HIGHLANDS
BEARD MOUNDS
By
far the most dominate physical feature of Dyllaria, this chain of hills is home
to the Dwarven Kingdom of Dyllaria, which gives the region its name. West
of Hornfist Pass is where the bearded folk make their home and this area is
relatively clear of creatures. This is not the case in the east, however,
and Ogres dominate the northeastern arm of these hills. Travelers will
also need to be wary of other monstrosities such as Giants, Trolls, and Wyverns.
A few Goblins and Orcs also make this area their home.
DAWNING HILLS
This
small chain of hills in northern Dyllaria remains mostly unexplored. The
Basmar River finds its origins here.
DRAGON'S
FIRE
PEAKS
This highly volcanic mountain chain is home to a host of extremely powerful and
irritable creatures. Bugbears, Dragons, Giants, Red Drakes, Reptoids,
Rocs, Troglodytes, Two-Headed Ogres, Wyverns, and a unique type of free-roaming
creature called the Dyllarian Gargoyle are just a few of the local menaces.
These mountains are mostly unexplored, but small communities of mannish races
occasionally locate here in an attempt to settle. Repeated attempts at
Dwarven colonization have failed to the dismay of the Dyllarian Dwarves, and
other incursions from Elves, Drae, and Human settlers have met with similar
results. This mountain chain is reportedly full of mysterious gateways to
other worlds.
DRAGON’S TEETH
A small
collection of jagged peaks, this highland region is relatively safe and free of
large threats. Small bands of Goblinoid and Ogroid raiders occasionally
relocate here to try and prey upon the people of the Emurian Lowlands, but local
adventuring companies (most based out of
Crysteel
City) generally have no trouble
dealing with these incursions. The range itself is very open and easily
traveled. Lions, Wolves, and other predatory animals also make their home
here.
GREEN
MOUNTAINS
This enormous chain
gets its name from excessive amounts of Goblins, Green Drakes, Lizardmen, Orcs,
Trolls, and Wyverns that make their home here. It serves as the northern
boundary to the entire region known as Emuria, as well as the western portion of
Dyllaria. The massive size and odd shape of the
Green Mountains allows it to offer an extremely
wide variety of dangers, but the prevalence of green-skinned creature carries
throughout. Despite the generally cold nature of this highland region,
Gizziks and other cold-blooded Reptoids have been encountered here.
GREENMYST HILLS
This
small chain of foothills is nestled amidst the surrounding
Green Mountains and Silgolian Wood. The
Emurian city-state of Vargus rests along the eastern reaches of this upland, and
the extremely odd and mysterious Barnock’s Rift can be found directly to the
south along the edge of this region. These hills are named for the
prevalence of an odd greenish haze that always seems to be present enshrouding
the chain when it is viewed from a distance. This region is home to the
Marobai, a group of sagely humans who have made studying Barnock’s Rift and the
Valley of the Stars their specialty. In addition, the herding culture of
goatmen known as Gimmonites also makes its home here.
LANITIAN HIGHLANDS
This
unexplored chain of hills that rests along the far southeastern border of
Dyllaria is supposedly home to a group of barbaric Dwarves. Few have
traveled here, and fewer still have lived to tell of the journey.
OGRE'S DEN
Dominated
by countless wandering clans of Ogroids, this chain in extremely rugged and
dangerous. Wild Cyclopes, Drakes of all sorts, Giants, Half-Ogres, and an
occasional Hydra can also be found here. The southern arm of this range
was home to the ancient Dragon, Amiron. This region is now home to many
descendants of this extremely powerful Dragon. Amiron herself has not been
seen for many spans, and is widely believed to be dead. This range roughly
marks the eastern boundaries of Dyllaria, and of the
Kingdom of
Stonegate as well.
SLAVERS’ PEAKS
The
infamous Dyllarian Slave Mines are found in this chain that stretches from the
Ogre's Den in the east to the far southern reaches of the Dragon's
Fire Peaks in the west. Run by the
last remaining Dyllarian Drae and a group known as The Broken Blade, these
silver mines have been the death of many a captured adventurer and commoner
alike. Bugbears, Dark Dwarves, Trolls, Goblins, Ogres, Orcs, Barbarians,
and even a few Giants have been known to work with this group to avoid becoming
slaves. This usually only prolongs the inevitable enslavement however, and the
Drae are the only long-standing ally of The Broken Blade. The Pass of the
Blade is the lone passageway through this labyrinthine chain, and the close-fit
nature of the peaks and ravines suit the defenders of this place quite well.
Natural predators have been virtually eliminated from this region through a
conscious effort by the Drae and their allies.
TROLLSCLAW HILLS
This small cluster of foothills stands in the shadow of the southern edge of the
Yip-Nar Jag. The name of this place comes from the vast number of Trolls
that inhabit the region. These Trolls are constantly warring with each
other, but they will unite long enough to face any opposing force of foreign
origin. Rumors abound that a powerful cadre of powerful Troll Chieftains
rule this region, and other predators have been virtually hunted into extinction
here. Occasionally monsters will roam down out of The Jag, but most
are either destroyed or pushed out by the Trolls.
WINCRAG
MOUNTAINS
This rugged chain marks the southwestern border of Emuria. It is known for
its extremely potent windstorms, and the occurrence of many strange and powerful
creatures. Among these are Manticores, Wyverns, Drakes, Sphinxes, Harpies,
and various tribes of Goblinoids. The Gandiel Valley rests within this
range, and the Cyclopes that make this area their home are familiar with the
Wincrag and make excellent guides through this otherwise little known region.
WYVERN HILLS
The
Wyvern Hills is a chain located in southwestern Emuria that is renowned for the
number of Wyverns that inhabit its slopes. These Wyverns prey upon the
numerous herds of wild goats and sheep that also can be found here and in the
surrounding regions. The Wyverns have eliminated most other predators in
the region, although an occasional bear or pack of wolves will be found here as
well.
YIP-NAR JAG
The
Yip-Nar Jag (or “gray-stone ridge” in an ancient Karani tongue) is a southerly
outcropping of the Green Mountains that separate the Karani
Plains from the Trun Plateau. The only pass through this rugged mountain
chain is the Sheroc (she-rock).
This region is home to many creatures but is especially known for the number of
Dark Dwarves, Kobolds, and Landsharks that are prevalent. A powerful
variety of Orcs known as Stone Orcs also make their home here.
LOWLANDS
BATTLE PLAINS
This
large flatland runs from the Ogre’s den in the East to the Beard Mounds.
The far southern stretches of it can be found near the Pass of the Blade and the
Valley of Bones. This region is home to the
few tribes of native Dyllarian Barbarian people. The Dyllarian Minotaurs
also reside here roaming throughout the plains, but can most often be found just
east of the Pass of the Blade.
This
region gets its name from the numerous wars that have taken place within its
confines. The Goblin Wars (536 - 554) had the bulk of its action here,
while the more recent Horde War began in the northern part of this area.
The Barbarians and Minotaurs are always warring among themselves and with each
other. One of the Barbarian clans, the Vistaran, has set up a tent city in
the far south-western section of this region, and begun trade in earnest with
the Dyllarian Dwarves as well as the Kingdom proper. This city is actually
no more than a large village, and during the winter months most of the Vistaran
move away from the site to try and find more hospitable climates in the
Great Southern
Forest.
EMURIAN
LOWLANDS
This massive plain dominates the central western part of Emuria. It is
home to many species of deer and antelope, as well lions, giant ants, giant
termites, and many small clans of Kobolds. The northern part borders on
the strange and mystical Silgolian Wood, while in the south Wyverns from the
Wyvern Hills make hunting forays into the region.
FLATS OF GORUN
These lowlands are infested with Giant Ants, Wolves, Beetles, and several other
threats. There are also several groups of petty bandits who wreak havoc on
the caravans traveling north from Galavast and Helmwood.
GANDIEL
VALLEY
Nestled
in the Wincrag Mountains, this wide, low valley is home to a
race of Emurian Cyclopes known as Gandielians. This group, from which the
valley takes its name, is renowned for their crystal smithing and sap
production. The valley itself stretches west to east from the
Horned Basin to the confluence of the Khala and
Gandiel
Rivers where it touches upon the edge of
the Forest of Myst. The valley is mostly
open, although large groves of trees have been planted here for use in the
production of both sap and syrup, which are of quite exceptional quality.
HORNED BASIN
This
plush, fertile lowland is named for its numerous herds of wandering deer and
antelope. Predators in the region include Wolves and Lions, but these are
kept strongly in check by the efforts of the Gandiel Cyclopes who hunt this
region extensively. Wyverns from the nearby Wyvern Hills are somewhat more
of a problem, and they prey mercilessly upon the region’s game. During the
wet season, both the Gandiel and
Hoof Rivers spill over their banks and create a
large flood plain area within the
Horned
Basin. This seasonal flooding
serves to increase the fertility of the region tremendously, but discourages any
type of settlement by mannish races.
IVORY PLAIN
This
expansive lowland stretches south and west from Torrent to the Basmar and
Snake Rivers. The Dyllarian Mastodon
makes its home here, but has been nearly hunted to extinction. Wolves,
Nomads and an occasional bear also can be found here, but occurrences of such
beings are uncommon. For the most part, this area is very free of
population except for the occasional farmstead and/or kingdom patrol. The
Army of Stonegate often uses this rolling scrub for military exercises.
KARANI PLAINS
This
plain is one of the largest flatland regions within the boundaries of the
Kingdom, and it spans an area stretching from south-central Emuria into
northwestern Dyllaria. It is inhabited by nomadic bands of Barbarian
people known as the Karani, who are typified by their use of blunt and thrown
weaponry. Other than the Karani themselves, herds of deer, Ogroid bands,
and wolf packs are some of the more prevalent creatures encountered here.
ORCAN
LOWLANDS
Stretching from the Forest of Tears north to the
Green Mountains, this broad valley is the
center of the Dyllarian Orc population. Among the dominant tribes are the
Fractured Skull, Bloody Mace, Severed Hand, Broken Tusk, and Beard Choppers.
Together with the Karani Plains this region poses quite a large area of
unsettled territory in the heart of the kingdom, and efforts to eradicate the
Orcs continue.
RAM VALE
This
small valley is named for an odd natural phenomenon that occurs annually in the
region. Once a year, as the spring thaws open the mountain passes of the
Wincrag and the smaller Wyvern Hills, thousands of wild sheep gather here to
choose a mate. The sheep in the region are exceptionally large, and this
occurrence is quite a spectacle to behold. The battles between the rams
resonates through the valley, and the noise carries for miles out into the
adjoining Horned Basin and Jorgrun’s Swamp.
Oddly enough, Wyvern attacks are rare during this time, although the temptation
of so much food in one place would seem to inspire such actions.
RED
VALLEY
This area east of Aelin is home to a few petty lords. The area's reddish
soil gives it its name.
SHA-RAAD STEPPE
The
fertile grasslands that stretch from the western edge of the Dragon’s
Fire Peaks to the
Forest of Myst are known as the Sha-Raad Steppe.
This rolling lowland is inhabited by a small group of nomadic horse-men known as
the Sha-Raad. This group is very small, yet territorial. Fierce
warriors, the Sha-Raad have laid claim to the entire steppe as their own
personal hunting ground, and they defend it zealously against outsiders.
Passing through the steppe is not dangerous, but hunting or settling there will
bring the wrath of the Sha-Raad. Human and Barbarian nomads from the
Emerald Sands region pass north through this area when going to
Freeport to trade. The Sha-Raad
have managed to keep the predators in this region to a minimum, but the steppe
is home to many prides of lions, and wolves from the Forest of Myst occasionally
find their way here to prey upon the large herds of game animals such as deer,
antelope, wild cattle, and boar that make their home here.
STONEGATE PLATEAU
This
fertile area runs from Stonegate
City south to the Beard Mounds.
Many Dwarven and Human farmers work the land here, and this is the Kingdom’s
traditional “bread basket.” This area is generally very safe to travel and
live in, and even when some small band of Ogres manages to creep down from the
Beard Mounds undetected the threat is dealt with quickly.
TRUN FLATS
This
large, sprawling plateau was at one time totally covered by forest. Human
incursions have since left much of the outer rim as barren grasslands.
Lumbering during the rule of the Emurian Emperor, Cornelius I, was particularly
intensive and destructive to this sylvan setting. The
Trun
Forest (or Whispering Wood as it is
sometimes called) still dominates the central part of this area, but it is less
than two-thirds of its original size.
VALLEY OF
BONES
During
the Dark Wars between the Dyllarian Drae and the Dyllarian Dwarves a battle
known as the Battle of Bones occurred. By the end of the fighting the
combatants were standing on the scattered bones of their fallen comrades.
Named for this incident the
Valley of
Bones is the foulest place in all of Dyllaria. Undead of
unimaginable quantities roam the valley and spread northward to Galavast and
beyond. Ancient tombs and crypts also litter the hillsides here. Of
living creatures, only the Giant Armadillo is known to thrive amidst the undead
in this frighteningly vile place. The
north end of this valley opens onto the southwestern Battle Plains, while the
southern end is a tangled mix of forest and swamp. The
Shadowgate
River nearly splits the valley in half as
it travels southward toward the swamplands.
VALLEY OF THE STARS
This
long, sloping valley is nestled in among the
Green Mountains in the far northern section of
Emuria. At night, points of light glow on the walls and floor of this
region in such a way that they resemble stars. Vegetation is virtually
non-existent here, and the valley is extremely rocky and filled with boulders of
all shapes and sizes. The only access to the valley itself is via the
Pass of Wonder, which leads into the valley’s
eastern end. Near where the pass enters the valley, the mysterious
Moon Tower rests. The eastern part of
the valley is much more narrow than the western part, and as travelers proceed
westward they will notice a marked downward slope.
Sky Lake, and the beautiful
Hammerhandt Citadel, home of the Stone Deep Dwarves, dominates the western end
of the valley.
AVENUE OF KINGS
This
short pass, which leads from the south into Bloodhammer Forge, is commonly
referred to as Dwarf Alley – a name that is viewed as insulting by many
Dyllarian Dwarves. This short, narrow pass offers the only approach to
Bloodhammer Forge, and it is lined with defenses designed to eliminate large
amounts of troops via traps and tactical advantage. There are also five
gates that block progress through the pass, and the area between the fifth gate
and the gates to Bloodhammer Forge is known as the
Plaza of
Kings. This area is dedicated to past Dyllarian
Kings, and has many statues and finished stone monuments dedicated to the
history of the Kingdom of
Dyllaria.
HORNFIST
PASS
This important passageway
has been the site of many ferocious battles throughout the history of Dyllaria.
It has proven to be a vital strategic artery in the resolution of both the
Goblin Wars and the Horde War. The pass is well-traveled and relatively safe
with only an occasional occurrence of Ogre raiders to scare travelers. It
is named for a clan of Dyllarian Dwarves.
PASS OF THE BLADE
This extremely rugged high mountain pass is seldom traveled and heavily raided.
The Broken Blade has allies that constantly keep an eye on this pass and attack
any who try and go through.
PASS OF
WONDER
This long
and winding pass is actually less than exceptional except that it leads to the
Valley of Stars. The evening view of
the valley from high in the pass is quite exceptional however, prompting the
name of this highway.
SHEROC
PASS
Sheroc Pass joins the Karani Plains and Trun
Flats by cutting a path through the dauntingly treacherous Yip-Nar Jag.
This high mountain avenue allows trade caravans and military forces to eliminate
days of travel that would otherwise be required to travel between these two
regions, and its location makes it arguably the most important pass in all of
Emuria.
STONESTAIR
PASS
This gradual pass climbs steadily from the western edge of the Silgolian Wood to
the southern lip of The Pit. It is a very broad pass with a solid
stone flooring, and there are several places where the rocky floor ascends in a
stair-like fashion. Travel in this pass is extremely easy, but the
broken nature of the stone flooring makes wagon traffic impossible.
BARNOCK’S RIFT
This large gorge measures nearly six miles in length and is constantly filled
with a greenish fog. This fog is said to have strange magical properties,
and it totally obscures the vision of any that enter the canyon beyond a few
feet making exploration of the rift a difficult task. Attempts at charting
the rift have all met with disaster, and tales of strange creatures and
landmarks abound. It is named for a Stone Deep Dwarf, Barnock Stoneybeard,
who supposedly was the first to visit the place and make note of it.
THE EMERALD SANDS
The
Emerald Sands is a desert filled with peculiarly green sand. Little is
known about this outlying region that touches upon the far southwestern corner
of Dyllaria, except that Humans and Barbarians live there in seeming harmony.
Sultans and Emirs instead of Kings rule these people. This region exports
an exceptionally beautiful green tinted glass, as well as several varieties of
beer.
THE PIT
This
region in far northwestern Emuria is a large, sand-filled crater nestled within
the surrounding
Green Mountains.
It is a desert area, but there are several oases within this small region, and
the Stoneflood
River also flows here, making it
less treacherous than would be expected. There are some rather nasty and
unusual types of creatures here including large burrowing worms known as Desert
Worms, and giant beetles abound as well. This region is mostly
uninhabited, although a small community of Emuri has been established along the
Stoneflood in the far northwestern corner of this area.
WASTES OF AMIRON
Long ago
a great wyrm named Amiron nested in the Ogre's Den and claimed this area as her
hunting grounds. One day while she was out on a hunt her lair was entered
and her eggs stolen along with a large amount of treasure. In the
following years she hunted and killed anything that she found alive within her
domain and eventually turned it into a wasteland. Amiron was last seen
many years ago and some say she no longer lives. Small groups of Dyllarian
Biata live within the Wastes of Amiron and hunt the few game animals that have
returned.
ALARAIN
RIVER
This
small river flows from the town of
Ashton westward through the Yip-Nar Jag
and empties into Lake Sarum. It is narrow and
shallow, and dries up during the dry season each year. It is named for the
liberator and original lord of Free Ashton, Alarain Oakmore.
BASMAR
RIVER
This
broad river is navigable along its entire length. Most visitors are
familiar with this great waterway, as many traders and adventurers alike follow
the course of this river through the imposing
Forest of
Shadows and into the heart of Dyllaria.
Named for Mercury Basmar, the Elven wizard credited with its exploration, the
Basmar River sees its share of trade
traffic and Aelin is the port that deals with handling the bulk of the goods
that enter Dyllaria along this route.
BLOOD
RIVER
This
short, shallow river runs east out of the
Green Mountains and joins the Basmar within the
Forest of Shadows in Dyllaria. It gets its name
from the reddish clay that lines its bed and the seasonal floods that turn its
waters a deep crimson color. It is unnavigable throughout its length and
provides the Erlunn Elves with a fair supply of fish and gold.
DOON
RIVER
This
small but wide river flows northeasterly out of the Trun Flats and into the
Green Mountains, finally meeting with the
Alarain
River to form
Lake Sarum. Surprisingly, this
river is navigable throughout its length, and it paved the way for the fast
mobilization of Imperial forces in Emperor Cornelius’ attack upon and subsequent
occupation of Sarum.
DRAGON’S TONGUE FORK
The
Dragon’s Tongue Fork flows westward from the Dragon’s
Fire Peaks along the northern border of the
Sha-Raad Steppe until it joins the
Khala
River at a point north and east of the
town of Freeport. For most of its length
the river is shallow and rocky, making it not navigable at any point. It
is reported to provide a good supply of gold however, for prospectors who are
willing to brave the dangers of crossing the Sha-Raad and/or facing the
occasional Tarandok raiding party.
GANDIEL
RIVER
The
channel of this river flows west to east across the
Horned Basin and into the
Gandiel
Valley where it joins with the larger
Khala River. The Gandiel has a North and
South Fork that each come down from the Wyvern Hills to form the main river on
the flatlands, and flooding is common for both forks and the main river itself
while it flows across the plains. This flooding occurs annually during the
wet season, and it helps to both prevent settlement along the river and to make
the surrounding countryside fertile year round. Once the flow of the river
enters the Gandiel Valley it becomes much more predictable
and its channel runs deeper which helps to prevent flooding. This river is
navigable only below the point where it meets with the
Hoof River.
HOOF
RIVER
This
broad, shallow river finds its origins in the
Wincrag
Mountains and flows some thirty miles through
the Horned Basin before joining the larger
Gandiel
River at the western rim of the
Gandiel
Valley. Its wide, shallow
nature causes it to spill over its banks quite often, and during particularly
long wet seasons entire sections of this waterway can change, creating an
entirely new channel. This fact and the lack of any navigable section to
speak of deter settlement along this waterway.
KHALA
RIVER
This
waterway serves as a rough dividing line between the regions of Dyllaria and
Emuria. It origins can be found in the northwestern part of Dyllaria
within the Green Mountains, and it flows southwesterly until it joins with the
Stoneflood River southwest of the Emurian border. The Khala is an
important avenue of trade between Dyllaria and Emuria, and it is fully navigable
from the time it emerges from the Green Mountains until it joins with the
Gandiel
River. The Free City of Freeport
rests along this river in southern Emuria, at the intersection of the Karani
Plains, Forest of Myst, and the Sha-Raad Steppe.
This location places the city at the center point for much of the trade that
takes place in southern Emuria, and has made
Freeport a rather important stopping point
for travelers. The Karani Barbarians and Tarandok Drae of Emuria attack
the barges and trade caravans that travel along this waterway, while various
creatures from the
Forest of
Myst and
Wincrag
Mountains plague travel along the
southern reaches of the Khala. The Khala and Stoneflood Rivers join
together south of the Emurian border and flow together on to the sea.
LAKE
SARUM
This small but clean lake rests within the traditional homeland of the Sarum
Highlanders. It serves as a source of water and provides some small amount
of subsistence fishing for the highlanders of the region. It is
formed by the confluence of the
Alarain
River from the southeast and the
Doon River from the southwest.
LAKE
SCENARIUS
This small magical waterway is reportedly a gateway to other worlds. It is
located in Lumberton Shire and is named for the town's first ruler, Lady Morgan
Le Fay Scenarius. It is reportedly of unknown depth as its waters are
particularly cloudy and there are various tunnels and subterranean caverns that
extend for many miles below the surface.
MIRROR
LAKE
Named for its unusually calm surface this large body of water sees some small
amounts of boat traffic from Stonegate to Mythamber and back again. A few
small fishing villages dot the coast.
SHADOWGATE
RIVER
The
Shadowgate
River is a small waterway that flows out
of the Barony of Galavast and into the
Valley of
Bones. It is legendary as a
gateway to other worlds, but there are very few who know how to access this
ability, if it is in fact possible.
SKY
LAKE
This
incredibly calm and tranquil body of water dominates the western end of the
Valley of
The Stars. Fed from underground springs, this lake remains
relatively warm all year round, never freezing on the surface in even the
coldest of winters. Its clear and mirror-like surface reflect the sky and
give it its name. Boat traffic is totally non-existent as the nearby Stone
Deep Dwarves disdain any type of maritime activity.
SNAKE
RIVER
The
Snake River is a swift running whitewater river with much of its length being unnavigable by
anything larger than a kayak. It emerges from the
Green Mountains in grand fashion as a
waterfall that plummets 237 feet into the channel below.
STONEFLOOD
RIVER
This
enormous waterway is nearly as large as the
Khala River, although it is not nearly as
important to trade. Located along the far western border of Emuria, this
river finds its origins in the Green Mountains just north of The Pit, and flows
south for many miles until its confluence with the Khala in the southern reaches
of the Wincrag Mountains. The Stoneflood is a
shallow, rocky, generally very inhospitable river, and is consequently still
largely unexplored.
THE SOUTHERN SEA
The
Southern Sea of Dyllaria is a widely unexplored region, but it is rumored to be
part of a much larger body of water. The boundaries of this body of water
are only vaguely known, and there are reportedly islands that can be seen from
shore on a clear day, but little else is known about them.
THE BLACK MARSHES
The
Black Marshes have been overwhelmed by undead. Only the bravest of souls
dare enter here to gather ingredients for potions, elixirs, and magical inks.
It is rumored that several Undead Lords have their crypts located deep within
this fetid swamp.
FOG MARSH
A small
wetland at the head of the Snake River, Fog Marsh is the main
obstacle in the journey from Dollos to River's End. A few small clans of
Lizard Men occupy this bog. They commonly raid caravans passing through
their domain.
JORGRUN’S SWAMP
The
largest wetland in either Dyllaria or Emuria, this swamp rests along the
Stoneflood
River for some thirty odd miles and
stretches across the Emurian Lowlands to rest against the western edge of the
Wyvern Hills. It is reportedly named for a rather large and ferocious bear
Lycanthrope that prowls its borders along with several others of his kind.
Legends of these horrible creatures have plagued Emurian alehouses for decades,
and Emuri mothers still use the name Jorgrun to scare their children into
behaving.
DREAD WOOD
Located
at the southern edge of the
Valley of
Bones this small wood is mostly unexplored. Reports of shape
changers, nasty spiders, and terrible packs of wolves abound among the people of
Galavast. Being located within The Valley of Bones, this area is also home
to many varieties of undead, and rumors of extra-planar portals abound.
FOREST OF
SHADOWS
Elves,
Centaurs, Dryads, and Hags make their home in this vast forest. The less
frequented areas are home to Giant Spiders, Wolves, Wargs, Kobolds, and many
other horrors. The Basmar River flows north to south through this
region, nearly cutting it perfectly in half. The Erlunn Elves have made
their home here since the Battle of Muddy Cloak in 600 when a feat of Elven
magic caused the previously separate North Wood to be absorbed into this region
by joining the two. The traditional Erlunn Homeland, the North Wood has
ceased to exist as a separate region, and the Erlunn King Alipostos III has
since seen fit to move his people to the north, farther into the protective
recesses of The Forest of Shadows. As part of a treaty with the
Kingdom of
Stonegate, the Erlunn have agreed to protect travelers along the
Basmar River, and to guard the northern borders
of Dyllaria against invasion.
FOREST OF
TEARS
The
extreme northern and southern ends of this woodland are inhabited by mannish
people and are relatively safe. In the south the Barony of Helmwood
dominates the region, and the north supports the small Dyllarian Hobling
population and the town of Lumberton Shire. The deeper one gets
into the forest the more treacherous travel becomes. Wolves, Orcs,
Treants, Dark Dwarves, Goblins, Trolls, Giants, bears, Dryads, and Giant Spiders
are some of the inner inhabitants. Although not all of them are hostile,
each of these creatures can be dangerous. The few remaining tribes of the
Dyllarian Emuri live here. The Emuri are aboriginal people who originally
inhabited this entire woodland, but The Broken Blade has hunted them into near
extinction and they now live in only the deepest parts of the forest. Many
Emuri communities still live and thrive within the woodlands of Emuria.
GREAT
SOUTHERN
FOREST
Not
much is known of this enormous region. Reportedly many special magical
ingredients and components can be found here. It lies beyond the Wastes of
Amiron, and effectively marks the southeastern border of Dyllaria.
SILGOLIAN WOOD
This
large forest stretches across the Emurian Lowlands from the western edge of the
Trun Flats to the Stonestair
Pass. Butted up against the edge of
the Green
Mountains
and the Greenmist Hills, this wood is known for its odd flora and fauna.
Some say the oddities found here are direct results of the wood’s proximity to
Barnock’s Rift. Elementals and other extra-planar creatures abound
here, and odd mutations of common creatures are also not uncommon.
THE
FOREST OF
MYST
This large wooded region dominates the eastern portion of the southern Emurian
border. It is known for its odd mix of magical creatures and a high
incident of Faeries. The only mannish races that are known to inhabit the
area are those of Mystic Wood Elf and Drae stock, and nearly all of these are
isolationist in nature. Attempts by different groups to build roads and
trade ways into this region have failed miserably, and the only trade carried on
is with a few of the Mystic Wood Elf tribes that are the nearest to the town of
Freeport. The Tarandok Drae also reside here but they do not trade with
outsiders, generally preferring to steal what they need through extensive
raiding of the established trade ways.
TRUN WOOD
This once
large forest is the ancestral home of the Trunian Wild Elves. The
incursion of Human settlement and the increased need for lumber within the past
two spans has led to the shrinking of this woodland to less than two-thirds of
its original size. The scattered bands of Wild Elves and native Emuri that
live here exist as hunter/gatherers, and can only loosely fall under the single
classification of “Trunians.” The incursions of outsiders has served to
drive the Trun Elves and their Emuri allies deeper into the wood, so that these
inhabitants are seldom seen beyond the borders of this place.