Southern Realms Areas


Panja Desert


he Panja Desert has often been called hell on Terron. At the first twinkling of dawn, temperatures are generally in the low 40's. Within one hour, the air has reched a blistering 100 degrees. By the midafternoon, temperatures reaching 150 degrees are not uncommon. Water is virtually non-existent. Rainfall totals maybe two inches per year.
In this harsh environment, few creatures can survive. Insects, small rodents, and other wildlife are the only species known to survive here. They're low need of water, strong constitution, and activity cycles make them seem almost created for this environment.
To be perfectly frank, this desert shouldn't be here. Less than ten miles to the west is the Shaeron's Jungle, where precipitation is over one hundred inches per year. Atmospheric anomalies and other contributing factors can not explain the extreme conditions that exist. Isolated on its peninsula, the Punja is largely unexplored. Few have attempted to solve the puzzle of the Punja, and none have had the discipline to stay under these brutal conditions long enough to ascertain the problem.


Percule's Haven


ercule's Haven is a fey place. Fairies of all varieties abound in this area. Very protective, any desecration of the land or wanton killing of wildlife is rewarded by severe assaults of fairy pranks and magic. Leprechauns stealing items, pixies confusing key tacticians, grig fiddlers playing a merry tune, and many other obstacles have blocked any attempt at civilization. Even elven settlers are rebuffed.
Many rangers, druids, and hermits are allowed to live in this land. They soon learn to follow the unwritten rules of behavior in this land. The fairies have become very imaginative, using magical items in amazing ways to confound would-be conquerors.


Plains of Gustali


Description


Plaktur


laktur is a Free City on the shores of Kester Deep. Situated where the Hool River drains from Kester Deep, Plaktur has had a relatively uneventful history. Early in the city's history, however, a mysterious figure, known only as Plaktur, took leadership of the city. Plaktur renamed the city and ruled benevolently. Great public works were financed, the general populace saw an increase in living standards, and other improvements were engineered by Plaktur.
Plaktur's most curious legacy was the formation of the Free Companies of Plaktur. Six companies of the best military experts were formed and sent into the world. The purpose behind this is a mystery. Each of the six companies was given a name and sent out into the world.
The Free Companies are largely an enigma. Little is known of them or why they are. If they have a specific quest, they keep it hidden from all but those within their ranks. No records exist of two companies meeting or of any contact between them. What is known is that each has a member dedicated to the keeping of the company's history. The Company historian records any and all events that occur around or to the company. The purpose of these histories is unknown, though an enormous amount of historical information must be gathered in them.
Occasionally, a member of a company that wishes to leave is given the final task of delivering an up to date copy of the histories back to the Great Archive in Plaktur. It is unknown who receives the pages. The histories are placed in a repository just inside of the building. No one has ever entered the building since it was built and none know the purpose of its existence. Some believe that the ghost of Plaktur himself reviews them for some obscure purpose.
One company, the Stromac Company, has apparently disbanded as a group claiming to be their survivors arrived one hundred forty-three years ago and deposited its set of histories at the Great Archive. The Alvern Company is the only company still active in the Southern Realms. Many of the other Companies are known to be in neighboring areas, while some are rumored to have crossed the seas to lands hitherto unknown.


Promaj


ocated near the eastern coast, the Promaj was the of the ancient human kingdom Daramon. Daramon was a decadent nation where the wealthy could buy any pleasure known. This nation would likely have been destroyed much earlier except for its remoteness and diplomatic acumen.
Diplomacy did not aid it during the Mulct. Demons are notorious for being hard negotiators. With no allies to come to its defense, the population was decimated. What remains of the kingdom of Daramon is a few tribes of degenerate humans who live in hidden valleys and caves. The technology level of this once advanced group is barely above the Stone Age.
Humanoid bands and other fell creatures are flocking to the area. Being forced out of other places by humans and demihumans, the relatively empty expanse of the Promaj is an inviting prospect. After the Mulct, no cities have the resources to prevent their entrenchment into this highly defensible area.


Retreat of Berkolim


his forest has changed markedly since the Mulct. The forest was an open, airy place where all peaceful beings were welcome. Now, the elves have set up a series of towers and restrict access to druids and invited guests. All that remains of the elven kingdoms of the Southern Realms is this small peninsula and the elves are acutely aware of this. The only other significant concentration of elves is the group of valley elves that took refuge with the Grand Mountain dwarves during the Mulct.
The elves here have taken a position of absolute isolationism. They are self sufficient and refuse any form of trade. No one is allowed to enter and any trespassers are soon found by the elven patrols and left beyond the woods with the bare minimum of possessions necessary to reach the nearest settlement on foot.
Some form of rulership does exist and a city is rumored to exist within the forest. During the last year, representatives of the elven kingdom, which they call Faer Kyorh or "Magic Watchers", have begun to filter out to surrounding areas in order to strengthen their nation's isolation while keeping abreast of current events. All of these representatives are very secretive and are well equipped to prevent magical scrying.


Road of Zeran


his road, which begins at Zeran's Pass and continues through the Plains of Gustali to a small trading post on the shores of Kester deep, is a novelty throughout the continent of Circadia. This road is the only path by which people other than the Wheel of Five and the horsemen of the Plains may cross the Plains of Gustali.
Several unique magical effects occur on and around the road. All effects listed apply to the entire road and everywhere within 1 mile. Anyone who conducts an unprovoked attack on anyone in the area is affected by the curse of Zeran. The curse includes a tattoo of Zeran's symbol appearing on the forehead and any travel over a league will take twice as long. The tattoo cannot be covered or hidden by any magical or mundane means.
Any foul weather effects are minimized within the area as well. If a storm is creating a downpour elsewhere it is but a mild shower on the road. Likewise, the temperature in the area stays between 55 and 80 degrees Fahrenheit. Due to these effects, several small settlements, some little more than an inn, exist along the road separated by a caravan's day of travel.
Several shrines to Zeran dot the road and are manned by mid to low-level preists of Zeran. A full-fledged church to Zeran marks the Northern end of Zeran's Pass and the southern end has a shrine as well. One myth concerning the creation of the road states that Zeran walked the path when leaving the Plains of Gustali after a conference of the Gods. The few who dared to attempt the destruction of the road met various horrible fates and all their efforts proved useless.


Rummin


Description


Sea of Serenity


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Sea of Stars


he Sea of Stars was created approximately ten thousand years ago by a falling star according to elven historians. This large area was once dry land. Several ancient halfling communities were lost. Many nearby communities sent expeditions soon after the tragedy and found little more than blasted rock where villages once stood.
Within a decade, the depression filled and came to be known by its current name over the next century. Only two prominences still rose above the surface, the Isle of the Stars (rumored to be the remains of the fallen star) and the Broken Dagger. The Broken Dagger was mined long ago, but large numbers of disappearances and undead caused the abandonment of the project. Titanic battles between apparent rival factions of undead are common. No non-corporeal undead have ever been seen on the Broken Dagger. The goal of these assaults is unclear.
The Sea itself has become a boon for the trading cities that once were land-locked. Both Osnabrolt and Cebior are centers of powerful trading companies between the Central Lands and the Southern Realms. Cebior's business is in a slight decline due to the Mulct having more directly affected its major trading partners. Supplies to rebuild areas are a major commodity.


Sea of Tomorrow


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Seaview


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Segovax


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Serpent Peaks


Located next to the steep jagged peaks of the Cairn Cliffs, the towering Serpent peaks is home to the Draconian race. Deep in the center of these mountain ranges is a circular wall of solid rock, several mountains blended together to form a ring around a lush valley of green grass several miles in circumference, the only color in this region of brown sand, dirt and varies reds of the mineraled layers of rock. Doting the face of the rock walls are several cave openings where draconians perch to sun themselves or seen circling over head before landing in the lush valley with cristal blue waterfalls and twisting river which runs though the the valley on its way to the sea of tomarrow. The young hatchlings play on the valley floor along side the wild woodland animals which have gotten lost within the maze of mountainous peeks, the animals frolic in the valley, feeding off the tender grass knowing they are safe from the terrible dangers that lay outside the walls of the draconian sanctwary. Just east of the draconian peaks is Zeran's Pass filled with danger and the undead, but the only way to the city of Golam and the temple of Zeran.


Shaeron's Jungle


haeron's Jungle is a primal place, teeming with life in amazing variety. A viewer once said "Life abounds here, to the point of suffocation." This statement, though breif, eloquently describes the area. The jungle springs forth from the surrounding grasslands as a cliff stands out from the plain it is situated on.
After the first fifty yards, no evidence exists of anything but jungle. The sky is hidden by a canopy nearly one hundred feet above the head of any observer. Vision beyond twenty-five yards is impossible and it is not uncommon for vision to be limited to the proverbial hand in front of your face. Undergrowth takes on a new meaning here where vines and small plants inhabiting a full three feet everywhere and some places are as high as eight feet of uninterrupted green.
As if the plant life wasn't enough, the animal kingdom fights for its recognition in diversity. Unlike in some places, the animal life is resplendent in all the colors of the rainbow. Flurries of colorful birds materialize out of the green and disappear just as impossibly. Little of the jungle has been explored. Any report of previous explorers is likely incorrect and no records of expeditions have been made within the last thirty years.


Shavrom


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Sheldomar River


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Stonehurst


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Venatis


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