MAPS

Argen Reach: Argen Reach is an out of the way city known for having many seers and, supposedly, flying people as well. They keep to themselves and rarely visit outsiders at all.

Beriz: "The Jewel of the North" The city of Beriz is perhaps one of the wealthiest in the known lands, with Ordi, undead and more normal folk gathered in one place and working together for the good of city. Aided by the famous wizard Gelhalee - who has actually made the people of the area accepting of magic, a feat many would have deemed impossible - the city has grown wildly,using resources and business skills to bcome the centre of norther trade.

Cities of Femshar: These cities are mostly ruins of the once-mighty Femshar Empire and inhabited by bandits, outsiders and creatures who feed on both. A haven for outcasts and the despised, thee has been talk in Beriz of trying to rebuild them.

Eldrien: No one know who - or what - Eldrien is, since none going to that area have ever returned alive. Cheerful, isn't it?

Fel Wood: The Fel Woods are some relatively safe woods to the south that remain largely untouched by the people of the north to date.

Fields of Ash: These fields are a large expanse of ashes and waste from the volcanic peaks of fire. Ruins of homesteads can be found among them if one dares to brave the heat and fumes.

Glass Hall: The glass hall is the training centre for magic in the north and is impossible to find unless invited there. Not even the mages know who built the hall, but many dark magics and tomes from The War are stored within it.

Hills of Madness: Close to the grey fields of despair, the hills of madness drive any who remains in them irrevocably mad, hearing voices and becoming immensely paranoid. Few of them survive long.

Hills of Time: The hills of time are a set of hills separating part of the world from another part. Little is known of them in this day and age but those who travel can leave to find centuries have passed in the rest of the world while they walked the hills - forwards or backwards.

Kerdin: The city of Kerdin is, even now, largely a ruin. No ones sure what the people of the city did or who they angered, but a swarming of very nasty beings is said to have wiped the entire city out.

Lands of the "Good" People: This area is avoided by anyone since its inhabitants, touched by the plague of paradise, are not only good but wish to make everyone being as good as they are and see what they see. Or they tear you into small pieces slowly and painfully.

Last Home: The last home is the only intact ruins of whatever species inhabited the wasted world before this world arrived to cover it up. The mages who have entered it speak of sacrifices, old power and deep fears at work in this place. The evaded sinking into shadow - and eve into twlight, but some mages debate that. What they agree on is that the price paid was far too high.

Old Ruins: The old ruins are a strange, deadly place near Tul'zen where tall buildings with no entrances or windows rear up untouched by time and surrounded by a ruined wall. A cult worshopping unbeing and some healers are said to make their respective homes either in or near it.

Peaks of Fire: These are volcanos that have been active sicne the world entered this dark age.

Places of Seeming: Nothing is known of this area since all who enter it experience it very differently.

Plague of Paradise This dark plague turns all who touch it into extremely good and kind and helpful people. Forever.

Ruins: These are more ruins like the Old Ruins near Tul'zen. Unlike them, not a single creature makes its home in the for long. Well, not alive at any rate.

Sinking Ground: A region of shifting quicksand and changing landscapes, the sinking ground is avoided by those who can't fly.

Spelund: This is an area filled with wild magics left over from The War. Enter at your own risk.

The Bitter Sea: This empty sea is largely poisonous to all life that drinks from it and even some undead. Travellers are cautioned to give it wide berth.

The Black Plains: These plains are a large, black expanse that heats up in the day and had strange yellow and white markings in staight lines all over it. Very little is known of the plains or what made them.

The Bright Wood: The bright wood is a special wood tht evolved an immunity to fire long ago, of a more peculiar sort. The trees can throw fire into people and burst into flame at will, with no known harm to themselves. Those entering the wood wihout ill intent rarely suffer the trees defenses.

The Dead Lands: The dead lands is a blighted area filled with undead, unliving and beings that fit into no special classification at all. It also tends to made trade with the rest of the world a chancy business.

The Choked River: This slimy river feeds into - or perhaps comes out of - the bitter sea. Things do live in it, but are only eaten by those who are both suicidal and want to see some unpleasant things before they die, chiefly bad hallicinations and holding their own stomachs in their hands.

The Great Ice Field: This area is a large, flat glacier roamed by hairy orcs and nasty predators the ors spend most of their time trapping or running away from.

The Great Mountain Valley: This odd area has mountains that are appparently inverted, going into the land instead of rising out of it. Due to the prevalence of the choked river, few people have ever set out to explore this odd mystery.

The Great Sand Ocean: This enormous flowing ocean of sand is the key to the world as a while and the worlds largest trading port.

The Great Wall of Karat: This 2' tall wall somehow has prevented the knife grass from expanding northwards. Most think thats what nmakes it "great."

The Grey Fields: These depressing, bland fields actually drive people to suicide just for wandering over them. No one has any idea what strange protection mechanism that evolved from.

The Howling Vale: This valley is filled with the voices of vengeful spirits and avoided by the living with almost religious intensity.

The Jungle of Fire: This tropical jungle is filled with the usual tropical species. Since this is the wasted world, most of them are nasty and cruel, and all of them are poisonous. Enjoy your stay. All 1 minute of it.

The Knife Grass: This sharp grass is strong, bladed and carves into a person just like a sword would. Often rising over 6' tall it thankfully seems to expand slowly and is very hardy in resisting fire and poison.

The Land of Heros: This odd place makes everyone in it act heroic. It boasts the greatest output of heroes for hire and damsels seeking distress than the rest of the known world combined. It also has a thriving business of hiring bards to write ballads.

The Lost Wood: The lost wood iks precisely that. One day the trees just all got up and left. No ones quite sure where they went, but rumours of them can be found almost anywhere.

The Old Place: Its old. Quiet. Magical. Given other old paces, its also not of the world, dangerous, mysterious and life threatening.

The Scrub: This is a land of scrub brush that a few hardy folk eke out a meager living on.

The Twelve Towers of the Burning Sky: These towers are said to hold a strange and dark magic. The sky around them burns bright red and the land slowly kills those who travel it. Even tarrasques are said to have been slain by the Towers.

To Civilisation: Basically, get yourself a boat and ride the sand ocean and you'll find yourself at the rest of the world. Compared to the rest of the journey to reach it, its an easy trip.

To Mountains and Snakes Home: This is a pass between the 12 towers and the Hills of Time into the land where the god of madness rules and the ancient mages who causes The War still live on. Very little is known of it.

Tul'zen: This is a small but thriving village of no importance, boasting a very good tavern, a large general store and inn as well as a family of Walkers (tigers) who live close by.

You Don't Want To Know: The sugeon general says travelling here is bad for your life expectancy. It could be good for experience, but experience doesn't do you much good when you die.