Dominions+of+the+Indirithki

This is in its very early stages and there may be substantive changes, though I don't think so. Additional pictures will certainly be added for each dominion, write ups for each added, and supplements made to those already posted.

//**The Jaws of Fire**// The dominion of Kral Vernus is a magma-scape of igneous rock formations, lava falls, pits of burning stone, fumes of noxious gases (fatal to most), and populated by ember men (they glow like coals, the brightness indicating their mood), lava runners (an aggressive form of lizard, much like the aquatic basilisk), hellstrikes (great, red-scaled drakes that fly through the thick smoke clouds high above the lakes of fire), and much more.
 * __Andavar Dominions of the Indirithki__**

//**Seraphell---The Angel's Roost**// //**Huvog---Twisting Caverns**// Undoubtedly the greatest dominion in the Whisperlands is that of the Thousand Maws. Though it is said that the ancient abomination himself lairs somewhere south of the Hungering Waste in a great cavern in the deepest part of the underworld, his domain of tunnels, caves, subterranean vaults and rivers and seas, stretches for many thousands of miles, winding beneath every other land, and even the great oceans of Ishveshia. That Huvog has his many tentacles in all parts of the world is proverbial, though whether that is literally true is another matter. Ironically, there is little evidence that he craves power or the spread of his vast empire. Nonetheless, the Twisting Caverns, as they are collectively called, contain a staggering array of environments, from the the Caves of the Last, the bizarre metropolis of Morttrom, known by the witty as Downside Up, and the Pools of Memory, to the islands of the Night Sea, the Howling Tunnels, and the Forest of Spores, there is no end to the wonder and danger of Huvog's realm.


 * Morttrom the Odd**


 * Candleport**, in the Night Sea

//**Shibboleth Nur, Empire of**// Southern arm of the great metropolis of Fez'Qitar, the Jewel of the West, capital of the Empire of Shibboleth Nur.

//**Thrum---Realm of the Maker**// Craftsmanship and artistry in one's work are reflected in every aspect of the Realm of the Maker. This is exhibited through paintings or sculpture, breath-taking architecture, finely made armor, feats of engineering, clever harnassing of arcane forces, or a combination of two or more of these elements. The lantern boats of Cannova are one such wonder, silently ferrying citizens and visitors to the famed city seated atop the high island of stone in the midst of a waterfall on all sides.

//**Murdin---The Old Mountain**// //**Dragonwatch Peaks**//, highest point of the Old Mountain. It consists of a long vally of peaks crafted in the likeness of each dragon who perished during and since the Godswars. The stone shapers of the Old Mountain sadly are said to be almost constantly at work, for by the time they have completed another peak, one of the dranghofn has almost certainly gone mad and had to be put down by Murdin and his Slayers. These mountain sculptures are widely regarded as the most visually epic monuments in the world. It is said no natural or artificial wonder can compare in gradeur and regal awe. Murdin confronts the mad dragon //Hostomell the Frigid Blight// whom it was his sad duty to slay.

Ovothrakar is a dragon of the freshwater kind, unusual even for the Age of Dawning, and believed to be one of only three such creatures left in the Whisperlands. He slumbers at the bottom of the Grey Lake, awakening only if the fortress on the lowest tier is threatened (it has not been for time out of mind), and once a year when the Red Daughter pays her visit. What the ghostly child wants, why she has returned without fail since the end of the Godswar, and what connection she has to Ovothrakar are questions even the wise of the Old Mountain cannot say. Perhaps she was killed in the final battle of the war, at the Siege of the Old Mountain itself, or maybe her father was one of Nobis's shieldmen, or even one who fought alongside Ovothrakar to hold the lower slopes. Whatever the case, on the first day of winter, the anniversary of the last day of the war, she comes with the dawn and awakens the ancient guardian. Of what passes between them during the hour she stands on the banks of the lake and while he rears and swims and bellows, neither has spoken.

//**Sri Ram---Three Sisters**// It is said that when the world was young, a goddess of the sea fell in love with the mountain god, Murak, and soon they were married. So close was she to her two sisters that she begged Murak to let them too live among the peaks. Loving his wife, though jealous of her attention, Maruk relented. Soon, however, the mercurial goddesses, so used to a life of movement and discovery, grew tired of the solid dullness of the mountains. They decided to run back to their mother, the Sea, but fearing the wrath of Murak should he catch them before they escaped, they ran so hard and fast down the peak that each carved a valley where she passed and the heat of their movements combined with their aquatic nature to raise an obscuring fog, blinding Murak, and allowing the sisters to plunge safely back into the embrace of Mother Sea. Since that time the moutainous island has been known as the Three Sisters, a place of high peaks, plunging gorges, waterfall and rivers, three much larger than all ther rest, and hanging fog. Birds and beasts of all kind delight in it, and not far off, is always the murmur of the sea where the Sisters, just out of Murak's reach, whisper to one another. //**Zara Ghosteyes---Ghostlands**// //**An’Gar---Bloodscar**// The Blood Pits of An'Gar are both notorious and numerous as fighting men test their mettle and slavers compete with each other for bragging rights and fortunes.

//**Mother Boil---Festering Swamp**// All that comes to the Festering Swamp is polluted. There is ample evidence of this in the remains of armies, structures, and the very land itself. The borderlands that touch it also are fouled by its taint, the ground soured, the plants and animals poisoned, folk driven away by the gagging stench. Astonishingly, there are those who willingly enter the vastness of ruin and reek, to search the ruins, to plunder the dead, or for fouler motives. They are usually killed by the sickening enviroment or the hardy by horrible creatures that actually call it home, of which there are a shockingly large number, such as the Rotsnapper pictured below.

//**Xifos---Isle of the Sphinx**// The Isle of the Sphinx is many things, a sanctuary, a storehouse of knowledge, a place of libraries, beautiful coasts, baroque palaces of knowledge, edifices in partial ruin the likes of which are seen nowhere else (such as the floating City of the Wise, and the Painted Cathedral, pictured above) and several wilderness areas of extreme peril where it is said that made or wicked sphinxes hold sway, bound by the magic of Xifos to teach different kinds of lessons to those who might seek them. The inhabitants are varied, but most share the common, and dangerous, characteristic of superior intellect. It is unusual to be only one step behind the brainy creatures of Xifos.

//**Grandfather Stiltskin---The Fable Wood**// //**Ama---Argent**// Many of the fortifications and classic castles in the land of Ama are built upon islands or coasts. There are many others in the interior, but those along the edges of the land give it the look of a beautiful, well-defended nation, which of course it is. As the seat of the Leonids, and their great kingdom, it is one of the best run, and safest places in Andavar. There are several places islands along the coast that are forbidden places left well alone by the Leonids. These wilderness areas are dominated by all manner of warped and wrong leonine beasts, such as manticores, griffons, semi-aquatic horrors, and at least three very unpleasant tribes of feral felids, and a number of named and terrifying great cat beasts. AVOID. These isles are called Pride’s Fall, by the loremasters, though most are kept ignorant of their existence, told only that evil and death lurk there, and it is said that a wicked king, Ama’s brother perhaps, who committed unspeakably dishonorable acts, has his bitter kingdom there still and ceaselessly plots to kill Ama. Ama, for his part, has decreed that none go to the isles, and that anything coming from them be killed immediately. Naval patrols are vigilant in this duty.

//**Anakarra Mindbreaker---The Prison Pits**// The prisons and ziggurat monuments to his own greatness are largely the only buildings, besides his personal fortress, that Anakarra Mindbreaker allows in his realm. The prisons, temples, and strongholds serve as home and workplace for all his subjects, slave and minion alike. His greatest servants, and the ones in whom he places the greaest trust, are those of his kin, far from true dragons though they are, such as these great serpents who are guarding the treasure city of Neru'Asha. //**The Verdant Vale**// Long ago, a druid came to the Verdant Vale and was so taken by the holy place that he not only stayed to safeguard its natural treasures, he also recruited, trained, and mentored other guardians. This order continues its duty, and is now known as the Moss Keepers. They have gained a sinister reputation among some authorities, while others tell of Keepers saving them from unpleasant and otherwise certain deaths, only to vanish into the misty foliage. How many there are, their true nature, and most else about them is unknown. Those who cross them, however, seldom escape the forest. On that point, at least, there is agreement.

//**Baroness Vella Usuarin---Baronies of the Lash**// The Wailing Tower, a place remarkable for the torments of those who are so abandoned by fate as to come there in the clutches of the Baroness's sadistic minions. It is said that here are the arts of the Queen of the Lash perfected, and her chosen medium, flesh, pushed beyond the mortal limits of endurance and agony. It also has a very cool rushing water moat system. Nice feature.

//**Onigar Stonehorns---The Sentinels**// The ancients write that beneath the Sentinels are the very bones of the earth and as tall as are the towering peaks, the roots of the world are deeper still. It is a place of changing terrain, largely a feature of elevation and the particular weatehr patterns of the ridges and valleys, that may be mild or ferocious in turn. It is also said the the Murplin found in a number of underground places in the Whisperlands consider the Sentinels holy, both above and below grounds, and that they know how to speak to the rock spirits and stone brothers told of in a number of myths. Casual travelers should avoid the Sentinels, for their aggressive wildlife, the native tribes (a startling variety in both stark rocky slopes, narrow valleys, and thick woodlands), and the difficulty of finding passable terrain beyond the numerous passes, which, though useful for travel, are always either jealously guarded or favorite hunting areas for the locals. Northern section of the Sentinels, no more than a hundred miles from the beginnings of the area that descends steadily toward the Ravening Hills.

The dizzying view from **Eagle's Leap** high above the **Yahara Valley**.


 * Mullu Hatak**, Headsman of the Demonskin Clan of the Imataro People. Evidence of how trespassers are treated is to the left of the stair ascending to the bridge leading to the homes of his people. Mullu takes his guardianship of the bridge very seriously.
 * The Titan's Mouth**, entrance to the wondrous cavern and peak that house the Lake of Blue Fire whose properties are said to heal any illness or injury. One of the most remote areas of the great mountain range.

The lands of Zukov are those of high mountains, narrow passes, high-walled valleys, ancient castles clinging to pinnacles, and folk grown suspicious and tough in a land in which the day promises little but hardship and the nights nothing but the hunting eyes and sharp teeth of predators.
 * //Count Zukov---Shadowhaunt//**

//**Frack Crooked-Eye---Ravening Hills**// Honeycombed with caves and tunnels filled with goblinoids of all types and sizes and the fierce beasts with whom they often lair, the Ravening Hills is one of the most dangerous places in a world that that excels in peril. There are lands with environments more inherently deadly, such as the Jaws of Fire or Grumhoth's frigid tundra, there are places where ignorance can as easily lead to death as folly, such as the Realm of the Maker or Wizard Eye, and there are dominions whose alpha bioforms eclipse anything the Ravening Hills can produce, such as Far Magog, Zuvai, and the Old Mountain. But there is nowhere in the Whisperlands that is its match in terms of pure and unadulterated, trouble-seeking malice. The people of Frack wake up looking for someone to kill and go to sleep each night dreaming of robbery, assault, and mayhem on a scale beyond the comprehension of most. The fact that they are constantly embroiled in personal, familial, tribal, and territorial internicine warfare is surely a relief to their neighbors, and perhaps the only reason they have not spread far across Andavar in a great unchecked horde. To enter the Ravening Hills is to at least be prepared to be challenged on a daily basis, often literally, and likely to have to engage in a running battle from the time you arrive until the time you leave. Of course, there is nothing the goblinoids respect as much as someone who can monkey stomp the hell out of someone else, and they tend to give their champions the respect they deserve (though other champions often test them), as might makes right is their creed, so killing several thousand (or the right one) in dramatic fashion may buy you a few days of respite until someone decides they might just be able to kill you anyway.

In spite of the savagery of the tribes that call it home, the Ravening Hills are a majestically beautiful blend of mountains, mesas, valleys, and buttes, riddled with thousands of caves and the tunnels that connect them.

This goblin is demonstrating the typical Ravening Hills greeting, used for intruder, rival tribe member, or long-time friend. //**The Stone Bride--Venom Sinks**// Along the southern shores of the Venom sinks are the remnants of cities belonging to a long vanished civilization. In cratered sinkholes, many buildings yet stand below the surrounding jungle, bearded with a patina of mosses, washed by the coastal rains and the tidal floods, crumbling and rotting, but sturdy enough still to harbor those who covet places of damp and dark where they may go about their fell business far from prying eyes. There is much beauty still within the fallen land, but there is also the scent of venom. Telling one from the other is not always easy. //**Sadiana---Devil's Maw**// The Infernal Isles reflect the diabolic nature of their mistress, a place at once of fire and shadow, of guile, and charm, and wit, and pitiless traps for the unwary. Many outposts such as the one pictured above serve as homes to the thoroughly wicked folk that serve Sadiana, nearly all of whom plot, if even in their own sordid flights of megalo-maniacal fantasies, of usurping her power, long though that trail of treachery might be. //**Barosha the Mad---Wastes of Madness**// Whether the landscape itself changes, or merely the perception of travelers, the dominion of Barosha is unnerving at best, maddening at worst. It is not that every vista is bizarre, though many are, or every inhabitant so strange as to be beyond comprehension, though this is certainly sometimes the case. Rather, there is always the feeling of wrongness, that when the Wastes were formed it was by a mind for whom sanity held no allure. //**The Broken Valley.**// It is said that a month is required to traverse this landscape of shattered visages and great sculptures. Others claim that it is a maze that only ends at the whim of a terrible and capricious power that prowls the dunes and detritus. The Potentates of the Bosobolo Buosso travel in style high atop the bizarre pack animals known commonly as "Striders". Besides their consistently long, spindly, and surprisingly well-armored legs, they have many forms, and some say their shape conforms to the desires of those who hire them, while others contend that the Wukari, short, squat mahouts who "drive" them, choose their forms for their own inscrutable reasons. Whatever the case, they are tireless, traveling day and night if needed, and are rarely attacked by anything short of a vent worm, though the reasons are unclear. Even raiders who try to scale their sides and kill their riders invariably leave the pack beasts alone. They are, however, extremely expensive to hire, though they can bear tremendous weight, as seen in the image above which depicts the moving of the Palace of the Yellow Veil to its new home one piece at a time.

Of all the many incongruous sights one may find in the Wastes, the //**Weeping Tree**// is one of the least expected. //**Vor the Deathless---Battle Steppes of Vor**// The Starflies well exeplify the mystery and beauty that are the Twilight Wood. They are also relatively harmless, which cannot be said for all of the forest's denizens. //**The Giant of Far Magog---Far Magog**// Far Magog is a land of rugged beauty, old mountains, meandering rivers, hills tumbled with lichen-covered boulders, and plentiful, chilly rain. The scale of of everything here is larger than in other lands, as if it had been made for creatures of a grand scale. Only when one enters the sweeping valleys and spends days scaling a single slope, is the sheer epic quality of the place brought home. In spite of its stark beauty, it is also home to trolls, ogres, giants, and a number of other larger-than-life creatures sure to make any trip to Far Magog memorable. If it is survived.
 * Sto//rmraven---The Trees of Twilight//**

//**The Axeman---Deadwalk**// The Wraithwatch patrol the pall shrouded, cracked earth wastelands of the Axeman, demanding a price from those who travel the, and slaying those who refuse. They ride atop musk ox-looking beats called Bruta that appear to have skin made from roughly pebbled hide, perhaps embedded with rocks, covered in patches with a moss-like fur, that is certainly not a plant form, though vegetation does exist in the Deadwalk, all of it just looks to have expired about a week earlier. Bruta have wickedly front-curving tusks and like nothing more than goring with them or stomping victims to death. They are carnivorous. Normally, no more than one of the Wraithwatch and its beast are even seen, unless you find a conclave in attendance upon the Axeman himself, or you run into his pack, a group of twenty of greatest size and terrifying aspect.

//**Harrowmourn---The Twisted**// Truly a nightmare realm of the bizarre and the twisted, a place where even the land scape appears damned and warped, there is much to disorient the traveler unlucky enough to find himself here. It seems the place changes as the mind of its master does, and one rarely finds the same nightmare as before. There is always some aspect disturbing to the traveler present in every place, and some foul sections of the dominion are said to be the living essence of one’s own deepest sleeping fears. Those loremasters who dare to delve into such things, say that here is where all nightmares live, and that though they may sleep for a time, they never truly die.

//**Gloomskin---Gloomtown**// The overcast clouds of bruised plum keep Gloomtown dim at the best of times, as seen above at midday. Never perfectly dark either, it is a place of shades and shadows where few are trusted and none are safe. It is said that in Gloomtown, deals are made that found merchant empires across the length and breadth of Andavar, or, with a poisoned cup or needle-sharp dagger, end the rule of kings in far off lands. Not a storehouse of wealth itself, it serves as broker for those who would gain fortunes, and those who trade in a far more precious commodity: death. The assassins of Gloomtown are infamous, and each of their houses jealously guard secrets of administering murder sometimes milennia old. Likewise, those who serve as power brokers throughout the lands gather here to trade in information of all sorts, a bazaar of rumors, legends, secret documents, ancient maps to treasures of all sorts, the confessions of the damned and the boasts of the guilty. Hunters congregate like ghouls in a graveyard, drawn by promises of even the barest scrap of information that may set them aboard a road or ship that will carry them to danger, glory, and often their deaths or worse, but perhaps, the greatest prize of all, a shard of the divine. There is much that can be found in the shadows of Gloomtown for one who stays alive long enough and has the eyes of a cat. Roofrunner from the House of the Leech listens to the soft song of the moon before setting forth in search of his prey. //**Grumhoth the Tundra Lord---The Tundra of Tusks**// The tundras often feel empty of all but an endless white of snow dunes beneath a sky of stormy, cobalt blue or leaden grey. However, the lands of Grumhoth support a number of hardy creatures and communities, though encountering them in the near-perpetual blizzard often occurs with them looming suddenly out of the storm, as with the ruined keep pictured above. There is little doubt that something shelters there, but survival is tough in the Tusk Lord's lands and it is unlikely the traveler would find a friendly welcome inside its walls. //**Lord Pelleas of the Red Crucifixion---Martyred Plains**// //**Harlequin---The Jester's Coast**// The masquerades of the cities of the Jester's Coast are legendary, and none more so than the autumnal Fete of the Grinning Moon. //**Rimmili---Skynest**// The tepuis islands high above the seas defy all who cannot fly. They are uniformly beautiful, with many creatures besides birds and avids to beguile visitors, or to repel them. //**Tok---Mind's Gate**// The Island of Mind's Gate is what the Recondite Order refer to as an "intersection of potentialities". Reports from the few who have managed to find it (a very small number as there are significant difficulties in arriving at both the right place and right time), indicate a land of the past, present, and what they believe must be the furure. Some say physical manifestations sibling dimensions and imagined possibilities are are present and that keeping to one's path is as difficult as navigating the geography that often has a logic difficult to comprehend.

//**Bulvai Wolfbrother---Howling Lands**// The so-called Blue Forest is one of many natural wonders found in the lands of Bulvai Wolfbrother. Like much that is beautiful in Andavar, it is not, however, without it dangers.

//**Sir Alisander Valant---The Six Kingdoms of Glamering**// Portion of the Silver Lake in the ancestral lands of Sir Alisander Valant. //**The Monkey King---Prima**// The lands of the Monkey King are diverse and often noted for their natural beauty, but one of its wonders is Kawaloon, City of Faces, perched high above the River of the Emerald Fox. It is said that for the last ten thousand years the image of every citizen was carved somewhere upon the surface of the buildings, walls, or natural surroundings,the scale reflective of their contribution in life. Whether this tradition was begun by the fabled and long dead race, the Im-Ikari, who settled the lands before the coming of the Monkey King remains a mystery.
 * Ishveshia the Red---All the oceans and seas**

//**First Witch Hammer Humber Melhausen---Craghold**// //**The Iron Angel---Lamentation Rift**// Deep beneath the icy wastes of the Snows of Silence lies the mournful and wondrous home of the Iron Angel, Lamentation Rift. Though a decidedly morose place, it is full of miracles of technology and magic, almost entirely constructed from the dizzying array of metallic ores unique to the abyssal caverns and tunnelways of this realm. It is said that Thrum himself commissioned the crafting of this place, and that the Iron Angel is his greatest creation and his greatest sadness. If the stories are true, she was a simple girl with whom the craftsman fell in love, the only natural thing in all of Andavar the Master of Making found beautiful. He brought her into his personal workshop, to share with her secrets and projects even his most trusted and ancient artisans had never beheld. And it was there that one of his machines, a construct whose complexity challenged even Thrum, malfunctioned and nearly killed her. Only the craftsmanship of the Maker spared her life, but when she awoke long after, the girl wished he had allowed her to die. He had transformed her into a monstrous melding of flesh and machine, and great was her rage at his folly and his hubris. Only her sorrow was greater. Neither did his second gift please her, the city he had built for her within a grand cavern, lit by soft blue lamps, shaped to match the baroque nature of her new, dark metalled flesh. She despaired utterly, at last, appalled at what she had become and the sepulchral tomb city (he saw it differently) to which she was to be exiled, and her life ebbed away. Even then, Thrum could not let go as his most beloved creation and worst tragedy faded with bitterness on her lips. It is written that when at last the Iron Angel awoke from her second death, she found she would never die, that the damned existence was also eternal. For as the last flickers of her energy coursed through the part mortal part machine that she had become, Thrum had taken a Divinity Fragment, the second to come into his possession and one whose power he had long planned to harness for a masterpiece of invention that still remains a mystery, and gifted it to her. Again, the Maker gained neither her love nor her thanks. Since that day she has continued in the Lamentation Rift, despising life and unable to die, and all those whose anger and sadness, whose need to bear burdens both unlooked for and unjust, all those who must craft their own armor of mind, body, and soul have found their way into the dark shadow of the realm of Thrum. It is a wondrous place to be sure, but the sorrow is crushing for those who stay too long. And the Iron Angel has not forgotten the cause of her pain, and she has not been idle. //**Verdigris the Awakened---The Sleeping Stones**// Within the lands of Verdigris the Awakened are many places yet slumbering. One such area is that of the Lost Temples, a wide expanse of odd buttes and mesas and craters of lichen covered rock upon or in which stand temples to the fallen gods. Most are tended only by the birds and beats that claim them as their nests; most, but not all. //**Averna---The Whispering Cities**// Pilgrims arrive in throngs to attend services in the Chapel of Hate, the greatest of the cathedrals in Averna's lands dedicated to preaching the gospel of spite and corruption. //**Mezzix Blackskull---Spellshatter**// Three thousand years ago, the Blackskull, in a breathtaking display of sorcerous might, destroyed, in the span of three months, the three wizard kingdoms of Perimus, Zigara, and Tintavel, allegedly for their refusal to deliver to his messengers items of lore kept within their arcane citadels. The last to fall was Tintavel, its vaunted archmagi of the Ring of Fire, annhilated above its shattered battlements, killed to a man by the hand of Mezzix alone. The greatest of liches claimed his last prize, used the combined knowledge gained to obtain a Divinity Fragment, tore the undestroyed portions of Tintavel from the rocky ground, suspending it in the air, and settled down to rule the wastes his brief war had created. Considering what he did prior to gaining the Divinity Fragment, none have dared test his current power. The kingdoms, now in spellburned ruin, are known as Spellfail, Devilhorn, and Perdition, the later replacing Tintavel. It is pictured above.
 * Wasp Maidens** of the Rift deal with intruders from the //**Depthless Vault**//.

//**Finnowin Bramblehair---The Dryad's Garden**// //**The Vornogar---Terrormists**// //**Hasdrubel of the Swamp Crows---The Endless Fens**// In the trackless, treacherous swamps of the Swamp Crows, nothing is wasted, especially not such a fine skull as that of Magalathrang, Lord of the Endless Fens. It serves as a reminder to all that even the mightiest must guard against pride and foes thought too weak to be dangerous. Death comes quickly for all in the swamps, and usually not from the direction they anticipated.
 * //Jurgen Streck---Revelation//**

//**Illya---Redemption**// //**Revered Zuvai---The Hive**// Visitors to the lands of Zuvai quickly learn that in addition to shaping amazing vistas both above and below ground, the Hive has developed many ways to defend itself...aggressively, as this roused Swarm Host amply illustrates. //**Mot Hassik---Iceclaw Reach**// The fiords off the coast of Mot Hassik are sure death for sailors unused to their almost sadistic tendency to sink ships. However, the intrepid captains of the of the Scarlet Fleet, so named for their red sails and bloody-minded crews, are old hands in navigating the changing waterways, bringing their wares from the far southern lands, and selling them at a handsome profit to the Ursadon King's folk. The rareties they take back south are even more profitable, should they survive the storms of the Great Northern Ocean. Once ashore, a land of rugged hills and snow, keeps built into the sheer stone walls, and occasional ice floes, greets the traveler. Ruins are not common, but there are many things hidden beneath the permafrost and frozen lakes.

//**Traveler---All**// //**TheMatron of the Void---Voidfall**// History claims that it was in the eighteenth year of the reign of Bregan III that a piece of the sky fell blazing to the earth beyond the Broken Sea. So hot from its long life near the sun was the sliver of the void, that where it pierced the rocky ground it melted the very stone, and stands there still, a golden glow radiating from within its dark shell like a feverish wound supurating beneath a scab. It is said that the foul creatures that pollute the lands surrounding the Voidfall are strange, disturbing even to behold, and possessed of an antipathy to outsiders unheard of even among the most xenophobic of species long recorded in the Whisperlands. What dire calamities this portent foretells are for the future to tell, but can any be safe when the very heavens begin to fall?" ---Excerpted from the Atlas of Andavar, Volume 97, //Voidfall// //**Melchior Id---Wizard Eye**// //**Gorge the Carrion Titan---The Hungering Barrows**// //**Thrym Thundersoul---Shatterstorm Peaks**// //**Untuamo---Dreamspeak**// //**Utok Siegebreaker---Siege Lands**// //**Feratus the Sewer Ogre of Grank---Free City of Grank**// The free city of Grank, the sprawling, filthy, most populous port on the Sea of Blades, known for its crime, its trade, is mercenary traffic, its wenches, its vast selection of good illicit and otherwise, and the ascendant who dwells within the bowels of its vast sewer system. As bad as life inside the city is, living in a hovel next to its sewer exits would be worse. Maybe.

//**Greevis Pumpkinrot---Rotted Lands**// Amazing as it may seem, there are settlements in the Rotted Lands of Greevis where folks, a settlement here and there, manage to eek out survival. There are also quite a few abandoned buildings, like the ld manor above. Why the people staty century after century is a mystery to most, but there are tales that Pumpkinrot had a hold over the people by some foul method and that no matter their desires, they are trapped in his withered land. They are, to be sure, a morose people. It is said they are slowly dying away. Plant though the farmers might year after year, blight and and sour soil spoil all attempts to bring in more than minimal yield. However, given the nature of the land, any harvest that does not involve the living, must be considered one for which the folk are thankful. Sometimes the fields bear fruit of a far more terrible sort. Harvesters hunting for the living.

//**Yewin the Seedwitch---Yewin's Bounty**// //**Sektesh Sandscale---The Desert of Ruin**// //**Rushama Runehide---Forest of the Morning of the World**// The Forest of the Morning of the World is of surpassing antiquity. Ancient things dwell there that even the Indirithki would not wish to confront. Rushama the Oldest is the lord of the land, but there are other powers with other agendas.