south. Kern is clan-based and the wild ogres of this region are often looked down upon by their more civilised cousins in Blode. Kern is ruled from the capital of Kernen, by the Grand Khan. Throughout the region there are many ogre settlements, which are each run by individual clans. However every clan pays fealty to the Grand Khan, and dares not disobey any edicts from their ruler. One of the few things that the ogres of Kern are good at other than battle, is the training of hunting dogs, which they sell to their Ansalonian neighbours. Most notable amongst the Kernen hunting dogs are the Carsh breed.

Antal Kizm (Geographical Feature)

The area of Antal Kizm on the north-eastern section of Kern, is a strange part of the region. Once the area was covered by a lush jungle which surrounded an ancient city of the High Ogres, however after the Cataclysm, the city vanished and the jungle was turned into a harsh desert. Strange and vicious creatures roam the area of Antal Kizm, and rumors abound that a settlement of gnomes can be found in the sandy wastes, who breed the odd creatures.

Arrowhead (Geographical Feature)

North-east of Hag's Dirk, along the eastern coastline of Kern lies the mystical site of Arrowhead. The area is inhabited by the fearsome Grangh tribe, who are known to have ogre-magi amongst their number. Arrowhead is something of a mystery in itself. Rumors purport that it is a god-touched site and that neither ogres nor fey can fight here. Located between Hag's Dirk and the Dancing Woods, it seems to be a middle-ground for the two areas. What powers lie dormant here are unknown, and rarely do the fey, elves or centaur leave the woods to enter here. However some residual magic seems to lie untapped in this area, and the ogre magi of this region, tend to dwell here in peace, in comparison to other brutish tribes of Kern ogres.

Canals (Geographical Feature)

In the south-eastern plains of Kern, is where the Canals can be found. These waterways are odd in that they are not man-made and there is no river or other body of water which seems to feed them. A vast amount of fresh water can always be found here, and scholars theorise that an underwater spring must be located here. Several ogre settlements lie around the canals, and this is one of the only areas in Krynn, where ogres run and maintain successful farms.

Clocktower (Geographical Feature)

West of the ruins of Ghuth, lies the clocktower. The clocktower is the southern mate of an identical structure that lies on the southern coast of Nordmaar. The clocktower of Kern is used as a waypoint for ships to dock and unload cargo into Kern, as well as to guide them through the Miremier Straits.

Dancing Woods (Geographical Feature)

The Dancing Woods resides in the north-eastern tip of the Kern region. This forested area is home to several centaur tribes, Kagonesti elves and a number of fairies, sprites and other fey creatures. The superstitious ogres will not enter the woods to clear out the elves and centaurs, and any fool enough to enter are soon driven out or killed by arrows.

Dragon's Point (Geographical Feature)

The tower of Dragon's Point is situated slightly southward of the Dancing Woods in the north-eastern corner of Kern. The tower is first and foremost a defensible structure, to defend the north-east coastline from invaders. However the main traffic past this tower is that of slave caravans from Hag's Dirk. Dragon's Point has a series of docks, from which ships send slaves to the minotaur isles of Mithas and Kothas. The tower and it's surrounding settlement was ceded to the minotaurs by the Grand Khan during the Age of Mortals, however the minotaurs are forced to make an annual tribute to the Grand Khan, or face marauding ogres.

Endscape (Geographical Feature)

Just at the northern edge of the Dancing Woods lies the Endscape peninsula. Several small tribes centaur dwell on the Endscape coast, however most of them permanently reside in the Dancing Woods. Endscape was once home to a large mountain range in pre-Cataclysmic times. Now it is little more than a small coastal area, on the northernmost point of Kern.

Ghuth (Geographical Feature)

The ruins of Ghuth are situated to the west of the town of Hag's Dirk. These are the ruins of a former ogre settlement that have been picked over by ogres and humans alike. Little of value is left in Ghuth, and a small ogre settlement lies around the ruins to waylay any fool enough to pass by. The ogres in this area hail from the mighty Darghen clan, who are led by a powerful ogre shaman.

Giant's Road (Geographical Feature)

The great Giant's Road runs from Kern to Blode, connecting the two ogre kingdoms to one another. The great road ends in the Khalkist Mountains near Kernen, and is closely guarded by ogres and other giant-kin, to ensure no intruders pass into either realm.

Gutrip (Geographical Feature)

The fortress of Gutrip lies to the north-east of the ruins of Lamesh. This dark fortress is home to ogres and guards entry to the southern plains of Kern.

Hag's Dirk (Large Town)

In the north-east of Kern, lies the large town of Hag's Dirk. Once a major settlement in the Istarian region of Taol, it was conquered by ogres after the Cataclysm and has remained solidly under their control ever since. Hag's Dirk is ruled by an ogre chieftain, although there is no real law in the town, other than what the ogres choose to follow at any given time. The main business in Hag's Dirk is slave trading, which is done via the tower of Dragon's Point to the minotaur isles and elsewhere across Ansalon.

Hand of Chaos (Geographical Feature)

At the southernmost point of the Fiend's Ridge Mountains, south-west of the Canals, lies the Hand of Chaos. This curious object has been nestled in these mountains since the Age of Dreams and is rumored to be the door to a great treasure. No adventurer has managed to brave the ogre realm and find their way to the treasure however, whatever it may be.

Kernen (Metropolis)

The teeming city of Kernen is one of the most widely populated and vast cities in all of Ansalon. Located in between two branches of the Khalkist Mountains, the vast city is home and capital city to the ogres of Kern. In the central part of the city can be found the Plaza of Spilt Blood, where all ogrish disputes are settled in blood. General and slave markets alike can be found throughout the city, and all sorts of shops and businesses can also be found in the graceful old structures, built by the original High Ogres who once walked in these streets. Raised high in the mountains, looming over the city itself, lies the palace of the Grand Khan. The palace is an opulent structure, filled with all the riches and wealth in Kernen. From the palace, the Grand Khan rules the city and all the ogre clans of the Kern region.

Kleth (Geographical Feature)

Located along the Kern peninsula, Kleth was an early attempt by the minotaurs to gain a foothold in the ogre kingdom. Kleth was built as a defensive hamlet, with the hopes that it would grow into a town and become a base of operations for the minotaurs to conquer the ogres. However after numerous assaults, and treachery from the Knights of Neraka, eventually the minotaurs had to abandon Kleth and return to their isles. Ogres destroyed the hamlet and little more than ruins mark where it once stood.

Kriath (Geographical Feature)

North-west of Ogrebond, on the Kern peninsula, lie the ruins of Kriath. A former town of the ogres, this town was wiped out during the Cataclysm and has been left abandoned ever since. A small number of ogres can often be found wandering near these ruins, as the rolling plains in this region are home to a large host of the wandering ogre tribes.

Lamesh (Geographical Feature)

Lamesh was once a great fortress and a Solamnic outpost in the region of Kern, which sits just to the south-west of Gutrip. During the War of the Lance, the Black Dragonarmy destroyed Lamesh and left only ruins in their wake. Little is left in Lamesh, after the devastating acid attacks of Khisanth and her fellow black dragons.

Micah (Geographical Feature)

The ruins of Micah lie in the absolute south-eastern corner of the Kern region, alongside the border into Balifor. Micah was once a great city of the ancient Dravinaar empire, however it fell into ruin during the Cataclysm. Ogres are known to wander through this area, as are kender who cross the border. Different kinds of danger can be found when coming into contact with either race. It is possible to still find the ancient treasures of Dravinaar in the ruins, and many are the adventurers who have already tried to plunder the rubble of Micah.

Ogrebond (Large Town)

Ogrebond is based on the Rugged Coast, in the south-eastern part of Kern. This port town is home to a large series of docks, which ferry slaves to the isles of the minotaurs. Ogrebond is ruled by an ogre chieftain and his clan. The town has a small market along the docks, as well as a few slave markets, however they are only minor in comparison to the larger slave markets in Kernen and Hag's Dirk. A small tower sits on the cliffs above the town, to watch for invaders along the coastline.

Ogreshield (Large Town)

The town of Ogreshield lies to the south of Ogrebond and is located on the south-eastern coastline of Kern. Like it's northern counterpart, Ogreshield is a port town, but is setup more as a military outpost than anything else. The town is ruled by an ogre chieftain and has a thriving market where slaves are traded and dogs are sold. The pens in Ogreshield are home to large kennels of dogs. Many of these are bred for hunting, whilst others are bred for war.

Rockhorde (Small Town)

The town of Rockhorde is situated to the south-west of Ogreshield and is home to a small tribe of ogres, who are led by a chieftain. The ogres of Rockforde capture and domesticate the mangy wolves of the plains, often to mate them with domesticated dogs to grow the large hunting dogs they are renowned for.

Rusthome (Small Town)

In the Khalkist Mountains to the south of The Faces, lies the town of Rusthome. The town is home to ogres and half-ogres, who defend the mountain passes into the land of Kern. Rusthome is also one of the waypoints on the Giant's Road and is heavily defended to protect the capital city of Kernen.

Samekh (Geographical Feature)

Deep in the Miremier Straits, north of the ogre nation of Kern and south of the Great Moors, lie the ruins of Samekh. This former settlement of the ogres has long since been swept under the waves since the time of the Cataclysm. Valuable treasures from the ancient ogre civilisation of long ago lie in the depths and occasional attempts to plunder the ruins occurs by both adventurers, ogres and pirates.

Sargonath (Small Town)

The small settlement of Sargonath was established shortly after the Summer of Chaos, as a sign of the alliance between the Knights of Neraka, the minotaurs and the Kazelati. Sargonath is located directly southward of Hag's Dirk, on the coastal fringes of Kern. During the Age of Mortals, the ogres have tried multiple times to attack and reclaim this colony from the minotaurs, however they have been unable to do so. Sargonath remains as the first permanent minotaur colony in realm of Kern, and a reminder to the ogres that the minotaurs will not be beaten easily.

Splinter (Small Village)

In the southern plains of Kern, to the east of the Canals lies the village of Splinter. This ogre settlement is governed by a fierce chieftain, and has some basic businesses and markets for ogre visitors. Few are welcome in this settlement other than ogres. Most other travellers are treated with open hostility.

Sprawl (Small Village)

North-west of the ruins of Micah, is where the village of Sprawl is located. This minor settlement is home to another tribe of ogres and their chieftain, who rules over the village. The outpost serves to guard against any invading force coming from the Balifor region, as well as to deter kender from entering Kern.

Strath (Geographical Feature)

The ruins of Strath lie in the Khalkist Mountains, to the far north-east of Kernen. These ruins were once inhabited by a number of ogres and other giant-kin. However during the Cataclysm, the town was destroyed and is now home to phaethon and a number of other creatures of the air, who can easily reach it's heights.

Styx (Small Town)

The town of Styx lies at the southern point of the Miremier Sea, and is also based at the northern edge of the Khalkist Mountains. Styx is a port town which has a great deal of trade with Hangman's Harbor, it's neighbour in close by Taman Busuk, as well as some trade with Nordmaar. Styx is conveniently located as both a centre for trade in Kern, as well as a outpost to guard against incursions from northern invaders into the ogre kingdom. Styx is governed by an ogre chieftain who is utterly loyal to the Grand Khan.

Surf (Small Village)

The underwater settlement of Surf is nestled in the waters to the north of Death's Teeth. Surf is home to Dimernesti elves, who dwell in the minor community. Protected in the water from their brutish neighbours on the land, the elves live in what is potentially the most peaceful community in the entire Kern region.

The Delving (Geographical Feature)

The Delving lies to the west of Kernen and sits as a border between the Kern region and Taman Busuk. At first glance, the area appears near lifeless and only filled with rolling foothills and rocky mounds. However even in this desolate region, small creatures can be found. The Delving is presided over by a monstrous scorpion, who guards the creatures in his realm and also attacks anyone fool enough to enter. Also within the area are several dragons and ogres, who co-exist with the intelligent scorpion. The vast creature is the true ruler of the area, and none would dare question it's right to rule.

The Faces (Geographical Feature)

The Faces is a curious structure in the Khalkist Mountains, to the south of the city of Kernen. This curious structure is of several carved faces who speak and sing to travellers. The talking faces do their best to drive travellers mad, and are believed to have been enchanted long ago by ogre shamans or possibly even the High Ogres themselves, to protect from invaders from across the mountains. The faces do not bring any harm to ogres or other giant-kin, but will attempt to drive mad any others who pass through.

The Fount (Geographical Feature)

In the southern part of the Dancing Woods, a small stream is situated known as the Fount. This body of water is said to have mystical powers of healing, and is home to nymphs and other fey creatures. Centaurs also dwell here and all who drink of the waters feel relaxed and at peace. Brutish ogres cannot enter the woods for fear of being killed by the fey creatures, however the powers of the fount are such, that it is said even the most savage ogre could be made as docile as a lamb by a drink of their waters.

Waterspan (Small Village)

The village of Waterspan is situated slightly north of the fortress of Gutrip, on the central eastern strip of Kern. Waterspan is a small fishing village that has several docks and a lively marketplace. The village is governed by an ogre chieftain and inhabited by a minor tribe of ogres, who pay fealty to the Grand Khan.

Zygard (Small Town)

The ogre settlement of Zygard is located along the outer limits of the minotaur colony of Sargonath. This colony was established as an offensive settlement, which was designed to establish trade routes to aid marauding bands of ogres in driving out the minotaurs in Sargonath. All attempts to do so failed in the past. Now that the Grand Lord of Kern has established a firm treaty with the minotaurs of the Blood Sea Isles, the attacks between Zygard and Sargonath have stopped. Zygard remains an ogre settlement, and whilst there are some minor hostilities with their minotaur neighbours, there is also some degree of trade that occurs between the two settlements.

Kharolis

The nation of Kharolis sits poised in the south-western section of Ansalon. South of Qualinesti, west of the Plains of Dust and north of Icereach, it is a region that is affected by a number of different climates. Kharolis is predominantly a human region, which still bears signs of it's former rule under the Ergothian flag and more recently the signs of it being under Beryl's rule. Other than the humans of the region there are also a smattering of dwarves, goblins, centaurs, ogres and thanoi in the south. Alsip was once the capital of Kharolis, however it is now a divided land with numerous factional leaders, although the Knights of Neraka hold sway over most of the region.

Alsip (Large Town)

On the central western coastline of Kharolis, lies the port town of Alsip. The town was once much larger before the dark knights invaded, and still remains as the largest settlement in the entire region. Alsip is comprised of many wooden structures and houses a large docks area. The docks are the centre of trade, and bartering is what most merchants and traders have resorted to, due to the heavy tariffs that the dark knights have imposed on direct sales. Alsip was once ruled by a noble line, however it is now governed by the Knights of Neraka.

Barter (Small Town)

South-east of Hamlet and across the mountains, lies the town of Barter. Free from the tyranny of the dark knights, Barter is home to mountain barbarians who were the original residents of Kharolis, as well as hill dwarves. The town is in a defensible location at the base of the Kharolis Mountains and has a large amount of trade with Bonfaire and Wayend. The town is governed by a barbarian chieftain.

Bonfaire (Small Town)

The town of Bonfaire was once well-known as a major trade route and a popular destination for those travelling from the Lordcity of Tarsis. When Tarsis literally dried up, so did the trade with Bonfaire. The once-great city dwindled to a small town, and it now houses a number of businesses and residences, but has lost much of it's former grandeur. Bonfaire lies on the south-eastern portion of Kharolis, in between Barter and Wayend. In fact, it is one of the most successful towns in the area, since all trade between Barter and Wayend, must pass via Bonfaire first. The town is ruled by a local mayor, and a high sheriff ensures the laws are not breached in the town.

Deadlights (Geographical Feature)

Slightly south of the ruins of Waw are the Deadlights. This area is actually the southern part of former Waw, and is home to bands and streams of colored lights that are said to be the evil spirits trying to return to Krynn. The Deadlights are an interesting sight to behold, but no-one stays here for long, in fear that the evil spirits may try to claim them.

Faith's Challenge (Geographical Feature)

High in the Southern Kharolis Mountains, somewhat north-west of Barter, lies the location a series of rock formations. The highest of these formations is known as Faith's Challenge. On occasion, the chosen of the gods are tested here. They are told to walk along the edge to the tip of the mountain and to follow a test of faith, where they either believe their god will save from them from falling, or to succumb to fear and lose the blessing of their god. There is actually an invisible outcropping on the edge of Faith's Challenge, that will save any who choose to place their faith in their god by falling backwards. The area is considered something of a holy site, but is actually not known to possess any divine influence whatsoever.

Firecrab Hills (Geographical Feature)

Once home to cultists of Morgion, abductions and dark rituals were formerly quite frequent in this area. The Firecrab Hills are located south of Hamlet, at the base of Southern Kharolis Mountains. They are a fairly desolate area, and are an elevated landmass from which most of the Kharolis region can be viewed. The Knights of Neraka have a small outpost here, from which they survey much of the region.

Frozen Hills (Geographical Feature)

In the south-western part of Kharolis, resides the Frozen Hills. The chilly climate in this part of the region, means that it is desolate and inhabited only by thanoi and animals which prefer the blistering cold.

Halter Wood (Hamlet)

On the south-western fringes of Wayreth Forest, just within the Kharolis region, lies the small hamlet of Halter Wood. Originally founded by an elf and his human lover shortly after the Cataclysm, this small community is comprised of both elves and humans and is governed by the Halter family, who originally settled in the area. Because Halter Wood is so small and consumed by Wayreth Forest, the dark knights have left the settlement alone in relative peace.

Hamlet (Village)

Southwards of Windkeep and slightly west of the Bluegate Mountains (a small southern branch of the Kharolis Mountains), resides the village of Hamlet. The village was once filled with dwarves and humans, who patrolled the borders of their home to drive back any goblin, ogre or gnoll marauders. In the Age of Mortals, the village was conquered by the Knights of Neraka, and now serves as another outpost against the goblins and ogres to the south, as well as allows them to control the western pass through the Bluegate Mountains.

Pensdale (Small Town)

Between Alsip and Windkeep lies the small town of Pensdale. The farming town was the leading agriculture centre of Kharolis for some town and housed a large number of both humans and hill dwarves. The population defended their town against goblins and ogres, however in the Age of Mortals, they could not turn back the Knights of Neraka. The dark knights now run Pensdale, although they have left most of the farms untouched, to continue to grow and harvest their crops. The knights take a small portion of the harvests as tax, but otherwise allow the farmers of Pensdale to continue in peace. The Knights of Neraka also serve a very valuable purpose to the folk on Pensdale. No longer must the local militia turn aside the goblin invaders, as the dark knights now defend Pensdale and keep the goblins at bay.

Surf (Small Village)

Off the south-western coast of Kharolis, lies the Dimernesti village of Surf. Like similar named villages off other coastlines of Ansalon, the Dimernesti defend their settlement but generally do not dwell too far south of their village, as the waters are too frigid for even their kind.

Swiftwater (Small Village)

The village of Swiftwater is situated north-east of Than-Khal and was formerly a settlement of the Ice Folk. It has since been claimed by ogres and goblins, who maintain their hold over the village against the incursions of the Knights of Neraka. The village has basic dwellings and shops, and is presided over by a governor, who is kin to the ruling ogre chieftain in Than-Khal. Swiftwater is considered an outpost in the Than-Khal empire of the ogres.

Thallas (Small Village)

Nestled in the southern reaches of the Kharolis Mountains is the village of Thallas. This small settlement was the residence of several tribes of mountain barbarians, who were the descendants of the once-great Kharolis empire. However the Knights of Neraka have taken control of Thallas, using it as a waystation into the mountains, and also as another supply route from Hamlet. The mountain barbarians still reside in Thallas, but are cowed by the local dark knights.

Than-Khal (Large Town)

Poised on the central southern area of Kharolis, the town of Than-Khal was once a lovely city of the Kharolis people. It was later conquered by ogres, thanoi and goblins, with the ogres taking control. The nearby villages of Valens and Swiftwater also fell to the ogre and goblin hordes and were added to their portion of the region. Than-Khal is still a beautiful town, filled with quaint houses as well as extensive manors. The town is ruled by an ogre chieftain, who has close ties with the thanoi tribes.

The Sloughs (Geographical Feature)

The Sloughs comprise the southern section of Kharolis and are named for the fact that the ground is icy and constantly shifting, as the arctic conditions battle the warmer areas to the north. The land is slippery and dangerous to traverse, with wild thanoi often passing through the area to waylay foolish travellers. The Sloughs are south of the Deadlights and north of the Frozen Hills.

Valens (Small Village)

In the south-western part of Kharolis, lies the village of Valens. The small settlement was once home to the Ice Folk, however it was later claimed by ogres and goblins. Thanoi tribes are also known to dwell in the area. A local ogre governor rules over the village, paying homage to the ogre chieftain of Than-Khal, who is the nominal ruler of the southern Kharolis region.

Vash (Geographical Feature)

South of Firecrab Hills, lie the ruins of Vash. This fortress was once a settlement of the ancient Kharolis empire, however it fell into ruin during the Cataclysm. It is now the residence of thanoi, whose allegiance lies with the ogres and goblins of Than-Khal. They strongly oppose the Knights of Neraka, and have been known to make raids on the Firecrab Hills from time to time.

Waw (Geographical Feature)

Directly west of Vash, are the ruins of Waw. This was a great city before the Cataclysm, and a jewel of the Kharolis empire. Waw was the western defense against invaders, and was the location for a giant fortress. With the Cataclysm, the fortress was destroyed and now the ruins are home to thanoi, who are loyal to the ogres and goblins of Than-Khal. The colder climate around Waw keeps most of the dark knights away, however the thanoi are aggressive in driving further northward to claim more territory.

Wayend (Small Village)

The village of Wayend is situated in the most south-eastern point of Kharolis. The small village lies south of Bonfaire and has trade with it's northern neighbour, as well as with the western communities in the Plains of Dust. Wayend is home to wild barbarians who can tolerate the colder climes along the edge of Ice Mountain Bay, and also suffers from the occasional raid from the thanoi who dwell near the settlement.

Windkeep (Village)

The village of Windkeep resides in the central northern portion of Kharolis, slightly southwards of Wayreth Forest. Prior to the Summer of Chaos, it was ruled by a powerful baron who maintained his own private army and treated his people fairly. The dark knights claimed Windkeep and deposed the baron during the Age of Mortals. The village was then used as a platform from which the knights search the southern part of Wayreth Forest for the dragon overlord Beryl, to find magical treasures. With the death of Beryl, the Knights of Neraka still hold Windkeep, however it now serves as their first defensive outpost against the goblins in southern Qualinesti.

Khur

Khur is little more than a sandy wasteland which has scattered villages spread throughout it's domain. It lies near the border of Taman Busuk and has been tainted by the dark nation. Khur is primarily inhabited by humans. Since the War of the Lance, Khur has been closely allied to the forces of darkness, and was a prime source of mercenaries and foot soldiers for the evil armies. In the Age of Mortals, the disparate tribes of Khur are once again vying for power in their desert land. Whilst ogres, goblins and draconians are not unknown in Khur, it is the desert nomads who rule this region.

Ak-Baral (Large Town)

In the central northern territory of the Hachakee tribe, lies the town of Ak-Baral. This settlement lies above the shifting sands of the northern deserts, and is one of the only permanent structures. The town is comprised of sandstone buildings and basic businesses. Trade is not overly common here, as the northern deserts are far too treacherous for most traders and merchants to cross. The town is governed by the Hachakee tribe and their khan, who rules from a minor palace in the centre of the town.

Ak-Chat (Small Town)

The town of Ak-Chat lies on the edge of the Khurman Sea, within the northern Weya-Lu territory, to the west of the ruins of Ayin. Ak-Chat is primarily a fishing town, which houses a series of docks and a popular fish market. The local chieftain of Ak-Chat is loyal to his khan in Delphon, and the Weya-Lu are primarily the only residents in this peaceful town.

Ak-Khurman (Small City)

Poised on the south-eastern peninsula of Khur, that leads into the Khurman Sea, is the city of Ak-Khurman. The city is ruled by the Mikku tribe and houses a great palace for their khan, lord of Ak-Khurman. The city has extensive trade with Port Balifor and seems to be in a constant state of construction as the wealthy city booms and expands further. Ak-Khurman is filled with sandy stone buildings and also has a large market in the Kemaa el Nan (Plaza of the Dead). The Legion of Steel are welcome in Ak-Khurman and have their own fortress here, guarding against the Knights of Neraka. The harbor district is large enough to handle all the visitors and merchants to the city, and there is also a lighthouse built on a large tor, to guide ships into the harbor. Or more importantly... to guide the money of the merchants and traders into the coffers of the Khan of Ak-Khurman.

Ak-Krin (Large Village)

The village of Ak-Krin lies south of Ak-Tubal and serves a dual purpose. It is partly a fishing town, which brings in the harvests of the sea from the Khurman which it is perched upon, and it also serves as a defensive fortress alongside the border with both the Tondoon and Mikku tribes. The village is governed by the Mayakhur tribe and the local chieftain reports back to his khan in Ak-Tubal.

Ak-Tubal (Small Town)

Ak-Tubal sits on the central western part of the Khur region and is the major settlement of the Mayakhur tribe. The khan of Ak-Tubal rules from a minor palace in the town, and has long been closely allied with Khan of the Khur tribe. Ak-Tubal's main trade is in horses, as it houses a considerable stables for the breeding, training and selling of the beasts. The town is hemmed in by a large wooden palisade, along which defenders watch for invaders from the south and also from the eastern reaches of the Khurman Sea.

Alan Ak-Khan (Village)

The village of Alan Ak-Khan is north-west of the Balifor border and is the northernmost settlement of the Fin-Maskar tribe. The settlement is rarely visited by the Khan of the Fin-Maskar, due to it's location within the Khur region itself, however the local chieftain maintains order and runs the fishing village efficiently. Since defense of the Fin-Maskar territory is chiefly handled from Shalimsha, few attacks ever reach the village itself.

Alek-Khan (Small Village)

In between Kortal and Khuri-Khan, lies the village of Alek-Khan. In the heart of the Khur territory, this small village is little more than an outpost and waystation for trade between the great city and the larger village of Kortal. Alek-Khan does have it's own local Khur chieftain who defends the central part of the territory in the name of the Khan of Khur. The homes of Alek-Khan are designed in traditional sandstone so as to blend in with the surroundings and make the settlement less obvious to prying eyes. A walled palisade surrounds the village and defenders watch the surrounding area closely at all times.

Ayin (Geographical Feature)

In the south-eastern part of the Weya-Lu territory, lie the ruins of Ayin. Once a mighty fortress that perched in the Khurman Sea, it long ago fell into ruins during the Cataclysm and has never been rebuilt. Occasionally the desert nomads of the Weya-Lu patrol the area, but more often than not, the ruins of Ayin lie abandoned. Desert creatures reside in the ruins, but anything of value has long since been claimed by the Weya-Lu.

Burning Lands (Geographical Feature)

In the southern area of Khur, in the heart of Mikku territory, are the Burning Lands. This area is one giant saltpan desert, which is completely devoid of any body of water or plant life. The crystallised salt causes the sun to intensify the heat given off from the ground to that of a raging inferno. At night, the Burning Lands are as cold as the grave. Ruins from the time of the Kingpriest are rumored to lie buried beneath the sands, and the only inhabitants here are strange and hardy desert creatures.

Cactus Forests (Geographical Feature)

The Cactus Forests lie in the northern deserts throughout the Khur, Hachakee and Fin-Maskar territories. These small "forests" stand amidst the desert areas and house the large Vashiq Cactus, which provide homes for small desert animals who hide from predators. The stinging barbs and winding mazes of cacti make it hard for travellers to navigate, as well as being painful to any who get too close.

Delphon (Large City)

In the heart of the Weya-Lu tribe's territory, along the central northern border of the Khurman Sea, lies the great city of Delphon. The huge settlement is the second-largest in all of Khur, and is ruled by the Weya-Lu tribe and their chosen leader. The city itself is filled with marble towers, sandstone buildings, as well as underground springs to provide water for the inhabitants. Because the remnant Green Dragonarmy dissolved around Delphon, many of the population are now descendants of both Weya-Lu and former Dragonarmy troops. A large number of homes and businesses of all types are spread throughout Delphon, although one of the most sought after items are Khursian rugs. All kinds of rugs and carpets can be found in Delphon, as well as heavily guarded caravans leaving the city to export them elsewhere across Ansalon. Several distinctive buildings can also be found in Delphon. The Tower of the Eye is the residence of the mystical seers of the Weya-Lu tribe. The seers are known to give divine predictions and are revered by their tribe, they dwell in the five tower complex at all times, and regularly receive visitors. The other great structure of Delphon is Fort Kyre. More of an opulent palace than a fortress, Fort Kyre was built for the descendants of Morgan di Kyre, known as "The Deliverer" to the Weya-Lu. For aiding the tribe in defeating the Green Dragonarmy, as well as protecting the deserters of the army itself and offering them a safe haven, the Kyre family are near-worshipped by the tribe and the people of Delphon, and treated as their royalty and rulers.

Hurim (Geographical Feature)

In pre-Cataclysmic times, the town of Hurim sat perched on a lake in the centre of the Mikku territory. It was a growing town, which was close to rivalling Ak-Khurman with it's beauty, trade and population. However when the lake dried up and the Burning Lands emerged, the residents quickly left, unable to tolerate the blistering conditions. In a few years after the Burning Lands made themselves known, the Mikku had left Hurim as a ghost town. The town has fallen into disrepair, and houses wild creatures and nothing else. Few creatures can survive long in the Burning Lands.

Kalin Ak-Phan (Village)

The village of Kalin Ak-Phan is a border settlement between the Khur and Mayakhur territories. Since the two tribes have long been close allies, the village serves moreso as a waypoint along the trade route between Ak-Tubal to the south and the great city of Khuri-Khan to the north. Kalin Ak-Phan is governed by a Mayakhur chieftain who is wholly loyal to his khan in Ak-Tubal and also maintains good relations with the northern Khur tribe.

Khuri-Khan (Large City)

In the north-western part of Khur, ruled by the powerful tribe of the same name (the Khur tribe), lies the city of Khuri-Khan. The jewel of the entire region, and often referred to as the City of the Sands, Khuri-Khan lies around the largest oasis in the area. The vast walled city is in a state of repairs after constant attacks from both fire dragons and Malys. With the death of all attacking dragons in the area, including Malys herself, repairs have begun to the city. The great Palace of the Setting Sun (Khuri yl Nor) is also being repaired, and the ruling family of the Khur tribe now resides in the smaller structures next to the palace. Dominating a good part of Khuri-Khan are the Grand Souks. This is the largest marketplace in all of Ansalon and literally any item can be found here. Bartering is expected and encouraged, otherwise the traveller will soon find themselves paying inflated prices and be out of coin. Another major area of Khuri-Khan is Temple Walk. Along this avenue of Khur, lie shrines to all of the gods, as the people of Khur view them. The two powerful religious branches in Temple Walk are the daughters of Elir-Sana (the Skyfather) who possess great healing skills, and the followers of Torghan the Avenger (Sargonnas). And lastly there is the Horse Bazaar. Just to the west of Khuri-Khan, horse traders have established a large settlement where they train, breed and sell horses. The traders can provide papers and lineage documents to any buyer, and breed some of the finest horses in Ansalon.

Khurman Sea (Geographical Feature)

The Khurman Sea borders a good deal of Khur and leads directly into the Bay of Balifor. This body of water provides good fishing and easy access into the desert nation for sailing vessels, and along it's coastline can be found numerous fishing settlements.

Kortal (Village)

The village of Kortal is situated along the northern region of Khur, along the border between Taman Busuk and the Khur tribe. Kortal has long held a strategic position, both as a foothold into Taman Busuk, and also into Khur itself. At one time or another, both the Dragonarmies and the Knights of Neraka have held the village, although it is now back in the control of the Khur tribe. From this village, the Khan of Khur maintains an alliance with the Knights of Neraka and attempts to also keep his alliances with the other Khurish tribes.

Kyte (Small Village)

The village of Kyte lies directly west of Alek-Khan and is a minor outpost on the border between the Khur territory and the dwarven realm of Thoradin. The Khur warriors have little dealing with the dwarves, however some minor trade does occur on occasion. Otherwise this remote village has little impact on the dealings between the tribes of Khur.

Pashin (Small Town)

Pashin lies on three separate borders, and is just within the outer limits of the Mikku tribe's territory. Sitting close to the lands of Blode and Silvanesti, this border town was once ruled by the Mikku tribe, who were later ousted by the Knights of Neraka. When the minotaurs invaded Silvanesti and drove the dark knights out of the elven realm, the population of Pashin has increased and is now home to dark knights, refugee elves, and all kind of mercenaries. A local mayor is the visible leader of Pashin, however the actual power is with the leading officer of the dark knights, who plays the mayor like a marionette. Pashin is now overcrowded, and businesses boom here. However brawling and crimes are also frequent, and even the dark knights cannot prevent most of the troubles, due to overcrowded streets, shops and residences.

Phren (Geographical Feature)

The ruins of Phren lie beneath the waves, just south-east of Khuri-Khan. This area was once part of the Khur region in pre-Cataclysmic times, and part of the Mayakhur territory. The survivors fled further inland and settled in Ak-Tubal and Ak-Krin. Phren is patrolled by the sahaugin of Shark, although riches are rumored to still lie here, untouched by pirates or other hands.

Santekh (Geographical Feature)

To the south-west of Ak-Krin is where the ruins of Santekh reside. These ruins were once the home of the Khan of the Tondoon tribe, and the major settlement in the Tondoon territory. Shifts in the land during the Cataclysm, saw a good deal of the southern Khalkists crush the former town of Santekh and many of those inside. The Tondoon tribe are now completely nomadic, and they roam their territory and it's borders. The ruins are often visited by the Tondoon tribe, but they are home to little other than the occasional desert creature.

Shalimsha (Geographical Feature)

The fortress of Shalimsha is situated on the border of the Fin-Maskar territory, to the north of the city of Delphon. The fortress guards the border against both the Hachakee and Weya-Lu tribes. The fortress has been held by the Dragonarmies and other dark forces from time to time, although it has since been reclaimed by the Fin-Maskar and serves once again as their defense against the warring tribes.

Shark (Village)

The small undersea community of Shark is located beneath the waves of the Khurman Sea, just south-east of Ak-Tubal. Shark is home to sahaugin and their shark companions, hence how the community earned it's name. The savage children of the sea dominate this section of the underwater realm and occasionally raid seafaring vessels. Mostly though, the sahaugin and their vicious companions prey on elves and other underwater travellers who are fool enough to enter their realm.

Tur (Geographical Feature)

Southwards of Ak-Baral is the location for the fortress of Tur. The only other settlement in the northern territory of the Hachakee tribe, this fortress guards against incursion from either the Khur tribe, the Fin-Maskar or the Weya-Lu. The Hachakee warriors reside in this fortress all-year round, changing guard regularly with their kin in Ak-Baral and have also established a safe trail between the two structures, which enables them to cross the northern sands relatively free of danger.

Lemish

The forested nation of Lemish was originally part of Solamnia, although years of fighting and prejudice led them to hate their former protectors. Civil wars in Lemish have led to the continual changeover of Lemish rule, and seen alliances rise and fall with other nations. Ever since the War of the Lance, Lemish have openly supported the people of Taman Busuk, and been a thorn in Solamnia's side. The region is ruled from the city of Lemish, and is ruled by a self-styled lord who has his own private army to enforce his laws. Whilst the dark hearted humans of Lemish hold sway over the region, hobgoblins, goblins and draconians are also known to frequent the area in small numbers.

Avin (Geographical Feature)

The ruins of Avin can be found in the southern portion of the Godsfell Woods. Formerly a town in pre-Cataclysmic times, Avin was crushed by rock along with it's sister town Favo during the Cataclysm. Hobgoblins now dwell in the ruins, laying claim to anything they find there.

Caermish (Small Town)

Caermish is the western part of the twin towns that lie along the fringes of Crusher's Bay, just eastward of the Garnet Mountains. The port town is comprised of stone buildings and wooden structures, and houses a large docks area. Caermish has established trade with many nations and welcomes ships from anywhere other than Solamnia. Lumber is the chief export out of Caermish, and slavery is openly promoted here. The town is home to a large number of both pirates and woodcutters.

Chisel (Hamlet)

At the base of the Southern Dargaard Mountains, to the south-east of the city of Lemish, lies the small hamlet of Chisel. This hamlet is a Theiwar dwarf settlement and is based around a large mine that they have delved. The dwarves trade freely with the Lemishans, a fact that has brought them a great degree of profit, since their cousins in Kayolin will not normally deal with the humans. The Theiwar also have been creating and supplying weapons to the Lemish for some time, but continue to mine the mountain range for the valuables they believe are in it's depths.

Elmwood (Small Town)

The town of Elmwood lies on the north-western fringes of the region, just within the Lemish Woods. Elmwood is open and accepting of most folk, including Solamnics (although actual knights are still frowned upon). Because the residents of Elmwood are much more open-minded and welcoming than any other part of Lemish, trade is widespread and booming, and the townsfolk are all fairly wealthy. The town is divided into districts, from the merchant district to the noble district. Elmwood is ruled by a Lemishan of the noble blood, appointed by the Lord of Lemish. The governor of Elmwood resides in the illustrious Governor's Manor in the noble district.

Fangoth (Large Town)

Fangoth resides in the centre of the Lemish region, south-east of the town of Elmwood. The town was originally named Faermish, but was renamed to Fangoth when it was granted to the hobgoblins for their aid against the Solamnic forces several centuries ago. The town is ruled by the fiercest and strongest amongst the hobgoblins. Fangoth has a militia comprised of both Lemishans and hobgoblins, who arrest elves, Solamnics and troublemakers on sight. The dirty streets and buildings are an indicator of the goblin presence in the town. All the residents of Fangoth, from the lowest peasant to the ruling hobgoblin lord, all live in the filth and squalor of this dirty, impoverished town.

Favo (Geographical Feature)

The ruins of Favo are located in the northern reaches of the Godsfell Woods. Favo was once a home to druids and noble Lemish lords, however it was destroyed during the Cataclysm and the ruins were later claimed by the hobgoblins who moved into the area.

Fearfold (Small Town)

To the west of the ruins of Koph, in the absolute central northern section of Lemish lies the town of Fearfold. The town is built around the grand fortress of Fearfold, which is situated on the banks of the Heartgaard River. The fortress is a defensive outpost to protect against the Solamnics of the north and is ruled by a military commander, appointed by the lord of Lemish. A healthy number of militia serve the commander at any time, as the Lemishans are most fearful of invasions coming from their northern neighbours.

Garnet Mountains (Geographical Feature)

Protecting Lemish on the west are the Garnet Mountains. This mountain range divides Lemish from Solamnia and Kayolin, giving them sufficient protection on that border. On rare occasions, small patrols wander through the Southern Darkwoods which lie at the base of the mountains. However generally the Lemishans avoid the Garnet Mountains themselves, as well as the Southern Darkwoods, due to the fey creatures who dwell in the woods.

Godsfell Woods (Geographical Feature)

Along the north-eastern border of Lemish and Throtl, lies the Godsfell Woods. This forested area is home to a hobgoblin tribe known as the Treeshredders. These hobgoblins are wild and unruly, but also surprisingly protective of their woods and all within it. The Godsfell Woods are framed by the Southern Dargaard Mountains and house several ruins, which are now home to the hobgoblins.

Koph (Geographical Feature)

To the north of the Godsfell Woods lie the ruins of Koph. Once a minor town that was perched on the border between Throtl and Lemish, the settlement had numerous dealings with the goblins. When the Solamnics first started to notice the treachery of Lemish, they destroyed Koph and the foul denizens who lived there. The surviving Lemishans quickly moved westward to the fortress of Fearfold, leaving the ruins of Koph behind. The Solamnics withdrew back into their own territory, and the ruins are home to the goblins of Throt in more recent times.

Lathe (Geographical Feature)

Lathe was once a lovely port town, which was perched on the edge of the New Sea, just south of Walmish. When the Cataclysm shook the earth, most of Lathe fell into the newly created New Sea. The surviving residents migrated northward to Walmish, leaving their once beautiful town in ruins. Lathe is now home to draconians and goblins.

Lemish (Small City)

In the central portion of the region and to the south of Fangoth lies the city of Lemish. Capital of the region, the city is a walled defensive structure that has three large gates that allow access in and out. The Southern Gate allows access into the Darkwoods, whilst the Gate of Sunrise leads to the Southern Dargaard Mountains. Finally the Sunset Gate heads northward towards Fangoth. The city is filled with bustling shops and marketplaces, and most travellers are welcome here, except for elves, white-robed mages and Solamnic Knights. On every corner can be seen the city guard, who report directly to the lord of Lemish. Also within the city lies the Lord's Palace, which is the palatial home of the ruler of the region. There are three operating thieves' guilds within the city, who make waylaying foolish travellers one of their chief interests. The residents of Lemish range from humans to hobgoblins to dwarves. Those who do not bear the correct pass or anger the city guard in some way will likely find themselves imprisoned or enslaved. The slave markets of Lemish are extensive and popular amongst the darker denizens of the city.

Lemish Woods (Geographical Feature)

In the central region of Lemish is a vast forested area known simply as the Lemish Woods. The woods are home to small villages and homesteads, and there are also miles of uncharted forest which are not inhabited by civilised folk. Whilst settlements and travellers can be found throughout the forested area, dark creatures are also known to dwell away from the settlements, lying in wait for the unwary adventurer.

Southern Dargaard Mountains (Geographical Feature)

On the eastern side of Lemish, are situated the Southern Dargaard Mountains. This mountain range theoretically protects Lemish from Estwilde and Throt, however since the Lemishans have long been allied with the goblins of Throt, there is no actual fear of invasion from that side. Numerous passes can be found through the mountain range, and all are controlled by the Lemish. Access is granted freely to their goblin allies, who help them in undermining the Solamnics when possible.

Southern Darkwoods (Geographical Feature)

Along the base of the Garnet Mountains to the west of Lemish, lie the Southern Darkwoods. These forested area is home to fey creatures and is also the home of the powerful entity known as Lord Wilderness. As well as the fey, Kagonesti elves are also known to dwell in the Southern Darkwoods. The occasional Lemishan patrol will pass through the woods, however they spend only the briefest of moments in this area, as they are fearful of both the elves and the fey, and only enter when forced by their lord.

Walmish (Small Town)

The easternmost of the twin towns of Crusher's Bay, Walmish is like Caermish in most respects. Like it's sister town, Walmish trades chiefly in lumber and slaves, and also welcomes ships and merchants of all kinds into it's port. Walmish trades openly with Caermish and also with Lemish itself, sending many of it's import goods directly to the capital. Whilst the citizens are taxed heavily by the ruler of Lemish, there is a certain degree of leniency, due to the free-flowing number of imported items which are sent to the large city.

Wayfold (Hamlet)

In the far reaches of the Southern Darkwoods lies the small hamlet of Wayfold. Amidst the fey and other creatures of this forested area, is of all things, a settlement of kender. The kender of Wayfold are wild in nature, and often paint their bodies in tribal colors before going exploring in the Darkwoods or fishing in Crusher's Bay. The females of Wayfold practice speaking with the dead, believing they have the power to do so, as well as predicting the future. However few folks outside of the kender race, actually take these "seers" seriously.

Nordmaar

To the far north-east of the mainland of Ansalon, lies the realm of Nordmaar. Once separated from the mainland of Ansalon in ancient times, Nordmaar was a group of islands on which lived the ancestors of the Nordmaar tribes in the present. The Cataclysm saw land rise from the sea, joining Nordmaar to the rest of Ansalon. Nordmaar is comprised of three distinctive areas. To the far north and eastern portion of the realm are tropical jungles, the central and western part are comprised of the Southern Wastes. Whilst the southern section of Nordmaar is dominated by the Great Moors, a vast swamp which is ruled by the great black dragon Mohrlex. The people of Nordmaar are a mixture of many different tribes, however they are ruled by the one singular king, who presides over the land from the capital, North Keep.

Clocktower (Geographical Feature)

On the south-western edge of the Great Moors, perched on the edge of the Miremier Straits, is a large clocktower. The mirror of the southern clocktower in Kern, the tower was once used to guide ships into the islands of Nordmaar itself. However with the Cataclysm, the Great Moors were created and the clocktower itself was abandoned. Now the tower is home to reptiles and other creatures within the Great Moors. The remains of ruined and deteriorated docks lie at the base of this unused shipping location.

Dragon's Graveyard (Geographical Feature)

The Dragon's Graveyard is a mystical site that lies to the west of the village of Haant, and is on the border between Nordmaar and Estwilde. This place is where metallic dragons come to die and have their bodies magically interred into the ocean depths. All metallic dragons are taught of this place, and when they know they are about to die, if possible, will come here. On singing a song of praise to Branchala and Habbakuk (who created this site for the metallic dragons), the dying dragon will go to their rest and their body will be magically buried in a place where it cannot ever be recovered.

Emerald Peaks (Geographical Feature)

The Emerald Peaks dominate the northern central jungle portion of Nordmaar, and are where the original folk of Nordmaar once lived. The highest peak is known as Starseeker, and was where many ancient settlements were constructed. All these settlements have long since fallen into ruin and been abandoned after the Cataclysm, as the tribes of Nordmaar spread outwards through the region.

False Storm - Mirage (Geographical Feature)

To the north-east of Nordmaar, lies a curious area known to sailors as the False Storm. Sailors heading north-east from Nordmaar often report of gale force winds, turbulent waters and dark clouds overhead as far as the eye can see. Those brave (or fool enough) to travel closer to the storm, find that the waters of the Northern Courrain are actually calm and can be traversed easily. It is believed that Habbakuk or one of the other gods created this illusion to deter most sailors from journeying further northward towards the Dragon Isles. Of course other defenses mean that the Dragon Isles are difficult to locate... this is just the first "test of faith" for sailor braving the northern waters.

Fountain of Renewal (Geographical Feature)

Along the western part of the Great Moors is where the fabled Fountain of Renewal is situated. The fountain is a shrine of Habbakuk and possesses springs of healing and exotic flora that can aid the sick and dying. Even in the Great Moors, the waters and flora around the Fountain of Renewal are much brighter. The mystical nature of the shrine keeps it hidden from the dragon Mohrlex, although he constantly searches for it, to claim it for himself.

Haant (Village)

South of Pentar, along the western coastline of Nordmaar, is situated the quaint village of Haant. The village is one of the smallest settlements of the Cuichtalic tribe and has extensive trade with it's northern neighbour of Pentar. Haant is mainly a fishing village, which plies the waters to the west of fish, which it trades with other settlements further inland. A small set of docks welcome traders and visitors, and the village is ruled by a minor chieftain of the tribe.

Jachim (Small City)

The city of Jachim is located just to the north-east of North Keep, along the Last Coast. Jachim has long been well known as a port city that welcomes vessels from the Solamnics and other honorable nations. The city has long been run by the Topotlic tribe and their chieftain is the ruler. The merchants and traders in the town, have made Jachim quite prosperous, and it's fortified walls staved off the attacks of the legions of Chaos during the Summer of Chaos.

Jennison (Village)

Jennison is a roughly constructed village, surrounded by a high palisade to defend against the dark denizens of Sahket Jungle, and also against the legions of Chaos in the early part of the Age of Mortals. The defenses of Jennison kept the village from being wiped out like many of the smaller settlements along the Last Coast of Nordmaar. The inhabitants of the village are the surviving Xocnalic tribespeople who fled the destruction of Valkinord. Because of the location of Jennison, somewhat north of the ruins of Valkinord, it is rather isolated from the rest of Nordmaar and therefore operates independantly of the king's decrees. That is not to say that the folk of Jennison do not respect the King of Nordmaar, there is simply almost no contact between their village and the rest of the kingdom.

Jotan (Village)

The village of Jotan lies in the north-western corner of Nordmaar and is home to the Neztalic tribe. Whilst roads lead to numerous other settlements, the only commonly used one is towards Unger, the only other Neztalic settlement in the region. The folk of Jotan are loyal to the King of Nordmaar, although they do not have open alliances with the Solamnics, the Nerakans or any other group outside of the kingdom. Preferring to run their lives without outside influence, those within Jotan run small businesses primarily established to feed and cloth their own people. The village is comprised of numerous huts and wood dwellings, surrounded by a low circular wooden wall from which the defenders guard the settlement.

Mem (Geographical Feature)

The ruins of Mem lies in the central northern section of the Great Moors. Historians and sages believe that these ruins were once a Dargonesti elf city that was destroyed when the earth rose between Ansalon and the northern islands, forming Nordmaar. Relics and artifacts within the ruins suggest that this was indeed once a city of the deep sea elves, although with Mohrlex now in the Great Moors, few are fool enough to explore these ruins.

Mother's Promise (Geographical Feature)

On the northern edge of the Sahket Jungle is a gigantic tree known as Mother's Promise. Somewhat south of North Keep, the Giant Ceibo Tree stands well above any other plant in the entire region and is reported to have once held the seed for every plant in the jungle. The tribes of Nordmaar believe that Chislev created Mother's Promise to enrich their jungle and provide cover and protection for them.

Nol (Geographical Feature)

On the southernmost stretch of the Great Moors is situated the ruins of Nol. These ruins house little other than lizardmen and creatures of the swamp. Once believed to have been a settlement of the Nordmaar tribes, the ruins have been long abandoned and overtaken by the swamp and the creatures lying in it's depths.

North Keep (Large City)

The capital of the Nordmaar region is the mighty North Keep. The city is located in the north-eastern part of the region, somewhat south-west of Jachim. North Keep has long been inhabited by the Cuichtalic tribe, from which the kings of Nordmaar have always been chosen. Within the city is firstly the vast vine covered stone fortress of the king of Nordmaar. Also housed within North Keep is a major base for the Knights of Solamnia, who have strong allegiances with the king of Nordmaar. In other parts of the city are the grand temples of the gods, and large stone dwellings lie in every direction as far as the eye can see, raised above the jungle floor as dwellings for the city's population.

Pentar (Large Town)

Pentar is perched on the north-western coast of Nordmaar, somewhat south of Jotan. This port town has the most extensive fleet of ships anywhere in the Nordmaar region and is run by the Cuichtalic tribe. The tribe runs a lucrative fishing trade out of the town, and also have a floating marketplace with all kinds of exotic goods. Travellers and merchants come from all parts of Ansalon to visit the wonderful floating markets of Pentar. Away from the docks and floating market in the west, the town sprawls out into the residential district comprised of thatched cottages and magnificent villas.

Rangaar (Small Town)

The town of Rangaar is located westward of North Keep, and has extensive trade with both the capital and with the town of Willik. Inhabited by the Cuichtalic tribe, Rangaar is hidden deep within the central highlands of the Emerald Peaks. Rangaar is not heavily fortified, since it is hard to locate in the tropical jungle. A minor chieftain of the Cuichtalic presides over the town.

Qwes (Geographical Feature)

In the Southern Wastes, lie the ruins of the former settlement of Qwes. Once a lovely town which was run by the Khan of the Southern Wastes, Qwes was destroyed by the Dragonarmies during the War of the Lance and not rebuilt. The Khan chose not to rebuild Qwes, and his people instead stayed within the town of Wulfgar after the war, choosing not to return to the site where their cousins and loved ones were slaughtered in large numbers. The ruins are Qwes are guarded by the people of the Horselord (the Khan of the Southern Wastes), however they do this to prevent robbers and bandits from looting the ruins and disturbing the rest of their people. The Horselord's people only guards the outer limits of Qwes and do not enter themselves.

Sahket Jungle (Geographical Feature)

The Sahket Jungle runs along the eastern length of Nordmaar, ending at the Miremier Straits. The jungle is extremely dense and near impenetrable, and is known to hide fearsome creatures, as well as some of the darker and more dangerous tribes of Nordmaar. Amongst these tribes, is the religious cult which rules them all, known as the Soilbrood. This cult of Morgion works amongst the tribes and the animals of Sahket Jungle, and will kill interlopers found within their territory. There are no known settlements with the jungle itself, however the ruins of attempts to construct livable areas still remain, albeit they are now overgrown by the jungle.

Southern Wastes (Geographical Feature)

The south-western portion of Nordmaar is filled with arid and open plains, that in sections break out into sandy desert. The plains are ruled by the nomadic horsmen who dwell here, in small tent cities that can be moved at a moment's notice. The entire section of the Southern Wastes pay homage to the Khan of the Southern Wastes, who rules from the town of Wulfgar. The nomadic barbarians are a harsh people, however they will trade with travellers, and occasionally assist them through the area to more civilised parts... for a price.

The Great Moors (Geographical Feature)

The Great Moors dominate the southern section of Nordmaar, and are effectively one massive swamp. Vegetation and small clumps of turf are dotted throughout the swamp, and it is ruled by the fearsome black dragon Mohrlex. The dragon allows bakali, alligators, giant insects and other creatures to also reside within the swamp, but all recognise him as the ruler. The Xocnalic tribe also once dwelt within the swamp, but when Mohrlex arrived they were forced to flee eastward to stay with their cousins in Jennison.

The Hive (Geographical Feature)

At the northern tip of the Great Moors, lies a small chasm which runs deep into the earth. In these damp caves breed giant insects and lizards who feed on one another and the strongest emerge into the Great Moors. The area is simply known as the Hive, and is certain death to any who are fool enough to wander near the edges, let alone inside the Hive itself. Literally hundreds of lizardfolk and insects swarm in the hive, killing one another in a bid to grow stronger and escape into the swamp. The bones of dark clerics and magic-users who have attempted to control these creatures as a mindless army dot the area, since there are far too many creatures to control. Because the insects and reptiles kill one another, their numbers do not grow out of control so that they will ever be a major threat. They are also mindful of one thing, no matter how large their numbers grow, they are no match for Mohrlex to the south.

The Horseman (Geographical Feature)

At the northern tip of Nordmaar, lies a great structure known as the Horseman. This huge rock resembles a rider upon a massive steed, and whilst rumors persist about the magical properties of this site, no magical secrets have ever been unlocked or discovered here. More likely, the Horseman is a relic of some empire of the past, perhaps even something from the days of the Istarian empire.

Unger (Village)

In the central northern part of Nordmaar, directly eastward of Jotan, lies the village of Unger. Like Jotan, this village is home to the Neztalic tribe and led by the chieftain of their tribe. Unger resides in the upper highlands and is situated in a naturally defensible position amongst the rocks and trees of the Emerald Peaks. A small palisade rings the village, and the inhabitants of Unger rotate amongst all able to wield a weapon, in taking watch to defend their town. The residents live in wooden houses and a few live in stone cottages. The only regular trade is done with their Neztalic neighbours in Jotan.

Valkinord (Geographical Feature)

On the south-eastern coastline of Nordmaar are the ruins of Valkinord. This once great city housed the greater part of the Xocnalic tribe, however the city was razed by dragons during the War of the Lance, when Valkinord refused to submit to the Dragonarmies. The ruins of Valkinord are rumored to hold treasures and magical secrets, however it has become overgrown by vines and the jungle itself, making it hard for would-be explorers.

Willik (Large Town)

The second largest settlement of the powerful Cuichtalic tribe, Willik is located in the western section of the Emerald Peaks, in between Rangaar and Pentar. Willik has long been a spiritual home for the Nordmaar tribes, housing the majority of the temples in the region. Chief amongst the temples has long been that of the Earth Mother (Chislev), and her faithful have often been the leaders of the town also. Other than a brief period where the town was occupied during the War of the Lance, Willik has been a powerful spiritual bastion for the people of Nordmaar. In the Age of Mortals now that the gods have returned once more, Chislev has again given her blessing to her children in Willik.

Wulfgar (Large Town)

On the south-western tip of the Emerald Peaks, just on the border with the Southern Wastes, is located the town of Wulfgar. The town has long been inhabited by the Huizitlic tribe, who are ruled by the mighty Khan of the Southern Wastes. Wulfgar has a massive wall that surrounds it, which was designed by the Solamnics to aid the people of Nordmaar in defending their town against enemies. The town is vast and filled with several manors and villas, the greatest of which is the residence of the Khan. In the centre of town lies the Horseman Arena, where all disputes are settled by mounted combat, in a similar style to the minotaurs of the Blood Sea Isles.

Northern Ergoth

Before the Cataclysm, Northern Ergoth was once part of the mainland of Ansalon, and a greater part of the Ergothian empire. The Ergothian empire once held sway over a large tract of the mainland of Ansalon, being founded by the warlord Ackal Ergot in 2600 PC. It was later diminished somewhat by the rise of Istar and Solamnia, and during the Cataclysm it split away and now resides to the north-west of the mainland. Northern Ergoth is divided by the Sentinel Mountains that run down the length of the island and is considered separate from the kender nation of Hylo, which is perched on the eastern part of the region. Other than Hylo, the island is home to four separate realms, the barbarian realm of Ackal Province, the human realm of Ergoth Proper, the trollish realm of Ogaral, and the goblin realm of Sikk'et Hul.

Beacon (Hamlet)

The hamlet of Beacon resides at the north-western tip of Northern Ergoth in the Ackal Province. Constructed in 310 AC by sailors from Saifhum, the hamlet has it's own lighthouse to guide sailors at night, and a large number of settlements. Beacon is the capital of the Ackal Province and home to the Overchief of the Ackals, ruler of all the tribes. The hamlet is inhabited by the Ackalite barbarians, and is a den for pirates and thieves.

Castle Crimson (Geographical Feature)

Further south-west from Tantyvil along the Emperor's Road, is where Castle Crimson is located. The grand structure is built from red stone and resides on a large hill so it overlooks the surrounding lands. Once ruled by a member of dwarven nobility, the castle has since fallen into the hands of half-elves. The presiding lord of Castle Crimson has a Qualinesti elf for a mother, and his father was an Ergothian noble and a direct relation to the emperor of Ergoth Proper. The Lord of Castle Crimson normally occupies a seat in the Imperial Senate, and has a powerful legion of soldiers at his disposal within the castle. Surrounding settlements are situated at the base of Castle Crimson, and are home to guild thieves, bards and Qualinesti refugees who are considered as the protected and favored by the rulers of Castle Crimson.

Castle Di Thon (Geographical Feature)

On the south-western coast of Northern Ergoth, in the realm of Ergoth Proper, lie the ruins of Castle Di Thon. Slight east of Thonvil, Castle Di Thon was once home to the noble Di Thon family. The last descendant of the family, Bram Di Thon, vanished around the Summer of Chaos, and since then the castle has been abandoned. Ghosts and faerie folk are rumored to now dwell in the derelict castle.

Depre (Hamlet)

North-west of the capital of Manic, in the goblin nation of Sikk'et Hul, is the hamlet of Depre. The goblin settlement control a mine at the base of the Sentinel Mountains, which they delve for ore. The goblins of Depre trade the ore with their Ackalite neighbours in Ker-Manth, as well as their cousins in Manic. A minor chieftain rules over Depre and treats his goblin-kin fairly.

Even (Geographical Feature)

In the central eastern border of Ergoth Proper, lie the ruins of the town of Even. Perched at the foot of Sentinel Mountains, Even was once a wealthy town that traded food delicacies to Gwynned and the other towns within Ergoth Proper. However rampaging Ackalites razed the town and killed the citizens, on one of their fiercest raids shortly after the Cataclysm. The ruins of Even are reported to be haunted and Ergothians no longer even visit the area.

Fav (Geographical Feature)

In pre-Cataclysmic times, Fav was an elaborate city and a jewel of the Ergothian empire. It fell into ruins during the Cataclysm however, and resides in the central area of Sikk'et Hul, south-east of Ker-Manth. The ruins are home to gully dwarves who have managed to drive off the goblins who have entered, however rumors persist that the wondrous treasures of Fav still lie in the ruins.

Gulfport (Large Town)

South of Hillfal, along the once-great Emperor's Road is situated the town of Gulfport. Possessing the largest merchant harbor in Northern Ergoth, Gulfport is also home to many weaponsmiths and artists, who work with the rich metals that are mined from nearby Wind Dancer Mine. The mine possesses some of the richest veins of ore and other minerals in all of Ansalon, and provides lucrative items to trade with other settlements in Ergoth, as well as the other nations of Ansalon. Gulfport is governed by the nobility of Ergoth Proper.

Gwynned (Large City)

On the south-western part of Northern Ergoth, northwards of Castle Di Thon and Thonvil, lies the imperial capital of Gwynned. Originally named Tuskanvil in pre-Cataclysmic times, the city was a summer retreat for the emperors of Ergoth. With the Cataclysm and loss of the former capital of Daltigoth, the empire renamed Tuskanvil to Gwynned in respect to the last emperor before the Cataclysm, and it was made the new capital of Ergoth Proper. Throughout the city is the Emperor's Palace, the manors of the Imperial Senate, the Imperial University, opera houses, gladiatorial arenas, vast marketplaces and every imaginable business and establishment. A broad harbor has also been established in Gwynned, to house the imperial warships. As the capital of Ergoth Proper, the city is ruled by the Emperor of Ergoth, and all administrative decisions are made by the Imperial Senate.

Hillfal (Small Town)

On the southern banks of the Alunatal River, on the north-western border of Ergoth Proper, stands the fortified town of Hillfal. The town is the northernmost defensive settlement which guards against the barbaric hordes of Ackal Province. Originally the town was a minor outpost which was destroyed by Ackalites shortly after the Cataclysm. The inhabitants from Ergoth Proper moved northwards and resettled Hillfal in 230 AC, constructing a large fortress and surrounding settlements to protect against the northern invaders. The town is filled with numerous shops and businesses, and has a thriving black market as well as a gladiatorial arena. Hillfal is governed by a general from the army of Ergoth Proper.

Hillfort (Small Town)

On the southern border of Ergoth Proper and Sikk'et Hul, lies the small town of Hillfort. Established by Ergothians originally as an outpost to protect a local mine and further entry into the lands of Ergoth Proper, the town is now home to Solamnic refugees as well as Ergothians. Solamnics who have proven themselves to the emperor or the Imperial Senate are granted positions of power within Hillfort, and the town is governed by a former refugee who served in the Ergothian military for some time. A number of shops are setup in Hillfort, and trade occurs with Thonvil and Gwynned, and there is some minor trade with the goblins in Lusid.

Isle of the Serpent (Geographical Feature)

The Isle of the Serpent is a minor isle which is home to one structure, the ruins of Fort Ogaral. Once a vast fortress, Fort Ogaral now only has one remaining tower since the Cataclysm which houses the naga who rules the Ogaral Province. The fort is also inhabited by trolls who serve the naga, and receives visits from dark knights, Ackalites, minotaurs and other servants of the dark gods, who wish to pay for the supposedly accurate visions that the naga receives.

Ker-Brindal (Village)

Southward of Beacon lies the village of Ker-Brindal, home to the Brindal tribe of Ackalites. The village is primarily used as an agricultural centre, where sheep and horses are bred, as well as crops to provide food for all of the Ackal Province. The Brindal tribesman trade sheep wool with the kender of Hylo, in return for timber to build their dwellings. The chieftain of the Brindal tribe rules over the village and is loyal to the Overchief.

Ker-Karthan (Village)

On the banks of the Moon River, to the south-east of Ker-Tran, lies the village of Ker-Karthan. The Karthan tribe are known as the shipbuilders of the Ackalite barbarians, and build ships which are second in quality only to the Saifhum ships, in all of Ansalon. The village is ruled by the chieftain of the Karthan tribe, and the Karthans are amongst the most bloody and violent of all the Ackalite tribes. The Karthans are known to enjoy three things above all others: piracy and murder of non-Ackalites, ship building, and learning new techniques to advance the quality, navigation and design of their ships. The only non-Ackalites that the Karthans venerate are those who can aid them in ship building in some way. The Karthans tolerate the kender of Hylo, who supply them with the lumber they require for their ships, in exchange for weapons from Ker-Tran.

Ker-Li (Hamlet)

The settlement of Ker-Li lies at the foot of the Sentinel Mountains, just to the north-east of Werim. Home to the Li tribe of Ackalite barbarians, the hamlet is home to several cottages and small wooden houses. The Ackalites founded Ker-Li after a series of raids left them displaced from their own homeland. Because of the remote location of their village, and their alliance with the warlords of Werim, the barbarians have been tolerated within the borders of Ergoth Proper. There are few shops within Ker-Li, as the barbarians are fed and clothed by the warlords of Werim.

Ker-Manth (Village)

In the northern section of Sikk'et Hul, somewhat south of Raekel's Pit, is located the Ackalite village of Ker-Manth. The Manth tribe are led by their single chieftain, and are far more peaceful than the Ackalites tribe in Ackal Province. The folk of Ker-Manth trade with the goblins of Depre for ore and other metals, with which they craft weaponry, which they trade with other settlements in Sikk'et Hul, and also with the kender of Hylo for lumber and food.

Ker-Tran (Village)

The village of Ker-Tran is positioned in the centre of the Ackal Province, and is the home of most of the weaponsmiths and metalworkers in the realm. The village is the residence of the Tran tribe and they control the only viable mine in all of the Ackal Province. Because of this, the Tran tribe are respected as the craftsmen and providers of weaponry. The village is surrounded by a high defensive wall, from which traps and defensive equipment is laid out to drive off any who would lay siege to Ker-Tran. The chieftain of the Tran tribe rules Ker-Tran and is fiercely loyal to his own people first and foremost, and then the Overchief.

Ker-Vakt (Village)

Northward of Hillfal, on the northern banks of the Alunatal River is situated the village of Ker-Vakt. Ker-Vakt is actually a large fortress, from which an overseer designated by the Overchief of the Ackalites, rules over the settlement. The fortress is circled by a moat and protected with numerous traps, and the bodies of traitors or enemies of the Ackalites are often lying at the base of the keep or found floating down the Alunatal River. Inside the keep are the settlements of the varied Ackalite tribes, whose sole purpose is to defend their land against the Ergothians to the south. Ker-Vakt is also a staging point from which Ackalites hordes mount raids into Ergoth Proper.

Lancton (Small City)

Directly east of Castle Crimson. situated along the banks of the Dermount River is the city of Lancton. The city is the centre of trade for Ergoth Proper, and most traders and merchants pass through Lancton to export to the other settlements. Lancton is also known as a centre of art and music within Ansalon, and is home to the College of the Bard, which is the foremost centre for bards in the entire continent. Also within the city is the Thieves Guild, the largest of it's kind anywhere in Northern Ergoth. Those who dabble in the sneakier arts can find like-minded folk in the hidden guild of Lancton, headed by their mysterious guildmaster. Lancton, like almost every other settlement in Ergoth Proper, is governed by Ergothian nobility, who are chosen by the ruling emperor of the realm.

Landfall (Geographical Feature)

In between Gwynned and Castle Crimson, along the western coast of Northern Ergoth is situated the gnomish tower of Landfall. The tower was originally constructed by gnomes who were chasing the Graygem long ago. In later times, it was claimed by the Ergothians of Ergoth Proper, and used as a fortification to defend the western coast against invaders. Landfall has a small militia which are sent from Gwynned. The guard is changed on a frequent basis, as there is little of interest in this ancient gnomish tower, other than traps and a view of the ocean sprawling westward to Sancrist.

Lusid (Hamlet)

The hamlet of Lusid is located in the south-western area of Sikk'et Hul, somewhat south-east of Hillfort. The goblins of Lusid primarily live off fishing and farming, however there are open hostilities from the Solamnic refugees in both Hillfort and also Thonvil to the west. The goblins live a fairly peaceful existence with a small number of kender in their hamlet, which is a grouping of small huts and structures along an area of beachside coves. A small series of docks also lines the edge of Lusid, from which fishing boats are tied.

Manic (Small Town)

The capital of the goblin realm of Sikk'et Hul is perched on the south-eastern portion of Northern Ergoth. It is chiefly home to the goblins of the realm and is ruled by a goblin lord, who is chosen as the most intelligent and clever goblin, after a series of tests. The town is dominated by a lovely manor house, which is the residence of the Lord of Sikk'et Hul, and has abodes for goblins, kender and also sea barbarians, since all three dwell in large numbers in Manic. The town is slightly run down from it's pre-Cataclysmic days under the Ergothian empire, however it is still maintained in fairly good condition by the goblins. Manic is also one of the centres of trade in Northern Ergoth, as many merchants and traders prefer to deal with the honest goblins of Sikk'et Hul, rather than the violent Ackalites or the arrogant Ergothians (and no-one in their right mind wants to trade with a kender).

Moon Steps (Geographical Feature)

In the Sentinel Mountains along the southern border of the Ackal Province, just slightly northward of Wind Dancer, lies the site known as the Moon Steps. This structure was once a vast staircase that wandered upwards into the clouds, and was believed to have being a celestial ladder that led to the home of Lunitari. It was second only in importance to mystics and believers to the Silver Stair on Schallsea. An Academy of High Sorcery also once sat at the base of the steps, and was a home to wizards and magic-users to meditate and study. However with the disappearance of the gods during the Summer of Chaos, the Moon Steps collapsed and the shrines of the wizards were destroyed. With the return of the gods, the mystical site is again a home to wizards and sorcerers alike, who tap into the arcane energy surrounding the area. The shrines have been restored, although the Moon Steps themselves have been left in ruins for now.

Ogaral (Geographical Feature)

The troll province of Ogaral is situated between Ackal Province to the north and the kender nation of Hylo to the south. Much of the province is filled with marshy swampland and rocky hills. The province is split between the land simply called Ogaral and the isle to the north-east known as the Isle of the Serpent. Ogaral is inhabited entirely by trolls, who enslave or kill any fool enough to enter their lands. The trolls serve their naga ruler on the Isle of the Serpent, and can be identified as two distinct tribes of trolls. The beasts occasionally raid Hylo, but otherwise keep to themselves most of the time.

Raekel's Pit (Geographical Feature)

In the southern branch of the Sentinel Mountains, north of Ker-Manth and just within the borders of Sikk'et Hul, is the site of Raekel's Pit. This large chasm is the home to shadows and mists and rumors tells of children that crawl out of the pit to continue Raekel's dark legacy. Past histories tell that a priest known as Raekel plotted to complete a ritual to the dark gods that would crush the Ergothian empire and grant dominance to the dark gods over Ansalon. Raekel was defeated, however since the Summer of Chaos supposedly thirty-three children will rise from the pit to become mystics and complete his black prayer.

Solamnian South (Geographical Feature)

In the heart of Ergoth Proper, lies the open plains known as the Solamnian South. Several farming communities, such as New Winterholm, have been established here by Solamnic refugees who fled their nation during the coming of the Dragon Overlords. The open plains are lush and rich for agriculture, and all within pay fealty to the Emperor of Ergoth. The Solamnic refugees have a tenuous alliance with the goblins of Sikk'et Hul, although still find it hard dealing with them, as they are used to their more barbaric cousins in Throtl.

Tantyvil (Hamlet)

Somewhat south of Gulfport, lies the hamlet of Tantyvil. It was originally built in 300 AC by the son of the ruling governor of Gulfport. The governor would not step down from power, so his son decided to move southward and create his own town to rule from. His fortune went into creating a lovely manor for his family, as well as outlying homes, docks, inns, smithies and all manner of other businesses. Residing on the western coastline of Ergoth, Tantyvil has some trade with local fishermen and various traders from across the sea, however it still remains a minor port town that is governed by the descendants of it's founder.

The Monolith (Geographical Feature)

On the western edge of Sikk'et Hul, near the shores of Huldre Bay, is the site simply known as the Monolith. Reported to have been a site of the huldrefolk long ago, odd lights and sounds can be seen within the Monolith. Most folk stay away from the area, although kender have been known to visit the Monolith, and most disappear without a trace.

Thonvil (Small Town)

The town of Thonvil lies westward of Castle Di Thon, and was long ruled by the noble Di Thon family. With the Age of Mortals and loss of the Di Thon family however, the town has continued on it's own. This small town has a large fishing market, and a small series of docks. Thriving marketplaces and bustling shops fill the town. Thonvil is governed by a local mayor, appointed by the people and loyal to the Emperor of Ergoth Proper.

Truth (Geographical Feature)

At the base of the northern branch of the Sentinel Mountains lies the once-great city of Truth. In pre-Cataclysmic times, Truth was a centre for religion for the Ergothian empire, and housed temples and shrines for all of the gods of the pantheon, as well as minor shrines for nature spirits and lesser deities. Shortly before the Cataclysm all the priests of the city vanished, being good and true clerics of the gods. The city escaped untouched during the Cataclysm however it was completely destroyed by rampaging Ackalites who put every inhabitant to the sword, in retaliation for the gods abandoning them. Truth has remained a ghost town ever since, and is guarded by patrolling Ackalites who hunt down treasure seekers and any who would try to enter the ruins. The only inhabitants of Truth now are gully dwarves and the undead.

Werim (Small Town)

Werim is a small town which is situated to the south-east of Lancton, along the Emperor's Road. The curious town of Werim is populated by villagers who have long been under the rule of local tyrants. A series of warlords have ruled Werim, dominating the town and it's populace. The warlords have maintained alliances with the Ackalite barbarians of Ker-Li to the north-east, who beat any villager into submission, should they speak against the presiding warlord. The emperor of Ergoth Proper has long left the folk of Werim to their own devices and whilst he does not giving his blessing to the warlord, nor does he raise arms against the tyrant. The thieves of Lancton have long been known to travel to Werim to cause trouble for the warlord. All profits of local businesses in the town go to the warlord. The structures of Werim are worn-down and dirty. The only impressive building in Werim is the Warlord's Manor.

Wind Dancer (Geographical Feature)

Wind Dancer is set in the Sentinel Mountains along the northern border of Ergoth Proper. Long ago it was a kyrie settlement, and can only be reached by those who have the ability to fly. Treasures reportedly still exist within Wind Dancer, however the kyrie people are long gone. The settlement is untouched by all but time, and all the buildings, courtyards and halls remain clean and covered with a fine layer of dust.

World's Heart (Geographical Feature)

Just to the south of Truth, high in the Sentinel Mountains is the World's Heart. This curious artifact is a reddish stone which pulses like a beating heart. Since the creation of Krynn, this stone has always resided here and was originally known as the Heart of Takhisis to the ancient High Ogres who first built their city around it. The city was destroyed and lost to time, however later Ackal Ergot discovered the ruins and found the World's Heart, which granted him a vision of greatness that inspired him to form his own empire. The Ackalites now guard the World's Heart and will not allow any outsiders to access the artifact. The site is where all inter-tribal meetings are held, as well as challenges to the Overchief and the right to defeat him in combat and take his place. Even with the loss and return of the gods throughout the ages, the World's Heart has never missed a single beat.

Nostar

The island of Nostar is the smaller cousin of Enstar and lies to the south-east of the larger isle. Much like on Enstar, the settlements of Nostar were devastated during the Summer of Chaos and pretty much wiped out. Only Bev's Oar remains as the singular inhabited settlement that is known about.

Bev's Oar (Small Town)

On the eastern coast of Nostar, in between Kharmie and Slad's Corners, lies the small town of Bev's Oar. As the shadow wights claimed all the other folk of Nostar, it was evident to them that soon they would run out of people's memories to feed upon. So instead of decimating the people of Bev's Oar, instead they slowly steal memories from them every day, allowing them to create new ones. Through this method, the folk of Bev's Oar are spared from death, and unknowingly harvested instead. The people of Bev's Oar are unable to function beyond the most basic of methods, as they constantly lose their memories on how to do things. They are loosely governed by a lord mayor, who is controlled by the wights and convinces everyone in town they are happy and never wish to leave. The fact that no-one remembers how to construct or sail a boat anymore, also helps the wights in maintaining their "flock".

Castle Dread (Geographical Feature)

On the south-western region of Nostar, is the once-formidable Castle Dread. This fortress was built by a line of warlords who thought to long ago dominate the region, when Nostar was once part of the Ergothian empire. With the split of Nostar from the mainland, those within the fortress were killed. The structure was then inhabited by the undead, and remains to this day in their care. The shadow wights who came during the Summer of Chaos, soon left Castle Dread alone, finding only other undead there. Castle Dread is the only area that has remained the same since before the Summer of Chaos. A strong rumor has long been spread that the one who leads the undead is a former Ergothian warlord and a cursed death knight. How accurate or true this rumor is, remains unknown. All who have entered Castle Dread, have never returned.

Helion (Geographical Feature)

On the north-western point of Nostar, is the isolated village of Helion. When the other settlements of Nostar fell to the shadow wights, the folk of Helion lay blissfully unaware. If they had've known the fate of their fellow villagers, it is possible they could escaped the island. However once the other settlements fell, the shadow wights turned northward and feasted upon the memories of those in Helion, eventually wiping out every villager.

Hobgoblin Village (Geographical Feature)

In the central of Nostar, based around an egg-shaped lake, was the goblinoid settlement known simply as Hobgoblin Village. The fierce hordes of goblins, bugbears and hobgoblins long held the central plains of Nostar. However when the shadow wights descended on the island, the goblins and their kin were wiped out as easily as the human settlements, and the area is now simply another ghost town.

Kharmie (Geographical Feature)

Northwards of Bev's Oar, on the eastern coastline of Nostar, is the former settlement of Kharmie. The fishing village was ruined during the Summer of Chaos, when shadow wights consumed all the inhabitants and left the settlement in ruins.

Slad's Corners (Geographical Feature)

Slad's Corners lies on the south-eastern part of Enstar, eastwards of the Three Brothers. Once a thriving mining settlement, which was home to dwarves and humans, Slad's Corners was overwhelmed by shadow wights during the Summer of Chaos and utterly destroyed. Slad's Corners is now an abandoned ruin on the eastern coast of Nostar.

Three Brothers (Geographical Feature)

Just inland of the central eastern coast lies a small rock formation known as the Three Brothers. Known because of the three great rocks which jut skywards together, this minor landmark is one of the few permanent structures amid the sinkholes and ever-changing central plains of Nostar.

Plains of Dust

The Plains of Dust were a result of the Cataclysm, where once verdant valleys and lush plains stood, now a vast wasteland is in it's place. The Plains of Dust run from the edge of the Kharolis Mountains through to the realm of Silvanesti. The southern reaches of the Plains of Dust connect with the arctic realm of Icereach. The Plains were claimed during the Age of Mortals by two large dragons, Iyesta and Stenndunuus, each of whom claimed half as their own. In the later part of the Age of Mortals, both dragons were killed and now the Plains of Dust remain something of a free realm. The region is inhabited chiefly by humans, but also is home to a number of centaurs, goblins, gnolls, thanoi and even some elven refugees.

Bazin (Village)

Bazin is a small village that is located just off from the Old Coast Road, south-west of Lantern. The village was formed by desert nomads as a settlement of sorts. Bazin turned out to become one of the few permanent settlements of the desert nomads and is enclosed in a small desert valley. The village is in a defensible location and is known for it's camel traders and flea market. Many bargains can be found with Bazin, as well as guides to aid travellers across the harsh Plains of Dust.

Black Stain (Geographical Feature)

North-west of Missing City, along the border between the Plains of Dust and the forests of Silvanesti, is an area known as the Black Stain. The tundra and rocky shrub in this desolate area have been blackened by the fiery breath of dragons during the War of the Lance. In the years since the earth was blackened, it has yet to heal. The scorching sun and blistering winds have left the black stain permanently marked upon this part of the Plains of Dust. Only desert creatures scuttle across this lifeless area.

City of Morning Dew (Small Town)

At the north-eastern border of the Plains of Dust is the City of Morning Dew. The fringes of the swamplands sit on the outer limits of the northern section of the town, whilst the rocky shrub of the Plains of Dust greet the southern side. The town is home to bawdy taverns, gambling halls, fighting arenas and wild street parties. Thieves and criminals operate openly, as thugs and minor crime bosses run the streets. The town is filled with malcontents and overseen by the strongest crimelord within the town at the time. No-one truly rules the City of Morning Dew, but profits from those gambling away their coins, keep the businesses operating and the town fairly properous. And for those who won't gamble away their coin, there are plenty willing to take it from you. The manors of the crime bosses are the largest structures in the town, and the only other large structure is the dungeon, which is filled with the enemies of the rich and influential in town.

Duntol (Village)

In the north-western grassy plains at the edge of the Plains of Dust is the village of Duntol. This village is one of the primary settlements of the self-styled human-centaur realm of Duntollik. Trade is widespread and the village is home to a sprawling market. Centaurs and humans govern the town, although elves, half-elves and kender are also in large numbers here. Duntol is the centre of trade for the Plains of Dust.

East Road (Geographical Feature)

Whilst the King's Road was created long ago as an attempt to join the two elven realms, the East Road was created as a means to join the settlements within the Plains of Dust. Beginning at Tarsis and spreading outwards, the grand road still connects to Rigitt in the south and Hopeful in the north, however it is only reaches to the central eastern part of the plains. The road was broken in the Cataclysm and now ends just beyond Twendle. Merchants still travel along the East Road which is in disrepair but still usable. Attempts have been made to clear the highway, however the shifting sands of the Plains of Dust make it hard to maintain it in good order.

Elial (Geographical Feature)

In the central northern part of the Plains of Dust is located the ruins of Elial. In pre-Cataclysmic times, Elial was an attempt by both the Silvanesti and Qualinesti elves to form a border town between their two great nations. The Cataclysm saw the grasses of the plains turn to dust, and the buildings crumble into ruins. The survivors fled back to their elven forests, leaving the broken town of Elial in ruins. Wild creatures are rumored to reside in the ruins.

Fallen Moon (Geographical Feature)

West of Tarsis are the ruins of Fallen Moon. Almost lost to the sands of the Plains of Dust, the ruins have again been uncovered by the spread of the grassy plains eastward. Fallen Moon is believed to be a shrine to one of the gods, and many speculate that it was once a grand temple to Nuitari. The ruins hold little more other than a few stone arches and pillars, engraved with the symbol of a moon. Engraved in several places are the words "Fallen Moon", which is how this curious site gained it's name. Black-robed mages have been known to pay their respects at different times when travelling to or from Tarsis.

Flashfire Furrows (Geographical Feature)

In the south-eastern part of the Plains of Dust, eastward of Twendle, are the Flashfire Furrows. This ditches in the earth are caused by their close proximity to the dormant Flashfire volcano. The ground is dry and cracked in this portion of the Plains and much of the sand is black and akin to gravel. The furrows are uninhabited and normally avoided by all but creatures of the desert.

Hopeful (Small Town)

Hopeful is a small settlement in the grassy plains to the north of Tarsis. A high wall encircles the town, protecting the human and centaur residents against their enemies. The folk of Hopeful have some minor trade with the outside world, however they continue to remain fairly isolationist, choosing to deal with merchants from Tarsis and few others. The town is governed by an elected mayor, and loosely policed by a unified human and centaur militia.

Itzan Nul (Geographical Feature)

Nestled in the Southern Kharolis Mountains, overlooking the Plains of Dust is the ancient settlement of Itzan Nul. Originally Itzan Nul was home to the ancient high ogres, although it was abandoned long ago in the Age of Dreams when they fell from grace. The once graceful marble arches leading into the town have fallen, and most of the structures themselves have also crumbled into ruin. Itzan Nul still houses many treasures, and is now the nesting home of a community of phaethon.

Itzan Tukal (Geographical Feature)

On the northern fringes of the Plains of Dust, further northward beyond Duntol are the ruins of Itzan Tukal. The ruins were once a large town of the high ogres, however they were abandoned several thousand years ago and left abandoned. Dark creatures and the undead now dwell in the ruins. Rumors abound that a necromancer or possibly even a lich rules from the underground caves beneath the ruins. The hint of ancient treasures draw many adventurers to the ruins, however any who enter the depths have yet to return.

Kai-Mev (Village)

Hidden in between the two southernmost branches of the Southern Kharolis Mountains is the village of Kai-Mev. The village was formerly on the sandy border of the Plains of Dust, although with the expansion of the forests from the north-west, is now entrenched in the trees. Kai-Mev is home to both desert nomads and Kharolis barbarians. The isolated community has minor dealings with both the folk of Kharolis and those in Tarsis, but overall keep to themselves.

Khol (Village)

Khol is a village located south-west of the town of Qindaras. Originally founded by those fleeing from the harsh rule of Aniirin the Wicked, the village of Khol is home to a number of desert folk, as well as elven refugees and centaurs. In the most central point of the Plains, and not too far from the East Road, Khol sees some trade pass through Tarsis. Tarmak warriors occasionally pass through the village, but leave the residents to themselves, only buying or taking what they need for their forays in the Plains.

King's Road (Geographical Feature)

The King's Road was once a grand elevated highway which was supported by large pillars. Originally constructed by the elves as a means to travel from Silvanesti, through the Plains of Dust and into Qualinesti, it was widely used by merchants and travellers. However during the Cataclysm the highway collapsed near Purstal and lies in ruins further west of that point.

Lantern (Village)

The village of Lantern is located on the East Road, between Tarsis and Twendle. A small trading community who is most well known for desert guides to aid travellers across the desert, Lantern guides have a reputation for being fair and honest. Guides in other communities lead their clients to tainted drinking holes or towards bandits, whereas the Lantern guides will defend their clients against the ills of the desert. Thus the guides can command healthy payment, which in turn leads to Lantern being a prosperous and valued village, that is led by a wise and fair nomad chieftain.

Mem-Ban (Small Town)

The town of Mem-Ban is located on the border between the Plains of Dust and Silvanesti, somewhat north-west of Mem-Thon. The peaceful townsfolk of Mem-Ban are comprised of desert barbarians, elven refugees and a few centaurs. Mem-Ban once dealt extensively with Mem-Thon, before it's sister settlement was destroyed. With the elven realm of Silvanesti now overrun by the minotaurs, it has also lost trade with that nation. Mem-Ban remains somewhat isolated, but is still a safe haven for elves fleeing their forests. The town is governed by a mayor and guarded by a local militia.

Mem-Thon (Geographical Feature)

North-east of Missing City is the village of Mem-Thon. Home to peaceful desert barbarians, the village remained untouched by the ravages of war, until the Tarmak invasion of the Plains of Dust during the Age of Mortals. The Tarmaks wiped out Mem-Thon and levelled the town. Bloody ruins and broken buildings are all that remain of this once quaint village.

Missing City (Small Town)

Missing City resides in the far eastern reaches of the Plains of Dust, just south-west of Silvanesti. Originally the site of an elven city known as Gal Tra'Kalas which was destroyed during the Cataclysm, Missing City then became something of an oddity. Whilst new structures were built, the original elven structures remained as ghostly images, as did the ghostly inhabitants. Rather than interact with the new residents however, the ghosts simply went about their lives as if nothing had happened. Missing City became the headquarters for both the Legion of Steel and the brass dragon Iyesta, who ruled the eastern half of the Plains of Dust during the Age of Mortals. The ghosts and the illusory buildings vanished during the War of Souls, living the residents in near-peace. An invasion by the Tarmaks led to Iyesta's death and all-out war in Missing City. Now the city remains a divided settlement, with Tarmak warriors, elves, humans, centaurs and both Legionnaires and Solamnic Knights, all claiming separate parts of the town.

Pryz (Geographical Feature)

South of the Flashfire furrow are the ruins of Pryz. Formerly a community of the Ice Folk and sister-town to Shin, Pryz was destroyed by marauding forces from the arctic south long ago. The survivors fled to nearby Shin, leaving Pryz to the invaders. Thanoi and other creatures have since picked over the ruins, leaving little of worth in the wreckage. The sands have claimed Pryz now, and it is home to the creatures of desert.

Purstal (Geographical Feature)

At the end of the King's Road, east of Qindaras, lie the ruins of Purstal. In ancient times, Purstal was part of the Kharolis empire and one of the major trade cities of Ansalon. The city was destroyed in 82 PC, when the legions of Istar overwhelmed Purstal and slew it's residents, as the Kharolis empire has angered Istar. The mayor of Purstal called upon the blackest of magics to raise his slain brothers, before he was killed by the legions of Istar. The dead of Purstal then rose and fell upon the Istarian troops. In the Age of Mortals, the ruins of Purstal are still dominated by the undead who guard the remaining buildings and any treasures within.

Qindaras (Large Town)

South of the ruins of Elial, at the major fork of the Torath River is the town of Qindaras. The town was decimated shortly before the War of the Lance and many of it's residents were killed, however unfortunately for many it has since recovered. This town is governed by a despotic ruler who has six criminal bosses, titled as Amirs, who run the districts of the town for him. The populace of Qindaras do their best to outdo one another to climb the social ladder, which includes killing their betters to rise in social rank. All fear the ruler of Qindaras, who is a descendant of the fearsome renegade mage Aniirin the Wicked, who conquered the town several decades before the Cataclysm. The town is protected by a high wall, which is manned by numerous defenders and has managed to turn away numerous armies and enemies of Qindaras. Other than humans, gnolls are used for the city guard and as bodyguards and soldiers for the crime bosses in Qindaras. Elves are killed on sight in this dark and insidious town.

Rigitt (Village)

The coastal village of Rigitt lies in the south-western corner of the Plains of Dust and is one of the only settlements to remain unaffected by the Cataclysm. Rigitt was the only settlement to remain on the coast and whilst Tarsis floundered when it's port dried up, Rigitt's trade blossomed. The village has a thriving fish market and frequently trades with it's neighbours in Kharolis. Rigitt is also connected to the northern settlements in the Plains of Dust, via the East Road.

Scorpion Wadi (Geographical Feature)

Just to the north-west of the Missing City is a small dried up river bed known as the Scorpion Wadi. The river bed curves like the tail of a scorpion and is also home to many of the small black creatures. Small caves and canyons are spread throughout the area, making it extremely easy to hide or defend from enemies. The Scorpion Wadi has been used by bandits, refugees and Tarmaks as a hiding place, but is currently inhabited only by a multitude of it's poisonous namesake.

Shin (Geographical Feature)

The ruins of Shin are south-west of Pryz, in the Plains of Dust. Like it's companion town, Shin was once home to a number of Ice Folk, who had migrated from the frozen south to the cool southern grasses of the Plains. Before the Cataclysm, a wave of thanoi wiped out Pryz and then turned on Shin. Eventually the defenses were overcome and Shin was taken. The few survivors fled to the far west towards Zeriak, leaving Shin to the thanoi. During the Cataclysm the remaining buildings of Shin crumbled, and the heat of the new sandy desert caused the thanoi to flee southward. Shin has remained abandoned to the sands since that time.

Sinking Wells (Geographical Feature)

Just north of Missing City are the Sinking Wells. This site is a central watering hole in the Plains of Dust, home to travellers, wanderers and desert nomads, where they can rest and gather water. The Sinking Wells were created several thousand years earlier when an underground cavern collapsed and a sinkhole was born. The level of the water rises and falls, but always has enough to sustain weary travellers and the beasts of the desert. In more recent times, the Tarmak warriors have setup a garrison at Sinking Wells, and guard the area closely, holding the watering hole to provide water for their armies.

Stone Rose (Village)

The village of Stone Rose is located to the south of Willik, near the western banks of the Torath River. Stone Rose is filled with aging buildings that house the small populace. The major trade and export for the town is it's locally brewed Stone Rose ale. The ale is famed across the settlements of the Plains of Dust, and brings in decent profits to the town. Merchants and traders are often seen in Stone Rose to export ale. Stone Rose's inhabitants are mainly humans, centaurs and elven refugees. Other than the broad town square and Stone Rose Ale Brewery, the only other significant structure is the Garden of Stone Rose, which houses roses and plants which are made of stone and yet all extremely lifelike.

Tarsis (Large City)

In the south-western reaches of the Plains of Dust, lies the Lordcity of Tarsis. In pre-Cataclysmic times, the city of Tarsis was the greatest port city of Ansalon, and one of the most beautiful and populous cities in the world. However the sea around the port city dried up with the Cataclysm, and Tarsis was left stranded in the newly formed Plains of Dust. Many folk left Tarsis and the remaining survivors enclosed themselves within their walls and left the rest of the world alone. With the coming of the Dragon Overlords during the Age of Mortals, and the expansion of Beryl's realm, and curious blessing befell Tarsis. As Beryl magically extended her forested realm in Qualinesti and Kharolis, the verdant trees and grasses pushed back the western part of the Plains of Dust and surrounded Tarsis. Once again, the great Tarsis found itself surrounded by verdant grasses and again trade has become lively in the city. With the death of Beryl, it is unknown for how long the sands of the Plains of Dust will be held at bay. Tarsis is governed by a singular lord or lady, and is policed by the Knights of Neraka. The Hall of Justice and the Library of Tarsis are two of the grandest buildings with the city.

The Pattern (Geographical Feature)

In the central eastern section of the Plains of Dust lie the many colored sands known as the Pattern. A valley amongst the sand dunes lies here, allowing the scorching sun to reach even hotter extremes which has colored the sand over time. The many-colored hues of the sands shift into different patterns as the wind blows. One of the hottest and most beautiful locations in the entire Plains of Dust, few folk see the Pattern, as it lies in the most desolate part of the Plains.

The Rough (Geographical Feature)

Surrounding the Missing City on all sides is a series of rocky grasslands known simply as the Rough. The terrain is pockmarked and desolate, marking it near impossible for any invading force to launch a surprise attack on the town.

The Run (Geographical Feature)

The Run is a makeshift road that encircles the north-western part of the Plains of Dust, linking each of the settlements in the human-centaur realm of Duntollik together. Merchants and travellers alike can be found along this road, as well as the occasional group of desert bandits, ready to waylay unwary adventurers and traders.

The Shelf (Geographical Feature)

On the western edge of the Plains of Dust lies the site known simply as the Shelf. During the early part of the Age of Mortals, an earthquake shook the region and resulted in a large flat stone being elevated above the sands. This rock provides a good vantage point to view the realm of Kharolis to the west, and also a natural defensive formation. The nomadic desert folk of the Plains often camp in the area, due to the high visibility over the land, and the ability to hold their ground against attackers.

The World Tree (Geographical Feature)

Just north of Wallach, stands the World Tree. This enormous vallenwood tree is a miracle in itself in it's ability to grow so large and strong in the oppressive conditions of the Plains of Dust. Many believe that the World Tree is the physical manifestation of the god Zivilyn, upon the world of Krynn. The tree is rumored to grant visions and blessings to those found worthy and who meditate in it's shadow.

The Wound (Geographical Feature)

On the south-eastern border of the Plains of Dust lies cracked broken earth, as sands mix with the ice from the Icereach region. This area is known as the Wound, as the ground is broken and hard to manouever. Occasional thanoi warriors wander through this part of the Plains, before returning to their frigid southern domain.

Torath River (Geographical Feature)

The Torath River divides the arid Plains of Dust in half. The river is caused by runoff from Icewall Glacier and runs northward through the Plains and spills into the Newsea. In winter, the river often freezes over and becomes a natural highway for travellers.

Tran (Geographical Feature)

At the base of the Southern Kharolis Mountains is the fortress of Tran. Once lying at the edges of the sands of the Plains of Dust, Tran is now deeply entrenched in forested land. The lone tower of Tran has long been home to a group of desert barbarians, although they were ousted in the Age of Mortals by the Knights of Neraka, who now have the western foothold on the Plains of Dust.

Twendle (Geographical Feature)

The ruins of Twendle are situated right near the end of the East Road in the central part of the Plains of Dust. Once the location of a thriving trading post, the East Road brought along travellers and wanderers who spent their coins on essential items for traversing the grassy plains. With the fall of the East Road, so came the fall of Twendle. As fewer travellers came further than Lantern along the East Road, the trading post could no longer maintain enough profits to stay open. Eventually the trading post closed and the owners vacated the area. Since then the structure has fallen into ruin, and is now the residence of bandits and malcontents looking to rob and waylay the unwary traveller.

Wallach (Small Town)

Wallach stands to the east of Willik, in the central northern section of the Plains of Dust. The town has shrines and temples dedicated to Zivilyn, who is the most revered deity in this part of the world. The town is so remote from most other settlements that it is primarily only visited by the most devout worshippers of the god of wisdom. It's most notable feature other than it's temples, is it's close proximity to a lone vallenwood tree that stands to the north of Wallach and is known as the Grandfather Tree (or World Tree).

Willik (Village)

In the now grassy plains on the fringes of the Plains of Dust, somewhat eastward of Hopeful, is situated the village of Willik. The village is home to humans, centaurs and elven refugees. A wild village that has numerous bars and inns, the streets of Willik see many brawls, which are broken up by the powerful centaurs who govern the settlement. Willik is considered part of the human-centaur domain of Duntollik.

Zeriak (Small Town)

In the central southern portion of the Plains of Dust, at the end of the Old Coast Road from Tarsis, lies the town of Zeriak. The town is home to a number of ice barbarians who have made their settlement amongst the frozen tundra in the border town between Icereach and the Plains of Dust. Zeriak is led by a human chieftain, and inhabited almost solely by the Ice Folk. The town has seen it's share of problems, with raids by the White Dragonarmy during the War of the Lance, and now raids by bands of thanoi. This has led to the residents of Zeriak building a large circular outer ring, from which the town defenders drive off their enemies.

Qualinesti

The elven nation of Qualinesti was founded by Kith-Kanan after the Kinslayer War, when the Silvanesti refugees were cast out of the old homeland and made their way to the forest of Mithranhana. The capital of the Qualinesti region was Qualinost, within which was the Tower of the Sun, the seat of power for the Speaker of the Suns. Qualinesti lies between Abanasinia in the north, Kharolis in the south, and Thorbardin in the south-east. Stretched along the western shores of Qualinesti are the Straits of Algoni, and also within the forest of Qualinesti is the mystical Tower of High Sorcery. During the Age of Mortals, the great overlord Beryl was killed, but in death she crushed Qualinost, leaving a vast lake in it's place. The elven nation was shattered and has since become overrun by humans and goblins.

Ahlanost (Village)

The village of Ahlanost stands at the central base of the Kharolis Mountains, southwards of Bianost. The structures in the town are a mixture of both elven and dwarven design, which is also what the village was once inhabited by. Ahlanost was once ruled by a governor who was elected amongst the elven and dwarven residents, and who reported to the Speaker of the Suns. Ahlanost and it's population were overcome by human mercenaries during the Age of Mortals, who still control the village.

Bianost (Village)

Westwards of Nalis Aren, is the village of Bianost. When the human mercanaries invaded Qualinesti, Bianost was one of the first elven settlements to fall. A strong defensive village, with an advantageous location near the border of Thorbardin, the humans fell upon Bianost in force, before splitting ways to claim other settlements. Bianost is ruled by the leaders of the human mercenaries and is the base of their new realm.

Dark Tower (Geographical Feature)

Perched in the Kharolis Mountains, overlooking Bianost in the forest below, is a curious site known as the Dark Tower. This black spire was once the home of a dark mage, who had become exiled from Qualinesti, for crimes against his people. The mage constructed this fortress, from which he enacted further foul crimes against the elves. Eventually he was brought to justice and put to the sword by the elves, however his black ruin still remains perched in the mountains.

Frenost (Village)

In the central northern region of Qualinesti, to the south of Shrivost, is the small village of Frenost. Deep in the forests, this quaint village was home to peaceful elves, who rarely dealt with anyone outside of their own kingdom. Their peace was shattered with the invasion of human mercenaries, who slaughtered the folk of Frenost, and settled in the village.

Grove of Anaya's Tree (Geographical Feature)

Within the Qualinesti region is a grove of ancient oak trees, that were the testing ground for elven woodshapers for several thousand years. In the centre of this grove is a vast oak tree, which was once the Kagonesti maiden Anaya, first true love of Kith-Kanan, founder of Qualinesti. The grove is a sacred place that is immune to damage. The goblins who now reside in Qualinesti skirt the area, fearing the animals and strange creatures who protectively hover over the site.

Havlinost (Village)

Southwards of Lauranost, is the small village of Havlinost, which is perched on the banks of the waterways of the Straits of Algoni. Once a peaceful elven village, Havlinost was conquered by marauding goblins and hobgoblins, who now rule the village and surrounding forests.

Lauranost (Village)

On the central west coast of Qualinesti, is the small village of Lauranost. The village was originally named in honor of Lauralanthalasa, daughter of Speaker Solostaran. Lauranost was the largest grain producer before the Summer of Chaos, and supplied wheat to the entire elven realm. It was also the traditional home for House Gardener. The town was ruled by a local elven governor, who reported directly to the Speaker of the Suns. Following the War of Souls, Lauranost was overrun by human mercenaries, and the remaining residents were put to the sword. The dark-hearted humans have remained in the village, claiming it for themselves.

Mann (Geographical Feature)

The ruins of Mann lie in the southern section of Wayreth Forest, at the tip of Mount Thelalan. An isolated mountain that sprouts amidst Wayreth Forest, this ancient huldrefolk site has been home to many rogues and bandits in past times. The ruins are presently held by the goblins who now call the southern parts of Qualinesti their home.

Mereklar (Small City)

South-west of former Qualinost, at the base of the Kharolis Mountains, is the city of Mereklar. Also known as the City of White Stone, it is surrounded by three great walls, which are inscribed with symbols and ancient tales. Mereklar is governed by ten noble families, who comprise the ruling council. The residents believe that their city was created long ago by the gods of good, although none are able to say why. There is also strong support for a demigod known as Bast in this town, also known as the Lord of Cats. Cats are practically revered in Mereklar, and can be found in abundance.

Nalune (Geographical Feature)

Northwards of Porliost are the magical ruins of Nalune. The ruins predate the elves of Qualinesti, and are believed to have been an ancient home of the huldrefolk. The ruins seem to magically shift on their own and no accurate map has ever been made of the area. The potent residual magic certainly still lies in these ruins, however their secrets still remain to be uncovered.

Pax Tharkas (Geographical Feature)

Southwards of former Qualinost, right on the border between the dwarven realm of Thorbardin and Qualinesti, is the fortress known as Pax Tharkas. Pax Tharkas was a citadel built in the name of peace, between the Qualinesti elves, the dwarves of Thorbardin and the humans of Ergoth. It is also the final resting place of Kith-Kanan, founder of Qualinesti. The citadel was captured by the Dragon Highlord Verminaard during the War of the Lance. It was developed into an iron mine by the Dragonarmies. Refugees from Gateway, Solace and Haven were then sent to work in these mines during the war. A slave revolt, led by the Heroes of the Lance, ended the Dragonarmies hold of Pax Tharkas and led to the freeing of the slaves and the death of the Highlord. Pax Tharkas lay uninhabitated until after the War of the Lance, when the Aghar hero Sestun led his small clan of gully dwarves to the ruins. To this day, the fortress remains nearly vacant, except for the resident gully dwarves.

Porliost (Large Town)

Named after Porthios, first son of Speaker Solostaran, this port town lies on the north-western coastline of Qualinesti. Once the headquarters of House Mariner, and governed by the soldiers of House Protector, this fine town was ruled by an elven governor. The extensive docks and crystal, quartz and marble buildings are now home to the human mercenaries who drove out the former elven residents.

Qualinost/Nalis Aren (Geographical Feature)

The lovely elven metropolis of Qualinost, was once the capital of the elven realm of Qualinesti and the home of the Speaker of the Stars. Shining spires and the wondrous Tower of the Suns stood here, and the realm was filled with beautiful quartz and crystal buildings. Qualinost was a place of wonder, filled with elves and every kind of shop imaginable. With the fall of the Dragon Overlord Beryllinthranox, the city was destroyed and become a vast lake, known as Nalis Aren (Lake of Death). The waters of Nalis Aren are dark and murky, and the place is rumored to be haunted by the spirits of those who died during the fall of Beryl. Neither the goblins or humans who now roam through Qualinesti, will dare to stay near Nalis Aren for any period of time.

Shrivost (Small Town)

On the central northern tip of Qualinesti, lies the small town of Shrivost. Once famed for the elven artisans who lived here, and the wondrous works of glass and ceramic that they produced, it was a home to fine art and culture. The human mercenaries who invaded Qualinesti during the Age of Mortals, killed any remaining elves in Shrivost and settled in the area, claiming the lovely buildings and fine art for themselves.

Tower of Wayreth (Geographical Feature)

Within Wayreth Forest is a magical tower of high sorcery. The Tower of Wayreth has long been the ultimate seat of power for the mages of the Conclave, and the home of the Master of the Conclave. The tower is able to magically move itself and it's surrounding grove in a wide radius, allowing only those who the resident mages allow, to enter the mystical domain.

White-Rage River (Geographical Feature)

Once, the White-Rage River ran along the northern edge of Qualinesti, with it's two tributaries, Inthal-enatha and Inthal-inen, forming a natural barrier to the north and south of Qualinost. However with the destruction of the elven capital, the tributaries have been swallowed by the "Lake of Death" and the river now empties directly into the lake.

Sancrist

The westernmost island on Ansalon is Sancrist, a landmass that is divided between the gnomes of Mount Nevermind in the north, and the Solamnic Knights in forested area to the south. The gnomish realm of Mount Nevermind dominates the island, comprising 70% of the entire region, with it's mountains and dormant volcano. The wooded realm of Gunthar in the south-west of Sancrist is dotted with Solamnic villages and patrolled with vigilance by the Knights of Solamnia. Castle uth Wistan has long been the seat of power for the Solamnic Knights, although in the post War of Souls age, it has faded in importance, due to being separated from the mainland.

Alan (Small Town)

In the south-western realm of Gunthar, along the Thalan Bay is the small port town of Alan. A minor keep lies in the centre of the town and is surrounded by a number of shops and homes. Solamnic Knights can be found freely walking the streets here, and the Alan family have presided over the town ever since it was founded. A number of wagon trails lead from Alan towards Castle uth Wistan, their closest trade neighbour. The folk of Alan also have some trade with the gnomes of Xenos, however they tend to shy away from their dangerous northern neighbours.

Aleph (Geographical Feature)

Northwards of MarKenin, on the south-western coast of Sancrist, are the ruins of Aleph. A former Solamnic settlement, Aleph fell into ruin during the Cataclysm, when it's keep and surrounding buildings crumbled during the shifting of the land. The survivors resettled in Castle uth Wistan and MarKenin, leaving Aleph behind. The ruins have been untouched since it's fall, and Solamnic Knights regularly patrol through the area.

Angel Hair (Village)

On the southernmost point of Sancrist, is the small village of Angel Hair. The underwater community is another settlement of the Dimernesti elves, who have some minor trade with the humans of Sancrist. On the whole, the elves of Angel Hair are fairly isolationist, and deal more with their fellow folk of the seas instead. Their dwellings are carved in sea caves, and a basic defensive perimeter rings their village. The folk of Angel Hair are led by a single chieftain, who governs the village with the aid of a small militia.

Anvil of the World (Geographical Feature)

In the far northern stretches of Sancrist is the site known as the Anvil of the World. Also sometimes called the Anvil of Reorx, a vast mountain stands here, and this site is rumored to be the place where Reorx stood when he shaped the world, and the point upon which the world rests. The sheer size of the mountain and the fact that it's base is too distant to be seen or reached, lends some small measure of credence to the notion that it may indeed be the point on which the entire world of Krynn is balanced.

Castle uth Wistan (Geographical Feature)

Castle uth Wistan was built over a thousand years ago by the prominent Wistan family, who were strong supporters of Vinas Solamnus, and whose sons have always been part of the Knights of Solamnia. After the Cataclysm, the castle become the meeting place of the high council of the Solamnic Knights. The castle was the abode of Lord Gunthar uth Wistan until his death in the early part of the Age of Mortals, and has since been ruled by Lord Liam Ehrling, Grand Master of the Solamnic Knights. The castle is situated in the centre of the forested area of Sancrist, in the south-west of the region. The castle is surrounded by a high wall that is constantly patrolled by Solamnic Knights, and spires and turrets are dotted along the wall. Within the castle itself, rich tapestries, rugs and suits of armor lines the halls, as well as other fine artifacts. The castle is home to a large number of knights and the head of the entire Knights of Solamnia, and is therefore guarded closely and maintained to near perfection.

Cave of Meskle (Geographical Feature)

Amongst the mountains to the east of Castle uth Wistan, is a small cave known as the Cave of Meskle. The cave entrance leads to a larger complex within the mountains, however other than beasts and age-old remains, there is little to be found in this dusty old lair.

Coral (Village)

Off the central northern coastline of Sancrist, is the underwater village of Coral. Home to a small number of Dargonesti elves, their settlement is kept warm as they are situated close to the base of the volcanoes of Sancrist. The elves have no contact with the gnomes of Mount Nevermind, although occasionally one of the gnomish submersibles passes their settlement... and is guided on it's way to avoid any incidents.

Garret (Village)

In the realm of Gunthar, north of Castle uth Wistan, is the village of Garret. The village was established by the Garret family long ago, a respected line of knights, who had long served in the Knights of Solamnia. Around their family keep, many homes and shops have since been built, and the village has prospered over time. The main wagon trail leading out of Garret, heads southward towards Castle uth Wistan. The village is governed by Lord Garret, ruling patriarch of the Garret family, who swears complete allegiance to the Grand Master of the Solamnic Knights, residing in Castle uth Wistan.

Gavin (Large Town)

Along the southern coast of Sancrist, in the Solamnic realm of Gunthar, is the town of Gavin. Established shortly after Castle uth Wistan, Gavin is a fortified town which is controlled and governed by Solamnic Knights. The town is set around Gavin Castle, ancient home of the Gavin family. The lords of the Gavin family have used much of their fortunes to build fine homes and shops for their townsfolk, allowing for a higher standard of living than many other places on Ansalon. Gavin has open trade with Castle uth Wistan, MarKenin and some minor trade with the elves of Ker-Relin.

Heaven's Claws (Geographical Feature)

A series of long and deep furrows stretch across the north-western hills of Sancrist, just to the north of Ker-Stuart. This area, known as Heaven's Claws, is believed to have been caused by runoff lava from a volcanic eruption in ages past. However superstitious folk believe that the five furrows were caused by one of the dark gods raking their hand across Ansalon in anger.

Ker-Relin (Village)

North-east of Gavin and perched on the border between the forests of Gunthar and the hills leading towards Mount Nevermind, is the Kagonesti village of Ker-Relin. A small number of huts and cooking fires denote this minor village, as well as a series of docked canoes on the eastern side of the village. The Kagonesti hunters fish and hunt wildlife and live in relative peace. The Kagonesti of Ker-Relin avoid the gnomes, but have minor trade with the Solamnic Knights, who they share a mutual respect with.

Ker-Stuart (Village)

The Kagonesti village of Ker-Stuart, is much like Ker-Relin in the south, except it has the unfortunate tendency to be located in gnomish lands. Ker-Stuart resides between Xenos and Heaven's Claws on the western side of Sancrist, and is comprised of basic huts. The elvish residents have some small trade with the gnomes, but otherwise keep to themselves, hunting the game amongst the hills and the mountains.

Khas (Village)

Just southwards of Castle uth Wistan, is the village of Khas. Formerly the village was known by another name, but is hailed by many as the birthplace of the popular game Khas. Because of the Solamnic love of this military styled game, the folk long ago altered the name of their village, and host numerous Khas tournaments and festivals around the game. Solamnic Knights and regular townsfolk can often be found hovering over Khas boards. The village is centred around a keep, which is the home of the presiding Solamnic lord of Khas. The village has significant trade routes with Castle uth Wistan, Gavin and MarKenin.

MarKenin (Village)

On the south-western edge of Sancrist is the village of MarKenin. The village is based around the ancient MarKenin Castle, which has produced some of the finest knights in Solamnic history. The family has been prominent in Solamnic circles since the days of Vinas Solamnus, and the patriarch of their family resides in the castle and rules over the village. Around the castle are a number of residences and shops, and there are wagon trails leading to Khas and Castle uth Wistan, the closest neighbouring settlements.

Mount Nevermind (Metropolis)

Mount Nevermind is the home of the largest number of gnomes on Ansalon, and is located in the central northern part of Sancirst. The settlement lies within a dormant volcano, whose upper reaches were destroyed when the gnomes attempted to oust an occupied force of dark knights. Mount Nevermind is governed by an elected council of gnomes, known as the Grand Council, who attempt to ensure that everything runs smoothly within their realm, although it never does. The central shaft of Mount Nevermind is what the gnomes have settled around, having carved thirty-five floors around the shaft. During the Summer of Chaos, the top ten floors were destroyed however, leaving twenty-five levels. Throughout the levels are inventions and all manner of devices, included complex lifts and pulley systems. Some of the most notable sites within the bustling gnome metropolis are the Library, the Undercity, the Tribunal Hall and the Inner Hall. In more recent times, the great red dragonlord Pyrothraxus attempted to claim Mount Nevermind, destroying part of the Inner Hall and claiming a lair near the city for himself.

Peth (Geographical Feature)

Westwards of Gavin, on the southern fringes of the realm of Gunthar, are the ruins of Peth. A former Solamnic settlement which was destroyed when the land fell away from Sancrist during the Cataclysm, the few survivors who fled Peth, made their way to nearby Khas in the north. Peth has remained an abandoned site, which is occasionally patrolled by Solamnic Knights.

Thalan Bay (Geographical Feature)

Nestled on the south-western portion of Sancrist, just to the north of Castle uth Wistan, is Thalan Bay. This area is the main harbor for Sancrist, and in pre-Cataclysmic times was a major port that had established trade routes with Tarsis, Palanthas, Istar and Silvanost. In more recent times, Thalan Bay is now heavily fortified and guarded by the Solamnic Knights, who are protecting against invaders from the sea.

The Lava Flows (Geographical Feature)

Around the area of Mount Nevermind, is a series of lava flows that have been diverted and manipulated by gnomish engineering. The gnomes have managed to stem the underground lava flows of Mount Nevermind, guiding them to the surface to provide heating for the homes and workplaces of the gnomes of Mount Nevermind.

The Neverending Road (Geographical Feature)

In the central northern reaches of Sancrist, deep in the heights of the mountains northwards of Mount Nevermind, is the Neverending Road. This curiosity is considered a mystical site by many, and the fact that the road is shaped in an infinity symbol, lends to the belief that it is a blessed site of Mishakal. Any travellers and pilgrims who find themselves on the road, can wander endlessly and find that they can never reach the end. Many pilgrims can be often be found here, as they consider the Neverending Road a place of meditation and peace.

Weeping Earth (Geographical Feature)

The Weeping Earth volcanoes have been delved and are utilised heavily by the gnomes of Mount Nevermind. In the mines of Weeping Earth, the gnomes harvest and work with lava, creating new inventions powered by heat and lava. Great lizards are known to wander through this area, and keep the gnomes on their toes in defending their mines from the beasts. The Weeping Earth mines are located on the central eastern edge of Sancrist, directly east of Mount Nevermind.

Whitestone Glade (Geographical Feature)

Considered a holy site by many, the Whitestone Glade is located on the outskirts of Castle uth Wistan. A vast white rock sits in the centre of the glade and is made from an unknown substance. It is the location where Vinas Solamnus first received his vision of the Solamnic knighthood from Paladine, Kiri-Jolith and Habbakuk. The Kingpriest of Istar blessed the rock before the Cataclysm, forbidding anyone to touch the rock. Irregardless of the weather, the glade is always warm and the grass is always green. A sense of peace pervades here and knights and pilgrims alike, can often be found here.

Xenos (Hamlet)

On the western edges of the gnomish region of Sancrist, southwards of Ker-Stuart, is the small hamlet of Xenos. The hamlet is comprised of a number of small huts and buildings, although warehouses and factories are in greater number than actual residences. The largest location in Xenos is the docks on it's western side. From here, ships, various craft and submersibles are launched, as part of a large number of projects and tests. Many Life Quests have sunken off the shores of Xenos, however every now and again, a small few stay afloat. Xenos is not governed by anyone, although all residents must report back to their clan leaders in Mount Nevermind, and are governed by the Grand Council of Mount Nevermind.

Schallsea

The kidney-shaped island of Schallsea resides in the New Sea and lies to the north-east of Abanasinia and to the south of Solamnia. Famed for being the location of the Silver Stair and the residence of the Citadel of Light, it has been the home of mysticism throughout the Age of Mortals. The native inhabitants of Schallsea are the Wemitowuk barbarians, although in later times the Que-Nal plainsfolk have also migrated here. In the Age of Mortals, Solamnics and many other folk also dwell on Schallsea island.

Angat (Geographical Feature)

The former town of Angat was once the largest settlement of the Wemitowuk tribe. On the north-western fringes of the Barren Hills, along the shores of Tilawa Brook, Angat once flourished. The town was governed by a wise chief and spiritually led by a shaman. However the Wemitowuk of Angat all vanished several decades ago, and none of the other residents of Schallsea can recall the names of those who once lived there. Any entering the ruins of Angat find a desolate town, and feel a sense of dread. The Wemitowuk have never re-settled Angat, fearing the place as being haunted by evil spirits, and also will never speak of it openly.

Barren Hills (Geographical Feature)

In the central part of Schallsea, stretching from north to south are the Barren Hills. No plants or animal life can be found in this rocky area, and it is rumored that the area was cursed long ago by silver dragons who were angered by the Wemitowuk. Other than the ruins of Angat, little lies within these hills.

Castle Vila (Geographical Feature)

Just north-east of the Citadel of Light lies Castle Vila, a broken fortress constructed long ago by an Ergothian warlord. When the Ergothians came to Schallsea in times long past, and subjugated the Wemitowuk, Castle Vila was constructed by one warlord, who decided to live in the region. Based along Pelican's Cove, which is now also home to the Citadel of Light, the castle was once a defensible structure, that fell into ruin some time before the Cataclysm. With the deaths of the Ergothians, the Wemitowuk fled the area and have not returned. The castle is now little more than ruins, and only visited by the occasional Solamnic patrol.

Citadel of Light (Geographical Feature)

The Citadel of Light resides at the end of Silver Way, to the north of the Port of Schallsea. Before the Age of Mortals, the area was home only to the Silver Stair, however it quickly became a tent community with the arrival of Goldmoon and her mystic followers. Soon after the great crystal domes were created, after dwarves mined the Crystal Mines of Ash and used the crystals within to construct the Citadel of Light. Nine interconnecting crystal domes comprise the Citadel of Light. Eight of the domes specialise in teaching one particular sphere of mysticism each (necromancy is forbidden and not taught at the Citadel), and the ninth dome is known as the Grand Lyceum. In the Grand Lyceum is the meeting hall, residential quarters and visitor's area for all pilgrims and travellers. A vast library is housed in the Mentalism Lyceum, and a herbarium is located within the Animism Lyceum. The First Master and leader of the mystics resides on the top floor of the Grand Lyceum. The Citadel of Light was greatly damaged when the Dragon Overlord Beryllinthranox attacked during the War of Souls, however it has since been repaired and is almost back to it's full grandeur.

Crystal Mines of Ash (Geographical Feature)

Slightly north-east of the village of Que-Ash, are the Crystal Mines of Ash. Crystal deposits in the area, were the first signs to the Que-Nal barbarians of the rich minerals which lay in the hills in the region. Without the tools or skills to delve into the earth, the crystals lay untouched for some time, until dwarves created a great mine with which to gather the crystals. Fighting occurred between the Que-Nal and dwarves here for some time, until an agreement was made that all profits be split evenly. The Citadel of Light was constructed with the harvested crystals and the folk of Que-Ash have grown rich with the profits.

Divot (Village)

East of the Shrine of Habbakuk is the small Wemitowuk village of Divot. The village is comprised of mud-brick huts with thatched roofs, and surrounded by bean and pepper fields. The Wemitowuk are a peaceful folk and those in Divot are led by a chief. A shaman offers spiritual guidance and also acts as advisor to the chief of Divot. The Wemitowuk also harvest melons and grapes, which they use to trade with the other folk on Schallsea. Kani dolls are made as good-luck charms and sold by the villagers of Divot, to travellers and those who they trade with.

Garden of the Dead (Geographical Feature)

Eastwards of Angat, across the Barren Hills, lies the Garden of the Dead. This was formerly a place where Wemitowuk chiefs were punished for crimes against their gods, their people or against nature. The chiefs were kept in eternal torment, unable to die or escape the garden, and forced to tend to the plants in the area that only ever bore rotten fruit and vegetables. The entrance to the garden was magically closed when the Summer of Chaos began, and only time will tell if it ever reopens.

Heartspring (Hamlet)

The small hamlet of Heartspring lies just eastward of the Citadel of Light. The Solamnics and refugees who have settled here, have established a minor farming community. The peaceful folk are protected by the Solamnic Knights and create enough produce to feed all the mystics and pilgrims to the Citadel of Light. The hamlet is guided by the First Master of the Citadel.

Hedge Maze (Geographical Feature)

Once the Citadel of Light was created, Qualinesti woodshapers visited Schallsea and raised the Hedge Maze around the Silver Stair. The maze is a series of concentric circles which constantly change, so that no singular path through the maze is ever the same. The beautiful hedges were once protected by the woodshapers, however when the great Dragon Overlord Beryllinthranox came to Schallsea, she burnt the Hedge Maze to the ground.

Hetup (Village)

The southern Wemitowuk village of Hetup, lies along Zephyr Brook, and is somewhat north-east of the Que-Nal village of Que-Mont. Like the other Wemitowuk villages, it is mainly comprised of mud-brick huts with thatched roofs, and is known for it's tomato and potato fields. The cattle of Hetup provide leather, milk, cheese and wool for the tribe. The folk of Hetup trade freely with their Que-Nal neighbours to the south, and are governed by the chief of Hetup.

Linneah (Village)

Linneah is a Wemitowuk village that is located just to the south of the Garden of the Dead. Somewhat isolated from the other Wemitowuk settlements, Linneah is the large agricultural epicentre of Schallsea, and has vast fields of beans, potatoes, tomatoes and peppers. Whereas the other Wemitowuk villages have differing fields of produce, Linneah has every kind in abundance, to sustain not only their own villagers, but also their Que-Nal neighbours to the north and east. The chief of Linneah is the wisest amongst the local villagers, and governs his people wisely.

Nelakne's Glade (Geographical Feature)

On the outskirts of Que-Theh, in the south-eastern region of Schallsea, is a small grove known as Nelakne's Glade. The Wemitowuk and Que-Nal both worship and honor Chislev in this area, and are protected by a dryad known as Nelakne. The Wemitowuk of Wanni openly worship Nelakne, believing her to be the goddess Chislev. Nelakne's Glade is a forested area that is fed by the Mannewa River and has an aura of peace and calm around it. Anyone entering forgets their worries and fears, relaxing in the soothing glade. Nelakne only usually shows herself to any Wemitowuk who enter the glade.

Port of Schallsea (Small City)

On the central western coast of Schallsea, lies the largest settlement on the island, known simply as Port of Schallsea. Originally a Que-Nal settlement known as Ke-Tat, the Dragonarmies destroyed the village and murdered the inhabitants. In later years, Solamnics and various refugees populated the area, and since the arrival of Goldmoon and her mystic followers, the population increased tenfold. Port of Schallsea has extensive docks which open out into the bay, receiving medium-sized vessels. The docks are lined with inns and shops, that are setup to take care of Citadel pilgrims and those seeking peace. The merchants and innkeepers of Port of Schallsea charge little (if anything at all) for their wares, seeking to promote peace and good in the land. Wealthy merchants and benefactors fund these shops, allowing them to stay open, even though their profits are minimal. The city is protected by the Solamnic Knights who live in their fortress just north of Port of Schallsea.

Que-Ash (Village)

On the north-eastern point of Schallsea, is the village of Que-Ash. The village is inhabited by the Que-Nal tribe and is easily the wealthiest village for the barbarians, due to it's close promixity to a crystal mine. The barbarians of Que-Ash serves as reinforcements for those in Que-Jotun, who come in constant opposition with the pilgrims and mystics of the Citadel of Light. The village itself has a small set of docks and wooden thatched huts serve as the residences for the Que-Nal.

Que-Fallan (Village)

The southernmost settlement of Schallsea is the village of Que-Fallan. On the central southern coastline, the Que-Nal settlement is perched and gains most of it's resources from the New Sea. The structures of Que-Fallan are made from stone and slate, protecting the Que-Nal barbarians from the elements. Que-Fallan is remote and led by a powerful chieftain, who deals with their only close neighbour, the village of Que-Mont.

Que-Hep (Village)

North-east of the Garden of the Dead, on the eastern coast of Schallsea, is the village of Que-Hep. The Que-Nal settlement is comprised of wooden huts and a small series of docks. The folk of Que-Hep comprise the greatest sailors and fishermen amongst the Que-Nal barbarians, and have a good deal of trade with their Que-Nal neighbours in Que-Pek and Que-Tepeht, as well as with the Wemitowuk in Linneah.

Que-Jotun (Village)

In between Que-Ash and the Citadel of Light, on the north-western coast of Schallsea, is the village of Que-Jotun. The wooden dwellings of the Que-Nal inhabitants are surrounded by a low defensive wall, a sign of their constant skirmishes against the Solamnic Knights and the pilgrims and mystics of the Citadel of Light. The folk of Que-Jotun are supported by their fellow tribesmen in Que-Ash. The shamans in Que-Jotun worship and meditate around their spirit-pole, and use their magic to keep the Solamnics at bay.

Que-La (Village)

The village of Que-La sits on the central eastern coast of Schallsea at the point where the Mannewa River spills into the New Sea, and is a settlement of the Que-Nal barbarians. The villagers of Que-La are known for their exquisite bone carvings, which they sell to visiting merchants. The village is comprised of stone buildings with slate roofs, and has several fishing vessels docked on it's eastern shores at any given time.

Que-Mont (Village)

At the point where Zephyr Brook spills into the Straits of Schallsea, is the location of the village of Que-Mont. South-west of the Wemitowuk settlement of Hetup, Que-Mont is home to Que-Nal barbarians. The village is comprised entirely of stone, and the houses of the Que-Nal all have slate roofs. The folk of Que-Mont are well known for the curative fish-paste that they make, which they trade throughout the settlements in Schallsea and also with those elsewhere across Ansalon.

Que-Pek (Village)

In the north-east of Schallsea is the small village of Que-Pek. Just east of the Pekun Stream, the Que-Nal villagers who live in Que-Pek are mainly fishermen, who have forsaken their once warlike ways. The village is comprised of wooden huts, and the centre of the village has a vast spirit-pole, where the Que-Nal shamans worship their ancestors.

Que-Tepeht (Village)

On the central east coast of Schallsea, in between Que-Hep and Que-La, is the village of Que-Tepeht. The village is one of the primary homes of the chieftain of all the Que-Nal, and is known to be the residence of the head shaman of the Que-Nal also. Que-Tepeht has a large number of cattle, from which they get the villagers get their leather, which they tanned and use for armor. A series of docks are home to a large number of fishing vessels and boats which carry the warriors of the Que-Nal along the coast of Schallsea.

Que-Theh (Village)

South-east of Que-La is the village of Que-Theh. The Que-Nal inhabitants of the village have turned from warriors into farmers, and have the healthiest crops anywhere on the island. The fields of Que-Theh are blessed by a dryad known as Nelakne, who watches over the Que-Nal of Que-Theh and also over the Wemitowuk in Wanni. The peaceful village has stone dwellings and is the only settlement of the Que-Nal that does not have a spirit pole inside it's walls. Rather the spirit pole of Que-Theh is the ancient oak which Nelakne resides in.

Shrine of Habbakuk (Geographical Feature)

East of the Port of Schallsea is a small shrine to the god Habbakuk. Whilst the shrine is in ruins, the Que-Nal believe that anyone who sleeps in the shrine overnight will receive visions from the great Habbakuk.

Silver Stair (Geographical Feature)

Set alongside the Citadel of Light is the mystical site known as the Silver Stair. Prior to the construction of the Citadel, this area was home only to the Silver Stair. The stairway wanders up into the heavens and is believed to have led to the home of Solinari. The Silver Stair is only visible at night and is the only intact celestial stairway remaining (since the Moon Steps and the Star Stones have both collapsed). Those who climb the stairway reportedly receive visions, and any who wish to enter the ranks of the mystics must climb the stairway twice.

The Sentinel (Geographical Feature)

Poised over the bay and northward of Port of Schallsea, lies the Solamnic fortress known as the Sentinel. The fortress is designed to defend against both land and aerial attacks, and houses a great number of ballistae to fend off dragons and threats from above. A large number of Solamnic Knights have their barracks here, although some of them also dwell in Port of Schallsea itself. The training grounds and headquarters for the Solamnic Knights are also within the Sentinel, and all their activities throughout the island, are governed by the senior knight of the garrison.

Wanni (Village)

In the south-east part of Schallsea, along the banks of the Mannewa River, is the Wemitowuk village of Wanni. Mud-brick huts are the primary structures within Wanni, and minor fields of beans and tomatoes can be found here. However Wanni is known for it's large number of cattle and it's mass produced leather, milk, cheese and wool, that it trades with it's Que-Nal neighbours to the east. The village is also known as having the largest flock of emre birds, amongst any of the Wemitowuk villages. Wanni is the commonly accepted primary settlement of the Wemitowuk people, and the chief of Wanni is also considered the chieftain of all the Wemitowuk villages.

War Memorial (Geographical Feature)

On the central eastern side of the Barren Hills, is a small blue-crystal obelisk that is known as the War Memorial. The memorial was created by the half-elf Shen Korras to commemorate the fighting during the War of the Lance, and to remember all those lost on Schallsea Island to the fearsome Dragonarmies. In the early part of the Age of Mortals, the War Memorial become known as a focal points for mystics to communicate with the dead, who gathered here in large numbers. However with the passing of the War of Souls, the spirits and ghosts have also vanished, leaving the site in peace once more.

Teyr

Following the War of the Lance, many draconians found themselves being hunted by the other races. During the Summer of Chaos, they played only a minor part in the Knights of Takhisis invasion. Draconians served primarily as lackeys and servants to the knights. After the Chaos War, many feared that they would be completely enslaved by the knights. Draconians fled en masse to the north where they built a stronghold. As their numbers rapidly grew, so did the stronghold grow into a small city. The draconian leaders named their city-stronghold Teyr and it soon became an independent state where the draconians now live in relative peace.

Astivar Mountains (Geographical Feature)

The Astivar Mountains are a mountain range that frame the Woods of Lahue in the Estwilde region, and frame the border of Teyr. Within their heights are countless ogres and giants, who call the area home. Wars are frequent against the goblins and cannibals in the Woods of Lahue, however all the races who live in these areas, pay homage to the green dragon Lorrinar, who is their current master. The highest point amongst the Astivar Mountains is the Peak of Clouds and Mount Brego. Within these heights, mystical portals were rumored to exist. All such arcane and divine magic vanished with the Summer of Chaos, and now they are little more than large mountains. There is also a dwarven settlement at the base of the Peak of Clouds. The dwarves live peacefully, far above their ogre neighbours, although they are also forced to acknowledge Lorrinar as the master of the Astivar Mountains.

Barvun (Hamlet)

Directly east of Teyr is the small hamlet of Barvun. The hamlet is populated by human farmers who are independant from the draconians of Teyr, and the humans of Nordmaar. The small farming community keeps to themselves and has a large number of oxen, which they use in their farming. On occasion they have been known to trade oxen with Teyr, but otherwise keep entirely to themselves.

Krolan (Village)

The village of Krolan is situated south of Teyr and is inhabited by former Knights of Neraka, mercenaries, refugees and fugitives. The humans of Krolan have fled their former homes for numerous reasons, however they are fiercely loyal to the draconians of Teyr, who offer them protection. The governor of Teyr appoints an outpost commander who rules over Krolan. The village houses wooden structures, and has a town square, where a small market is setup.

Noresh Outpost (Geographical Feature)

The Noresh Outpost is a small fortifaction built to the south of Teyr, guarding against southern invaders. Noresh Outpost is built on top of a rocky promontory, and designed as a lookout post for enemies. The outpost is defensible and houses a minor garrison of draconian soldiers, who are led by a junior officer. At the sign of any trouble, the draconians flee northward to Teyr, to prepare the city for any assault.

Peak of Destiny (Geographical Feature)

In the Astivar Mountains, the southern peak is known as the Peak of Destiny. A staircase is carved into the mountain, and ascends from a meadow all the way up to the very peak. At the peak, a natural viewing platform has been carved from the rock, and the distant mountains of the Lords of Doom can even be seen from here.

Robann (Small Town)

At the edge of the Southern Wastes, south-east of Teyr, lies the town of Robann. Known as a mining town, Robann is industrious and filled with all kinds of businesses. It has a trade route that leads into the Astivar Mountains and towards the Woods of Lahue, and swears allegiance to the Governor of Teyr. Robann is made of various districts, filled with merchants and warriors alike. The town is a mixing pot of races, comprising of barbarians of the Southern Wastes, draconians, wild elves, dwarves, gnomes, kender and even some ogres. The rough town is ruled by a Lord Mayor, who is appointed as outpost commander by the Governor of Teyr.

Teyr (Small City)

The city of Teyr is built on the ruins of the ancient dwarven city of Thoral Des. A vast wall surrounds the settlement and is dotted by seven towers which are manned by the defenders of Teyr. Within the circular wall and towers is a great bastion, which has it's own defensible wall. The Bastion of Teyr houses the great stone structures which are the dwellings and shops for the inhabitants. Teyr is almost entirely populated by draconians, although small numbers of human allies are also known to dwell here. Military barracks stand at different locations inside the great wall, whilst administrative buildings, shops and the residences are located in the central part of the city. A great underground shelter lies underneath the city, which can house the entire population in case of an emergency.

Thoradin (Zhakar)

Thoradin was the second grand home of the mountain dwarves (Kal-Thax being the first) before they built their kingdom of Thorbardin. In ancient times, the Calnar dwarves left their kingdom, and the few remaining were killed by marauding ogres. The kingdom became known as Thorin and was lost to time. It was later reclaimed by the Theiwar dwarves who were cursed with a mold plague and became known as Zhakar. The Zhakar then renamed the kingdom after themselves. They ruled Thoradin for a lengthy period of time, until the early part of the Age of Mortals when Severus Stonehand, a "prophet" of Thorbardin, led his follewers to the old homeland. Severus and his followers defeated the Zhakar and assumed rule of Thoradin, renaming the dwarven kingdom back to it's original name. He discovered that the Zhakar were afflicted with mold curse, which closely resembled leprosy in that the body was in a constant state of decay. Severus made the Zhakar swear allegiance to him and he cured them of the mold curse. Those who didn't comply were exiled from Thoradin and perished from their disease. The dwarven home of Thoradin is located in the Khalkist Mountains, nestled between it's southern neighbour Blode and it's northern neighbour of Taman Busuk. On it's eastern border lies the desert realm of Khur.

Dragonpeak (Geographical Feature)

In the volcanic peaks of the Khalkist Mountains, towards the north-eastern part of the region, is the Dragonpeak. This dormant volcano has long been the lair for red dragons, and therefore also houses an extensive amount of treasure as well as great danger. The treasure trove of the dragons lies on a high ledge within the central shaft of the volcano, and is inaccessible to all except those gifted with the ability of flight.

Fangrock (Village)

On the border between Blode and Thoradin, is the small village of Fangrock. The village has several wooden shacks and a number of caves which house the residents. Ogres are the primary main residents in Fangrock, as the Zhakar dwarves tend to only visit when presenting their goods for trade to the ogres. Humans and draconians also occasionally spend time in Fangrock. The village is the centre of trade between the dwarves of Thoradin and the ogres of Blode, and the two nations never feud here, due to the mutual gain by the trade agreements in place. A minor ogre chieftain presides over Fangrock, and pays respects to the king of Zhakar Keep, as well as offer his allegiance to the ruler of Blode.

First Bridge (Geographical Feature)

West of Zhakar Keep and leading across the Stonecrusher River is the First Bridge, which sits 100 feet above the river itself. The bridge is made of basalt and carefully constructed and held in place by stone blocks. These blocks can be knocked out to collapse the bridge, if the dwarves need to retreat back to Zhakar Keep in case of attack. The bridge was originally built long ago by dwarves, to traverse northward through the mountains now known as the Ghost Range.

Ghost Range (Geographical Feature)

The mountain range that surrounds Zhakar Keep is the Ghost Range. This mountain range is named for the spectral minions that are known to haunt the peaks. Just prior to the Cataclysm, four dwarven companies went forth into the mountains to check on the legions of Istar and determine whether they were a threat or not. The dwarven soldiers were all killed and their spirits haunt the Ghost Range. The spectral minions attack eachother and anyone who enters the passes. The four captains do not attack outsiders and travellers and it is common belief amongst the dwarves, that if the captains can be convinced that Istar no longer exists, that they will cease their arguing and at last move on with their soldiers into the afterlife.

Ghost Tunnel (Geographical Feature)

Just north of First Bridge and running under the Ghost Range is the Ghost Tunnel. The Zhakar dwarves built this tunnel under Ghost Range, due to being unable to pass the fierce spectral minions in the mountains. The tunnel is concealed and guarded by the dwarves, and leads north-west towards Spillway Bridge, on the way to Sanction or Saltcove.

Icehome (Village)

In the high south-eastern mountains in the realm of Thoradin, is the village of Icehome. The upper reaches of the Khalkist Mountains in this area are covered in ice and the only inhabitants in this frigid area is a tribe of saqualaminoi (yeti-kin). A series of ice-caves have been carved into the glaciers and house the saqualaminoi, who live in relative peace and seclusion. The residents of Icehome are led by their powerful chieftain, and they survive by hunting in the lower parts of the mountains and living off the animals they catch there.

Lair of the Shadowpeople (Geographical Feature)

Underneath the Sanction Tunnel, is a series of caverns and passages that comprise the Lair of the Shadowpeople. The caverns were once part of the pre-Cataclysmic city of Thax-Tharken, long abandoned and forgotten by the dwarves. The central chambers are the homes of the Shadowpeople counselors, and within the tower of the central plaza, resides the Revered Ancient One, leader of the Shadowpeople. These peaceful folk remain hidden from the other races of Ansalon, and have constructed a small escape hole leading into the Khalkist Peaks, should anyone ever discover their lair.

Mount Horn (Geographical Feature)

Slightly north of Zhakar Keep is a large volcano known as Mount Horn. Formerly known as Mount Thorin, the volcano was once dormant and home to the underground settlement of Shimber, that was made up of numerous delvings and dwellings constructed by the Zhakar dwarves. Rich veins of minerals and ore were tapped into here, and the region is still closely guarded by the Zhakar. With the Cataclysm, the volcano erupted and many of the delvings were destroyed, however treasures and riches can still be found within Mount Horn, for those fool or brave enough to evade the Zhakar and enter it's depths.

Outer Warrens (Geographical Feature)

The northern slopes of Zhakar Keep have vegetable and wheat fields dotted across them and are known as the Outer Warrens. The northern slopes are quite low and the soil is amazingly fertile, allowing for potatoes, what and carrots to be grown in abundance. The Outer Warrens provide a good amount of vegetables and wheat for all the dwarves of Thoradin, and are the most fertile fields in the entire region.

Saltcove (Small Town)

On the central western edge of the Thoradin region, is the small town of Saltcove. This town is perched at the point where Stonecrusher River spills into the Newsea and houses a large harbor for pirates and merchant vessels into the region. The town is comprised of stone huts, ill-made shanties, and several larger manor houses. Saltcove is home to human pirates and thieves, Zhakar dwarves, ogres, hill giants and draconians. A low stone wall encircles the town to protect against invaders, and four lookout towers also sit in each part of the town. There is no militia in Saltcove and no true leader. Various gangs control small districts and part of the town, charging levies and taxes for entering and doing business in their "district".

Sanction Tunnel (Geographical Feature)

In order to increase efficient trade with Sanction, the Zhakar dwarves created the Sanction tunnel, which leads from Spillway Bridge to the outskirts of Sanction itself. The tunnel has long been a dwarven secret, and is closely guarded by the Zhakar dwarves. The two entrances to the tunnel are hidden by massive boulders on hinges which can be operated only by several strong folk who can manoever the levers to shift the boulders. A small patrol also resides within each entrance of the tunnel, who are on strict orders to kill any non-dwarves who view or try to enter the tunnel.

Spillway Bridge (Geographical Feature)

Just beyond the northern entrance of the Ghost Tunnel, leading across the Spillway, is the Spillway Bridge. When the Zhakar dwarves created the Ghost Tunnel, they then created the Spillway Bridge, to allow themselves access to the northern realms. The bridge is constructed from the rocks of the mountains, and is perched 500 feet above the Spillway tributary.

Stonecrusher River (Geographical Feature)

The Stonecrusher River is the major waterway throughout the realm of Thoradin. The river begins at the Newsea in the west and spills throughout the entire realm, stretching all the way to Zhakar Keep. A smaller tributary known as the Spillway shoots off north-east of the Stonecrusher River, ending somewhat south of the Dragonpeak. The river is broken up by waterfalls and rapids, and is far too dangerous to cross or enter. Several bridges have been made across the Stonecrusher, to allow for safe passage over it. The river is filled with salmon, trout and fang fish, and is the major food source for the inhabitants of the Thoradin region.

Temple of the Worm (Geographical Feature)

In the depths beneath Zhakar Keep, in the former city hall of Zhakar, lies the Temple of the Worm. This vast hall was once home to a gigantic worm that was worshipped by a sect of Zhakar dwarves. Golden effigies of the worm and other treasures still remain in the depths, even though this odd religious sect is long-since dead.

The Gorge (Geographical Feature)

Amidst the Khalkist Mountains in the north-western part of the Thoradin region lies a long dark gorge. This place has long been feared by the Zhakar and formerly the Calnar dwarves and other dwarven clans of Thoradin. In the gorge is a large black flame that appears sentient, and mercilessly attacks any dwarves who come near the area. The black flame is impervious to weapons and magic, and has tormented the dwarves in the region for the last 2000 years.

Valley of Crystal (Geographical Feature)

Within the Khalkist Mountains and on the border between Blode and Thoradin is a low valley known as the Valley of Crystal. During the Summer of Chaos, the great Chaos himself touched the earth and created highly reflective crystals in this valley. These crystals were sought after by both the Zhakar dwarves, and also the ogres of Blode. Any travellers who enter the valley, risk being attacked by either dwarven war bands or ogres. Both the dwarves and ogres harvest the crystals in the valley, using them as a rich source of trade and income for their nations.

Warrens of Zhakar (Geographical Feature)

Directly below Zhakar Keep and Zhakar City are the Kintletarr Warrens (also known as the Warrens of Zhakar). The entrance to the Wing of Warrens is in the central southern end of Zhakar City, and runs deep into the earth. Within the Kintletarr Warrens are four main segments: The Water Warrens, the Lizard Warrens, the Plague Warrens and the Fungus Warrens.

Water Warrens: The north-eastern area of the warrens is a section of passages and waterways, which provides clean water for the warrens themselves, as well as the residents of Zhakar City and Zhakar Keep. Numerous wells have been drilled into the Water Warrens, providing water to levels of the city above.

Lizard Warrens: The central southern part of the warrens is where the lizards of the dwarves of Thoradin are bred. The major part of this area is dedicated to breeding and raising the fastclaws, which are the domesticated lizards that transport foods and other goods for the dwarves. A smaller area is set aside for the warclaws, who are the fearsome and prized warmounts, who aid the dwarves in battle.

Plague Warrens: This southern branch of the Fungus Warrens was initially sectioned off when the first Theiwar dwarves were isolated as those who had contracted the mold plague. As the mold plague spread throughout Thoradin long ago, and all those became known as Zhakar, the isolated dwarves were forgotten. In a short time, the dwarves were overcome by the fungus in the area and the first fungifolk arose. The sentient fungifolk now inhabit the Plague Warrens, directed by their central intelligence in the Brain Room, the southernmost cavern in this part of the warrens.

Fungus Warrens: The north-western part of the warrens are set aside for the plants and fungi that the dwarves of Thoradin harvest for both eating, medicinal and darker purposes. The plants and fungi in the north-western section are harmless, unlike the southern branch of the former Fungus Warrens, which have become corrupted and now form the Plague Warrens.

Zhakar City (Large City)

Several hundred feet below Zhakar Keep, is the underground Zhakar City, home to the dwarves of Thoradin. The two great lifts of Zhakar City, constantly transport dwarves and goods between the city and the keep. Where the lifts arrive, is the central promenade of the city. Two huge statues of a male and female dwarf dominate the area, and at the base of each statue is a massive throne, which is set aside for the ruling king and his favored concubine. The city is led by a singular king at any given time, although many rival factions often conspire to undermine and kill the ruler to claim the city for themselves. With the influx of Daewar and other mountain dwarves, and the removal of the mold plague, new factions have since arisen in the city. The city itself is divided into a number of wings.

Wings of Fire: The two northernmost wings of Zhakar City reach into lava-filled caverns known as the Wings of Fire. The lava caverns reportedly reach all the way to Mount Horn, but for obvious reasons have never been mapped or explored. This part of the city is understandably deserted most of the time.

Wing of Houses: The residential quarter of the city is spread across the western, northern and north-eastern sections of the city. A large number of apartments and houses are constructed in these areas, as well as marketplaces and shops. The vast majority of the populace of all of the dwarven realm of Thoradin lives in this part of the city.

Royal Wing: The south-western part of the city is where the Royal Wing is located. Entry to the Royal Wing is usually guarded by a unit of elite warriors who are loyal to the ruling king. Within the Royal Wing lives the king and his concubine and the chambers are opulent and lavish. The staff of the presiding ruler also dwell within the wing, as do the elite royal guards. Further south-west and connected to the Royal Wing are the King's Dungeons, where any who have angered the king or the people are imprisoned.

Wing of Temples: The south-eastern branch of the city is where the Wing of Temples is located. In this area, there are temples dedicated to Paladine, Kiri-Jolith, Mishakal, Reorx, Shinare and Zivilyn. Only the temples of Reorx and Shinare are actively used in the post-War of Souls age.

Wing of Forges: In the eastern section of the city is the Wing of Forges. This area is filled with manufacturing plants and forges, which produce the weapons, metals and other required items needed for all elements of living in the underground realm. Fastclaws are stationed here regularly, to transport goods from the forges and factories, directly to other parts of the city and keep.

Zhakar Keep (Village)

Zhakar Keep is located in the central part of the Thoradin region, just to the south of Mount Horn. Formerly the keep was a vast dwarven fortress that guarded numerous dwarven cities beneath it, however with the Cataclysm, all the underground cities, except for the Theiwar city of Zhakar fell into ruin, and much of the keep was destroyed. A wall now surrounds the keep, and several towers lie around it's edges to watch for invaders. A large imposing gate resides in the northern section of the keep, allowing access in and out of the fortress. Within the grounds is a foundry and production facility, as well as two lifts which lead underground into Zhakar City. Stone houses and barracks are the abodes of the dwarves who guard the keep and the way into the underground city.

Throtl

The goblin nation of Throtl is set between the vast nation of Solamnia and the Estwilde region. The inhabitants of Throtl are chiefly goblins, hobgoblins, ogres and trolls, all of which are subservient to the hobgoblin king of the city of Throtl. The small region is filled with dark plains which are pockmarked by bogs and swampy ruins. Even with the changes to the land during the Summer of Chaos, the goblins of Throtl have adapted and are thriving in their new environment.

East Keep (Geographical Feature)

On a rise above the central part of Instan's Wall, is the citadel of East Keep. Originally built by the humans who once ruled Throtl, the keep was claimed by hobgoblins during the War of the Lance, and has grown considerably since then. The considerable defenses of East Keep ensure that invaders from Estwilde are pushed back. The fortress is home to a large number of goblins and hobgoblins, who serve the king of Throtl. There is extensive slave trade within East Keep, as the patrolling goblins enslave any humans, elves or kender who are fool enough to wander into their lands and be caught.

Instan's Wall (Geographical Feature)

Separating the Estwilde region of Qlettaar and the goblin lands of Throtl, is Instan's Wall. In previous times, the human who once ruled Throtl built this low defensive wall to keep out their dark neighbours to the east. However when goblins claimed Throtl during the War of the Lance, the wall was breached in a number of places. Instan's Wall is now patrolled by the goblins of Throt, although it has not been repaired since the original incursions during the Age of Despair.

Last Tower (Geographical Feature)

On the north-western border between Throtl and Nightlund, is the fortress known as Last Tower. The dark tower was once a Solamnic outpost, however after the Cataclysm it became home to the undead of Nightlund. After the Summer of Chaos, shadow wights took up residence in the tower, making the treasures of the tower clearly visible to any passing by, in the hopes of luring foolish goblins and other living prey to their tower.

Stormshire Forest (Geographical Feature)

The Stormshire Forest is also known as the Forest of Throtl, and is the forested realm that houses the large town of Throtl, capital of the region. The dark forests are home to various animals, as well as to the goblins, hobgoblins and trolls of the area. The goblins and their ilk stay to the borders of the forest, mainly patrolling the dirt roads leading to and from the town of Throtl itself. The darker parts of the forest are home to daemon warriors, and the general cold climate keeps most other living creatures clear of the area.

The Ogre Kingdom (Geographical Feature)

The southern part of the Northern Dargaard Mountains encircle the town of Throtl and during the Age of Mortals have become the home of a large number of ogres. These ogres have created several settlements in the mountains and have dubbed the area "The Ogre Kingdom". The settlements are little more than several stone dwellings, and the survival of the ogres is based on the success of their raids on the goblin tribes and settlements. The ogre raid the goblins for food and slaves, and have established themselves fairly well in recent years.

Throtl (Large Town)

The town of Throtl is located in the northern part of the Stormshire Forest, and is the capital of the region. The town itself is comprised of a number of wooden and stone structures, and the dirt roads are the streets of Throt. The hobgoblin king lives in the largest stone structure in town, and his tribe are spread throughout the lesser structures. Throtl is inhabited by hobgoblins and goblins, with a number of human and elven slaves also. The goblins of Throtl have dealings with the evil folk of Lemish, and some minor trade with their neighbours in Estwilde. The largest trade in Throtl is not in slaves as one might think, but actually in information. Goblin spies watch troop movements in Solamnia, and sell this information to the Knights of Neraka. Profit and might rule in Throtl, and the hobgoblin king must ensure he has plenty of both....if he wishes to survive long amongst his own people.

Throtl Gap (Geographical Feature)

Between the Northern and Southern Dargaard Mountains is the largest pass from Solamnia into the eastern lands. The land in this area is mixed between rocky foothills and the swampy moors and bogs. Both goblins, hobgoblins and trolls are known to dominate this area and take great pleasure in attacking caravans and merchants who travel through here. Even the most highly armed caravans are attacked, although the resident marauders can be turned away if enough of them are injured or killed.

Silvanesti (Ambeon)

Located in the south-eastern portion of the mainland of Ansalon, is the mighty realm of Silvanesti, original home of the elves. The capital of Silvanesti is Silvanost, which is located in the centre of the Silvanesti forest. The Thon-Thalas river runs through the centre of the vast region. A series of bloody engagements have occurred over the last few centuries, including the ravaging of the land by Lorac's Nightmare, the rise and fall of a great shield over the region, and the capitulation of the elves to Mina and her dark knights. Silvanesti has since been captured by the minotaur armies, who have deposed the remaining elves and dark knights, claiming the entire region as their own. The ancient elven realm of Silvanesti is now known as Ambeon and the capital of Silvanost is now known as Sargasanti (Sargas' Glory), and is the foothold that the minotaurs have long sought to have on the mainland of Ansalon.

Fallon Island (Geographical Feature)

In the centre of the Silvanesti region, in between several branches of the Thon-Thalas River, is a small island known as Fallon Island. The wooded island is home to the capital city of Silvanost, which lies in it's north. To the south of Fallon Island, is lush forests which hid kirath and rangers in times past.

Silvanost/Sargasanti (Large City)

Once the ancient home of the Silvanesti elves, Silvanost was jewel on the face of Ansalon. Inspired buildings and towers, as well as wondrous hedges and gardens dotted the elven metropolis. After the War of Souls, the minotaurs claimed Silvanost, razing large sections of the city, and altering others. The lovely Palace of Quinari, is now the Governor's Palace, and is home to the resident ruler of Sargasanti. The vast Temple of Branchala has been converted to a temple to Sargas, with smaller shrines to the other gods of darkness, with another to Kiri-Jolith and a few of the neutral gods. Barracks, quarries and other grounds lie within the city, however the most prominent features now are the Clan Towers. Seven great minotaur clans formed the Emperor's Fleet, which became the conquerors of Silvanost. Each of the great clans now has a tower that they have claimed to show their might and control of the land.

Clan Bregan: This clan claimed a minor tower within Silvanost and is known to be fiercely and utterly loyal to Clan Droka in all things.

Clan Athak: The second most powerful clan in the minotaur empire, Clan Athak are primarily ship-builders and loyal to Clan Droka. They claimed one of the largest towers in Silvanost as their base.

Clan Lagrangli: Also known as the Stone Clan, this clan is comprised of architects and artisans, as well as building weaponry and producing some of the strongest minotaurs in the realm. Loyal to Clan Droka, they claimed a minor tower within Silvanost.

Clan Droka: The mighty Clan Droka claimed the Tower of the Stars as their Clan Tower. The minotaurs considered the tower so wondrous, that they have not altered it in any way, other than sealing the Audience Hall, as they believe the ghost of Lorac haunts the Emerald Throne.

Clan Zhakan: A clan of merchants and mercenaries, Clan Zhakan are closely tied with Clan Athak. Claiming a minor tower within Silvanost, this clan is in charge of all non-minotaur mercenaries, who form part of the minotaur's invading armies.

Clan Teskos: The minotaurs of Clan Teskos are primarily mages, although those without a knack for magic, are some of the fiercest warriors in the realms. The mages of Clan Teskos are either sorcerers, gray-robed renegades (not linked to the Thorn Knights), or even mages of the Conclave. The clan claimed one of the minor towers within Silvanost.

Clan Entragath: This clan is filled with diplomats and politicians, as well as wise and educated warriors. Politically linked with Clan Droka, they rose through the ranks and now sit as one of the mightiest clans in the minotaur empire. Choosing a place with the Emperor's Fleet, Clan Entragath have also claimed a minor tower within Silvanost.

Thon-Thalas River (Geographical Feature)

Also known as the Lord's River, the Thon-Thalas River stretches from Khur to the north, through to the Courrain Ocean in the south. The river feeds the trees and plants of the Silvanesti region, and is heavily used by elves, since it also borders Fallon Island and is a natural protective barrier to the capital city of Silvanost.


(The areas below are being reworked and revamped to utilise the same format and level of detail as I have above.)


Alinosti (Small Town)

Lying northwards along the Thon-Thalas River is the small river town of Alinosti. Formerly a supply town that was led by elves of House Protector and House Cleric, the minotaurs have since claimed the town, utilising it as a waystation to send supplies along the Thon-Thalas to their other colonies in the realm.

Balinost (Small City)

The small city of Balinost once contained the largest smithies and tanneries in the elven realm. Residing southwards of Fallon Island, on the western banks, it was once ruled by the artisans of House Metalline. Now Balinost produces and refines the weapons of the minotaur invaders, who utilise the smithies constantly.

Brattalnosti (Small Village)

In the eastern woods of Silvanesti, is the small village of Brattalnosti. Like Solace, the elves of Brattalnosti once lived in dwellings in the mighty oak and maple trees. The town was run by House Woodshaper who defended it against the minotaurs. Although even the magic of the Woodshaper elves could not stop them against their foes. The minotaurs occupy Brattalnosti, although they have constructed dwellings on the ground, rather than living in the trees.

Felinosti (Small Village)

On the north-eastern border of Silvanesti, is the small port town of Felinosti. Originally a meeting ground for the Silvanesti and Dimernesti, it was evacuated when the Silvanesti Shield was raised. After the War of Souls, the minotaurs used it as one of their staging points into the realm, opening the docks and a trade line between the Felinosti and the empire back in the Blood Sea Isles.

Kurinost (Small Town)

The elves who once lived in the port town of Kurinost, vanished when the Silvanesti Shield was raised. The town itself was reduced to ash and uninhabited until the end of the War of Souls. The minotaurs have since re-opened Kurinost, constructing dwellings and a garrison here, as well as opening the port so that ships can again travel to and from the town.

Larune (Small Village)

North-west of Silvanost is the small village of Larune. Once home to mystics and red-robed mages, Larune has always been a home for refugees and those avoiding the throne of Silvanesti. The village fell into ruin around the time of Lorac's Nightmare, and the residents fled underground, where a vast tunnel system had already been established. Even with the minotaurs ruling the empire which they now refer to as Ambeon, elven mystics and neutral mages still reside in the underground village.

Barrier Hedge

  • Irda Tree (Daganeer's Tomb)
  • Killigal's Vale
  • Marin
  • Phalinost
  • Ravinost
  • Qualune
  • Shanarah
  • Shoole
  • Sithelnost
  • Sol-Fallon
  • Solune
  • Tarithnesti
  • Tower of Shalost
  • Towers of E'li

Solamnia

Solamnia is in the centre of Ansalon and covers under half of the continent's land mass. It contains fertile plains, three mountain ranges, a vast river, and great cities. Across Solamnia live a variety of people, primarily humans but also ogres and draconians are scattered within it's domain.

To be added:
Elsher's Height (Blode)

To be added:
Maranta's Fortress

To be added:
Grymace (Hamlet in Southlund)
Port O'Call (Fortress/Town in Southlund)

Palanthas

The city of Palanthas was once deemed the center of all learning in Krynn. The city itself is divided into two parts. Old City is the buildings enclosed within the protective wall that was originally built around the city. New City is the buildings developed outside of the wall. Palanthas contained one of the two remaining Towers of High Sorcery, which was protected by the infamous Shoikan Grove. It also housed the Great Library of Astinus. Not long after the Summer of Chaos, the Tower of High Sorcery was destroyed and the contents of Astinus' library disappeared. The Temple of Paladine was built here after the War of the Lance, and Palanthas soon became the center of worship for the gods of light. The city is guarded by the High Clerist's Tower, a bastion for the Solamnic forces sworn to protect Palanthas. Palanthas did not face any real threat until the Blue Lady's War, where Kitiara's forces destroyed parts of the city. During the Summer of Chaos, the Knights of Takhisis assumed control over Palanthas after crushing the Solamnic forces at the High Clerist's Tower.

Kalaman

Kalaman is a northeastern port town of Solamnia. Prior to the Cataclysm it was a trade rival of Istar, and constantly had disputes with the Istarians. During the War of the Lance, the city was assaulted and occupied by the Red Dragonarmy, until it's liberation by the Golden General and the Solamnic forces.

Caergoth

Caergoth is another port town and is located in southern Solamnia, along the Straits of Schallsea. It is a major stronghold of the Knights of Solamnia.

Thelgaard

Thelgaard is a large city a little north of Caergoth. It has always been a large base for Solamnic forces, especially during the early years of the Knights. Vinas Solamnus personally mustered his troops primarily in Thelgaard during the War of the Ice Tears. More recently Thelgaard has faded in importance, but is still maintained as a major stronghold by the Solamnics.

Dargaard

Pre-Cataclysm this province was the home of the great Solamnic lord, Loren Soth. Due to his betrayal and rise amongst the forces of darkness as a death knight, the province's name changed from Knightlund to Nightlund. Dargaard Keep is Soth's home, and often a stronghold for the forces of evil.

Solanthus

Solanthus is another Solamnic stronghold. Unfortunately it fell to the dragonarmies during the War of the Lance, and much of the surrounding areas were destroyed. It was later reclaimed and is slowly being rebuilt.

Vingaard

Vingaard Keep was the original home of the Solamnic Knights. The Knights later moved their headquarters to Sancrist and Vingaard faded in importance. Vingaard fell to the dragonarmies during the War of the Lance, but was later reclaimed and rebuilt.

Ergoth

Ergoth was founded by Ackal Ergot in 2600 PC. At it's mightiest point, the empire of Ergoth spanned most of Ansalon. As Istar grew in power, Ergoth faded. When Solamnia was declared independent of Ergoth, the empire declined even more. With the Cataclysm the once-mighty Ergoth was split in two, and both halves of Ergoth became even less important nations on Krynn.

Southern Ergoth

Southern Ergoth is densely populated with Silvanesti, Qualinesti, Kagonesti, goblins, the ogres who rule the city of Daltigoth and Solamnics who have an outpost in the west. In the northeast is a barren wasteland, where the goblins live. Morgash Bay, in the centre of the island, is protected by a mountain range surrounding it. In these mountains lies Foghaven Vale. This vale is the location of the tomb of Huma Dragonbane, hero of the Third Dragon War. The three elven sub-races dominate the southern part of the isle. In 12 SC, Gellidus the White claimed Southern Ergoth, and transformed most of it into a glacier. Most of the elven and human inhabitants have sinc fled to Cristyne and Sancrist, leaving only a few outposts remaining.

Thorbardin

In the middle of the Kharolis Mountains lies the dwarven nation of Thorbardin. Thorbardin is the underground nation of the mountain dwarves. This massive empire contains seven major cities and three large warrens. Outside of the mountain but within the borders of the dwarven nations lies Pax Tharkas, Skullcap and Thoradin. Thorbardin itself is lighted by a system of openings which filter light from above. The city-fortress has only two entrances, which are both heavily guarded, Northgate and Southgate. Thorbardin itself lies in the Urkhan Sea, and it's centre is composed of a gigantic stalagmite known as the Life Tree. The Life Tree is a 28 story fortress which is home to the Hylar, the most powerful and generally the ruling clan of all the dwarves. The clans of dwarves which reside within Thorbardin are the Hylar, Daewar, Daergar, Klar, and the Theiwar. The Aghar clan also have their own little city of Mudhole within Thorbardin. After the Cataclysm, Thorbardin was sealed off from outsiders, and both great gates were closed. The gates were not opened again until the War of the Lance. The dwarves then dealt freely with outsiders for a time, until Beryllinthranox the Dragon Overlord attempted to conquer Thorbardin. The dwarves sealed themselves inside their mountain again. Just before the sealing of the mountain, Severus Stonehand and his followers left the mountain to reclaim Thoradin. Also the Neidar dwarves who dwelt in villages outside the mountain, fled to Abanasinia in order to escape Beryl's wrath.

Skullcap

Skullcap's only feature is the ruins of a fortress. This once-great fortress was where Fistandantilus resided after the Cataclysm. During the Dwarfgate War, the fortress was obliterated by one of the archmage's spells.

Taman Busuk

Taman Busuk is the nation of all that is evil. Almost every evil race either dwells within it's borders or is closely associated with those inside. The dark nation is home to the cities of evil, Sanction, Neraka and Gargath. Taman Busuk borders the Estwilde and Kern to the north. It is a mountainous region with the exception of the southern wastelands. As a nation, Taman Busuk is quite weak, yet the cities within it's borders are all-powerful and far more important than the nation as a whole.

Sanction

Sanction is a port town which is surrounded by volcanic mountains, the largest three being known as the Lords of Doom. It was primarily a human town, until the Blue Dragonarmy overran it completely. It is home to evil mercenaries and draconians, since the end of the war. Sanction is also where the main Temple of Takhisis was built. This temple was where the first draconians where created, through the corruption of good dragon eggs. Sanction was also the birthplace of Dragon Highlord Ariakas, and where he entered service in the priesthood of Takhisis.

Neraka

Neraka is the centre of evil within Taman Busuk. It is home to the Takhisis' Temple of Darkness. The Temple was created from the original cornerstone of the Temple of Istar, which Takhisis located in the Abyss. The temple was twisted and corrupted as it sprouted from this cornerstone. The temple houses Takhisis' servants, and the surrounding city serves the same purpose. During the War of the Lance, five massive barracks were erected to house the five dragonarmies. The city was thrown into chaos at the end of the War of the Lance, when Emperor Ariakas was slain by Tanis Half-Elven, just in time to stop Takhisis' re-entry onto Ansalon. The dragonarmies then fought each other for control, and the war was lost. More recently, Neraka has become home to the regrouped Knights of Takhisis. Under the leadership of Governor-General Mirielle Abrena, the Knights have claimed the city and have rebuilt their legions and constantly taking on new recruits. The Knights have even recruited several flights of blue dragons and are slowly rebuilding in size and power. They have also allied themselves with many of the Dragon Overlords in order to ensure their survival. The Knights however, serve themselves first, and the dragons second. They are always looking out for their own interests before anyone or anything else.

Gargath

Gargath was once a mighty city ruled by Lord Gargath. Gargath was famous for capturing the Graygem, which he held in his tower. The Graygem escaped during the ensuing battle and the tower was affected by it's magic and constantly changes location. The city itself is now little more than a simple gathering of dwellings around the ruined tower. Gargath is primarily inhabitated by simple folk who are often recruited into the dark forces of Taman Busuk as mercenaries and foot soldiers.

Godshome

Godshome is a bowl-shaped depression in the top of a mountain which is a site of significant religious importance. The bowl contains a circle of polished black rock which (until the disappearance of the gods) showed the constellations of all of the gods. This bowl is reputed to be a gateway for the gods to enter and leave Krynn. When a god is ruling Krynn, their constellation is displayed, when a god is upon Krynn or in Beyond, the constellation is not displayed. Godshome is the final resting place of Flint Fireforge, Hero of the Lance. Flint perished here during the War of the Lance and was escorted by Paladine into the afterlife. It is also where the Companions witnessed Fizban transform into Paladine.

Dargonost

Beneath the Blood Sea, sea elves dwell in the depths of the ocean. These elves are known as Dargonesti, they are a product of the Graygem. Dargonesti save mariners who sail into the Maelstrom if they can. Only in the lowest depths of the ocean, will the Dargonesti live. Dargonesti live in great cities. They have a small city called Urione, which is south of Silvanesti, and their main capital is Dargonost which is to the far west in the Courrain Ocean. Dargonost resembles Silvanost in many respects, as does the Dargonesti culture mirror the Silvanesti culture.

Dimernost

Dimernesti are similar in many respects to their Dargonesti cousins. Dimernesti however are shoal elves, who reside around corals and shoals. They are a more nomadic race, fairly similar to the Kagonesti in many respects. The main Dimernesti capital is Dimernost, which is located just southeast of Silvanesti in the Southern Courrain Ocean. Dimernost is a large city which has parts of it that are magically sealed air pockets, for surface dwellers to reside in. After the Second Cataclysm, Dimernesti was claimed by Brynseldimer the Sea Dragonlord, as his domain. The Heroes of the Heart slew Brynseldimer, and freed the seas for the Dimernesti.

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