LOCATIONS Ring of Gray Flames A place of pilgrimage for many druids, this is a ring of five broken towers, each topped with a flickering gray flame. Strange and perilous magic taints the landscape surrounding them. Although tainted, the druids apparently come as a sort of atonement or cleansing, but do nothing to remove the dire magicks. The true purposes of the druids remains a secret. Urlingwood This dense and wild forest contains the Witches of Rashemen, a cult of female spellcasters following the old ways of ancient religions and empires. They are known to aid both the humans and the Iron Lord, the orcish general in charge of these lands. The Witches will kill any who enter the forest without their permission, leaving the bodies at the edge of the woods after they are done with them. Any seeking the ways of the Old Ones however may gain entrance as the Witches’ allegiance is to their deities before any mortal being or power. Their students (all female) leave the forest as wychlaran, or wise old women. Singing Sands This is a particularly forbidding region of the badlands, devoid of vegetation and receiving far less rainfall than the surrounding regions. The area got its name from the windstorms generated in the Ashanath Plains moving northwest into the Singing Sands. The high force winds create sand, dust, and stonestorms and creates haunting and unique “songs” as a byproduct. The region can be considered a desert and has denizens often found in such climates with a fair helping of regionally unique creatures. Ashenwood This ancient forest is unpopulated but home to great spirits of nature. The people of Relkath’s Foot have found everything they need from this forest despite their location in a desolate area. Superstition keeps the orcs out, and the people enjoy blessed hunting and gathering from its depths. Even though the forest is bountiful, it is not without its dangers, as it is home to owlbears, ettercaps, stirges, etc. City of Weeping Ghosts This truly ancient ruin was once the city of Shandaular, the capital of the Ashanath people (there is still a small region of plains nearby where their descendants dwell), and was destroyed by the Nentyarch of Tharos probably close to 2000 years ago. Tharos (see Dun Tharos) was the seat of the Nentyarch (their ruler or king) which also has passed into history. Shandaular is now called the City of Weeping Ghosts due to the local legends of ghosts and undead haunting its rubble once the sun goes down. The Running Rocks A vast expanse of broken rocks and abandoned quarries, this area is treacherous and extremely difficult to travel. The region is known to have earth elementals, ghaleb dhur, and other rock- or earth-based beings dwelling there. Many areas in the region have volcanic activity near the surface which keep some of the deeper vales and crevasses quite warm. There are numerous caveheads and routes deeper into the rocks and stones all over the area. Falls of Erech This entire region is a series of descending steppes which culminates in the cliffs on the Vorfiril River. Water drainage from the higher elevations makes its way here to fall in numerous waterfalls all along the cliff face. It makes for a dramatic and breathtaking voyage sailing near the Falls of Erech. Several humanoid tribes are known to make the falls their home, though which races exactly are unknown. Teflamm Harbor The port city of Teflamm sank into the Vorfiril from the erosion under its foundations. It is now home to locathahs, an underwater race generally neutral in their activities. The harbor denotes the trading shipyard which has developed on the surface where the surface dwellers have a tenuous trading arrangement with the fishmen below. Dag Nost Camp The upstart captain of Iron Lord’s forces, Dag Nost, is in control of a fairly large orcish detachment here. Their purposes are not entirely understood, but thy have been spotted around Mount Nirg and the Dragonjaw. Ashanath Plains These windswept plains are mainly uninhabited but have incredible potential to be a fertile growing ground. However, with the Dag Nost Camp so close by and the orc threat ever-present, goodly-folk from Aglarond cannot be convinced of the potential. Even if the orcish threat was addressed, the region gives birth to intense windstorms and cyclones. These destructive storms pummel anything in the area, and attract unsavory chaotic beings of the wind, such as air elementals and stormlings. Mount Nirg Although tall, the mountain known as Mount Nirg is covered in loose gravel and barren rock. The lower reaches are littered with ancient tombs and remnants of old stone roads. These were built by the Rashemar ages ago, and have long since been plundered for their secrets. But there are some still lurking in the deep interior of the giant mountain. Citadel Rashemar Once a great fortress of the long-dead Rashemi Empire, it was destroyed long ago by the Tuigan Horde, an ancient orcish army. In recent years it has been occupied by the wild, and civilized people stay very far away. Fireward Mountains Sweeping fires across the expansive dry badlands in the region are stopped from reaching the Dragonjaw Bramble Forest by this mountain range. The only known denizens of the range are the Horned Skulls, a large tribe of bugbears. Rumors of giants and ferocious ape-men also float over tavern tables, and tales of wizard palaces roll from drunken tongues in nearby Milvarune. Dragonjaw Bramble Forest The most unique forest in hundreds of miles in any direction, the Bramble Forest is quite the oddity. Although easily the size of a large, healthy forest, it is entirely made up of brutal thorned trees, bushes, and vines, forming an impenetrable mass of prickles, brambles, and thorns. The city of Milvarune carved the only pass through the forest over many years and control the only open land in the area. The creatures of the Dragonjaw tend to be very small, usually poisonous, and incredibly stealthy. It is entirely unknown as to what secrets the horrific forest protects. Umlaor This island was once the trading center for the villages all along the Vorfiril River and the larger cities on towards the northeast. The island was popularly known as Wizard’s Reach. Sadly, the trading ports and wizardly spires were consumed in the battle magic of the two Raumathari (grand sorcerors) competing for dominance. The trading left the island in favor of the shores of Lake Tirulag, and the island, scorched and uninhabitable, was abandoned. Vorfiril River The northeastern spur off the Aurilemera river, ending in Lake Tirulag. Although freshwater, it is home to numerous exotic species of fish, crustaceans, and its fair share of monsters. Any true monstrous threats are to be dealt with by the Queen’s Warship, the naval force of the Imperium in the region (see Velprintalar). Lake Tirulag The water here is cold and full of hardy trout, crayfish, and plenty of other edible tasty creatures. When the water is referred to as cold, a traveler will realize that this is a kind description. It is unnaturally cold in fact, even on the hottest days of summer. Many attribute this to the presence of nymphs, pixies, nereids, water elementals, and something called telthor fish. The telthor fish is not caught by fishermen because of the awful oily meat and the fact that when caught, unlucky turns of fate tend to follow the offender. A person can catch hypothermia from the waters if exposed long enough, usually around 20 to 30 minutes. Strange tests of stamina and resilience involve endurance competitions within these waters by the foolhardy. As usual, wild rumors abound over the prospect of vast treasures that lie at the bottom of this forbidding lake, though this has been unable to be verified or disproved, so the sailors and merchants continue to weave tales. Rawlinswood The core of the forest here is corrupted and blighted, and denizens of the surrounding areas have nicknamed it the Rottingloom. Rumors of dark clerics or druids have surfaced, and the disappearance of the volodni (tree-folk) from the woods provides evidence. A bog has begun to spread along the forest floor as the disease spreads and the recent finding of “blighted” animals and creatures is thought to be the fore-front of a greater evil. Tower Threespires One of two elven towers long abandoned once the humans pushed the elves westward out of these lands (the other beng Clymph Tower). Already a mystery, it is now completely cut off due to the corruption and blight within Rawlinswood. Many cite the old magicks of the elves and nature as the cause of the curse on the forest, like the elves have returned to exact revenge for their removal at the hand of the humans centuries earlier. The Watchwall This great 15 ft. high wall was built by King Brindor (ruling from the regional capital of Vera Sutek) nearly a century ago. The horrors of the Umber Marshes were too much for the city of Carwyth Hold to control, and Prince Ghevden could only watch as the trolls, goblins, and other ghastly inhabitants raided the countryside. The wall was a way to reduce the area troops needed to guard in order to halt the spread of these creatures. Guard barracks line the wall and it has become a fort of sorts, acting as a primary station for the Aglarondian military during peacetime. Umber Marshes So named for the rust-brown color of the water and reeds, this area consists of nearly impassable bogs, swamps, mudflats, as well as shallow streams that drain into the River Umber. This place is home to monstrous vermin, poisonous snakes, hydras, shambling mounds, trolls, goblins, tasloi, and clouds of biting insects. Mulsanyaar Plateau These elevated lands are not a perfect plateau, but are added together and generalized into a cohesive region. In fact the elevation rises and falls sharply at points, the most notable of these is the Gorge of Gauros, a network of deep gullies and ravines that is home to a notorious goblin tribe called Earthrippers (lead by King Nanraak the Fierce) and an equally voracious kobold tribe called Hornclaw (lead by Tekun the Warlord). They primarily make land travel difficult, but are not above the occasion raid on Mesring (usually to their defeat). The Great Barrow Named after the only distinctive feature of this vast plain; an artificial mound heaped up in three concentric steps. This mound is said to easily predate any ancient kingdom or empire in the area, well into the Lost Time. The place has a bad reputation with the locals usually involving curses or ancient spirits. Umbergoth Easily the tallest mountain in the region, it is known to be the home of a dragon. The old mining city of Mesring has many tales of the fang dragon named Nartheling, especially about the gathering of evil creatures to the mountain because of the protective presence of the dragon. This causes many problems for the nearby cities and has allowed dissemination of the evil beings by way of the forest. Mines of Tethkyl These large mines have long been the region’s only source of mineral wealth, particularly iron. The city of Mesring has served as the mining town for centuries. The folk here are strong; tempered in the dangerous mines over decades. This might be why the fang dragon at Umbergoth has not interfered with the mining efforts, and has obviously kept the vile ilk that have gathered in the mountain range from attacking. So, for now, it is business as usual at the extensive mine network. Tannath Mountains Tall and rugged, the Tannath Mountains are unscalable by humanoids, with the tallest peak being Umbergoth in the southeast. It is known that griffons roost in the western peaks, but little other than birds and goats call these mountains home. Hippogriffs and giant eagles could also be found in the area until the fang dragon took up residence in Umbergoth. The Mucklestones Another suspected druidic holy site, the area contains a number of weathered stones about 6 ft. tall by 4 ft. wide and 2 ft. thick. The surfaces of these stones are covered in ancient nature runes. The true source of mystery for the site is that during different periods of the year, the stones rearrange themselves into new alignments. There is no sign of anyone participating in these moves, the stones simply alter their placement in some way. Rhaer Uzir Forest This tiny western branch of the truly massive forest represents only a small portion of the total area it covers. However, the forest still provides critical resources for the local denizens, the most important being the strong yuirwood that grows there. This is a hearty, strong, resilient tree that yields just as sturdy lumber. This is a temperate deciduous forest, very dense and almost impassable to any who don’t know the way through its entirety. A fair number of half-elven towns have cropped up (with 10-50 members each) within the forest over the years. The elves once had a strong presence here, mostly of the high and grey subraces, but with several tribes of wild and wood. The entire forest is littered with ruins, most being insignificant in size or quality, but religious sites known as menhir circles are still found in the depths of the woods. The existence of these circles is commonly believed to be the explanation that no divination or scrying magic can pierce the Rhaer Uzir. Any attempt merely reveals the woods, but no specifics of the location or what’s within its borders. Mauberg’s Oak This truly massive tree towers well above the rest of the canopy that surrounds it and is around 50 ft. in circumference. It is still living, but at some point in history it was hollowed out and a natural tower was created. It gained its name from the griffon riders in Vera Sutek. The griffons use the upper branches to perch and peer into the forest, looking for prey in the upper canopy. Mauberg was a druid that helped acclimate trained griffons to stand with wild ones in those branches and allowed for surveillance of the area without wasted energy. Conflicts with aarakocra are not uncommon here, and sightings of moving trees below have been reported. The actual inhabitants of the tower are unknown. The Sunglade Many theories abound regarding this treeless spot in the thick Rhaer Uzir. A popular theory from sages is that this was the spot the elves created a portal which led from the eastern lands to their current homes in the west. The powerful magick created the bare patch in the woods which are normally dense enough to restrict most light from penetrating. It is likely it was a religious or sacred site to begin with for the elves, though some maintain a vast network of elven dungeons runs underneath, while others say the portal still is there, ready to be activated again by those with the power. Val-Murthag Once the religious capital of the Narfell, there is no historical information on the fall of this city. It is assumed it collapsed when the primary empire was destroyed. Its cyclopean walls and shattered towers lie close to two of the ancient elves’ sacred sites, which always had sages perplexed. A theory held that the elves protected the world from the secrets of Val-Murthag, as it is widely understood that the religion of the Nar was demonic in origin. After the retreat of the elves, the humans left the ancient ruins alone save for the occasional explorer. Reports of little remaining on the surface, but a vast and complex series of vaults, catacombs, tunnels, and labyrinth lie just under the ground. Clymph Tower One of two elven towers long abandoned once the humans pushed the elves westward out of these lands (the other being Tower Threespires). Little is known of this tower save that the few adventuring groups that entered it never returned. The promise of elder elven magicks left behind in their hurried exodus is no doubt the lure which draws the curious. Murthil Lake A simple lake, but within the past few years the water has become more and more acidic and gaseous, is if a volcanic vent opened at the bottom and the sulfur infused the lake slowly. It began happening shortly after the village of Denderdale was dissipated. Ruins of Denderdale This was a tiny village of no more than 400 people on the shores of Murthil Lake. The denizens were forced out near a decade ago from intense acid rain that would fall upon the village. This rain was not reported in other parts of the peninsula, but was strong enough to eat away at buildings and eventually make the area unlivable. After the villagers left the town, the rain subsided, but the town was never reopened. Immil Vale In this area a deep fissure in the ground is responsible for the name. The area is extremely lush with low-lying vegetation and a special type of rock, Mosstone, “grows” here. Mosstone is a hybrid of inorganic and organic material, and actually gets bigger over time. This process seems to be fed from the sun, though the fissure itself also emits heat. The special feature of this area is the Red Tree, a single tree of bright red growing by itself near the edge of the fissure. There’s no accurate explanation of its existence, but the theories are more than happily shared. Greff’s Ferry A constructed means of moving trade good and equipment across the river in a secure and reliable way. This is a recent development, controlled by both empires. Many in the central governments see it as a metaphor for future peace, others see it as the point where the next war will start. Aurilemera River Large river that runs almost entirely across the east-west expanse of Azolin’s mainland. This river is known for legendary denizens, political turmoil along its route, and ancient underwater civilizations along its bottom. The river is the lifeblood of Azolin’s interior as far as the Imperium and Nazamroth are concerned and has traditionally been the primary source of contention between the two empires. The Alcatas This mountain range is always snow-capped, its peaks averaging greater heights than the others in the area. Minor tribes of predatory humanoids, such as goblins or kobolds, make their homes here, and make for hunting practice by the Nazamroth military. The southern slopes of the range are occupied by the humans, but the northern side, facing the river, is lost to its ancient past. There is no pass through the mountain range, the only way to reach the other side is to go around. Nar Fortress A companion structure to the capital Dun Tharos, the Narfell empire built this fortress to choke off the access along the Aurilemera River. It is also known as the Fortress of the Half-Demon due to the demonic faces which adorn the gates and walls. The keep remains intact though the river face and structures have worn away and crumbled. The Nazamroth government nearby in Mavalgard tolerate the brigands and bandits who call this place home since they only harass travelers and river traffic to the Imperium States. However, there are similar rumors to deeper mysteries below this fortress as are said about Dun Tharos. Dun Tharos The capital of ancient Narfell, a precursor empire to the modern Morgorn Nazamroth. They were fabled for their cruelty and domination over their small dominion in the area. Historians have uncovered great plazas and temples to forgotten gods, and the treasures of Narfell’s sinister lords are said to lie in buried storehouses and conjuring chambers beneath the old ruins. Nighthawk Tower The eyes of the Nazamroth army stationed at Mavalgard, the Nighthawk Tower can see far in any direction, but it primarily looks out to the west (at the land approach) and the river (for any waterway threats). This is also the aviary for the Nazamroth, and winged spies or messengers are bred and kept here. Ragnor Camp The current camp of the orcish commander Ragnor Bloodfrenzy, the winner of the battle at Evrethed’s Hill. There are about 15,000 orcs camped, reportedly aiding the exiles at Bezentyl. Evrethed’s Hill Site of the most recent battle between the orcs and the humans of Nazamroth (a mere week ago). The humans were driven back to the wall, and many hundreds were killed. The battle site is to be commemorated once the humans retake the land, named after the commander who was slain in the battle. Nizranath Wall The massive defensive wall of the Morgorn Nazamroth. 30 ft. high and 10 ft. wide, built from slave labor and earth elemental magic. The wall sports no windows, and relies on sheer strength and manpower to defend its length. The door, a massive oak, steel and stone construction, takes the effort of 100 men to open and takes 30 minutes. It is common for troops to send down ropes to allow friendly travelers in rather than undertake the process of opening the door. Heavy “taxes” can be expected by those requiring the door’s opening. Spearsmouth Dale The field commander of the protected region of siege engines, army tents, and all the means and support to run an entire military campaign is the Field Marshal Abraer Thellblade. Spearsmouth has seen its fair share of war, with the orcs launching attacks almost monthly, and the Nazamroth Wall falling twice in the past three decades. The Old Swords This great mountain splits into two spires at its peak, creating the distinctive landmark. The mountain is home to dragonkin, lead by the draconian Daggerclaw. The military of Nazamroth has, on occasion, attempted to remove the dragonkin, but Daggerclaw’s diplomatic skill has proved effective. It is popularly believed that the Nazamroth military has a tentative treaty with the dragonkin, but to what purpose is unknown. Ovmuldurth A dwarven citadel that was abandoned after the humans took total control over the region. It was believed that the dwarves simply moved underground as any attempt by the Nazamroth to investigate the dwarven citadel has resulted in closed off passages and perfectly engineered barricades. Nothing further into the earth has been discovered because of these blockades. Mt. Ovmulag In centuries past the dwarves had begun a carving project that would place the face of their great ruler, Hylar Khaerbaal Hammerhelm on the vast side of the mountain. In the years after the humans they destroyed this edifice and only a massive rumble slide remains. The mountain is unique then in that it has been artificially eroded to an extreme degree, the side of the carving blasted apart over many years of deconstruction.