Vous êtes sur la page 1sur 21

Kern

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

Antal Kizm (Geographical Feature)


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

Arrowhead (Geographical Feature)


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

Canals (Geographical Feature)


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

Clocktower (Geographical Feature)


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

Dancing Woods (Geographical Feature)


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

Dragon's Point (Geographical Feature)


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

Endscape (Geographical Feature)


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

Ghuth (Geographical Feature)


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

Giant's Road (Geographical Feature)


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

Gutrip (Geographical Feature)


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

Hag's Dirk (Large Town)


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

Hand of Chaos (Geographical Feature)


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

Kernen (Metropolis)
The teeming city of Kernen is one of the most widely populated and vast cities in all of Ansalon. Located in between
two branches of the Khalkist Mountains, the vast city is home and capital city to the ogres of Kern. In the central
part of the city can be found the Plaza of Spilt Blood, where all ogrish disputes are settled in blood. General and
slave markets alike can be found throughout the city, and all sorts of shops and businesses can also be found in the
graceful old structures, built by the original High Ogres who once walked in these streets. Raised high in the
mountains, looming over the city itself, lies the palace of the Grand Khan. The palace is an opulent structure, filled
with all the riches and wealth in Kernen. From the palace, the Grand Khan rules the city and all the ogre clans of the
Kern region.
Kleth (Geographical Feature)
Located along the Kern peninsula, Kleth was an early attempt by the minotaurs to gain a foothold in the ogre
kingdom. Kleth was built as a defensive hamlet, with the hopes that it would grow into a town and become a base of
operations for the minotaurs to conquer the ogres. However after numerous assaults, and treachery from the Knights
of Neraka, eventually the minotaurs had to abandon Kleth and return to their isles. Ogres destroyed the hamlet and
little more than ruins mark where it once stood.

Kriath (Geographical Feature)


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

Lamesh (Geographical Feature)


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

Micah (Geographical Feature)


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

Ogrebond (Large Town)


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

Ogreshield (Large Town)


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

Rockhorde (Small Town)


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

Rusthome (Small Town)


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

Samekh (Geographical Feature)


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

Sargonath (Small Town)


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

Splinter (Small Village)


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

Sprawl (Small Village)


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

Strath (Geographical Feature)


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

Styx (Small Town)


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

Surf (Small Village)


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

The Delving (Geographical Feature)


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

The Faces (Geographical Feature)


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

The Fount (Geographical Feature)


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

Waterspan (Small Village)


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

Zygard (Small Town)


The ogre settlement of Zygard is located along the outer limits of the minotaur colony of Sargonath. This colony was
established as an offensive settlement, which was designed to establish trade routes to aid marauding bands of ogres
in driving out the minotaurs in Sargonath. All attempts to do so failed in the past. Now that the Grand Lord of Kern
has established a firm treaty with the minotaurs of the Blood Sea Isles, the attacks between Zygard and Sargonath
have stopped. Zygard remains an ogre settlement, and whilst there are some minor hostilities with their minotaur
neighbours, there is also some degree of trade that occurs between the two settlements.
Khur
Khur is little more than a sandy wasteland which has scattered villages spread throughout it's domain. It lies near the
border of Taman Busuk and has been tainted by the dark nation. Khur is primarily inhabited by humans. Since the
War of the Lance, Khur has been closely allied to the forces of darkness, and was a prime source of mercenaries and
foot soldiers for the evil armies. In the Age of Mortals, the disparate tribes of Khur are once again vying for power
in their desert land. Whilst ogres, goblins and draconians are not unknown in Khur, it is the desert nomads who rule
this region.

Ak-Baral (Large Town)


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

Ak-Chat (Small Town)


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

Ak-Khurman (Small City)


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

Ak-Krin (Large Village)


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

Ak-Tubal (Small Town)


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

Alan Ak-Khan (Village)


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

Alek-Khan (Small Village)


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

Ayin (Geographical Feature)


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

Burning Lands (Geographical Feature)


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

Cactus Forests (Geographical Feature)


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

Delphon (Large City)


In the heart of the Weya-Lu tribe's territory, along the central northern border of the Khurman Sea, lies the great city
of Delphon. The huge settlement is the second-largest in all of Khur, and is ruled by the Weya-Lu tribe and their
chosen leader. The city itself is filled with marble towers, sandstone buildings, as well as underground springs to
provide water for the inhabitants. Because the remnant Green Dragonarmy dissolved around Delphon, many of the
population are now descendants of both Weya-Lu and former Dragonarmy troops. A large number of homes and
businesses of all types are spread throughout Delphon, although one of the most sought after items are Khursian
rugs. All kinds of rugs and carpets can be found in Delphon, as well as heavily guarded caravans leaving the city to
export them elsewhere across Ansalon. Several distinctive buildings can also be found in Delphon. The Tower of the
Eye is the residence of the mystical seers of the Weya-Lu tribe. The seers are known to give divine predictions and
are revered by their tribe, they dwell in the five tower complex at all times, and regularly receive visitors. The other
great structure of Delphon is Fort Kyre. More of an opulent palace than a fortress, Fort Kyre was built for the
descendants of Morgan di Kyre, known as "The Deliverer" to the Weya-Lu. For aiding the tribe in defeating the
Green Dragonarmy, as well as protecting the deserters of the army itself and offering them a safe haven, the Kyre
family are near-worshipped by the tribe and the people of Delphon, and treated as their royalty and rulers.
Hurim (Geographical Feature)
In pre-Cataclysmic times, the town of Hurim sat perched on a lake in the centre of the Mikku territory. It was a
growing town, which was close to rivalling Ak-Khurman with it's beauty, trade and population. However when the
lake dried up and the Burning Lands emerged, the residents quickly left, unable to tolerate the blistering conditions.
In a few years after the Burning Lands made themselves known, the Mikku had left Hurim as a ghost town. The
town has fallen into disrepair, and houses wild creatures and nothing else. Few creatures can survive long in the
Burning Lands.

Kalin Ak-Phan (Village)


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

Khuri-Khan (Large City)


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

Khurman Sea (Geographical Feature)


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

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

Kyte (Small Village)


The village of Kyte lies directly west of Alek-Khan and is a minor outpost on the border between the Khur territory
and the dwarven realm of Thoradin. The Khur warriors have little dealing with the dwarves, however some minor
trade does occur on occasion. Otherwise this remote village has little impact on the dealings between the tribes of
Khur.
Pashin (Small Town)
Pashin lies on three separate borders, and is just within the outer limits of the Mikku tribe's territory. Sitting close to
the lands of Blode and Silvanesti, this border town was once ruled by the Mikku tribe, who were later ousted by the
Knights of Neraka. When the minotaurs invaded Silvanesti and drove the dark knights out of the elven realm, the
population of Pashin has increased and is now home to dark knights, refugee elves, and all kind of mercenaries. A
local mayor is the visible leader of Pashin, however the actual power is with the leading officer of the dark knights,
who plays the mayor like a marionette. Pashin is now overcrowded, and businesses boom here. However brawling
and crimes are also frequent, and even the dark knights cannot prevent most of the troubles, due to overcrowded
streets, shops and residences.

Phren (Geographical Feature)


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

Santekh (Geographical Feature)


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

Shalimsha (Geographical Feature)


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

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

Tur (Geographical Feature)


Southwards of Ak-Baral is the location for the fortress of Tur. The only other settlement in the northern territory of
the Hachakee tribe, this fortress guards against incursion from either the Khur tribe, the Fin-Maskar or the Weya-Lu.
The Hachakee warriors reside in this fortress all-year round, changing guard regularly with their kin in Ak-Baral and
have also established a safe trail between the two structures, which enables them to cross the northern sands
relatively free of danger.
Thoradin (Zhakar)
Thoradin was the second grand home of the mountain dwarves (Kal-Thax being the first) before they built their
kingdom of Thorbardin. In ancient times, the Calnar dwarves left their kingdom, and the few remaining were killed
by marauding ogres. The kingdom became known as Thorin and was lost to time. It was later reclaimed by the
Theiwar dwarves who were cursed with a mold plague and became known as Zhakar. The Zhakar then renamed the
kingdom after themselves. They ruled Thoradin for a lengthy period of time, until the early part of the Age of
Mortals when Severus Stonehand, a "prophet" of Thorbardin, led his follewers to the old homeland. Severus and his
followers defeated the Zhakar and assumed rule of Thoradin, renaming the dwarven kingdom back to it's original
name. He discovered that the Zhakar were afflicted with mold curse, which closely resembled leprosy in that the
body was in a constant state of decay. Severus made the Zhakar swear allegiance to him and he cured them of the
mold curse. Those who didn't comply were exiled from Thoradin and perished from their disease. The dwarven
home of Thoradin is located in the Khalkist Mountains, nestled between it's southern neighbour Blode and it's
northern neighbour of Taman Busuk. On it's eastern border lies the desert realm of Khur.

Dragonpeak (Geographical Feature)


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

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

First Bridge (Geographical Feature)


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

Ghost Range (Geographical Feature)


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

Ghost Tunnel (Geographical Feature)


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

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

Lair of the Shadowpeople (Geographical Feature)


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

Mount Horn (Geographical Feature)


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

Outer Warrens (Geographical Feature)


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

Saltcove (Small Town)


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

Sanction Tunnel (Geographical Feature)


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

Spillway Bridge (Geographical Feature)


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

Stonecrusher River (Geographical Feature)


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

Temple of the Worm (Geographical Feature)


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

The Gorge (Geographical Feature)


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

Valley of Crystal (Geographical Feature)


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

Warrens of Zhakar (Geographical Feature)


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

Water Warrens: The north-eastern area of the warrens is a section of passages and waterways, which provides clean
water for the warrens themselves, as well as the residents of Zhakar City and Zhakar Keep. Numerous wells have
been drilled into the Water Warrens, providing water to levels of the city above.
Lizard Warrens: The central southern part of the warrens is where the lizards of the dwarves of Thoradin are bred.
The major part of this area is dedicated to breeding and raising the fastclaws, which are the domesticated lizards that
transport foods and other goods for the dwarves. A smaller area is set aside for the warclaws, who are the fearsome
and prized warmounts, who aid the dwarves in battle.
Plague Warrens: This southern branch of the Fungus Warrens was initially sectioned off when the first Theiwar
dwarves were isolated as those who had contracted the mold plague. As the mold plague spread throughout Thoradin
long ago, and all those became known as Zhakar, the isolated dwarves were forgotten. In a short time, the dwarves
were overcome by the fungus in the area and the first fungifolk arose. The sentient fungifolk now inhabit the Plague
Warrens, directed by their central intelligence in the Brain Room, the southernmost cavern in this part of the
warrens.

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

Zhakar City (Large City)


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

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

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

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

Wing of Temples: The south-eastern branch of the city is where the Wing of Temples is located. In this area, there
are temples dedicated to Paladine, Kiri-Jolith, Mishakal, Reorx, Shinare and Zivilyn. Only the temples of Reorx and
Shinare are actively used in the post-War of Souls age.
Wing of Forges: In the eastern section of the city is the Wing of Forges. This area is filled with manufacturing plants
and forges, which produce the weapons, metals and other required items needed for all elements of living in the
underground realm. Fastclaws are stationed here regularly, to transport goods from the forges and factories, directly
to other parts of the city and keep.
Zhakar Keep (Village)
Zhakar Keep is located in the central part of the Thoradin region, just to the south of Mount Horn. Formerly
the keep was a vast dwarven fortress that guarded numerous dwarven cities beneath it, however with the
Cataclysm, all the underground cities, except for the Theiwar city of Zhakar fell into ruin, and much of the
keep was destroyed. A wall now surrounds the keep, and several towers lie around it's edges to watch for
invaders. A large imposing gate resides in the northern section of the keep, allowing access in and out of the
fortress. Within the grounds is a foundry and production facility, as well as two lifts which lead underground
into Zhakar City. Stone houses and barracks are the abodes of the dwarves who guard the keep and the way
into the underground city.
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.

Vous aimerez peut-être aussi