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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