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Published: 2023-03-25 11:21:35 +0000 UTC; Views: 5078; Favourites: 12; Downloads: 0
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A current work in progress over a map I've been working on with me and my friends, it's been quite enjoyable but man oh man do I have a lot on my plate >.> will update this here and there when I get the chance.

UPDATE 1.0 - This is just so everyone can get a reference of what and where everything is according to the map. Not everything has all of its details but if you have questions, let me know.

UPDATE 1.1 - Updated the world map, added regions and region descriptions

Update 1.2 - Added lore for "Groaning Mound", "Hobslor's Crossing", "Oakvale", and "Silvane". Updated map adding bamboo forest in Zhuhe

Update 1.3 - Added additional Japanese Maple Trees to Zhuhe region, added Cherry Blossom Trees in Springwood Forest region, added Pine Trees to Whiteveil Valley, added structure for Carian Lucaria Academy, added lore for "Baizhi Lu Temple" and "Mount Wuxing"

Update 1.4 - Added lore for "Imperium", "Evernight", "Oirbridge", and "New Draconia", added structures "Temple of Najmuntafi" and cactai to Sunstone Cliffs, added unnamed ziggurat in Erafa.

Update 1.5 - Added lore for "Clockwork City", "Caria", "Carian Lucaria Academy", and "Whiteveil Valley"

Update 1.6 - Added the following;
CORMANTHOR: Added forested region "Vale of Lost Voices", added the village "Karthwatch" and "Pastora"
EREFA: Added jungles, named ziggurat as "The Temple of the Lost Ones"
IYSWENGALE: Added the village "Chill Haven", added the region "The High Ice"
SUNSTONE CLIFFS: Added canyon region and named it "Copper Canyons", added name for desert region called "The Calim Desert", added the village of "Ambret Town" and "Sandgem Port"
WHITEVEIL VALLEY: Added new world tree "Deadshade", added new major Dwarven city "Ae'dunlur"
ZHUHE: Added new city called "Xith" a modern city for esteemed Bards, chivalrous Fighters, and Commoners looking to make a name for themselves, named bamboo forest "Tesuey Woods"

Update 1.7 - Added the following:
ALEXANDRIA: Added lore to Mistra, and the Temple of the Sun Scarab,
AMASTACIA: Added lore to region, added lore to Halig, the Yingtao Lu Temple, Springwood Forest, and the Flame of Ruin Forge.
BLACKWOOD: Added lore to Nocturnus, the Abyssal Crevice, the Scrapyard, Nik-Nak Den, and Nightfall Forest.
CORMANTHOR: Added lore to Shaded Castle, Yorig, Graymarsh, Lake Hemwick, Pastora, and Garden of Bones.

ALEXANDRIA
First founded and conquered by Emperor Sigmar, he established this continent as his own after the War of the Redwood against the elves of Silvane. The land holds a diverse array of ecosystems from the snowy volcanic mountains up north, to the lush forests, plains, and hills within its center, with canyons and deserts making up the lower half of the continent. Over time other races began to take residence on the continent of Alexandria and make their homes there. The difference between Alexandria and the mainland however is that the majority of its inhabitants are isolationists and so hold a somewhat xenophobic culture, dividing themselves to segregated parts of the land with the Kingdom of Man at its center holding vast dominion over the continent, creating the Alexandrian Empire.

-Ord'karaad(Major City): Also called "House of the Stone Father", Ord'karaad is the primary residence of mostly Dwarves as they perpetually dig throughout the mountain ranges in search of valuable ore and minerals such as mithril and adamantine, creating multiple mines and tunnels that webs all across the mountain range like a labyrinth of stone and dirt. These Dwarves use these ores to better craft a variety of stonework, weaponry, and armors. All of whom are heated through special forges fueled by the inner workings of active volcanic activity that spots the mountain region. One such volcano holds that of what they call "The All-Father's Forge", a sacred location for all Dwarves and is protected by an order of Forge Clerics who have sworn off the vices of Dwarven culture such as the consumption of alcohol and savory meats and instead focus their time and luxury onto their crafts as they themselves drink plain water and stale breads.

-Damaia(Major City): One of the most recently built civilizations in Alexandria, Damaia is the primary residence of mostly Tieflings as their culture represents a more Greek Roman sort of culture, with buildings made of marble and stone, fine craftsmanship, and extravagant infrastructure and architecture. Tieflings of Damaia are well famous in the land for their handicraft of creating brews and beverages, most notably that of wine. Due to their talent of wine making and distilling alcohol, the city of Damaia became a cornerstone of Alexandria's economy, leaving Tieflings to live mostly a life of luxury with indentured servants all the while they watch over their gladiatorial games within Hades Colosseum, home of four of the most famous fighting groups throughout the continent. Damaia is also believed to be the main headquarters of Alexandria's local Thieves Guild, having deep connections to the innerworks of Tiefling politics and industry. Not all is luxurious however, as Damaia is always under the constant state of repair and rebuilding since often than not the city becomes wrecked or destroyed by one means or another, from either a dragon erupting in a rampage across its streets, or a Dwarf planting explosives throughout the city's sewer system and setting it off as a means of a distraction.

-Silvane(Major City): A city that mainly consists of both Wood and High Elves, Silvane or "The Grown City" as some call it, is a large bustling city that homes the most magically adept citizens of Alexandria and is the main headquarters to Diandei's Mages Guild. Most of its buildings consists of having been carved and hollowed into the large Rubybark Trees that makes its forest region, as well as carved stone buildings for more smaller structures, minus one such structure being the ziggurat that houses both the Mages' Guild and the ruling Yellow King of Silvane. Although consisting of just elves, Humans and other races have also made residence within the city, though most if not all non-elven citizens are pushed to live closely to the docks that leads to the Luvkroftian Sea, potentially creating a breeding ground for criminal activity between Damaia and the Thieves Guild. Often smuggling illegal goods and among other things such as the addictive Mana Crystals that some members of the Mages Guild implore to get their hands on.

-Imperium(Major City): Also known as "The City of Man", this capital is considered to being the central capital of Alexandria, and is given its nickname as the City of Man due to most of its residents being that of humans or variant of humans. Originally it began as a mere rustic styled settlement founded by Emperor Sigmar when he took claim of the continent, where overtime the city grew and expanded into a bustling city. Although more laxed compared to when the city was originally founded, the people of Imperium still holds most of Alexandria's xenophobic beliefs towards any race other than humans. Hence why Imperium has such a high military force in case whenever one of the settled races, especially those of Silvane, ever decide to overthrow the city and claim the continent for their own. Luckily they have kept an established order within Alexandria, upholding the native laws of the land, and keeping the peace between trade routes throughout the land by forming well armed caravans. Although having such a high military might, they are not the most economic culture in the continent. Leaving such simplicities as Communion Tablets being only available for elite members of their society, with only one being available for each household.

-Evernight(Major City): Rivaling Damaia for being the most wealthy of cities and named after its regional forest that makes up its gothic kingdom, Evernight is at some part a sort of tourist attraction for commoners who travel to Alexandria given thanks to Evernight's nocturnal aptitude. The reason for this being that the city of Evernight's residence are vampires, a trait that usually dives off some commoners from ever going to the city in the first place unless they need to. The city have made efforts in resolving this matter though, through the use of a unique form of Transmutation magic to create the other half of its common populaces; Pumpkin Servants, plant-based creatures made from the vines and roots of their local grown pumpkins, their heads being carved into jack-o-lanterns that burns with an ember glow within. While in Evernight and enjoying the city's local casinos, your interactions are most likely will be with these creatures, or its local guards "The Bloodhounds" who are a group of vampiric hunters who enforces the peace with their unique "trick" weaponry not found anywhere in Diandei. All of whom are under rule by their queen, a powerful vampire named Victoria who thanks to her vampiric power and presence, have caused its forest to fall under an eternal night.

-Oirbridge(Major City): Divided into three sections, Oirbridge is the central trading and trading city of Alexandria and is the most direct route in connection between Alexandria and the main continent of Pengaia. Built after the conquering of Alexandria by Emperor Sigmar who commissioned a group of Halfling Merchant Lords to conduct an established on-the-ground trade route between continents, the city itself was founded during the bridge's construction, having its original buildings being built into the very bridges themselves by the bridge workers who helped build and construct this project. Over time, additional buildings were constructed on both ends of the great bridges as well as a grand tower for traversing ships that sail between the continents known as the Goldspire Lighthouse which is the central headquarters for Diandei's Merchant's Guild. Additionally within South Oirbridge it also holds the central headquarters for the Adventurer's Guild who was founded by three Heroes during the dawn age of Diandei. Alas such history is obscured, having only a few relics that mentions such an event. All that is known about the founding was that the founding Heroes were that of a Paladin, a Rogue, and a Sorcerer who established the guild after a great cataclysm that had befallen the world of Diandei.

-New Draconia(Major City): Before talking about the city itself, one must know what Draconia originally was. Before Emperor Sigmar conquered the continent, Alexandria was originally ruled by an empire of Dragonborn who had immense knowledge and understanding of both the power of magic and science with their grand capital being a floating city. So much so that they were capable of terraforming their continent to whatever they desired whether it is for harvesting materials or to further study and experiment on the world and its given inhabitants such as the original Gnomes who also resided close by. When Emperor Sigmar conquered the continent however, a long lasting war began between the two empires, resulting mostly in a stalemate between the Draconian Empire against all the inhabitants of the newly founded Alexandrian Empire. Eventually however, at the end of the Draconian War hundreds of years ago, after the rise of the deity known as The Lich King, the city fell from the sky a devastated the landscape, leaving the once grand city in ruins and leaving the Dragonborn race to be nearly extinct.

Not long after the Draconian War, the more reptilian races such as the Lizardfolk, Tortles, Yuan-Ti, and Grungs to fall under scrutiny which eventually lead to the extrusion of the races living in Alexandria out into the Arid Sands. Once thought to be a death sentence however, the people found themselves to be saved by that of a powerful Scarab Dragon who taught them how to better survive the harsh desert wastes and find better comfort in their surroundings. With this, the reptilian races found themselves a new faith, not only constructing a grand temple in honor of the Scarab Dragon, but also taking residence near the old ruins of Draconia which would then become New Draconia. Built in the style of pueblo architecture, New Draconia is host to many of the founding reptilian races of Alexandria, and although being governed by a grand council of the major representing leaders of the community called the Scaled Coalition that consists of a Judge Adjudicator, a Head Scribe, a Master Hunter, and a High Priest, it is the Scarab Dragon who they refer to as the God-King Pharaoh who has the final say to whatever decision that must be made, whether the vote be inconclusive amongst the council or to find better judgement and opinion.

-Clockwork(Major City): Throughout the toxic landscape that is the Glass Desert, the brass city of Clockwork is considered by many traversing the harsh environment as an oasis despite the sheer number of restrictions and enforced security that it has. To some it's more like a fortress than a city, in fact it is a combination of four cities divided into quadrants in the shape of a wheel. Although divided, the people of Clockwork still support and work together to create a functioning society as they make their own form of paradise within the wastes. The Gnomish people of Clockwork are considered to being highly technological, creating advanced weaponry and even the localized Forged Cores which makes up the entire assembly of Warforged seen throughout the world among other more autonomous creations. Yet despite this, they are extremely hesitant if not biased when it comes to the use of magic, given the origins of how the Glass Desert came to be and their past conflicts with the magically advanced Draconian Empire long ago. Not to mention the number of magical mutations that has sprang up after the formation of the Glass Desert, thus the people of Clockwork has made it their duty to restrain or exterminate any magical being that steps foot in their city. There only exception to this however, is to whom they consider to being their spiritual leader among the pontiffs of Gnomish society; the Lich King, due to not only have been a great asset for the Gnomes in the Draconian War but also bringing down the Draconian Empire completely after his ascension to primordial lichdom and freeing the Gnomes from servitude. Though some Gnomes would question this idolization since the Lich King was also responsible for creating the Glass Desert, its mutated inhabitants, and the Cult of Tears who take worship to the many toxic pools that dots the landscape filled with a primordial essence known as the Tears of the Gods. These Gnomes are far from many, and have taken upon themselves to exile, living in the mountain ranges.

-Mistra(Major City): Not really a natural formation, it was created by the Lich King as a reward to one of his newest companion, Nix. Nix was a Changeling Thief who was tasked to infiltrate a tournament in hopes to be granted an audience with the Lich King in an attempt to take him down, only to then betray her fellow adventurers and joined the Lich King's side. In return for this sworn loyalty, Nix asked for the Lich King a sanctuary for her people  given the natural biases Changelings receive. As such, not only did the Lich King ripped a chunk off the main continent of Alexandria to create the island, but also have made it a sanctuary for any of his followers who wished not to be a part of his potential conquests during his reign in Alexandria.

-Groaning Mound(Settlement): It is unknown exactly how this one location came to be, but it became a well established local for the more Undead races such as Dhampires and Reborn. Although some folk near the settlement such as Oakvale and even Imperium are somewhat cautious over this town of walking undead, the people in Groaning Mound have proven to be more docile than their more ravenous counterparts. Built around a grave mound, the settlers tells the tale of how Groaning Mound came to be, that long ago a barbaric Dragonborn came from the past and stumbled upon a graveyard where he and his companions were attacked by a hoard of Zombies. One such zombie confronted this Dragonborn caveman, as the Dragonborn took hold of a close by angelic statue and hurled both the zombie and the statue across the horizon. That very statue crash landing where Groaning Mound now rests today, with that very same zombie still alive deep underneath the statue. They also say that if you listen closely when you reach atop the mound where the angelic statue rests, you can still hear the zombie groaning.

-Hobslor's Crossing(Settlement): Resting in the center of Alexandria, Hobslor's Crossing is at most considered to being the main resting spot of all adventurers and travelers when traversing through the continent. Named after its founder, this settlement is host to a thriving community of farmers and merchants, from jewelers, to smiths, to enchanters and alchemists, for the Adventurers Guild it is considered to being the number one spot to visit when first settling in Alexandria. The local soil also aids in a wide diversity of crops for their people to grow thanks to being located near both the enchanted Rubybark Forest, the nocturnal Evernight Forest, the fertile hills of Groaning Mound, and the large open fields near Oirbridge. Recently, a temple shrine has been erected deep below by its citizens in honor of the Emerald Herald, who many claim she was once a Hero who has ascended long ago and is one of the few areas that she manifests herself in the Material Plane due to the flow of magic that flows within it. How this arcane flow of magic remains a mystery however, but some scholars speculate that it is due to the connections between the Emerald Herald and a Watcher known only as "The Balance of Fate".

-Oakvale(Settlement): A common logging village that homes mostly of Humans, Wood and High Elves, this settlement manages the steady supply of lumber for all of Alexandria, collecting and gathering wood for the continent's daily needs of crafting and industry. Most of Alexandria's woodcrafts originates from Oakvale thanks to the forest's high count of trees. This however have caused some trouble with the people of Oakvale though, as the forest of the same name is also home to a wide variety of beasts and even fey, leaving several locals to believe that Oakvale may perhaps hold some connection to the Feywilds. It is also home to a small circle of Druids who tends to the forest of Oakvale, often mending the trees that were cut down and regrowing the local flora. Although some may see this as a mutual benefit, with the citizens of Oakvale only harvesting trees that are not considered sacred to this circle of Druids, there is still tension between the two groups, and it is only a matter of time before the both of them finally confront each other.

-Baizhi Lu Temple(Temple): Resting on the upper cliffside of Mount Wuxing, lies the grand Baizhi Lu Temple also known as the "Temple of the Platinum Path" and is home to an order of Monks who specializes in the Way of the Ascendant Dragon. These Monks follow the ancient teachings to the temple's founder, a Swiftstride Monk who went by the name of Sun, who legend tells of Sun having encountered the great Platinum Dragon, Bahamut. They would often visit each other on this cliffside, overlooking the world in an isolated but peaceful and tranquil spot, where they could be alone with their thoughts and meditation. Eventually with the aid of Bahamut, Sun would construct his own meditation hall where both he and Bahamut would eventually create a new path that became the Way of the Ascendant Dragon. Over time even after Sun's passing, Monks would take their pilgrimage to this grand meditation hall, which then became a new temple for monks to follow along this path, only to eventually lead onto their own paths as to the temple's own teachings.

-Temple of the Sun Scarab(Temple): When the reptilian-folk of Alexandria was pushed into the Arid Sands and was saved by the great Scarab Dragon, some of the locals have since then dedicated themselves into the worship of the Scarab Dragon, erecting a temple more suitable for the Scarab Dragon's needs. Though having a number of chambers to house the temple caretakers, the temple mostly consists of a grand library and a sand-bed for the Scarab Dragon to rest in. The Scarab Dragon hoards ancient texts, specifically those that are affiliated with law and order such as royal decrees, rights declarations, and legal contracts. It also originally housed one of the fabled World Seeds, specifically the Seed of Light, which is said to have been taken once by the Revenant Trickster, but is also said to have been used by the Emerald Herald as part of her ascension to divinity. Whichever story holds true, it is now under divine protection of both the great Scarab Dragon and fellow followers of the Emerald Herald.

-Mount Wuxing(Region): Considered to being the tallest mountain in Alexandria, this great peak is but one of the only few places of grand tranquility untouched by the continent's Tears of the Gods outbreak. Leaving some believe that the mountain is blessed by the Seven Heavens, specifically by the will of Bahamut himself when he wandered the world in one of his mortal guises. With steep cliffs and soothing waterfalls, this mountain's peaceful nature has marked this location as neutral territory, hallowed ground to all the people of Alexandria as many summits have been held atop the mountain to discuss peace under the watchful eye of its residential monks within the grand temple of Baizhi Lu who defends both the mountain and their temple with their lives. Thankfully, no such assault has happened since the founding of the temple. Whether it be for the respect and honor of both the monks and their dynasty, or for the fear and knowledge of their might and power akin to the wrath of Bahamut himself.

-Rubybark Forest(Region): COMING SOON

-Evernight Forest(Region): COMING SOON

-The Arid Sands(Region): COMING SOON

-The Floating Isles(Region): COMING SOON

-The Glass Desert(Region): COMING SOON

-Goldspire Lighthouse(Location): COMING SOON

-Hades Colosseum(Location): COMING SOON

PENGAIA
Also known as "The Mainland", this massive continent is both the main stage and birthplace of many of the races and civilizations that make up the world of Diandei. The land is a well diverse collection of biomes, from the swamps and marshlands of Cormanthor, to the frozen wastelands of Iyswengale, to the jungle landscape of Erafa and the tundras of Whiteveil Valley, to the open plains and hills of Green Burrow and the lake-river fields of Zhuhe, and to the dark forests of Blackwood and the desert dune canyons of Sunstone Cliffs. No matter who or what you are, there is always a place within Pengaia to call home.

AMASTACIA
Translated from Elvish as "The Star Flower", this region is is considered to be completely isolated, with high mountains kept by both the Moon Giants of the east and the Fire Giants of the south keeping to the Flame of Ruin Forge. Sea faring folk also have difficulty attempting to enter these lands what with the shores being comprised of jagged rocks and steep cliff faces, and even those who attempt to enter by air find it even more challenging due to the harsh sudden winds. Those who do somehow manage to enter Amastacia describe the hold being comprised solely of cherry blossoms, extremely rare flora in Damaia that many Commoners believe to have originated from the Feywild, surrounded by a vast mountain range and having its inhabitants being solely comprised of Fey, with some Eladrins and Fairies telling they originate from these lands. Though sounding as though it came from a fairy tale, Amastacia also comes with its own dangers such as more hostile Fey like Dandylions, mischievous Quicklings and Satyrs, and even the more hazardous plantlife such as Myconids and Bramble Hulks.

-Halig(Major City): One of the World Trees of Diandei, the great tree of Halig is quite a marvel to behold and it is to be believed to have grown from a seed from the Feywild dating back to the dawn era of the world, and thus from the great tree did the whole forest grown along with it. According to legend, it is believed that the amber resin that secrete deep from within the great tree roots hold amazing healing properties, having been told that it could heal any form of sickness, remove any curse, and restore any lost limb. Unlike other World Trees, the base of the tree is surrounded by a grand ivory city which based on its structural design is believed to have been made by the Synorians, one of the first and most dominant races of Diandei before their inevitable extinction after an even known as "The Ten King War." Recently over the century a group of warriors known as the Miquellian Knights have taken residence of the ancient city, keeping watch for whatever reason as they seem to be in search of something relating to the World Tree itself. All that is known is that ever since they have taken residence, the tree have begun to look more sickly unfortunately.

-Yingtao Lu Temple(Temple): Residing upon the cliffsides of the great mountain range between Whiteveil Valley and Amastacia, the grand Yingtao Lu Temple also known as the "Temple of the Cherry Path" is home to an order of Monks who specializes in the Way of the Kensei. These Monks follow the teachings of a traversing Monk who founded a lost scripture of Synorian origins, the scripture holding the ancient martial practices used by the very Synorian generals themselves. It also held a sworn promise of which the founder have made to keep in honor of the fallen warriors; to protect Amastacia from outsiders, granting only those who are deemed worthy to traverse its fields, and watch over the great tree of Halig for when the time comes for what is described to be "the spears to be honed" whatever that means. Until that day comes, these Monks ready themselves through their mastery of their own special technique "wind-cutting."

-Springwood Forest(Region): A mystical forest that the local inhabitants simply call it "Springwoods", this forest houses many Fey and living Plant type creatures of mythical origin. To some it is considered a paradise with its seasonal temperature never really changing where even in colder months the area still resonates with the sensation of springtime and always having a warm abundance of sunlight available for all of the region's inhabitants. There is also a plethora of water-springs and purified water lakes thanks to the Fey fauna, all of which provides fertile soil and grow an abundance of delicious fruits and vegetation. However, this does not mean one should not wander without caution, for if not encountering a Fey who feels revelous and playing a twisted game out from their unfortunate captive, then certainly a horrific fate awaits when encountering the more hostile plantlife such as the dreaded Bramble Hulk or even whatever beasts that have made their home within its forests such as the Suneater Owlbear, a unique variant of Owlbear that have adapted photosynthesis to gain nutrition by sunlight and can also use said gathered sunlight as a means of deadly offense.

-Flame of Ruin Forge(Location): Atop the southern mountain range between the regions of Amastacia and Whiteveil Valley, there lives a group of Fire Giants who tend to a great and ancient forge. A forge that holds a burning red ember that they call the Flame of Ruin. Not much is entirely known about the origins of the ember, but it is said that the forge was originally created by a Watcher who goes by "The Keeper of the Soul Forge" who had used this forge to not only create some of his greatest creations, but also to destroy his greatest failures using the very embers housed within the great forge. Whether the story hold true, who can say? But the Fire Giants who have made residence atop the mountain holding the forge have made it their sacred duty to watch over the forge, and although not as grand as the creations of a Watcher, the Fire Giants use the forge to create a number of unique and powerful tools and armaments to those they see as trusting. As for the Flame of Ruin itself, as the name suggest it is believed that it can destroy anything that it touches, divine or otherwise, and that should the Flame of Ruin be put in the wrong hands or spread, then the world as we know it shall cease to be.

BLACKWOOD
Named after the natural Black Oak trees, the land of Blackwood is a dense forest area that makes one part of the whole forested regions of Pengaia, and is to be believed to be the birthplace of some of the races in Diandei such as Tieflings, Owlins, Kenku, and Firbolgs. Although mostly untamed, common folk often try to settle within the forest due to its more quiet atmosphere as the dense forestation makes for great locales for Drow, Duergar, and even Kobolds. Speaking of, the region of Blackwood is quite populated with Kobolds even after the Scaled Usurpation that forced many more reptilian races such as Lizardfolk and Yuan-Ti out into the Arid Sands of Alexandria. The reason for this residence of Kobolds are unknown, but it is estimated that they resided in Blackwood near the end of the Draconian War. Just around the same time the region of Blackwood has become under the same effect as Evernight Forest where it is under a constant state of eternal night. Unlike the reason for Evernight Forest where the eternal night is due to the presence of a powerful vampire, it is unknown as to why Blackwood is under the same regional effect.

-Nocturnus(Major City): A peculiar city that has now have recently been reestablished, it was once nothing more than an ancient ruin dotted within the very heart of Blackwood for some unknown purpose. Many archaeologists and historians speculate that the ruins was originally a Gnomish Fortress given the number of brass piping that can be found, and that it was made somewhere during the Draconian War of Alexandria given the models of Clockwork Watchmen that still makes their rounds to this day protecting the city. Strangely though there seem to be some evidence of Synorian design placed within the stonework of the ruins, as more and more evidence of Synorian design is being discovered long after its reconstruction. This shouldn't be possible given how the Synorians went extinct long before the Draconian War of Alexandria, and although some speculate that the Gnomes who constructed the fort was merely inspired by Synorian architecture, some archaeologists and historians argue that is not the case given that not only this is but one of the only few rare times that Gnomes have adopted a new form of architecture, the very location of these ruins being so far away from Alexandria yet alone where the Draconian War was being placed within the continent. Why these ruins were built is unknown, but whatever its intention, its new owner plans to make it a safe haven for the more nocturnal population of Pengaia.

-The Abyssal Crevice(Location): Just northeast of the region, lies a grand and deep crevice that no one really knows just how deep it is? Geologists tried testing how deep this crevice was by first dropping specific objects that sheds light, then sending in a homunculus down with a sending stone and even a human volunteer with another sending stone. All attempts in discovering the sheer depths of this crevice has failed as the two living subjects were lost upon delving into the crevice, as not even spells such as Dawn or even when the sun is high above this crevice on a clear open day, no light can pierce through this strange darkness. No one is quite sure why this crevice was given such an enchantment, or who made this magical darkness, but the Mages Guild have taken precautions to place guard rails and a bridge in case people need to cross it for whatever reason, as well as place in signs warning travelers from falling into the crevice or dropping anything inside it. For all anyone knows, it's a portal to the Shadowfell or worse.

-The Scrapyard(Location): As the name implies, this area houses the discarded remnants of Nocturnus' construction; rusted pipes and cogs, broken machinery, destroyed devices, and other discarded materials placed within a small canyon and over the century holds up several large hills of garbage. Originally it was to be transported to Clockwork to be recycled and used for their own projects, but during the reconstruction of Nocturnus, a group of Kobolds belonging to the Nik-Nak tribe took over the site and have claimed it for themselves. Although some may argue on what a Kobold would want with piles of trash, don't disregard on the ingenuity of Kobold craftsmanship. Although very volatile and held together only by adhesive tape with duck doodles drawn on them, the Nik-Nak tribe have made some terrifying machinery as of late. Recently they have became even more hostile, attacking anyone who so much as get near the fence of the Scrapyard, with scouts only finding small evidence of the Kobolds working on something, a sign that reads "Kuubuld wurk, kep owt!"

-Nik-Nak Den(Cave): When the city of Nocturnus was founded and was being constructed, a group of Kobolds calling themselves to be from the Nik-Nak tribe have settled themselves within a distant cave. While the people of Nocturnus welcome Kobolds into their society, these Kobolds appear to be more feral and hostile, some believing that these Kobolds are more-so a criminal gang. Yet while they do attack caravans and wandering travelers, they don't appear to rob their victims completely. Gold, jewelry, shiny objects, the only theme they seem to be taking from whoever they attack is anything that involves pearls for whatever reason? They've also made numerous attempts to infiltrate the city of Nocturnus and cause a considerable amount of damage, slowing down progress of construction whenever they enter the city and reek havoc. This have cause some speculation that these Kobolds are perhaps looking for something, what they're looking for exactly is unknown but the current ruler of Nocturnus, Lord Naemon, have ensured that the safety of his people are of top priority and have commissioned the Adventurer's Guild into posting a marker onto their maps warning travelers of the Kobold tribe's den.

-Nightfall Forest(Region): Although many would speculate that the forest gotten its name from the local phenomenon of being under an eternal night, in truth it received its name long before that. The true origins of the forest's name was given to the structure of the forest's canopy, where originally in the daytime, due to the canopy being so thick and leaving almost little light to the ground, when looking upwards it is almost like looking at the night sky with the small light entrances being the bright stars. Now though, the only time when you can see this is under a full moonlight. This would be a great tourist attraction, if not for the local nocturnal beasts that inhabit the region such as Owlbears, Dire Bats, and even Shadow Mastiffs and Gloomstalkers have been seen lurking within the darkest corners of the forest. It is often well advise to not travel alone when exploring this forest, especially given the number of Kobold ambush sites dotting the region waiting for any passerby to come across and attempt to rob or kill them outright.

CORMANTHOR
A gloomy and muddy area, the land of Cormanthor was founded by a grand explorer named Donovan Rethid who settled in the swamp lands after being outcast by his clan in Oirbridge. Although some may consider this place to be inhospitable to support civilization or life in general, the local inhabitants make due with what they are given. People from Cormanthor are considered to be expert survivalists who much prefer to earn their own keep by hunting and gathering. Many fish hamlets usually reside near the coasts and on the many islands of the Crowded Sea that make up the region, making being a fisherman a common and quite profitable career. However, this region also inhabits the more aggressive creatures of Diandei such as Black Dragons, Catoblepas, Mud Mephits, and Hydras. If that wasn't bad enough, some necromancers and covens often reside themselves within the bogs of the region, although necromancers or those working with the Undead mostly prefer to use Zombies over skeletons due to how acidic the soil is despite how preserving the mud can be to the flesh.

-Pastora(Major City): Also known as "The Sinking City", Pastora is considered by many to have been once the quarter stone of today's civilization, where many of the races that we know today have originated whether they be Human, Elven, Beastfolk, and so on. It is unclear as to when this society eventually split and spread all throughout Diandei to form their own civilizations as many of the earliest records of this time period has been lost to the swampland, never to be seen again. Although half of the city is in a perpetual state sinking further deep into the mucky waters of the swamp, many of its citizens have confined themselves living in what are called lake dwellings. Wooden houses mostly made out of driftwood or mangrove that are held up above the water by stilts. Swamp Druids have also made a living in the city, using the mangroves that grows throughout the swamplands as their own treehouse. Archaeologists would often venture into the ruinous sinking parts of the city in hopes to find anything relevant to the city's history, but most citizens would often warn potential explorers to be cautious while exploring the ruins, else they disturb the wildlife that has made the ruins their home.

-Shaded Castle(Minor City): Also known as “The Marias Gallows”, this ancient castle has been constructed not only as a fortress but also as a prison for some of the most wicked of criminals in all of Diandei. Many of its chambers have been created to contain any form of criminal from the magical to the most cunning. Not to mention the amount of automated security that has been built to contain these criminals in case of a break-out, making escapes out of Shaded Castle almost a death sentence, but given the reputation of Shaded Castle, it may be the best option for some criminals who desire their freedom. The family who owns the castle have made it a family business to be both judge, and executioner for their prisoners, executing their most vile of criminals almost weekly whenever they get the chance. Lately though, the castle has seen better days and the family who owns the castle have fallen in dark times as well as their entire male lineage to succumb under a strange curse that leaves them extremely frail and weak. Perhaps this curse was placed for an unjust execution to one of their prisoners, who can say?

-Yorig(Minor City): Once a proud and simple city, Yorig was at one point the religious epicenter of Cormanthor and although isolated much like Alexandria, they were more than welcoming to outsiders and kept to a simplistic lifestyle. It was until one day the entire city became the unfortunate victim to a disease that became known as the Night Beast Plague, this disease would infect the subject with extreme paranoia and be given an aggravated temperament which often results in violent deaths. This disease would also progress in the subject eventually mutating, being similar to lycanthropy as the subject grows excess hair, elongated fangs and claws, and although the second phase of this mutation bares similarity to Longtooth Shifters, they mutate further when reaching the third phase where they become more a monstrosity than humanoid. Though this plague has caused the city to become wiped out, it did however help found the Healing Radiance Church, and order of specialized Clerics who have sworn themselves to uphold the purity of civilization through the will of the light, whether it be the most minor of sicknesses to the most dreadful of curses wherever it may be. Now these days, Yorig has been left abandoned and both it and the island as a whole has been placed under moderate quarantine to limit the potential exposure of the Night Beast Plague that still infests the land, yet rumor has it that people have been spotted wandering about through its ruins, and no one is sure why? Best to keep clear of them if their venture has led them to such a desolate place.

-Graymarsh(Settlement): Deep within the mists lies a small peaceful settlement, but although quiet there is a distinct sense of unease for travelers who finds themselves here. People who have traveled to Graymarsh have often described the settlement to be strange and wondered just how the locals manage to survive such an environment. The soil being too acidic for crops to grow, local water sources are considered contaminated and foul, light is somewhat scarce given the thick fog and mist that makes up parts of the region, and the local fauna can be considered highly hostile. Yet the people of Graymarsh continue to thrive thanks to their somewhat religious practices that involves a mysterious entity known as "The Bonemonger" which is described as being an eerie creature who has a strange fascination with bones, willing to trade just about anything in exchange for them, with greater bounties being rewarded for specific bones that The Bonemonger desires. This can range from just a few finger phalanges or a foot, or even the whole skeleton. This is evidence shown by some of its locals missing some of their ligaments, such as an arm or a leg, but with incredible boons in exchange, all of whom are granted special talismans as a sort of receipt for the transaction with the Bonemonger.

-Lake Hemwick(Lake): Connecting to the Great Swamp of Rethid, this great salt lake is home to a number of amphibious creatures that makes up the local fauna of Cormanthor; Froghemoths, Bullywugs, Grungs, Giant Crocodiles, Hydras, and so forth. Although the local Grungs are considered the least hostile of the bunch, they are often in warfare against the Bullywugs as they fight for territory and survival. Such encounters between these two often lead to bloody conflicts, with the Bullywugs wanting to flaunt their superiority over the Grungs and rule over the lake as the dominant tribe, as the Grungs simply wish to live their lives in peace and tend to their own hunting grounds.

-Great Swamp of Rethid(Region): Considered to being one of the most dangerous parts of Diandei, these swamplands are home to the most brutal and savage beasts of Pengaia including the fearsome Black and Green Dragons. If that's not enough, then you best watch out for Trolls, territorial Catoblepas, Mud Mephits, and Will-o-wisps who lurk for any unfortunate victim who may have succumb to these fearsome creatures. Thankfully, the local Lizardfolk tribes do their best to try and maintain balance in the swamps, culling the more hostile creatures, taming beasts when they can, and providing shelter for travelers. The first spot to go to and is home to the most powerful of these tribes are the Brighthroats of Pastora, who are more than willing to provide escorts through any point of the treacherous swamplands.

-Garden of Bones(Region): Originally this area was the distant graveyard for the people of Graymarch, it was taken over by the mysterious entity known as the Bonemonger, desecrating the skeletal remains of all who were buried beneath the once sanctified grounds and transforming it into its own collective stockade of various bones. Creatures who find themselves wandering through the Bonemonger's territory without bearing one of its "tokens" are often targeted by the skeletal remnants that the Bonemonger have employed as both guardians and caretakers. Wild animals, humanoids, monsters, and even dragons have all been targeted by the Bonemonger when entering this region, with only a minor few narrowly making it out alive. Those who are unfortunately caught by the Bonemonger all suffer the same fate; having their entire skeleton ripped out from them as the skeletal remains become yet another piece to the Bonemonger's collection. Leaving what remains of the unfortunate explorer to slowly fade into the swamplands as but another unfortunate victim, or become reanimated as a Boneless and forever haunt the swamplands of Cormanthor.

-Korinn Archipelagos(Region): COMING SOON

-Loran Isles(Region): COMING SOON

-Vale of Lost Voices(Region): COMING SOON

ERAFA
COMING SOON

-Temple of the Lost Voices(Temple): COMING SOON

GREEN BURROW
COMING SOON

-Erdon(Major City): COMING SOON

-Lake Azulith(Lake): COMING SOON

-Gundong Lu Temple(Temple): COMING SOON

IYSWENGALE
COMING SOON

-Gulbagrol(Major City): COMING SOON

-Zamor(Major City): COMING SOON

-Chill Haven(Settlement): COMING SOON

-The High Ice(Region): COMING SOON

SUNSTONE CLIFFS
COMING SOON

-Calim Desert(Region): COMING SOON

-Copper Canyons(Regions): COMING SOON

-Ambret Town(Settlement): COMING SOON

-Sandgem Port(Settlement): COMING SOON

-The Temple of Najmuntafi(Temple): COMING SOON

WHITEVEIL VALLEY
A vast forested tundra, Whiteveil Valley is given its name due to the natural occurrence of gentle snow storms that blankets most of the region in a white veil of snow when the winter season comes around that lasts for just about half of the entire year. Although not as cold as the region of Iyswengale, people who reside within Whiteveil Valley may often carry with them an extra layering to keep themselves warm such as scarfs, mittens, or any other light snow resistant gear. The region is also well known for its lunar phenomena where the moon appears to be much larger compared to anywhere in Diandei, with many such priests believing that the land was once the homeland of the Moonmaiden Selune herself when she once walked the Material Plane, with priests further proving this ideal with the region's commonly found avian species of Owls. However not all is well off within the region, for Whiteveil Valley is also home to several Aberration-type creatures from harmless Flumphs and somewhat devious Goon Balloons, to the watchful yet dangerous Nothics and Cranium Rats, to the highly dangerous Slaads and Beholders. Thankfully the more dangerous creatures of the region are quelled often with the assistance of the localized Nightflame Order and should it become severe enough, the region may come with the assistance of the neighboring Giants of Amastacia.

-Caria(Major City): A grand marbled city that rests just on the coast of Lake Draclid, Caria is the home of many scholars and mages, being given the nickname as "The City of Arcana" as many of its citizens can claim to have been a member of the Mages Guild. Even the local guards are considered magically adept, though unlike the more pure magi they are not afraid of using their own physical might. One such groups of magical warriors belong to what is known as the Nightflame Order, an order of knights who protect the land of Whiteveil Valley and the city of Caria from whatever foul creature that comes their way, especially Aberrations such as Beholders, Core Spawns, Slaads, and more recently an invasion of Illithids. Those of the Nightflame Order who found themselves to be worthy and be seen as highly favorable among the people of Caria would be granted a position among the Carian Knights, an elite faction of royal guards who work personally with the kingdom's ruler, the Lunar Queen. Gaining access to more powerful magical armaments worthy of a spellknight as they are sworn to protect the people of Caria and serve the royal Carian family.

-Ae'dunlar(Major City): COMING SOON

-Carian Lucaria Academy(Settlement): With many magically adept citizens living in Caria, those who seek further knowledge over the magical arts often come to Caria to become a new student of Carian Lucaria Academy, a high established college resting on an island in Lake Draclid for any high magic users from Arcane Clerics and Bards of Lore who wishes to study more on the magical arts and its histories, to Druids who desire to further their understanding of the stars and master their crafts of herbalism and alchemy, to Sorcerers who seek further control over their natural innate gifts over the arcane, and of course Warlocks and Wizards that seek their own pursuits within the college. Despite being highly ranked members of the Mages Guild, the college only accepts those who they see as beneficial and show great promise and aptitude over the magical arts, and not just some bureaucrat in robes who knows only how to light a candle from a distance. The college became famous after having help tutor the most famous of mages such as Mordenkainen, Tenser, and even Aganazzar. The college itself can house many students within its numerous halls, fitted with necessities needed to further a mages pursuits from grand libraries, a debate parlor, a cathedral, gardens and greenhouses, and to some rumors even more secluded areas that some students believe not to exist or is merely but a rumor given to how ancient the structure itself is compared to the city of Caria

-Lake Draclid(Lake): COMING SOON

ZHUHE
COMING SOON

-Chukei(Major City): COMING SOON

-Xith(Major City): COMING SOON

-Umbrinite Spire(Location): COMING SOON

-Tesuey Woods(Region): COMING SOON

Related content
Comments: 46

LJBlueFox [2023-03-29 15:24:49 +0000 UTC]

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LJBlueFox In reply to NeonBlacklightTH [2023-03-30 02:49:00 +0000 UTC]

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The-Sea-Cat [2023-03-28 03:39:52 +0000 UTC]

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LJBlueFox [2023-03-26 02:10:05 +0000 UTC]

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NeonBlacklightTH In reply to LJBlueFox [2023-03-26 02:21:04 +0000 UTC]

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LJBlueFox In reply to NeonBlacklightTH [2023-03-27 00:35:20 +0000 UTC]

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NeonBlacklightTH In reply to LJBlueFox [2023-03-27 03:00:21 +0000 UTC]

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The-Sea-Cat [2023-03-26 00:52:24 +0000 UTC]

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NeonBlacklightTH In reply to The-Sea-Cat [2023-03-26 00:54:46 +0000 UTC]

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Darkwings45 [2023-03-25 13:58:20 +0000 UTC]

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NeonBlacklightTH In reply to Darkwings45 [2023-03-26 00:54:53 +0000 UTC]

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