Tag: location

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  • Fallcrest

    h1. Fallcrest View of Fallcrest !(media-item-align-center)http://cdn.obsidianportal.com/assets/99075/roadtofallcrest4_19.jpg(Roadtofallcrest4 19)! Fallcrest stands amid the [[Moon Hills]] at the [[The Nentir Falls | falls]] of the [[Nentir River]]. …

  • Nentir Vale

    h1. The Nentir Vale h2. Map of the Nentir Vale !(media-item-align-center)http://cdn.obsidianportal.com/assets/99076/KOTS_PMAP.jpg(Kots pmap)! The Nentir Vale is now mostly empty, with a handful of living villages and towns scattered over this wide …

  • Winterhaven

    Hard under the [[Cairngorm Peaks|Cairngorms]] at the west end of the [[Nentir Vale]] lies the remote town of Winterhaven. Like [[Fallcrest]], Winterhaven is a small town surrounded by a few miles of farmland and pastures. Population: 977, Many of these …

  • The White Lotus Academy

    Records about the founding years of the White Lotus Academy are incomplete. In fact, 143 years ago, Headmistress Daniorra noted in her journal the day of her acceptance of the position. Apparently an orderly soul, her journal tracks the admission and …

  • Diyun

    !(media-item-align-right){height:400px;width:400px}http://cdn.obsidianportal.com/assets/116054/4.jpg(4)! Diyun (_Dee-yoon_) is the city to the South of [[Nera]], from which [[Beltumal Silverclaw | Beltumal Silverclaw]] was teleported when summoned by …

  • Gardmore Abbey

    The [[Gardbury Downs]] take their name from this striking ruin, a large monastery that has lain in ruins for almost one hundred fifty years. The abbey was dedicated to [[Bahamut]] and served as the base of a militant order of paladins who won great fame …

  • Silvergrail

    Silvergrail is a prosperous if remote town nestled among sparse forests and along a weathered trade road. A few of Silvergrail’s original human settlers still live in town along with their descendants, most of whom are farmers. Dwarves from secluded clan- …

  • Kobold Hall

    Like [[Kalton Manor]], the wreck now known locally as Kobold Hall was the estate of a minor lord who came to [[Nentir Vale]] to establish his own demesnes. Ruined during the [[Bloodspear War]], the old castle has been abandoned for almost a century. …

  • Hammerfast

    !(media-item-align-center)http://cdn.obsidianportal.com/assets/100353/Hammerfast-1.jpg(Hammerfast 1)! A dwarven hold cut from the rock of a deep vale in the [[Dawnforge Mountains]], Hammerfast is the largest and wealthiest town in the region. The [[ …

  • Fiveleague House

    Fiveleague House is more properly known as the Fiveleague Inn. It’s a strongly built innhouse surrounded by a wooden palisade. Fiveleague House caters to travelers and merchants coming or going from [[Hammerfast]], a day’s journey (five leagues) farther …

  • The Old Hills

    These hills, and the neighboring woods are home to many gnome small villages. There is no central government, it is more a collection of small, loosely linked villages. The villages are so well hidden, that a traveler would miss them when walking right …

  • The Sword Barrow

    This large burial mound stands near the middle of the Gray Downs, a desolate region. The old human hill-clans who lived in the Vale raised the barrow centuries before civilized folk settled in Fallcrest. The hill-folk are long gone, but their grim barrows …

  • Harken Forest

    This large woodland stretches from the [[Nentir River]] to the mountains and extends for miles to the south. It separates the [[Nentir Vale]] from the more populous coastal towns of the south. A strong goblin keep called [[Daggerburg]] lies somewhere in …

  • Harkenwold

    Half a dozen small villages lie along the upper vales of the [[White River]]. Together, they make up the Barony of Harkenwold—a tiny realm whose total population is not much greater than [[Fallcrest]]’s. The people of Harkenwold are farmers, woodcutters, …

  • Kalton Manor

    Back in the days when [[Nerath]] was settling the [[Nentir Vale]], minor lords in search of land to call their own established manors and holds throughout the area. Kalton Manor was one of these, a small keep raised by Lord Arrol Kalton about two hundred …

  • Shadowfell Keep

    Long ago, soldiers from [[Nerath]] built a strong fortress over the [[Shadowfell]] rift to protect it. The old keep lies in ruins now, and a new generation of cultists has secretly taken up residence here. They seek to undo the magical wards sealing the …

  • Nenlast

    This tiny human village lies at the east end of [[Lake Nen]]. The folk here make a meager living by trading smoked fish to the dwarves of [[Hammerfast]]. They also deal with the [[Tigerclaw Clan|Tigerclaw]] barbarians of the [[Winterbole Forest]]. When …

  • Raven Roost

    This small keep stands at the southern end of the [[The Old Hills]]. Once it was the seat of a small manor, but it fell into ruin long ago. Back to: [[Nentir Vale]] [[Locations | Locations]] [[Main Page | Main Page]]

  • Ruins of Fastormel

    Once a prosperous town on the shores of [[Lake Nen]], Fastormel was destroyed by the [[Bloodspear Clan|Bloodspear]] orcs and has never been resettled. The town was ruled by a [[Lord Mage]] (the most powerful wizard in town claimed the ruler’s scepter), …

  • The Stonemarch

    A rugged land of stony hills and deep gorges cut by white-rushing rivers, the Stonemarch is home to tribes of dangerous humanoids and giants. Orcs, ogres, giants, and trolls haunt the farther reaches of these barren lands. Fortunately for the residents of …

  • Temple of Yellow Skulls

    The ruins of an evil shrine stand in the middle of these desolate hills. Legend tells that a rakshasa prince summoned demons to this place and bound them to his service by imprisoning their vital essences in gold-plated human skulls. None of these have …

  • Thunderspire

    !(media-item-align-center)http://cdn.obsidianportal.com/assets/100352/Thunderspire-2.jpg(Thunderspire 2)! This striking peak is the largest of [[The Old Hills]]. Beneath Thunderspire lies the ancient minotaur city of [[Saruun Khel]]. The minotaur …

  • The Cloak Wood

    This small but old forest is a remnant of the much larger primeval woodland that stretched across the known land, including the present day [[Winterbole Forest]] and [[Harken Forest]]. Nestled between the [[Moon Hills]] to the east, the [[The Witchlight …

  • Winterbole Forest

    A vast hyborean forest stretching into the arctic tundra, Winterbole Forest is possibly the last reminder of what the world was like in its infancy, covered by trees and ruled by incomprehensible primordials. It is said that the [[Tigerclaw Clan]] …

  • Moon Hills

    The [[Nentir River]] passes through a series of waterfalls and rapids in the [[Moon Hills]] below the [[Gray Downs]]. Situated at the northernmost regularly navigable point on the Nentir River, the town of [[Fallcrest]] stands nearly at the center of the …

  • Nentir River

    The Nentir River draws its headwaters from the [[Winter River]] and [[Lake Nen|Great Lake Nen]], eventually becoming one of the greatest rivers of the known world. Easily navigable as far north as [[Fallcrest]], the river was once traveled all the way to …

  • Winter River

    The Winter River pours tumbling over countless falls and rapids from [[Lake Wintermist]] to meet the [[Nentir River]] just below the [[Gray Downs]]. The Winter River is not in any real sense navigable for water traffic -- boulder filled rapids constitute …

  • Lake Wintermist

    Fed from the icy glacial runoff of the [[Cairngorm Peaks]] and dark waters of [[Winterbole Forest]], Lake Wintermist is a mysterious place. Hot volcanic springs on the western shores of the lake keep the place shrouded in mist which perpetually falls in …

  • Gray Downs

    Perpetually shrouded in mist and fog, the rolling hills and rocky tors of the Gray Downs are eerily quiet by day and filled with disquieting echoes by dark. Countless barrows fill the Gray Downs, along with weathered and fallen rocks which only the most …

  • Lake Nen

    One of the largest freshwater lakes in the known world, Lake Nen is as deep as it is mysterious. Though during the time of the [[Nerath]] Empire the lake was far more populated, this was still largely restricted to its southern shore. The northern shore …

  • White River

    The White River runs from multiple mountain lakes, springs, and glaciers in the [[Dawnforge Mountains]] and down through the [[Harken Forest]] until it meets the [[Nentir River]] in [[The Witchlight Fens]]. Back To: [[Locations]] [[Nentir Vale]] …

  • Dawnforge Mountains

    It is said by the dwarves who make these mountains their home that the Dawnforge Mountains are the anvil upon which [[Moradin]] built all of creation. Though other folk are not as fervent in their beliefs regarding the mountains, it is nearly universally …

  • Trade Road

    The Trade Road, established long ago by those wishing to trade with the dwarves of [[Hammerfast]], runs from beyond the [[Dawnforge Mountains]] in the east through Hammerfast across the [[Nentir Vale]] until it merges with the [[King's Road]] just before …

  • Daggerburg

    At the edge of the [[Harken Forest]] and [[The Witchlight Fens]], a small craggy hill conceals the main entrance to the Daggerburg, a populous goblin warren. Far from the tyranny of their typical giantish overlords, the goblins of the Daggerburg have long …

  • Gardbury Downs

    Named for [[Gardmore Abbey]] and the supporting farms and villages which once supported the abbey, the rocky hills and moors of Gardbury Downs are full of old ruins -- burned homesteads, shattered guard towers, and broken mills. Standing at the very …

  • Cairngorm Peaks

    The Cairngorm Peaks rise up from the foothills north of [[Gardbury Downs]], and mark the western end of the [[Nentir Vale]] and the beginning of the [[The Stonemarch]]. Within the vast rocky wastes of [[The Stonemarch]], the Cairngorm Peaks are a cluster …

  • Mistborn Tower

    Though the town of [[Ruins of Fastormel|Fastormel]] itself lies in ruins on the shores of [[Lake Nen]], the perpetually fog-shrouded Mistborn Tower can still be glimpsed from time to time on a windy day. Supernatural quiet interspersed with periodic eerie …

  • Ogrefist Hills

    The far southwest corner of the [[Nentir Vale]] is bordered by the Ogrefist Hills, an extension of [[The Stonemarch]]. Isolated by the [[Harken Forest]] and [[The Witchlight Fens]], little is known of the Ogrefist Hills beyond persistent rumors of various …

  • Windsong Forest

    Although a vast continent-wide primeval forest was once known to the fey folk as Windsong Forest, this name now only refers to a small eastern portion of [[Harken Forest]]. Though many of the fey folk have long since retreated to the [[Feywild]], an …

  • Sarthel

    h3. Sarthel at a Glance A great city by the standards of the small towns and feudal states of the Nentir Vale, Sarthel is wealthy but decadent and corrupt. The city is known for its metalworkers, especially its jewelers and silversmiths. The western …

  • Nera

    Capital city of the [[Nerath]] Empire, which spanned much of the known world until its fall approximately 190 years ago. Home of the [[Flame Imperishable]]. Back To: [[Locations]] [[The Lands to the South | The Lands to the South]] [[ …

  • House Azaer

    A small, well-off trading company, House Azaer is owned by the tieflings of the [[Azaer]] family. They import goods (including arms and armor) from [[Hammerfast]], [[Harkenwold]], and [[The Lands to the South|the lands to the south]], and organize …

  • Feywild

    The Feywild (sometimes known as the Plane of Faerie) is a verdant, wild twin of the mortal realm. Towering forests sprawl for a thousand leagues. Perfect amber prairies roll between pristine mountain peaks soaring into the flawless clouds. Emerald, …

  • Shadowfell

    The Shadowfell is the dark echo of the mortal world, a twilight realm that exists “on the other side” of the world and its earthly denizens. Legend has it that an otherworldly dimness arose around the remnants and tatters of the raw stuff of creation. …

  • Astral Sea

    Beyond the circles of the mortal world lies an expanse of infinite possibility. The Astral Sea is a great silvery void in which countless fragments of divine or mortal purpose drift— dreams, ideas, and wishes, as well as fears and dark desires. All these …

  • Elemental Chaos

    The Elemental Chaos is the raw material of creation, that from which the universe arose. Untouched by the stabilizing divine influence that formed the world into a more or less permanent state, the Elemental Chaos is a roiling tempest of matter and energy …

  • Feywild Locations

    h4. Civilized Lands [[Astrazalian]], the City of Starlight [[Mithrendain]], the Autumn City [[Senaliesse]] [[Shinaelestra]], the Fading City h4. Wilderness Locations [[Brokenstone Vale]] [[Cendriane]] [[The Feywild Trails]] [[ …

  • Astrazalian

    This magnificent eladrin city is the showpiece of the eladrin lands. Appearing on the hillsides of a green island of the mortal realm for fully half of every year, it is the fey realm most well known to mortals. Most of the eladrin Houses have a …

  • Mithrendain

    Once a great fortress of [[Cendriane]], Mithrendain has blossomed into a beautiful eladrin forest-city whose buildings seem to grow naturally around the trees. However, Mithrendain has a dark secret: The central sections of the city are built atop a now- …

  • Senaliesse

    In the center of the [[Feywild | Feywild’s]] primeval forest grows a massive stand of ancient silver trees. The forest at the base of these trees seems completely undisturbed. A glance upward reveals nothing but the shining columns of the trunks rising …

  • Shinaelestra

    Shinaelestra’s inhabitants have allowed the city to retreat before the wilderness. Shinaelestra is a city of rangers, and they long ago decided to let the forest reclaim the ancient walls. Many of Shinaelestra’s towers are broken, barely rising above the …

  • Brokenstone Vale

    Lycanthropy does not originate in the [[Feywild]], but lycanthropes have a special bond with nature, and many roam the forests, hills, and dales of this plane. Hated, feared, and hunted in every corner of the mortal realm, some lycanthropes have forsaken …

  • Cendriane

    Once the most radiant city of the eladrin, Cendriane was the site of the longest and most vicious battle of the wars between eladrin and drow. Now the entire city-state is a dark, twisted forest, haunted by terrible specters. In the center of this …

  • The Feywild Trails

    The [[Feywild]] is so thinly populated that one can walk for weeks without encountering a soul. Those who are wise in the ways of the fey know to stay to the trails that crisscross the realm. Travelers who stray from these paths might fall prey to …

  • The Isle of Dread

    The Isle of Dread is a vast tropical island of volcanic origin set amid stormy seas. Jagged reefs guard the approach to black sand beaches. If a boat does somehow make it to the shore in one piece, its passengers then face a solid, lush green wall of …

  • The Lake of Dreams

    This lake, known for the glass-like stillness of its waters, is located in the middle of a particularly dark forest. The woods are rumored to be the personal fiefdom of [[Razcoreth]], the green dragon better known as the Whispering Wyrm. Back to: …

  • Maze of Fathaghn

    Although treants and dryads can be found throughout the forests of the [[Feywild]], they have a mysterious agreement to protect, at all cost, one great oak tree deep in the [[Feywild]]. To do this, the dryad queen [[Fathaghn]] raised a mighty briar maze …

  • The Murkendraw

    The Murkendraw is a swamp as large as a sea— a swamp of weeping willows and rotted fruit, of gnarled roots thrusting up from bubbling quicksand pits, of impenetrable fogbanks stinking of swamp gas, of week-long rainstorms where lightning scours the sodden …

  • The Plains of Echoing Thunder

    This open country of rolling hills and grassy plains is the stomping grounds of centaur tribes. Due to the centaurs' devotion to [[Kord]], storms are particularly common. Your only hope of getting off the plains is to visit with the centaurs. Back …

  • The White Well

    Surrounded by a serene forest that exudes a deep sorrow, there is a pool that reflects the moon with unmatched intensity. The White Well is the residence of its namesake [[Lady of the White Well | Lady]], an [[Archfey | archfey]] of divine heritage. …

  • The Feydark

    The fey parallel to the [[Underdark]] is similar to its mortal twin in many respects. Its tunnels worm through the gutrock of the world for thousands of sunless miles. Vast caverns echo with the dull roar of underground rivers. Countless creatures hunt …

  • The Fortress of Frozen Tears

    Located in a desolate icy waste, the Fortress of Frozen Tears is the seat of power for the [[The Prince of Frost | Prince of Frost]], mightiest of the winter fey. His contempt for mortals is legendary, and his rivalry with the summer fey is bitter, but he …

  • Harrowhame

    [[Bronnor | King Bronnor]], ruler of the dismal city of Harrowhame, is a typical fomorian ruler. One week, he grants pardons and sends ambassadors of peace to neighboring realms. The next, he executes suspected traitors and orders marauders and assassins …

  • Mag Tureah

    The realm of Mag Tureah was an ancient underground kingdom centered around a spectacularly ornate iron fortress in the [[Feydark]]. In an odd parallel to eladrin cities’ seamless blend of crystal tower and native wood, Mag Tureah’s iron walls often …

  • Nachtur

    One of the largest and most powerful of the [[Feywild | Feywild’s]] goblin kingdoms is Nachtur. A hobgoblin wizard who calls himself the [[Great Gark]], Lord of All the Goblins, rules over a crowded city-warren in the caves and tunnels beneath the rugged …

  • Vor Thomil

    Vor Thomil, a dark underground conclave of sin and filth, is a powerful fomorian domain that lies close to [[Shinaelestra]] and often wars against that eladrin realm. A terrible fomorian monarch, [[Queen Connomae]], rules Vor Thomil, and the entire realm …

  • Shadowfell Locations

    h4. Civilized Lands [[Gloomwrought]], the City of Midnight [[Letherna]], Realm of the Raven Queen h4. Wilderness [[The House of Black Lanterns]] [[The Plain of Sighing Stones]] h4. Dark Lands [[Moil]], the City That Waits [[ …

  • Gloomwrought

    Rising from an otherwise barren shore is Gloomwrought, a city overflowing its steep and menacing walls. A vast peat bog, named the [[Skins]], spreads out to all sides, extending inland for miles. Tiny islands crowded with trees and underbrush struggle out …

  • Letherna

    All souls come to the [[Shadowfell]], and sooner or later every one of them passes through Letherna. The influence of this frozen realm transcends the bounds of the plane and bleeds into the frosty reaches of the natural world’s distant north. Those who …

  • Moil

    The city of Moil embodies the perils of dealing with the [[Demon-Princes | demon princes]]. The Moilians made this disastrous error long ago, and have paid the price in the thousands of years since. In ages past, the Moilians dabbled in the black arts. …

  • The House of Black Lanterns

    The House of Black Lanterns stands at a lonely crossroads in the wilds of the [[Shadowfell]]. The inn offers shelter for travelers, as well as a place to share news and swap dark tales. Raised centuries ago, the inn’s ownership has changed hands so many …

  • The Plain of Sighing Stones

    Stretching for hundreds of miles, the Plain of Sighing Stones is the largest of the [[Shadowfell | Shadowfell’s]] few deserts. Although the sun is not intense, the dead land punishes travelers with its desolation, its lack of water, and its fierce dust …

  • Nightwyrm Fortress

    Constructed at the dawn of history, this monstrous edifice of fossil-bearing stone has weathered the storm of countless attacks and held many names. For years now, it has served as the lair of a mighty shadow dragon named [[Urishtar]], and thus it has …

  • The Shadowdark

    Below the [[Shadowfell | Shadowfell’s]] twilight landscape lies a nightmarish reflection of the natural world’s [[Underdark]]. Called the Shadowdark, this pitch-black expanse features labyrinthine tunnels, vaulted chambers, and subterranean seas. Past the …

  • Elemental Chaos Locations

    h4. Cities [[The City of Brass]] [[The Ninth Bastion]] [[Zerthadlun]] h4. The Chaotic Void [[The Keening Delve]] h4. Evil Destinations [[The Abyss]] Back to: [[Elemental Chaos]] [[Locations]] [[Main Page]]

  • Arches

    This area lies between the naval yards and the well-to-do neighborhood of the [[The | Foundry]]. Its most notable location is a bustling slave market. Back to: Back to: [[The City of Brass]] [[Elemental Chaos Locations]] [[Elemental …

  • Ashlarks

    This residential area is home to many of the free non-efreets of the city, as well as a few of the least prominent efreet houses. The landmark feature here is [[Long Castle]], home to the city guard. Back to: [[The City of Brass]] [[Elemental …

  • Avencina

    Avencina is a rowdy, lower-class district where many races mingle. It contains the [[Commoner’s Market]], one of the city’s largest open-air bazaars. Though buying or selling stolen merchandise is strictly illegal, one would be hard pressed to explain the …

  • Castings

    In the shadow of the [[The Furnace | Furnace]], this district is home to the barracks of the city’s slave army. A great monument in the form of a giant archway, called the [[Gate of the Fallen]], celebrates the many victories of the efreets in battle. It …

  • The Char

    The smell of molten metal suffuses this business district, where metalworking businesses congregate. The area houses the [[Red Wyrm Smelter]], which has several different slave-operated workshops and refines great quantities of ore brought into the city. …

  • Cindersweeps

    This neighborhood houses lowerclass, free residents for the most part. The notable features are the [[Military Dock]], [[Drydocks]], and the [[Keep of Fire Striking Steel]]. The fortress serves as an armory for the harbor garrisons. [[The Naval Yards]] …

  • The Foundry

    Visitors to the city sometimes make the mistake of going to the Foundry district in search of the metal-smiths who actually do business in the [[The Char | Char]] or [[Keffinspires]]. The Foundry is the third most exclusive neighborhood of the city, …

  • The Furnace

    The most exquisite district in [[The City of Brass | the City of Brass]] is the Furnace, a perfect hemisphere with the [[Charcoal Palace]] rising from its center. Government offices in the [[Red Pillar Halls]] surround the palace and accompanying areas, …

  • Iskalat

    This district contains public docks for planar dromonds and other vessels that sail on the [[Sea of Fire]]. [[The Magma Gate]] allows entrance to the harbor, and from there to the city’s canal system. Anyone who makes a living from vessels (repair, …

  • Keffinspires

    The main feature of this merchant district is the [[Street of Steel]], where numerous smiths manufacture and sell weapons, armor, tools, and other items. The smiths of this district include a sizeable population of azers. Back to: [[The City of …

  • Marlgate

    Located just south of the [[Ashlarks]] and north of [[Iskalat]], this district holds the warehouses that store all that is worth having. The goods from the holds of planar dromonds are bought here and sold in bulk. Back to: [[The City of Brass]] …

  • The Plume

    Second in splendor to [[The Furnace | the Furnace]] alone, the Plume houses the wealthiest and most noble of the efreet houses. Only efreets can own or occupy property in this district. Magnificent buildings overlook splendid open courtyards. The district …

  • Pyraculum

    This area houses the [[City Market]], which is larger and slightly more upscale than the bazaar found in [[Avencina]]. Artisans of different races live and work here. Back to: [[The City of Brass]] [[Elemental Chaos Locations]] [[Elemental …

  • Rookery

    An infamous quarter of [[The City of Brass | the City of Brass]], this area is renowned throughout the plane as the most dangerous and lawless area of the city. Even the city guards sometimes fear this place. Its gambling dens, pleasure gardens, and …

  • The City of Brass

    The oldest city in all creation, the City of Brass is a nexus for planar travelers. Those willing to look long and hard enough can find anything they have ever imagined somewhere in its labyrinthine avenues. With numerous grand bazaars and ornate shops, …

  • The Ninth Bastion

    Thousands of years ago, the empire of [[Mira]] spread its influence across much of the world. The Miran rulers were powerful priests of [[Erathis]] and [[Bane]], commanding mighty rituals that helped their armies to victory. They even created Miran …

  • Zerthadlun

    Order and entropy, creation and destruction— an uneasy balance sustains the universe. This is the philosophy of the githzerai. In Zerthadlun, the largest githzerai community in the [[Elemental Chaos | Elemental Chaos]], that balance is the subject of …

  • The Keening Delve

    Not far from [[The City of Brass | the City of Brass]], a shrieking wind howls along a network of tunnels cut through a great mass of blood-red rock. The maddening sound is audible for miles around. It can even be heard on quiet evenings in [[The City of …

  • The Abyss

    In the deepest reaches of the [[Elemental Chaos | Elemental Chaos]], the roiling tempest of elemental forces begins to change. A pattern of movement becomes apparent— a slow, downward spiral toward a black mote of utter annihilation at its root. Like a …

  • Lowtown

    The district of [[Fallcrest]] below [[The Bluffs | The Bluffs]], this area includes the [[Lower Quays]], [[The Market Green | Market Green]], and [[Moonwash Falls]]. This is usually deemed the poorer area of town, with tenements and hovels mixed in with …

  • Hightown

    The district of [[Fallcrest]] above [[The Bluffs | The Bluffs]], this area includes the [[Upper Quays]], [[Moonstone Keep]], and [[Septarch’s Tower | Septarch’s Tower]]. This is the more affluent area of town, with fine homes and estates mixed in with …

  • All That Glitters

    Run by local recluse [[Catseye]], this shop is near the [[Lower Quays]] in [[Fallcrest]]. It stands on a side street, facing some ruins and the bluffs beyond. Although Catseye keeps irregular hours, she usually opens for business sometime after lunch and …

  • Grifnar's Fine Weapons

    Grifnar’s Fine Weapons is a small weapon shop and smithy tucked away down a side alley in the [[Fallcrest]] district of [[Hightown]]. A sign hanging above the door depicts a troll crouched over a bubbling cauldron, with two stubby arms bobbing in the stew …

  • The Art of Magic

    [[Aldanian]], an elf who crafts and sells implements in town, has a small tent he sets up in [[The Market Green | Market Green]]. Aldanian’s tent has several bubbling cauldrons out front, while inside the middle-aged wood elf is usually poring over …

  • Abysm

    The primal, tropical realm of the two-headed demon prince [[Demogorgon | Demogorgon]] reflects the bestial elements of chaos and evil, attracting feral demons and crude humanoids from all parts of [[The Abyss | the Abyss]] and beyond. These wrathful …

  • Azzagrat

    The markets and pleasure palaces of Azzagrat draw visitors from across the universe. They come seeking obscure magical lore or perverse delights unavailable elsewhere, trusting in a place where demons seem to restrain themselves from tearing visitors limb …

  • The Demonweb

    This layer of [[The Abyss | the Abyss]] is an immense void filled with webs, many of them worked by the plane’s spidery denizens into tube-like passages and cysts. These tunnels connect various structures that have been pulled in from other planes and …

  • The Endless Maze

    [[Baphomet | Baphomet]], the bellowing Horned King, dwells at the center of an infinite maze, filled with twisting corridors and trapped switchbacks. Its never-ending passages connect to several other labyrinths elsewhere in [[The Abyss | the Abyss]], …

  • Thanatos

    Ash-gray clouds fill the cold black skies of Thanatos, the Belly of Death, where daylight never intrudes. A handful of villages crouch upon the layer’s vast tundras, havens for the cultists who seek to emulate the life of their demonic patron, [[Orcus]], …

  • Twelvetrees

    Eons ago, several mighty demons tricked a dozen angels— each the servant of a different Good or unaligned deity— into visiting [[The Abyss | the Abyss]] for a council of peace. After a brief challenge to the angels’ masters, the demons bound the envoys to …

  • astral dominions

    h4. Astral Dominions [[Arvandor]], the Verdant Isles [[Celestia]], the Radiant Throne [[Chernoggar]], the Iron Fortress [[Hestavar]], the Bright City [[The Nine Hells]] of Baator [[Tytherion]], the Endless Night h4. Abandoned …

  • Arvandor

    Arvandor is a dominion of emerald forests, enchanting waters, and starry nights. It is home to immortals who love beauty, song, and revelry. It is the domain of [[Corellon | Corellon]], patron of elves and eladrin, and many elven souls dwell in peace and …

  • Celestia

    Rising above the mists of the [[Astral Sea]] shine the seven splendid mountains of Celestia. Peaceful cities, green forests, and golden fields spill over their lower slopes. Mystic monasteries and golden palaces lie hidden beneath their snowy heights. The …

  • Chernoggar

    Endless warfare surges across the ashen plains and vast ramparts of Chernoggar, the plane known as the Iron Fortress. Here two feuding [[Deities | deities]] vie against each other with armies of warrior souls. At the end of each day the dead number in the …

  • Hestavar

    The wondrous city of Hestavar drifts amid golden clouds. Hestavar represents the greatest heights of art, architecture, and invention that civilization can attain. It is a fantastically wealthy domain, with buildings roofed in gold and streets paved in …

  • Tytherion

    A vast maze of canyons shrouded in perpetual darkness, Tytherion is a monster-haunted wasteland where serpents lurk and dragons feed. Sinister temples brood over dizzying precipices, and grim fortresses dot the slopes and spires hidden in the lightless …

  • Kalandurren

    Once a peaceful, well-ordered domain of shining castles and noble warriors, Kalandurren is now a ruined landscape where dark powers squabble over the choicest plunder. Kalandurren was the dominion of the god [[Amoth]], a power of justice and mercy, but …

  • Pandemonium

    A rambling maze of black tunnels blasted by fierce winds, Pandemonium is the most desolate and dismal of the known [[astral dominions]]. The [[Tharizdun | deity]] who created this place in the timeless depths of antiquity abandoned it soon afterward, and …

  • Shom

    Once a mysterious mortal race of great knowledge and enlightenment made its home in the dominion of Shom. Pilgrims journeyed to this plane in search of truth and insight and to learn from the elders of Shom. But the ancient race vanished long ago, leaving …

  • Pluton

    A dominion of dying willows, shriveled olive trees, and black poplars, Pluton is forgotten by all but the most learned of sages. This cheerless land was once the domain of [[Nerull]], a god of death who trapped the spirits of countless mortals in his …

  • Carceri

    Carceri is a well-hidden [[astral dominions | astral dominion]]. Its entrance is barred by great gates of adamantine. Those who breach the red color veil of the dominion are deposited in front of those adamantine gates. They cannot enter the dominion …

  • Tu’narath

    The greatest of githyanki settlements is Tu’narath, a city ruled by the githyanki lich-queen [[Vlaakith]]. Built atop the vast corpse of a forgotten god, Tu’narath is an astral metropolis. Tens of thousands of githyanki and a like number of slaves throng …

  • The Nine Hells

    The Nine Hells are the home of the terrible race of immortals known as devils. The hells are housed within a tormented world called Baator that is clouded in ash and smoke. Within this fuming orb lie cauldrons of lava, bitter seas of ice, and cities of …

  • Avernus

    The first layer of the [[The Nine Hells | Nine Hells]] is Avernus. It is the surface of [[The Nine Hells | Baator’s]] ruddy orb. It is a desert of stone, pumice, and ash broken by the occasional range of low, jagged mountains or a flowing river of lava. …

  • Dis

    A road littered with skulls leads twenty miles or so from the *[[Avernus | Gates of Malsperanze]]* down to the vast cavern of Dis. The cavern is illuminated by the ruddy glow of sluggish lava streams and red-hot iron. The cavern is more than a hundred …

  • Minauros

    A road lined with gibbets leads from the lower gate of [[Dis]] and descends deeper and deeper as the city’s cavern gradually broadens into the even vaster cavern of Minauros. Dank and brooding, Minauros extends for three hundred miles or so beneath a …

  • Phlegethos

    Dripping steps cut into the muddy geysers of [[Minauros]] descend for scores of miles to the fiery cavern of Phlegethos. Curtains of lava pour down from fissures in the ceiling of this hell to pool in great lakes of molten rock or race river-like along …

  • Stygia

    The tortuous Road of Cinders wanders for hundreds of miles through the broken maze of lava tubes and rifts. As the traveler leaves behind the furious heat of [[Phlegethos]], the Road grows darker and colder until at long last it emerges on the shores of a …

  • Malbolge

    Hundreds of miles from the frozen sea of [[Stygia]] lies the great cavern of Malbolge. Long icebound canals link the two layers. They thaw gradually as the traveler approaches the sixth hell. Malbolge is a poisoned garden, a realm that seems fair at first …

  • Maladomini

    A great marble boulevard lined with grotesque statues known as the Road of Perdition leads from [[Malbolge]] to Maladomini, the seventh hell. This layer consists of dozens of vast tunnels that meet and diverge in a maze stretching for hundreds of miles. …

  • Cania

    The winding tunnels of [[Maladomini]] eventually connect to the vast, cold cavern of Cania. This great vault is a mountain-floored gulf several hundred miles across and dozens of miles in height, an icy kingdom shrouded in eternal night. Only a dim blue- …

  • Nessus

    Hundreds of miles below [[Maladomini]] and [[Cania]] lies Nessus, the ninth hell. Black, icy rifts beneath [[Cania | Cania’s]] glaciers plunge down to the fiery heart of the hells to link the two layers. Nessus is home to the mighty [[Asmodeus]] and …

  • Lower Ward

    The Lower Ward is perhaps the most symbolic of [[Sigil | the Cage]] as a whole. It gets its name from the large number of portals to the [[Elemental Chaos | Elemental Chaos]] (often considered the “lower” part of the universe) found there. Forges and …

  • The Lady’s Ward

    Going counterclockwise around the ring of [[Sigil]], the next stop is The Lady’s Ward (and yes, the locals can hear you capitalize all three of those words). [[The Lady of Pain]] doesn’t live here, but rich citizens and most of [[Sigil | Sigil’s]] temples …

  • Market Ward

    In the Market Ward, everything is for sale. The wealth of [[Sigil]] may be concentrated in [[The Lady’s Ward]], but it’s spent here, whether on goods, services, information, or reputation. The best place to buy anything is the *Grand Bazaar*, an immense …

  • Guildhall Ward

    Many visitors can’t tell the difference between the Guildhall Ward and the [[Market Ward]]. Even some locals claim that only tradition separates them. Since guilds don’t play a particularly significant role in [[Sigil]], one can guess that the name itself …

  • Clerk’s Ward

    The domain of bureaucrats, scribes, sages, and scholars, the Clerk’s Ward is a quiet place to get things done without a lot of attention. Some criminal organizations looking to improve their lot move from the [[Lower Ward]] or [[The Hive | the Hive]] into …

  • The Hive

    Many locals claim that the Hive isn’t a ward so much as it’s the lack of a ward. The name for the region between the [[Lower Ward]] and [[Clerk’s Ward]] and for the chaotic, sprawling slum in its center, the Hive teems with all kinds of scum. The lowest …

  • Alluvius Ruskin

    In the [[Sigil | City of Doors]], sometimes the most important information is the key required to open a particular portal. Travelers in [[Sigil]] who are seeking a way out often find what they need at [[Tivvum’s Antiquities]], a tower rising above the …

  • Rule-of-Three

    Some say it’s a principle of the universe that everything happens in threes. They point to the structure of the universe to prove this: The cosmos is the [[Elemental Chaos | Elemental Chaos]], the [[Astral Sea]], and the world in between. The natural …

  • Shemeshka the Marauder

    At the center of a far-flung web of spies and informants, Shemeshka the Marauder sits like a hungry spider. She’s a vain, ambitious, and incredibly powerful raavasta, the picture of dignified grace— except when her temper snaps and she erupts in a verbal …

  • Vocar the Disobedient

    This weathered old human male claims that he was once an exarch of [[Vecna]], and both his empty eye socket and the stump of his left arm lend credence to his words. If one believes that claim, though, one is forced to consider seriously that his other …

  • Sigil

    Some call Sigil the City of Secrets, because everything that can be known is known somewhere in its twisting streets. Some call it the Cage, because it’s hard to get to and hard to leave. Mostly it’s called the City of Doors, thanks to the portals that …

  • The Far Realm

    The Far Realm, also called Outside, is a plane— or perhaps a space beyond the planes— that is terrifyingly remote from standard planar geometry. The creatures that abide in the Far Realm are too alien for a normal mind to accept without being damaged. …

  • The Plane of Dreams

    When a creature sleeps, the theory goes, its mind engages in the same sort of work [[Deities | deities]] performed when the world was new— an act of imaginative creation. Without the raw material of the [[Elemental Chaos | Elemental Chaos]] to shape, …

  • Stelson Arboretum

    A private donor funded Stelson Arboretum 77 years ago. The arboretum is filled with trees and other flora from exotic locales and sustained through a combination of hard work and magic. Not only quietly beautiful, the arboretum is also a giant classroom …

  • Headmaster's Residence

    The headmaster or headmistress traditionally inhabits a mansion set against the academy’s northern wall. It has a small personal library, ancient furniture, master and guest bedrooms, master and guest offices, a small courtyard, and two overlooking …

  • Founder's Hall

    Founder’s Hall was the first building of the White Lotus Academy. Originally, it served two instructors and 26 students as dormitory, classroom, meeting hall, and dining hall. Today, it has the largest open chamber on campus and is used for social …

  • Umberlin Dorm

    Umberlin Dormitory was under construction when Headmistress Umberlin died in defense of the school, and it was named in her memory. The dormitory contains a kitchen and a larder, and students are expected to feed themselves. Back to: [[The White …

  • Hiwai Dorm

    The first of the two student dormitories to be built, Hiwai displays an older architectural style by 20 years but is structurally the same. The ghost of a student from almost 80 years ago keeps a room here and is willing to help residents of the dorm with …

  • Stokes Hall

    Here is where the magic happens. Most of the classrooms and laboratories are in or under Stokes Hall. Instructors give their lessons here at all hours of the day and night, and they run hands-on laboratory classes in the well-equipped and –supplied labs. …

  • Headmaster's Hall

    When the school grew to a point where [[Founder’s Hall]] and the [[Headmaster’s Residence]] needed more space for administrative functions, the academy had this hall built. All the instructors have offices here, though only the [[Muriel Mahli | dean of …

  • Iola's Insight

    This is the academy’s temple to the world’s many gods. A wealthy elf student named Iola donated the funds for the construction, believing that the absence of any worship on campus could anger the gods. The most honored [[Deities | deities]] in the temple …

  • Hall of Amber

    Possibly the most recognizable building on campus, the Hall of Amber is a breathtaking edifice mostly of amber stained glass. It contains two performance halls, several practice rooms, and some storage. Here, [[Rufus Ibok | Instructor Ibok]] teaches the …

  • Lost Secrets Library

    The White Lotus Academy’s library is deceptively large. It began about half the size of [[Founder’s Hall]] with a single door, but it has since become a building large enough to hold thousands of books and hide at least three subbasements, where students …

  • The Green Stone City

    Exploring a maze of half-flooded passages in the sea caves below Diyun’s largest stone column reveals the remains of a city carved from green stone and lit by blue gems. It is accessible only to those who have the means to breathe underwater, but its …

  • White Branch Caves

    The White Branch is an offshoot of [[Diyun | Diyun’s]] riverway known for its smooth, white mud that has a way of getting into everything. The caves along that stream are maintained by charitable priests as homes for those who have been temporarily lost …

  • Gorugo's House of Games

    Gorugo’s is a prime example of a mid-range gaming house. It is known for hosting games of skill in its cramped parlors, paneled in dirty red wood and hung with patterned lanterns that give off almost as much smoke as light. Rare and exotic games are …

  • The Perfect Blade Teahouse

    This quaint and handsome house is cut into the stone and bisected with paper walls. Here, travelers congregate to politely share stories of adventure and to quietly plan future adventures. Although the place is named for the blades of bamboo leaves, the …

  • The Royal Treasure Game House

    Among the richest game houses in [[Diyun]], second only to [[Kagamungo’s Palace]]. It is a gaudy place of gold thread and red velvet, where winners cheer and losers drink away their woes. The Royal Treasure offers highstakes but comfortable gaming for …

  • Kagamungo's Palace

    This is both the casino and the home of [[Kagamungo]], lord mayor of the [[Diyun | Hanging City]]. It is a palace as notorious and debauched, lavish and risqué, rich and dangerous, as [[Diyun]] itself. [[Kagamungo]] filled his domain over the years with …

  • Shrine of the Winged

    High atop the southernmost spire of [[Diyun]] and reachable only by steps carved into the rock which are as much ladder as stairway, the Shrine of the Winged is a place of meditation and reflection. Much of [[Diyun]] is visible from its lofty height, from …