Miraborian Geography
The Surface World
Miraboria is a geographically diverse continent, ranging from Tundra to the far north to subtropical swamps and near-rainforest in the southern extremes. The eastern coast in the temperate zone is the area where the Second Empire flourished. It is described below, from north to south.
Tower Mountains:
very old mountains, worn to soft peaks and valleys, but still retains much of the glacier-carved features - including steep-sided valleys with wide flat bottoms, many tiny lakes, frequent rivers which twist and twine among the valleys. Climate is harsh, with spring not arriving until the fourth or fifth month of the year, and summer ending by the beginning or middle of the ninth month. The mountains bear a rich conifer-broadleaf forest mixture, which supports a great deal of wildlife. These mountains are home to the Dwarves of Harothar, and are mined extensively. While not being naturally rich in caves, the dwarves have over time carved extensive networks of tunnels, dating back as far as the first empire in some cases. There is less marble in these mountains than their nearby neighbors, but mica and beryl are present in places. Humans live in the valleys along the river and farm the hillsides. The city of Haroth is located in the eastern Tower Mountains. Mountain elevations top 6,200 feet.
Silverpine Forest:
coastal forest is foggy both summer and winter, and has a reputation for being quite dangerous. Weather is changeable, rainy in summer and wet and cold all during the long winters. Harothar's only port city is located in the southern reaches of the Silverpine Forest.
Weather:
month |
Highest recorded temp |
Avg daily max temp. |
Avg daily min. Temp. |
Lowest recorded temp |
Avg. monthly precip " |
1 |
65 |
31 |
15 |
-1 |
4.0 |
2 |
58 |
32 |
16 |
-18 |
3.9 |
3 |
79 |
40 |
26 |
-7 |
4.0 |
4 |
89 |
50 |
35 |
9 |
3.5 |
5 |
96 |
61 |
46 |
27 |
3.3 |
6 |
96 |
71 |
54 |
38 |
3.3 |
7 |
103 |
76 |
60 |
48 |
3.3 |
8 |
98 |
74 |
59 |
44 |
3.2 |
9 |
96 |
68 |
52 |
32 |
3.2 |
10 |
85 |
57 |
42 |
22 |
3.2 |
11 |
74 |
45 |
32 |
-6 |
3.5 |
12 |
65 |
34 |
21 |
-21 |
3.9 |
Secil Mountains:
separated from the Towers only by a major river valley, they are very similar, and if anything, even more extensively dwarf-carved. They are marble-bearing, and are also a rich source of fine granite. Some slate and mica are also present. These mountains are also heavily forested. Elevations reach as much as 4,300 feet. A group of Frost Giants resides in the north of these mountains, in a tower. The well-preserved ruins of an ancient town stand nearby (Ruins 50).
Long Lake:
this narrow deep cold lake lies between the Secil and Thaaluni mountain ranges. It is a glacially-cut lake, and centuries ago was open to the sea to the north. Neither dwarves nor men have ever plumbed its depths, and some legends tell of monsters that dwell within its cold waters. Men live on its shores, and fish from it, but they do not trust it. In season, it freezes completely over, and is known for its dense morning fogs both winter and summer.
Seamist Forest: this rich coastal mixed forest and marsh is superb farming land, and was once heavily settled by the second Miraborian Empire folk. Now all that remains are ruins and deserted countryside. Climate is less harsh than in the Silverpine forests, but still tends to be very foggy and damp year round. Winters are just as snowy, but summers are a little less humid, with a longer hot season. One remarkably preserved castle stands on the coast near the tip of Haluun Island (Ruins 13).
Weather:
month |
Highest recorded temp |
Avg daily max temp. |
Avg daily min. Temp. |
Lowest recorded temp |
Avg. monthly precip " |
1 |
68 |
37 |
22 |
-9 |
3 |
2 |
69 |
37 |
21 |
-17 |
2.9 |
3 |
90 |
46 |
29 |
4 |
3.5 |
4 |
91 |
56 |
38 |
11 |
3.3 |
5 |
95 |
68 |
48 |
32 |
2.8 |
6 |
98 |
76 |
57 |
39 |
3.1 |
7 |
100 |
82 |
63 |
50 |
3.2 |
8 |
100 |
80 |
62 |
44 |
3.3 |
9 |
95 |
73 |
55 |
33 |
3.3 |
10 |
88 |
63 |
45 |
25 |
2.8 |
11 |
75 |
51 |
35 |
9 |
3.2 |
12 |
68 |
40 |
25 |
-12 |
3.5 |
Thaaluni Mountains: Silver, Iron, Titanium and Slate are all mined from these ancient mountains. These mountains are seldom entered by humans, for the giants who dwell here are inclined to protect their isolation. These mountains reach over 4,000 feet in elevation. Reclusive stone and cloud giants make their homes in some of the higher elevations. An unusual stone tower stands alone in the southern reaches of the mountains (Ruins 53)
Haluun Island: this island was once a garden paradise of numerous wealthy estates. Now all but a few of these have fallen into ruin and oblivion. The island is fertile but flat, swept by coastal storms and fogs. Summers can be hot and humid, but are not long. Winters are damp, windy and harsh. Haluun has an unchancy reputation. Some say a wizard of great and evil power lives here, while others claim the island is haunted. Other legends tell of wondrous enchantments and great blessings coming from this place. A boathouse, fully intact, can be seen on the north-western shore of the island, so clearly someone lives there...or has done so recently.
Knifetongue Mountains: These mountains are rich in coal and sandstone, while the eastern hills at their feet are clay-bearing. High valleys are perfect for oats and wheat. However, the mountains do not deserve their ancient name, which some sages claim is a mis-translation of the First Miraborian name "Kniffeten" which means something like "blue smoke".
Aermon Point:
This boggy finger of land has limited use to man. A 
stone tower still stands here. A little further west is the ruined city of Adelph, infamous for the undead that roam the streets. The soil here is rich and fertile. Cranberries and blueberries are plentiful, as are hard and softwoods. To the south, along the coastline, the Barony of Aermon has been settled, but is still limited to one small settlement and a few surrounding fields.
Encounters:
roll |
Delvin Plains |
Aermon Point |
Near Adelph |
In Adelph |
Subtables |
2 |
Bear, Dire Shadow (ToH IV) |
|
|
Plague Spewer (MM III) |
Undead Patrol on plains or near Adelph |
3 |
Darnoc (TOH I) |
|
|
Skeleton, black dragon |
1 Skeletons (1d4+1) and Zombies (1d6) |
4 |
Swarm, Shadow Rats (ToH III) |
|
|
Blood Amnionite (Libris M) |
2 Ghouls (1d4+2) and Ghasts (1d4) |
5 |
Ogre or Hill Giant |
|
|
Blood Wight (MM III) |
3 Shadow (1) and Shadow Rat Swarm |
6 |
Landwyrm, Plains (Drac) |
|
|
Skeleton, Ogre |
4 Shadow (1) and Wolf, Shadow (1d4) (ToH) |
7 |
Felldrake, Spiked (Drac) |
|
|
Undead Patrol |
5 Evolved Wraith (Libris M) and skeletons (1d4+1) |
8 |
Bulette (MM) |
|
|
Zombie, Grey Render |
6 Mummified Ogre (Libris M) and zombies (1d4+1) |
9 |
Razor Boar (MMII) |
|
|
Skeletons |
|
10 |
Dire Porcupine |
|
|
Swarm, Locust |
Undead Patrol in Adelph proper |
11 |
Brown Bear |
|
|
Murk (LibrisM) |
1 |
12
|
Raven Swarm (ToH III)
|
|
|
Giant Tick (ToH)
|
2 |
13
|
Gryphon
|
|
|
Berserker Wasp (CColl)
|
3 |
14
|
Owlbear
|
|
|
Meazel Patrol (MoFae) |
4 |
15
|
Woods Haunt (CColl)
|
|
|
Gargoyles |
5 |
16
|
Korred (ToH)
|
|
|
Yeth Hound |
6 |
17
|
Peryton (MoFae)
|
|
|
Astral Spider (ToH IV) |
|
18
|
Vampire Rose (ToH)
|
|
|
Ooze, Black Pudding |
|
19
|
Skeletons or Zombies
|
|
|
Arcane Ooze (MM III) |
|
20 |
Undead Patrol; see subtable |
|
|
Splinter Drake (ToH III) |
|
Delvin Plains: Low rolling plains were once the gardens of the 2nd empire; now some groups of elves raise the rare elven horses here, and sell a select few to those who seek them out. Summers are humid and can get quite hot for brief periods, while winters are cold, wet, snowy and windy. Spring and fall are longer seasons than in the north, and quite beautiful. Cranberry and blueberry bogs are prevalent in the southern plains. The coastline draws daring fishermen from Greenvale, who harvest the oysters and crabs from the southern coastline, while clams, flounder, cod and other fish are found on the eastern coast. A human/half-elven barony has recently been established on the western edge of the plains, and horse-breeding has been undertaken. The Barony of Seastorm has begun to thrive, trading with both Greenvale directly south, and Harothar to the north. Sadly, in recent months the barony has been suffering from a large influx of wandering undead, and most of the locals have retreated to the southern tip of the Barony, hiding in the swamps and the old lighthouse.
Weather
month |
Highest recorded temp |
Avg daily max temp. |
Avg daily min. Temp. |
Lowest recorded temp |
Avg. monthly precip " |
1 |
72 |
39 |
24 |
-11 |
3.4 |
2 |
80 |
41 |
25 |
-15 |
3.0 |
3 |
91 |
50 |
33 |
4 |
3.6 |
4 |
93 |
61 |
41 |
13 |
3.3 |
5 |
95 |
72 |
51 |
32 |
3.1 |
6 |
100 |
80 |
60 |
40 |
3.1 |
7 |
102 |
84 |
65 |
51 |
3.2 |
8 |
100 |
81 |
64 |
48 |
3.3 |
9 |
98 |
75 |
57 |
34 |
3.7 |
10 |
92 |
64 |
45 |
25 |
2.9 |
11 |
79 |
53 |
36 |
10 |
2.6 |
12 |
71 |
43 |
27 |
-11 |
3.1 |
Deadlands: The northeastern third of Umade's Barrens is the least damaged region, and is known as the Deadlands because while it is beginning to recover, that which dwells there is not healthy nor fertile. Many undead creatures walk here, the lingering remains of the ancient armies which fought so bitterly here.
Umade's Barrens: This once fertile and rich land is now barren, nearly soil-less, blasted waste. The High-Priest Umade centered his Devastation spell here at the end of his war against the rebels. Now the land is slowly making a recovery. Gradually the mixed temperate deciduous and coniferous forest is returning to the edges of the blasted realm. But in the heart of the waste twisted plants and creatures still dwell. The ground around the very center of the blasted zone is always hot, a curious metallic odor hangs in the air, and sulfurous yellow fogs rise frequently from the otherwise dry soil. (Ruins 35 is the city of Edimal, and 36 is Kahakor, Umade's central stronghold. Ruin 54 is another lone tower of unknown feature).
Lake Latham: This long body of water lies to the south of the small Kingdom of Lathamsfind. It provides ample freshwater fishing and a trade route between Lathamsfind and Tallowsland far to the west (at the western end of the Lake of Tears). In winter, this lake sometimes freezes over completely, allowing the Lathamsfinders to fish on the ice all winter long.
Lake of Tears: the southern coast of this lake is perfect country for growing grapes. However, winters on the lake are fierce, as the winds from the northern plains rip across the frozen water's surface.
Lake Serian: This freshwater lake is rich in smelt and whitefish. It nearly freezes over in most winters, allowing passage to and from the northern plains. Barbarian tribes of human and goblinkind take advantage of this to raid across the ice in winter months.
Emerald Lake:
Emerald Isles:
Plains of Fornost: are not plains at all, but dense pine forests.
Lake Fornost:
Torreg Point: This outthrust bulge of land is caught between lakes Serian and Emerald. It is a low lying forested countryside, which when it was part of the Second Empire was ideally suited to dairy farming, some orchards on the coast of the Emerald lake, fishing for smelt and whitefish, lumber harvesting, limestone quarrying on the Lake Serian coast. There was some natural salt and some blackwater to be found as well. Unfortunately, only barbarian tribes and wild goblinkind dwell here now, raiding into Tallowsland or Irgirth and occasionally as far east as Lathamsfind.
Emerald Forest:
This forest stretches from Torreg point south to the Westron River, and spreading west below Irgirth. However, the name Forest is a misnomer, as this area is rolling open plains, lightly wooded, in the north, intensifying to heavy forest in the hilly south. The northern, open woodlands, are used by the Shalani as home for their horse-breeding grounds. Each year many of the Shalani clans send members here to dwell in light, portable villages that follow the herds, cull the best animals, break them, and bring them east to be used in their caravans. Tallowsland profits immensely from this traffic, and fine horses are thus surprisingly easy to find in that otherwise backwater country.
Wisewoman of Elanora: this gnomish priestess sees herself as a guardian of Irgirth. She lives just outside its bounds and acts to guard and protect it. Many rangers and other creatures know of her and treat her as a valued ally. She is commonly found at an ancient temple site in a shallow bowl-shaped valley, not far from a place where, stories tell, the first Prince of Greenvale, Elox himself, and his companions, slew an Emerald dragon.
Westron River:
Beor Hills:
Tallow's River: This navigable waterway runs nearly from the Lake of Tears due south into the Westron River, which then flows west to eventually join the massive Fiaraven River. Trade between Greenvale and Tallowsland moves briskly up and down this river much of the year, stopping only in the few months when cold and heavy snow, sleet or ice disrupt travel.
This dense old-oak forest lies between Greenvale's northwest border and the eastern border of Tallowsland. North lies the lake of tears. This forest is unclaimed as yet by either kingdom, and yet adventurous explorers, huntsmen and prospectors from both lands may sometimes be met here. This countryside once supported rich dairy farms, corn and grainfields, and was a prosperous, well-settled region in the days of both the First and Second Miraborian Empires. Ruins linger here, and the limestone/granite rock foundation makes natural caves commonplace. Tribes of lesser goblinkind and other creatures dwell here in relative obscurity and with little violence or show of aggression unless threatened.
this vast and mysterious forest lies on the western edge of Greenvale, out to the Westron river. The Wolf, Deer, Hawk and Boar clan Woodsfolk can be found there, with the Deer and Boar in the largest numbers. The forest has a reputation for being extremely unchancy, and those who pass beyond the borders of Greenvale often vanish. Just on the border, almost in the spot where Bearwoods and Romant Counties meet, lies the most distinctive feature of the High Forest, at least in the eyes of the Greevalers; Shadowtop Cathedral is a large grove of enormous Shadowtop Trees, which tower over the surrounding woods and hills. This is the home base of the Greenwardens of Western Greenvale, who guard and protect the western flank of the kingdom, and also protect the forest from intrusion by overly aggressive or greedy humans. They are closely allied with Lady Ellardine of Greenfields Abbey. Also found in this area are a number of "goblin kingdoms"; two of the most stable are the Kdyzj (K'd-ISH) and Zjerd (Shurd). They have discovered a number of resources here, including rare animal hides and feathers, several nearly unique herbs, and rare, large, high quality quartz crystals. The tribes, known as the Zjerd (dangerously uncivilized and violent), the Kdyzj (somewhat more peaceful, willing to trade) and the Ubajhi (more isolationist, rarely trade, only kill intruders on their lands) each number in the hundreds; the only point of safe contact between them and the merchants of Greenvale who trade with them is Mejketek, an outpost to the west of Greenvale in the High Forest. A single tower manned by the Greenwardens is the only protection given to these traders - a few men in an ancient stone tower known as Whitecastle.
Ridgeback Mountains: south of the Barrens and north of the Karuun Mts, these mountains run about 200 miles north-south and are about 100 miles wide. The bulk of these mountains are formed of sandstone, with underlying quartzite. Caves cut by erosion are fairly common, often quite extensive and sometimes very deep. The mountain peaks are all very long and rolling, much worn by erosion. On average, they reach 2,300 -2,800 feet above sea level, with 3,200 being the highest peak. The forests that cover these mountains are mature oak, pine and hickory. Golden Eagles are common in this area. Woods giants are also known to dwell in the forests and narrow mountain valleys here. The valleys they occupy tend to be cared for as if they are great wilderness gardens, each tree and plant being carefully planted, nurtured and tended. The Morrowdelve - a now-abandoned dwarven town/outpost from 2nd Empire days, is located above Eagle Rock Lake in the northern third of the Ridgeback Mountains. This locale is frequently occupied by orcs who feud with the giants, and is also suspected of having a connection to deeper realms.
Bregor's Hills:
Karuun Mts:
Hikar Hills:
Silverwater Bay: This long, narrow, shallow many-fingered bay cuts into Greenvale's coastline, giving the kingdom unparalleled access to the ocean. It is an excellent supplier of food for Greenvale, providing fish, crab, lobster, oyster, clam and many other forms of seafood. But the bay is also the home of many inimical lifeforms, including a giant kraken, which preys on passing ships.
There are many small islands dotting the bay, each hosting its own small ecosystem. Several house tiny villages of fishermen and watermen. One of these is called Damon Island, after an adventurer who fought and slew a giant sea-turtle nearby. In a cluster of small, nameless islands just to the north of Damon island a group of aquatic elves numbering about 100 have created a lair.
Silver Islands: This chain of islands stretches down Greenvale's easternmost coastline for some fifty miles. At the northern end they hug close to shore, but by the southern reach they stand five miles offshore. They are backed by salt marsh and some boast small forests, but are generally quite unstable. This constant washing away and rebuilding means they are essentially uninhabitable. Local fishermen come and collect birds eggs and rare bird feathers, but that is the extent of traffic here. Rare birds and animals are common here. The islands are generally extremely flat, rising only a few dozen feet above sea-level in the highest spots. Silver Island is the largest of these and boasts a substantial pine forest. Note that the reputed inhabitant of this island (legend claims a bronze dragon lives here) keeps the locals well away. Only an ancient stone dock, now nearly fallen apart and probably dating back to 2nd Empire days, marks any sign of habitation. Much further north, in a protected cove off one of the inshore islands, a tribe of locathah dwell. In deeper water at the tip of the point a city of mermen is reputed to exist. Two or three merchant-ships boast that they trade with the strange sea-dwellers, but most people think there are simply islands which boast isolated communities of humans with uncanny fishing skills.
Weather (North end of Bay)
month |
Highest recorded temp |
Avg daily max temp. |
Avg daily min. Temp. |
Lowest recorded temp |
Avg. monthly precip " |
1 |
77 |
42 |
27 |
-14 |
3.4 |
2 |
84 |
44 |
28 |
-15 |
3.0 |
3 |
93 |
53 |
35 |
4 |
3.6 |
4 |
95 |
64 |
44 |
15 |
3.3 |
5 |
97 |
75 |
54 |
33 |
3.7 |
6 |
102 |
83 |
63 |
43 |
3.9 |
7 |
106 |
87 |
68 |
52 |
4.4 |
8 |
106 |
84 |
66 |
49 |
4.3 |
9 |
104 |
78 |
59 |
36 |
3.7 |
10 |
96 |
67 |
48 |
26 |
2.9 |
11 |
83 |
55 |
38 |
11 |
2.6 |
12 |
74 |
45 |
29 |
-13 |
3.1 |
Great Dismal Swamp:
Anhieldfast Forest:
Low coastal plains, deeply forested, eventually rise into the piedmont and then ancient hills and mountains. In imperial times a great deal of this forest was cleared for planting, and there are still large clearings to be found deep in the forests. Cotton, tobacco and wheat were all grown here some 400 to 600 years ago. Now, the forest has mostly reclaimed the region, spreading out from the sections of old-growth woods that were never cut down. Along the coasts, rivers and streams, swamps and bogs are common.
The weather in this region is mild, humid and wet, but generally sunny. Winters receive snow perhaps 2 out of 3 years and rarely more than a few inches. Freezing temperatures are felt only in the deepest winter months, and not often for more than a few days in a row. Ice storms are more common than snowstorms; ice can last 2-3 days at its worst, and render travel dangerous in the extreme. Summers are long, hot and humid, becoming cooler away from the coast as the humidity decreases.
Forests are mixed hardwood and softwood; pine, oak, hickory, maple, hemlock, chestnut, dogwood and a wide variety of other trees can be found here. Mosses, lichen and fungus are common as well.
Many common mammals are found, but the major predators are black bears, bobcats and grey foxes. Mountain cats are rarely seen. A very ancient, evil green dragon lairs on the coast, south of Laigladen by some distance. Still further south on the coast, not far north of Miran, lair a pair of blue dragons (sometimes they are called "sapphire"). They lair in the ruined city of Imbular, which was once a great Market City of Merithia, but now exists only as ruins. The dragons' favorite tactic is to use rubble from the city ruins to drop on their foes.
Encounter Table: roll 2x per day, 3x per night of travel - chance of encounter is 1 in 8. If stationary, encounter chances drop to 1 in 12.
2 |
Green or Black Dragon |
fey subtable |
plant subtable |
3 |
Wyverns |
1 atomie |
1 Greenvise |
4 |
fey creature subtable |
2 dryad |
2 hamadryad |
5 |
Dread Raven, Giant Owl or owlwere |
3 korred |
3 hangman tree |
6 |
harpy or shambling mound |
4 murdersprite |
4 red sundew |
7 |
giant bee, giant dragonfly or giant beetle |
|
|
8 |
gnolls and/or flind |
|
|
9 |
Dire animal subtable |
|
|
10 |
wild orc hunting band |
dire animal subtable |
animal/beast subtable |
11 |
Plant subtable |
1 bear, dire |
1 bear |
12 |
animal/beast subtable |
2 boar, dire |
2 boar |
13 |
wolf or worg, with or without orcs |
3 sloth, dire |
3 deer |
14 |
ogre, owlbear or bugbear |
4 porcupine, dire |
4 marmoset, giant |
15 |
caterwaul (ToH) or Giant Eagle (MM) |
|
5 raven |
16 |
boalisk, cockatrice or phase spider |
|
6 Wolf |
17 |
barrow wight, skeleton or zombie |
|
|
18 |
elf or human forest dwellers or hunters |
|
7 forest sloth |
19 |
Treant or Woodwrack Dragon |
|
8 iron tusker |
20 |
Knights of the Temple |
|
|
Suldar Point:
Kolaar Mountains:
Pintar Island:
Tiborr Forest:
Melver's Plains
Lhun Lake:
Azun Forest:
This forest abuts the southern gulf coast of Miraboria. It is a region of bayous, swamps, and cypress trees. Within this area a group of shape-shifters, natural lycanthropes, dwells. It is nearly impossible to know how many there are because at any time more than half are living in their animal forms, but there must be several thousand, at least. Most are bears, wolves or boars, tho some hawks and foxes are also present. They may well be directly related to the woodsfolk shifters, but in this group all the people shift, not a few selected members of a special caste.
On the eastern edge of the Azun forest region stands a strange stone tower.
Stinking Swamp:
Boulder Plains:
Other Places on the Surface World
Sea of Endless Storms:
This region (in the mid-atlantic ocean) is eternally storm-shrouded. Legend claims that over a thousand years ago, some terrible event occurred here, wrapping a small cluster of islands that were inhabited by creatures of immense evil in a shroud of storms to protect the rest of the world from them. How true this is, is unknowable, since it is impossible for even the most powerful magic to permit anyone to penetrate to the heart of the region. The patch is about 100 miles across. There are rumors, however, that a particular band of pirates has found a way to penetrate to the islands, and are now using them as a home-base to raid into the Eastern Realms.
The Lands in Shadow
Below the surface of Miraboria are a whole series of other worlds, commonly called The Lands in Shadow by their residents. Surface dwellers more commonly call them The Dark Below.
There are three levels to these realms.
- The areas closest to the surface are usually settled by modified surface dweller races or by creatures evolved from them. These caves are essentially not terribly liveable - they are dark, and cool, often damp and have little access to any source of energy - the sun or the bitter radiance of the Core. Those who dwell here are aware of the deeper realms, but either are refugees from what dwells there and fear them, or have been driven out, or are happy to live on the fringes and not draw attention to themselves. Some, like the hill and mountain dwarves, see themselves as hardy survivors who don't need the Core Radiance to make their lives better. Few surface dwellers realize how extensive this realm is, and have no hint of what lies even deeper. The Dark Below is the common name for this realm in surface dweller languages.
- One race which lives extensively in this region are the Ittakens - an insectile race of telepathic beings who are often found living in their own complex series of tunnels that both open to the surface and connect at their deepest points to Subtenebrae. Unfortunately, the Ittakens often find themselves caught between the surface dwellers whom they rely on for food, and the dwellers in the Middle Realms, who make demands upon them for tribute.
- The Middle Realms below - often called Subtenebrae by the intelligent species who live there, is a transitional area. No light or warmth from the surface world reaches these depths, but the Core Radiance is partly blocked by the layers of rock and metal that lie between. The peoples and creatures here are perfectly adapted to the Radiance, but may fear its direct force, and are certainly aware of at least some of the nature of those who dwell in the Skyless World. Plants here need no daylight, but instead thrive on unseen Radiance. Even animals adapted to the realm need little food in comparison to those above. Subtenebrae is an extensive realm, many miles thick, and has a wide variety of beings and races which dwell there. In many ways, it is the "classic underdark" - wide caverns, hundreds of miles of tunnels, vast seas of black water, and teeming cities of strange beings. Subtenebrae itself can be divided into at least two regions; the rich "radiance-drenched" lower levels, where entire civilizations can grow crops without ever seeing sunlight, and where mutated creatures live entirely without food; and the poorer "upper reaches" where most of what exists scavenges on the lower regions, fears it, and attempts to hide from it. They prey as much on the realm above in many cases, forcing those of the Dark Below to pay tribute to avoid invasion.
- The Skyless World - The core of Vishteer is hollow, and at the heart of the planet rests a strange smoldering ball. It puts out a powerful energy known to all the dwellers here as the Core Radiance. Some say this is the soul of the world - perhaps Nelora herself - but others claim it is Aragh's heart. This interpretation is the widely accepted one, as the Skyless World is ruled by the most evil and dominating creatures of the Dark - mind flayers, aboleth and other horrors compete for the control of this vast core realm. Ancient Evil has gripped this realm for tens of thousands of years, and it no longer seems possible for that to ever change.
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