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.
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.
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.
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.
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.
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.