South Eastern Helltenen

The south-eastern coast of Helltenen is a fertile strip of land colonised by settlers from the Successor States to the south. Along this coastline, hardy colonists have carved out new homes far from the old world. Largely free from the direct rule of dukes and princes, these settlements have prospered and hold their independence dearly. None of the colonies is more than eighty or ninety years old. When the first settlers arrived, they found the region largely deserted. The few inhabitants who remained along the coast fled at the sight of the newcomers' ships, leaving behind abandoned villages and overgrown fields. Whether they feared the settlers themselves or something else remains unknown.

Trade is the lifeblood of the colonies. Exotic goods arrive from the semi-mythical Empire beyond the mountains to the north, while merchants also deal with the reclusive Dwarven and Elven principalities that lie amongst the foothills. This commerce has brought considerable wealth to the region and helped transform isolated settlements into thriving towns. At the western end of the coast stands the bustling port of Golathin. To the east lies the Free Colony of Carstor, and beyond it, at the mouth of the Great River, is Nethorar, the largest and wealthiest settlement on the coast. North of this fertile coastal strip stretches a vast desert divided by the Great River. For hundreds of miles, sand and barren rock dominate the landscape. Both humans and lizardmen inhabit this harsh region, eking out a difficult existence amidst the unforgiving wilderness. When the Higher Races first came to Warlderia, they largely ignored these lands, allowing many of the ancient beliefs of the region to survive. As a result, the inhabitants continue to worship their ancestral gods alongside the newer faiths brought across the sea by the colonists.

The banks of the Great River are littered with the ruins of forgotten towns and cities that prospered for a time before falling to war, famine, plague, or simple abandonment. Most now stand empty beneath the desert sun, though some have become lairs for humanoids and other less savoury creatures. The largest of these ruins is particularly feared, for local tales claim that travellers who spend a night within its walls are never seen again. Two ancient structures remain occupied: Desert Watch and Castle Damalla. Though very different in purpose, both were built in the same distinctive style. Their outer walls are stark and austere, giving little hint of what lies within. Beyond their gates, however, visitors find halls decorated with intricate stonework, colourful mosaics, and craftsmanship that speaks of a civilisation long vanished from the world.

The coast region is fragmented but more familiar to travellers from the south but even here there are strange ruins and abandoned temples to unfamiliar gods.

A Brief History of South East Heltennen

Little is known about the very early civilisations of this part of the world, humans and Lizardmen seem to have competed for the more fertile parts of land. Sometime about 750 years PK a migration of humans from the north seems to have pushed the Lizardmen out of the river valley into the desert. The prevalent language of the peoples of the desert is Hurrian.

Year -650        The arrival of the northern tribes pushing the Lizardmen into the desert and founding the settlements of Ugarit and Karia. These settlement became the trade centre of the region and power came with wealth so they extended their rule further south to found the settlement of Malatia.

Year -460       A group of Serpent like beings came over the mountains, uniting the groups of Lizardmen into one confederation and gradually conquering the humans along the river and on the coast. This new empire lasts for 200 years with the humans as lesser subjects or slaves until a revolt is led by Halvad from what is now Sweet Water Hold. Halvad defeats the Lizardmen in a battle athe start of his revolt and the settlements along the western mountains join him. The wars rage for 50 years before the Serpent men are defeated and most of them killed, the Lizardmen retreat into the deep desert and the humans reclaim their lands.

Year -200        A city is founded in the name of Halvad a year after his death to rule the new human kingdom, it takes almost 70 years to complete.

Year -120        Another wave of people cross the northern mountains conquering the northern towns and finally the city of Ugarit, the war between Ugarit and Halvad starts. The Western Kingdoms of Akkad and Lagash breakaway from the southern kingdom. Eventually the war grinds to a close and peace is agreed.

Year -100       The peace of Ugarit is signed and the two kingdoms stop open warfare.

Year -55         The Lizardmen unite under the leadership of their Serpent God and invade the settlements along the great river. After 5 years of desperate war the Lizardmen are defeated and retreat to the desert again.

Year -5           Orcs and Dwarves move into the northern mountains in secret and suddenly invade the northern kingdom. The two human kingdoms grudgingly unite to fight the invaders and eventually halt them to the south of Ninevah.

Year 100        The king of Halvad Isin III dies without an heir and the kingdom is plunged into civil war between his daughter Arsinone and his son Larsa. Larsa eventually wins the war but his sister holds on to Malatia and Kanesh, forming a small independent kingdom.

Year 200         The Lizardmen’s Serpent God reappears and they invade again, this time it takes 12 years to throw them back into the desert. A major invasion of the Lizardmen holds fails causing massive numbers of dead on the human side, most through disease or thirst.

Year 245         An Elven Fleet invades starting with a surprise attack on Malata, the southern kingdom is unprepared and settlement after settlement falls along the great river. There is a battle outside the city of Ugarit in which the Elves defeat the remaining forces of the southern kingdom and their northern allies, Ugarit is sacked like the other cities and the elves more north to found the kingdom of Anfauglond leaving the remains of the two kingdoms fleeing into the desert. The Lizardmen attack the coastal towns destroying them before returning to the desert.

Year 290        The first settlers from the south arrive at the mouth of the great river founding Nethorar, other settlers soon follow and the coast become settled once more.         

Year 297        Captains from Spadoria land at the ruins of Hattusa and settle, they soon come in contact with other settlers and sporadic fighting takes place.

Year 300        Settlers from Zingst arrive on the coast and settle between Golathin and Nethorar they are soon joined by other people from the south and settle another ruined town and call it Carstor.

Year 311        The towns of the coast are filled with refugees from the wars to the south and the population almost doubles. This is when the settlers first come in contact with the desert clans.

Year 313        Desert Watch is occupied and the order formed.

Years 356       Princess Lokalanni is exiled from Kaldar and moves into the abandoned strong hold of Kanesch renaming it Castle Damalla, with her she brought her personal household and knights.      

Year 362         Adventurers loot the ziggurat to the north of Castle Damalla and the later that year occupy Haunted Wells.

Golathin (Free Port of Golathin)

Formal Name: Golathin
Ruler: Council of Captains in Spadoria
Government: Splintered Feudal
Capital: Golathin,     Major Settlements: Gnometon, Freehome
Resources: Iron, Slaves
Population: 10,000 (50% Urban) – 65% Human, 15% Gnome, 15% Elf, 5% Mixed
Major Religions: Fharlanghn (N), Kurrell (CN), Hextor (LN), Olidammara (CN)
Allies: Spadoria
Enemies: Nethorar

Golathin is a bustling port with loose ties to the Council of Captains in Spadoria. Though primarily a centre of trade, it is also known as a haven for smugglers, pirates, and other less respectable merchants who use the port to offload goods and slaves when they cannot, or dare not, trade directly with Spadoria itself.

The territory of Golathin includes the smaller settlements of Gnometon and Freehome. The gnomish town of Gnometon, located to the north, is largely ignored by the people of Golathin, though its rich iron mines make it too valuable to disregard entirely. The port itself is governed by two representatives of the Council of Captains who maintain a small watch and raise militias when required. Both captains command several trading vessels, and the movement of goods and slaves forms the basis of much of the town's wealth.

Golathin, Large Town, Alignment: CN, Population: 5,000 (85% Human, 5% Gnome, 5% Elf, 5% Mixed), Authority Figures: Captain Cuthbert the Black (human fighter), Captain Azure (half-elven ranger)

Golathin is a chaotic mixture of architectural styles brought by settlers from across the southern lands. Buildings from half a dozen traditions stand side by side, giving the town a distinctive but often disorderly appearance. What might have become a beautiful city has instead grown into a sprawling maze of streets, alleys, warehouses, and markets that only its inhabitants seem able to navigate with ease. The town possesses no walls, but five fortified compounds belonging to the senior captains dominate the settlement. The largest and most powerful are those controlled by Captain Cuthbert the Black and Captain Azure, whose influence shapes much of the town's politics and trade. The dockside district is crowded with taverns, warehouses, gambling dens, and boarding houses catering to sailors and merchants. Trade continues day and night, but few respectable citizens venture into the area after dark, when disputes are often settled with knives rather than words.

Gnometon, Small Town, Alignment: NG, Population: 1,100 (85% Gnome, 10% Human, 5% Mixed), Authority Figure: Elljobell Daergel (gnome bard)

Nestled amongst the hills bordering the desert, Gnometon owes its existence to the iron deposits found beneath the surrounding slopes. The mines occupy the northern end of the settlement, while the homes and workshops of the gnomes cascade down the hillside below. The town was founded by Grump Daergel, a gnome who departed the Divine Empire after one prank too many offended a powerful noble. Over the years he was joined by other gnomes seeking greater freedom than was available in the southern states. The largest influx arrived from Maelfasan some thirty years ago as attitudes towards gnomes became increasingly hostile. Gnometon predates the rise of Golathin as a major port. When tax collectors eventually arrived demanding tribute, the gnomes agreed—after recovering from their surprise—to pay a modest annual tax and sell their refined iron to the port. Relations between the two settlements remain cordial but distant, a situation that suits both communities perfectly well.

Freehome, Small Town, Alignment: CE, Population: 900 (90% Human, 10% Mixed), Authority Figure: Small Council

Freehome lies forty miles west of Golathin and is perhaps the most fiercely independent settlement on the coast. Founded shortly after Spadoria established itself in the region, the town has largely been left to govern itself. This arrangement began after the first tax collectors sent from Golathin were returned without their heads. A subsequent attempt to bring the settlement under direct control ended even more disastrously, with most of the expedition dead and a sack of severed heads left outside the town gates. Three days later an envoy from Freehome arrived in Golathin and calmly agreed to pay a small annual tax. No further attempts at intervention have been made.

Little is known about the inhabitants of Freehome. Visitors are discouraged, outsiders are viewed with suspicion, and trade with the rest of the coast is limited. Most people are content to leave the town alone, and the people of Freehome appear equally content to return the favour.

Carstor, Free Town of Carstor

Formal Name: Free Town of Carstor
Ruler: Council of Free Towns
Government: Limited Republic
Capital: Carstor, Major Settlements: Perview, Northwind, Dinestall
Resources: Wheat, Beer, Wine
Population: 15,000 (40% Urban) – 70% Human, 15% Half-Elf, 5% Elf, 5% Dwarf, 5% Mixed
Major Religions: Ehlonna (NG), Fharlanghn (N), Obad-Hai (N), Olidammara (CN)
Allies: Desert Watch
Enemies: None

Carstor lies at the heart of the most fertile region on the coast and serves as the breadbasket of the Free Towns. Vast fields of grain stretch across the surrounding countryside, supplying food to settlements throughout the region. The town itself functions primarily as a market and transport centre where agricultural produce is gathered before being shipped along the coast. Grain and beer form the foundation of the local economy, though the vineyards surrounding the town have also earned Carstor a modest reputation for producing fine wines. The port is smaller than those of Golathin or Nethorar, a fact that suits the people of Carstor perfectly well. The citizens are generally more concerned with farming, trade, and local affairs than the politics of distant rulers. Many of the original settlers came seeking freedom from the nobles and princes of the Successor States, while others arrived on the coast for reasons they preferred not to discuss.

The town is governed by a council elected from the major settlements and farming communities. The council maintains that a person's past is of little importance so long as they contribute to the prosperity of the coast. While tolerant of newcomers, the authorities enforce the laws strictly, and those unable to adapt to orderly life often move on to the more lawless ports of Golathin or Nethorar.

Carstor, Large Town, Alignment: N, Population: 4,000 (80% Human, 10% Dwarf, 5% Elf, 5% Mixed), Authority Figure: Council of the Coast

Carstor itself is a prosperous market town surrounded by rich farmland and vineyards. Warehouses, breweries, mills, and merchants' halls dominate the settlement, while the harbour remains busy with coastal traders carrying produce throughout Helltenen. Although lacking the wealth of Nethorar or the excitement of Golathin, Carstor is widely regarded as one of the most stable and pleasant places to live on the coast.

Perview, Village, Alignment: N, Population: 900 (60% Human, 25% Half-Elf, 10% Elf, 5% Mixed), Authority Figure: Lenier (Half-Elf Ranger)

Perview serves as the administrative centre for the extensive farmlands north of Carstor. Most of its inhabitants provide services to the surrounding agricultural communities, operating inns, smithies, stores, and workshops that support the scattered farmsteads of the region. Lenier arrived twenty years ago as part of a group of settlers from Zingst and has since become one of the most respected figures in the district. Chosen to represent the region on the Council of the Coast, he is known as a practical and level-headed leader. Although the scattered nature of the settlements might appear vulnerable to raiders from the north, the people of Perview rely upon the protection offered by Desert Watch and the defensible nature of their individual farmsteads. Generations of frontier living have taught them how to protect themselves when danger threatens.

Dinestall, Small Town, Alignment: CN, Population: 1,800 (80% Human, 10% Half-Elf, 5% Dwarf, 5% Mixed), Authority Figure: Conrad Maningham (Human Fighter)

Dinestall is a town of mixed heritage situated on the edge of the desert. Nearly half of its inhabitants descend from the nomadic peoples of the interior, while the remainder trace their origins to the coastal settlers. As a result, the town blends the customs of both cultures. Most residents make their living through trade or by mining the modest deposits of tin and gold found in the nearby hills. Dinestall also serves as a base for guides, explorers, adventurers, and prospectors travelling along the Great River or venturing into the desert.

The town's unofficial leader is Conrad Maningham, a former noble of Dornstadt whose family lost both its wealth and influence under mysterious circumstances. Forced into exile, Conrad eventually settled in Dinestall and has become its protector and most influential citizen. Though many have questioned him about his past, he has never revealed the full story of his fall from grace.

Northwind, Small Town, Alignment: CN, Population: 2,000 (80% Human, 10% Half-Orc, 5% Half-Elf, 5% Mixed), Authority Figure: Chief Volus (Human Barbarian)

Northwind stands in the shadow of two enormous windmills that dominate the surrounding countryside. Founded only fifteen years ago by members of the Bronzadur Volk, the settlement was established as an attempt to build closer ties with the peoples of the Successor States. Many of Northwind's inhabitants are exiles, wanderers, or individuals who never found a place within the more traditional societies of the Volsci. Despite its rough reputation, the settlement has grown steadily and now serves as the centre of grain production for much of the region between Carstor and North Hollow.

The town is known for lively taverns, frequent celebrations, and a reputation for disorderly but generally harmless behaviour. Visitors quickly learn that while Northwind can be loud and rowdy after sunset, it is rarely dangerous to honest travellers. The founder and leader of the settlement is Chief Volus. Though now sixty-six years old, he remains an imposing figure and is still regarded as one of the finest warriors on the coast. Known for his fairness and generosity, Volus is widely respected, though his explosive temper has become almost as legendary as his achievements.

County of Nethorar

Formal Name: County of Nethorar
Ruler: Count Johan of Isover
Government: Feudal State
Capital: Nethorar,     Major Settlements: North Hollow, Neuton, Castle Damalla
Resources: Silk, Wine, Trade
Population: 18,000 (50% Urban) – 70% Human, 10% Half-Elf, 5% Elf, 10% Dwarf, 5% Mixed
Major Religions: Obad-Hai (N), Zilchus (LN), Moradin (LG), Fharlanghn (N)
Allies: Desert Watch, Kaldar
Enemies: Golathin

The County of Nethorar was established nearly eighty years ago as a colony of Kaldar and remains the most direct expression of Kaldari influence upon the coast. Unlike the Free Towns to the west, Nethorar remains firmly tied to its parent state and is governed in the name of the Kaldari crown by Count Johan of Isover. The Count's principal responsibility is the defence of the county against raids from the desert and piracy along the coast. In recent years, however, Nethorar has acquired a second purpose. Several rulers of Kaldar and other Successor States have chosen to exile troublesome nobles and failed rebels to the distant county rather than execute them. As a result, the court of Nethorar contains a surprising number of disgraced aristocrats living under the watchful eye of the Count.

Trade forms the foundation of the county's prosperity. Caravans descend from the northern lands carrying luxury goods such as silk, spices, and fine wines, while merchants from across the coast gather in Nethorar's markets. Few citizens are willing to brave the dangers of the northern routes themselves, leaving much of the trade in the hands of desert tribes and a small number of adventurous merchants. Count Johan is now in his sixties and remains a respected figure throughout the region. Before accepting the title of Count he earned considerable fame as an adventurer and soldier. Though age has slowed him somewhat, he continues to lead the county militia personally and is widely regarded as a capable and fair ruler.

Nethorar, Small City, Alignment: LN, Population: 6,000 (80% Human, 10% Dwarf, 5% Elf, 5% Mixed), Authority Figure: Count Johan of Isover

Nethorar stands upon the delta of the Great River and occupies the site of a much older settlement. Many of the wealthier citizens have restored ancient stone buildings for use as homes and warehouses, while newer districts spread around them. Evidence of destruction can still be seen throughout the oldest parts of the city. Burnt foundations, shattered walls, and abandoned streets suggest that the previous settlement was violently destroyed. What became of its inhabitants remains unknown. Most colonists assume they were slaughtered by some forgotten enemy, though no records survive to confirm this belief. Today Nethorar is the largest and wealthiest settlement on the coast. Merchants, nobles, adventurers, and travellers from every corner of Helltenen pass through its markets, making it one of the most cosmopolitan places in the region.

Castle Damalla, Small Town/Castle, Alignment: NG, Population: 1,200 (80% Human, 10% Half-Elf, 5% Dwarf, 5% Mixed), Authority Figure: Princess Lokelani Kaddon (Human Sorcerer)

Castle Damalla is an ancient fortress built by the mysterious civilisation that once dominated this region. Its outer walls are stark and imposing, but within lie elegant courtyards, ornate arches, fountains, and finely worked stone that hint at a far more sophisticated culture. For the last six years the castle has served as the residence of Princess Lokelani Kaddon, sister-in-law to Princess Tiberia of Kaldar. Following a failed attempt to gain control of her young nephew, the heir to the Kaldari throne, Lokelani was exiled to the coast. Many believed execution would have been a more appropriate punishment, but the nobility of Kaldar considered it wise to keep a spare claimant to the throne alive.

A small town has since grown around the fortress to support the garrison, servants, merchants, and officials attached to the Princess's household.

Neuton, Small Town, Alignment: N, Population: 1,500 (80% Human, 10% Half-Elf, 5% Dwarf, 5% Mixed), Authority Figure: Baron Ulrik Hammerson (Human Fighter)

Neuton lies north of Nethorar and serves as the centre of the county's horse and cattle breeding industry. The surrounding grasslands provide excellent grazing, and the settlement's herds are among the finest on the coast. Baron Ulrik has devoted much of his life to breeding superior horses by crossing stock imported from the Successor States with the hardy wild horses native to the region. His efforts have met considerable success, and Neuton horses are becoming increasingly sought after throughout Helltenen.

North Hollow, Small Town, Alignment: LN, Population: 900 (40% Human, 40% Dwarf, 10% Halfling, 5% Elf, 5% Mixed), Authority Figure: Baron Darlin Stonebeard (Dwarven Fighter)

North Hollow occupies a sheltered valley on the northern coast. Fishing provides much of the town's income, though its craftsmen are equally renowned for producing some of the finest metalwork in the region. The settlement is ruled by Baron Darlin Stonebeard, a dwarf who earned his title through distinguished service in the armies of Kaldar. When offered lands within the kingdom, Darlin instead requested North Hollow, believing the remote settlement offered greater opportunities than a comfortable estate in the south. His gamble has proven successful. Under his leadership North Hollow has grown steadily in both wealth and reputation, becoming an important centre of trade and craftsmanship along the coast.

Fortress of the Desert Wardens

Formal Name: Fortress of the Desert Wardens
Ruler: Giovani of Casterton
Government: Oligarchy
Capital: Desert Watch,    Major Settlements: None
Resources: None
Population: 1,800 (100% Urban) – 80% Human, 10% Half-Elf, 5% Dwarf, 5% Mixed
Major Religions: Mayaheine (LG), Fharlanghn (N)
Allies: Nethorar, Carstor
Enemies: Hostile Lizardmen Tribes, Desert Raiders

Desert Watch is a massive fortress standing at the edge of the Great Desert and serves as the headquarters of the Desert Wardens, an organisation dedicated to protecting the settlements of the coast from threats emerging from the interior. For nearly fifty years the fortress has guarded the frontier, its watchtowers overlooking the trade routes that connect the coast to the distant lands beyond the sands. The Desert Wardens were founded during the early years of colonisation after a series of devastating attacks by lizardmen tribes nearly drove several settlements from the region. The idea originated with a knight of Roseguard who proposed that the towns and villages of the coast pool their resources to maintain a permanent force capable of patrolling the frontier and warning settlers of approaching danger. The plan proved successful, and the Wardens soon became an essential part of life on the coast.

Today the organisation numbers almost nine hundred fighting men and women, supported by craftsmen, merchants, labourers, and their families within the fortress itself. Though funded primarily by the coastal settlements, the Wardens also receive substantial income from merchant caravans, which rely upon their protection when travelling through the desert towards Sweet Water Hold and the northern trade routes. Unlike the militias and noble retainers of the surrounding states, the Desert Wardens are expected to remain politically neutral. Their duty is to the safety of the frontier rather than the ambitions of rulers. As a result, recruits can be found from every settlement on the coast and from many lands beyond. Service in the Wardens is widely respected, and many young adventurers see it as an opportunity to earn both coin and reputation.

The current commander of the fortress is Giovani of Casterton, a veteran Warden who has spent most of his life patrolling the desert frontier. Under his leadership Desert Watch has gained a reputation for discipline, reliability, and swift response to threats. Though respected by most of the coastal settlements, Giovani is known to have little patience for politicians and merchants who place profit above the safety of the frontier. To travellers arriving from the desert, the sight of Desert Watch's walls rising from the sands is often their first sign that civilisation lies ahead. To the people of the coast, the fortress remains a symbol of unity and a reminder that survival on the frontier often depends upon cooperation as much as courage.

Sweet Water Hold, Confederation of the Desert Clans

Formal Name: Confederation of the Desert Clans
Ruler: Rusa of the Uratu
Government: Oligarchy
Capital: Sweet Water Hold,   Major Settlements: None
Resources: Horses, Trade
Population: Approximately 20,000 (90% Human, 10% Half-Elf)
Major Religions: Unknown
Allies: None
Enemies: Lizardmen, Anfauglond

The tribes of the western desert remain among the least understood peoples of Helltenen. Although traders occasionally encounter them at oases and caravan stops, the clans rarely mix with outsiders and few foreigners are ever invited into their territory. The principal tribes are the Uratu, Kissir, Aram, Ya'diya, and Arpad. Together they form a loose confederation centred upon Sweet Water Hold, a fortified settlement hidden at the end of a long rocky cleft deep within the western desert. The settlement takes its name from the natural springs that sustain both the hold and the surrounding tribes.

Despite their nomadic lifestyle, the western clans possess a written language, a rich oral tradition, and a highly developed artistic culture. Their metalwork, jewellery, and illuminated manuscripts are prized throughout the south, though relatively few examples ever reach coastal markets. Though generally peaceful, the tribes remain wary of outsiders and have a long history of conflict with both the lizardmen of the desert and the Elves of Anfauglond.

Hard Rock Hold, People of the Eastern Desert

Formal Name: People of the Eastern Desert
Ruler: Ateas of the Scolotoi
Government: Oligarchy
Capital: Hard Rock Hold,    Major Settlements: None
Resources: Horses, Trade
Population: Approximately 21,000 (90% Human, 10% Half-Elf)
Major Religions: Unknown
Allies: None
Enemies: Lizardmen, Gutain

The tribes of the eastern desert are somewhat more welcoming than their western counterparts, though even here few outsiders are invited into the fortified holds hidden amongst the rocky hills. The principal tribes are the Scolotoi, Traspians, Catiaroi, Auchatai, and Paralatai. Together they control much of the caravan trade travelling between the coast and the northern mountain passes. The wealth generated by this commerce has made the eastern tribes considerably richer than those of the western wastes. Their tents are often brightly decorated, their horses well bred, and their fortified settlements surprisingly luxurious. Even so, they remain a mysterious people to most coastal inhabitants and rarely involve themselves in the affairs of the southern colonies. Hard Rock Hold serves as the centre of their confederation, a vast fortress surrounded by smaller clan settlements and caravan camps.

The Eastern Swamp

A hundred miles north of Castle Damalla lies the Eastern Swamp, a vast wilderness stretching more than a hundred miles from north to south and over fifty miles across. The swamp forms a natural barrier between the coastal settlements and the northern lands. To the east, countless jagged rocks rise from the sea amidst dangerous currents and powerful whirlpools, making navigation almost impossible. These hazards have long prevented attempts to reach the northern Empire by sea.

The swamp itself is inhabited by numerous humanoid tribes and dangerous monsters. During periods of weakness amongst the southern settlements, raids from the swamp become increasingly common. When the frontier is strong, however, the creatures of the marsh retreat into the wilderness. At the northern end of the swamp stands a city of ancient design. The settlement admits no visitors, and no reliable account exists concerning its inhabitants. Those who attempt to approach the gates are overcome by an overwhelming sense of dread, while the few individuals who have reportedly entered the city have never returned.

The Great River

The Great River dominates the geography of northern Helltenen. Rising in the foothills beyond the mountains, it flows south through Anfauglond before plunging over the Falls of Fingol and continuing through the desert towards the sea. The riverbanks are littered with the ruins of an ancient civilisation. Citadels, towns, and cities stand abandoned along its course, each bearing evidence of a devastating conflict. Burned buildings, shattered walls, and signs of powerful magic are common amongst the ruins.

Most famous is the Silent City, located roughly halfway between Nethorar and the Falls of Fingol. Though its walls remain largely intact, its gates have been blasted apart and its streets lie overgrown with vegetation. Travellers claim that the city grows unnaturally cold after sunset and that strange creatures emerge from the darkness. Few who enter the ruins remain after nightfall. Near the Falls of Fingol lie the remains of another great city. Though heavily looted and partially destroyed, many buildings still stand. Generations of adventurers have searched the ruins, and most now consider them largely exhausted of treasures.

The Falls of Fingol

The Falls of Fingol mark one of the great natural wonders of Helltenen. Here the Great River plunges hundreds of feet over an escarpment before continuing its journey south. Ancient steps and terraces carved into the eastern cliffs allow travellers to ascend the escarpment, but access is tightly controlled. At the summit stands a permanent Elven garrison guarding the route north. All travellers must submit to questioning before being allowed to proceed. Many are turned back. Those granted passage are usually escorted to Ninevah or directed towards the northern mountain passes.

Anfauglond

The Elven Principality of Anfauglond is among the most reclusive realms in Warlderia. Foreigners are permitted access only to the town of Ninevah and even then only under close supervision. Ninevah combines elegant Elven architecture with older human structures dating from an earlier age. Though attractive and prosperous, the settlement is heavily guarded and visitors are rarely permitted to wander freely. The Prince of Anfauglond is never seen by outsiders, but his soldiers are a constant presence throughout the town, ensuring that foreigners remain exactly where they are permitted to be.

The Pass to the North

Beyond the Elven lands lies the northern pass, the furthest point reached by most travellers from the south. A great market operates continuously at the southern end of the pass. Merchants from across Warlderia gather here to trade for goods brought from the mysterious Empire beyond the mountains. Silks, gems, ivory, spices, medicines, and countless exotic luxuries can be purchased by those wealthy enough to afford them.

A massive wall twenty-five feet high separates the market from the northern lands. Dark-skinned guards patrol its length and strictly regulate all movement beyond it. Conversations between northerners and southerners are discouraged, and few travellers are permitted to proceed further. Despite these restrictions, rumours continually flow southward. Tales speak of a vast and fabulously wealthy Empire beyond the mountains, a realm whose true nature remains one of the great mysteries of the known world.