The Areas of Avendar
Thanks to Jolinn and all the other Immortals of Avendar for providing us with the commentary on the amazing areas they have produced for us.
| Aerie of the Griffins |
Levels: 25 to 51 |
Iandir |
The griffins and their riders are a force for good in Avendar, combining the magics of air with the ferocious instincts of the great beasts. Lurking in the rocky cliffs near the Uthlin ocean, the uppermost reaches require the magics of air to reach.
| Ancient Valley |
Levels: 10 to 40 |
Jolinn |
This ancient valley runs through a region rumoured to be the site of an alatharyan village and ruins.
| The Aragol River |
Levels: ALL |
Ravn |
The Aragol River travels from the north to the south, and is located east of Var Bandor. It is central in bringing trade from the Lithling Valley up to the Dantaron and to Var Bandor.
| Arien Road |
Levels: ALL |
Iandir |
The Arien road runs across the Arien plains, which stretch east and west, connecting Var Bandor and Earendam. Bordered on the south by the Dantaron River and the Brintor mountains to the north, the road itself is a major avenue for trade, and is used by merchants from Krilin, Earendam, Var Bandor, and Qilarn. Historically a very arid region, the plains have been the site of many battles, and are watched over by the Tower of Aramril, which lies in its northern regions, near the base of the Brintors.
| The Basalt Catacombs |
Levels: 45 to 51 |
Iandir |
Deep below Yithoul lie these catacombs, which are a place of much lava and dark corridors. Troglodytic srryn live off of the unwholesome life there, carefully avoiding the great flame dragon which lives in the depths of the lava.
| The Brintor Mountains |
Levels: 10 to 40 |
Iandir |
The Brintor mountains are central in dividing the colder, northerly regions of Avendar with the warmer regions to the south. The Brintors are home to the human fortress of Krilin, various degenerate hill giant tribes, the tower of Kor Thrandir, and several caverns which
access the regions underground dominated by the shuddeni.
| The Brintor Road
| Levels: ALL |
Iandir |
Connecting area between the Arien Plains and the Brintor Mountains, the Brintor Road passes from the Arien Plains in the south, through the North Forest towards Krilin in the north.
| The Chaja Caves |
Levels: 5 to 35 |
Iandir |
Part of another of the chain of caverns beneath the Brintors, the chaja caves are home to a number of mundane cave dwelling life forms, and are often mined by humans from Var Bandor and Krilin. The primary inhabitants of these caves, however, are the brutish chaja, one of the slave races of the shuddeni. Past the lair of a phase spider, the caverns provide one of the many entrances to the underground regions controlled by the shuddeni.
| Clouds of Mt. Enrien |
Levels: 30 to 51 |
Rystaia |
Clouds atop the mountain range that house the Kohlis city. Features an area rich in spirit magic, with divine/angelic beings congregated about the spirit palace and the shrine of Rystaia.
| The Dantaron River |
Levels: ALL |
Iandir |
The Dantaron River flows from the southwest to the northeast, passing by Var Bandor as it heads to Earendam. It is often used to carry trade between Var Bandor and Rahh-Nefor, and for portaging goods to the port town of Gaald on the other side of the Yagashes.
| The Dark Caves |
Levels: 15 to 51 |
Rystaia |
The dark caves are a system caverns under Mt. Enrien, southeast of the Woods of Nendor. The caves are near the Kohlis city, and are populated by miners from that city, and contain various passages leading to the amber dragon worshipped by the Kohlis.
| Docks of Var Bandor |
Levels: ALL |
Iandir |
The docks of Var Bandor house the greater bulk of the river traffic along the Dantaron and Aragol Rivers. Merchants and dockworkers are found here.
| The Dream Realms |
Levels: 51 |
Synrael/Jolinn |
The dream realms are a demiplane located cosmically very near the prime material. Composed mainly of the stuff of dreams and fancy, several deities have dominion over this sphere, most notably Serachel, the Lord of the Fallen, and Rystaia, the patron goddess of the ch'taren. (Various rumours point to a ch'taren egress from the realm of dreams near the end of the war with the shuddeni). It is known that in the duration following the war of void and some years ago, the god Serachel was imprisoned in the dream realms, bound in a trap of his own making. Following careful manipulation on Serachel's part, he was released by an unwitting band of mortals, onward to make his place in the heavens.
| Earendam |
Levels: 1 to 51 |
Jolinn |
The center of human culture in Avendar, Earendam is easily one of the world's largest cities. Traffic in trade and extensive land holdings form the basis for the city's wealth, along with its numerous centers of magical and mundane study. The city has an intricate guild structure, along with a Grand Library.
| Eril Village |
Levels: 1 to 15 |
Rystaia |
Eril is a rustic village located in the southwest of the Woods of Nendor. Mostly inhabitated by human and ethron (with the occasional caladaran), Eril's people largely live at peace with the surrounding woodlands.
| The Eventide Inn |
Levels: ALL |
Serachel |
Not much is known of The Eventide Inn. It is said to be not completely of this world, though it is hinted that it can be accessed through the Dream Realms.
| The Fens of Juk'Euile |
Levels: 45 to 51 |
Arenhamuur |
Located south of the horrid Plains of Shargob, these fens have been corrupted, perhaps by the evil located to their north in the Plains, or perhaps by some other insidious force, residing upon the island within the fens.
| Forest of Morn |
Levels: 5 to 51 |
Synrael |
The Forest of Morn lies north of Qilarn, and is one of Avendar's most ancient forests. It is home to the human settlement of Inessa, roving packs of wolves, and a keen-eyed kankoran hunter. Darker magic is also said to haunt the woods of Morn, in the form of the ancient curses of the ogre spirit, and a dark witch.
| The Hall of Law |
Levels: HOUSE |
Iandir |
The Hall of Law houses the Guardians, one of Avendar's great houses. The Guardians enforce the laws of the land in Avendar's cities, and use this base, located in Var Bandor, as their headquarters.
| Halls of the Shunned |
Levels: HOUSE |
Serachel |
The Halls of the Shunned house the Coven of the Shunned, one of Avendar's great houses. The Shunned seek to subjugate the minds and hearts of those of weaker will to their dark purpose. The ultimate goals of the Coven are shrouded in secrecy, although it is said that they carry out the will of the dark gods upon Avendar, in exchange for unholy favour.
| The Hidden Canyon |
Levels: HOUSE |
Sitheus/Arkhural |
This hidden canyon is home to the Raiders of Twilight, one of Avendar's great houses. A group of rogues affiliated under Sitheus and Arkhural, the canyon serves as both headquarters and hidden refuge for the Raiders.
| The Hidden Path |
Levels: 1 to 51 |
Serachel |
A path within the Forest of Morn, it leads to...
| The Hill Giant Tribe |
Levels: 15 to 35 |
Iandir |
These brutish humanoids live in the Brintor mountains, living as hunters as well as raiders on the human settlements in the mountains. Perennially embroiled in a conflict with the men of Krilin, recently a bounty has been placed on hill giant scalps by the Baron.
| The Kkhilgh Colony |
Levels: 35 to 51 |
Iandir |
The Kkhilgh are a race of insect-like beings, who dwell below the surface of Avendar. Covered with a chitinous exoskeleton and ruled by a master kkhilgh, they are often involved with territorial disputes with the shuddeni and their chaja slaves.
| Kohlis |
Levels: 25 to 51 |
Rystaia |
The bat-like kohlis are an offshoot of the nefortu, having long ago isolated themselves from their more malicious fellows. The kohlis until recent times have worshipped an ancient amber dragon, until a violent series of earthquakes sealed them from the object of their worship. Now, a new group of kohlis have reverted to old ways, worshipping an ancient demon lord bound near their cities.
| Krilin Fortress |
Levels:ALL |
Iandir |
Krilin fortress is a barony under the control of the benevolent Baron Krilin, a staunch supporter of order and the light. Citizens there live a strict, frontier lifestyle, as they are often threatened by the incursions of hill giants and shuddeni raiding parties.
| Kor Thrandir |
Levels: 15 to 51 |
Arkhural |
The tower and fortifications of Kor Thrandir were built following the war with the shuddeni, to guard the main passage to Yithoul, chief city of their kind. Ceded the land by Earendam in
the Republic's heyday, the tower is ruled by the Lord Protector Malyn, and is staffed by aelin, ch'taren, caladarans, and humans. The guards are hostile to shuddeni on site, and the tower is filled with trophies from various battles, including the major historical relics from the War of Void.
| Merchant Headquarters |
Levels: 5 to 30 |
Jolinn/Iandir |
Located within the great city of Var Bandor, this is where the Merchant's council which rules the city is located.
| The Monastery |
Levels: 1 to 15 |
Iandir |
Located in the northern reaches of the Woods of Nendor, this monastery's chief service is as a place of healing for the peasantry of Var Bandor, and the rustic village folk of Eril. Most of the monks have taken various religious vows, and small bits of the magics of spirit and water are used by them. Psionicists from the world over venture to this monastery to learn their arts from the guildmaster there.
| N. Earendam Grasslands |
Levels: ALL |
Iandir |
These grasslands are north of Earendam, occupying a large expanse between the Brintors to the north, and the Uthlin ocean to the east. Travel of all sorts passes across these plains, with parties passing between Earendam and Kor Thrandir, along with regions further north.
| The North Forest |
Levels: 1 to 51 |
Iandir |
Sprawling ever northwards from the Arien Plains, the great North Forest surrounds the Brintor Road, and reaches as far north as the Brintor Mountains. It is occasionally visited by hunters from Krilin, and a chance encounter is possible with a band of srryn bandits.
| Outskirts of Earendam |
Levels: ALL |
Iandir |
This is the area surrounding the vast city of Earendam.
| Plains of the Ryarl |
Levels: ALL |
Rhaokarr |
The Plains of Ryarl are on the northern side of the great Brintor Mountains. Encompassing a vast area, the plains are the ancestral home of the Kankorans, who prowl the icy fields in roving packs. There are many mysteries and wonders to be found in the Plains of Ryarl, and many dangers as well...
| The Plains of Shargob |
Levels: 35 to 51 |
Jolinn/Iandir |
The blasted plains of Shargob stretch between the Dantaron to the east, and the Yagash mountains to the west. Long ago drained of all life by the spell cast by the Lich King, Gogoth, the plains now harbor a disturbing menagerie of negative life forms. Tentacled maglats wait for their prey to disturb their burrows, and night terrors feast on the flesh of the unwary when the sun drops below the horizon.
| Port of Gaald |
Levels: 1 to 51 |
Rannock |
The port town of Gaald is located West of the Yagash mountains, and east of the Sea of Lidraeu. Deriving most of its income from commerce and trade over the sea, ships arrive and depart Gaald to cross to the aelin city of Ilodaiya, which lies on the far shore of the Sea. Gaald itself is a Dukedom, ruled by a family whose bloodline dates back to the time of the War of Fire.
| The Proving Ground |
Levels: HOUSE |
Marlax |
This region is home to the Lords of Conquest, one of Avendar's great houses. Devoted to proving their own martial superiority through both magic and force of arms, the Lords use this region as a headquarters and training facility.
| The Qilarn Forest |
Levels: 15 to 51 |
Iandir |
Qilarn is one of the larger forests which the ethron call home. Ethron society here is based on their adaption to the woodlands, and their devoted to their clan chief. The forest is bordered by Morn to the north, and the plains of Shargob to the south.
| Rahh-Nefor |
Levels: 10 to 40 |
Joktan |
The caves of Rahh-Nefor lie in the mountainous region near the mouth of the Dantaron. Living amidst the granite drakes, the nefortu have a rather fractutious society, dominated by a group of templars known as the Ajim-Chiad. Superstition and intimidation still rule in this society, where the bat-like nefortu make their home in their cliff-side dwellings.
| The Rock Tunnels |
Levels: 1 to 20 |
Iandir |
The rock tunnels are a series of underground chambers near Krilin, which are populated in the main by a series of rock-dwelling lizards. The caverns also connect diverse underground regions.
| The Ruins of Shendaer |
Levels: 10 to 35 |
Marlax |
Long ago, the city of Shendaer was renowned for its craftsmanship. A center for magical artisanship, the scholars there commited some great crime against nature, and madness overtook their city. Now, the forests have begun to take back the city, surrounding the tower which gives the area its name.
| The School of Heros |
Levels: 1 to 5 |
Jolinn |
This school, funded by the various guilds and professional societies in the mainland of Avendar, serves to train perspective adventurers. Along with training in their arts, the school contains historical information for those untutored in the land's history.
| Sea of Lidreau |
Levels: ALL |
Rannock |
This vast sea is located to the west of the Forest of Qilarn, and surrounds Gaald on the north, south and west. It is said that across the Sea lies faraway lands, including the capital city of the Aelin. The sea passing is treacherous, however, as the sea can become very rough at times. It is rumoured that the Sea is riddled with Undersea caves, and many mysteries.
| The Shrine of the Rose |
Levels: ALL |
Aeolis |
Aeolis was originally an epic hero in Avendar's past. After living the epitome of the life of purity and gallantry, he was given the gift of immortality by the god Jolinn. Now, a power in his own right, his followers are legendary gallants, and this shrine is devoted to the worship of Aeolis.
| The Shrine of Xiganath |
Levels: 51 |
Iandir |
This long forgotten shrine is dedicated to the worship to the vile demigod Xiganath. Entrance to the shrine is via the proper mystical incantations, which historical research is necessary to obtain. Along with the horrors of the shrine, various ancient artifacts are rumoured to be kept in the altar of Xiganath, deep within the depths of the shrine.
| S. Earendam Grasslands |
Levels: ALL |
Iandir |
These extensive grasslands lie to the south of Earendam. Further south, they descend into the murky swamps of Sythtys.
| The Spirit Palace |
Levels: 30 to 51 |
Rystaia |
The Spirit Palace is a place of study and meditation for scholars specializing in spirit magic. Along with libraries and training facilities for templars and students, it is one of the few places where greater spirit spells can be learned.
| Swamp of Sythtys |
Levels: 15 to 51 |
Sythrak |
The swamps of Sythtys are one of the ancestral homes of the reptilian srryn. Drenched in the damp, humid air favored by the srryn, the swamps are a twisting morass of mud and mirky fog. Several srryn settlements are found here, along with some notable srryn warriors. The swamps provide an ideal staging ground for srryn raiders, who often make itinerant raids on various estates of Earendam, then withdrawing into the relative safety of the swamps.
| The Temple of the Crown |
Levels: ALL |
Iandir |
Located in southeastern Earendam, this temple is the center of the worship of the god Iandir, patron god of law and civilization in Avendar.
| Temple of the Pegasus |
Levels: ALL |
Rystaia |
This shrine is devoted to the worship of Rystaia, a goddess who came to Avendar with the ch'taren, following the war of void. Followers of the goddess are welcome, while those of dark intention are turned away.
| The Temple of Yithoul |
Levels: 20 to 51 |
Iandir |
Set squarely in the center of the city of Yithoul, this temple is the religious and political center of shuddeni life. Priests of Pain, Power, and Greed inhabit the temple, which also houses the dungeons and torture chambers of the shuddeni, who experiment with glee on their captives.
| Thieves Catacombs |
Levels: 1 to 25 |
Lilune |
Lying in the catacombs beneath Earendam, the thieves catacombs are a perennial breeding ground for organized crime in Earendam.
| The Titan Castle |
Levels: 45 to 51 |
Iandir |
The Titans are a race of elder beings who served as the servants of the gods of the light in ages past. First awakened in the period following the War of Fire, the Titans taught the magics of water and healing to the humans and aelin who opposed the srryn. During the ages since then, the Titans served as a powerful force for good, locking away all manner of evil beings in their astral prison. Ruled by their king, Anirim, the Titan's castle houses some of Avendar's most legendary heroes.
| The Tower of Aramril |
Levels: HOUSE |
Jolinn |
The Tower of Aramril is home to the Champions, one of the great Houses. Built in the period following the War of Fire, the tower is widely renowned as a center for justice and civilization. Its twin is the tower of Salyra in Earendam, which houses an order of healers.
| The Tower of Shendaer |
Levels: 35 to 51 |
Marlax |
Once a center of study for the magics of earth, some tragedy long ago overtook Shaendar, and the tower and the surrounding city were overtaken by the magics of nature. The inhabitants of the statue now live on as statues, continuing the work they carried on in life.
| The Tower of Testing |
Levels: 1 to 5 |
Jolinn |
Associated with the School of Heroes, the tower holds a number of creatures captured for fighting young adventurers, as well as a series of puzzles.
| The Undead Castle |
Levels: 25 to 51 |
Iandir |
Dominating the city of Gogoth, this palace is the home of the immortal lich who cursed his own city to gain immortality. Gogoth and his retainers hold their undead court here, forever damned to hold their undying vigil. Owing to the age of the palace, certain repositories of ancient knowledge are to be had here.
| The Undead City |
Levels: 15 to 25 |
Iandir |
The city of Gogoth sits atop a small plateau in the Yagash mountains, near the western edge of the plains of Shargob. A hideous curse lies on the city, damning its inhabitants to a perpetual existence among the undead. Bits and pieces of the fate of the city can be determined through careful study, but resolving the mystery requires a visit to the palace.
| Upper Dantaron River |
Levels: ALL |
Jolinn |
The Upper Dantaron River is one of Avendar's main avenues for trade, connecting Var Bandor and Earendam. It provides the boundary between the relatively arid Arien plains and the lush Lithling Valley to the south.
| Uthlin Ocean |
Levels: 15 to 30 |
Iandir |
The icy Uthlin lies in the northeast of Avendar. Most of the dealings of the Uthlin are by kankorans and humans, who are known to fish its waters. Overlooking the Uthlin, though, is an griffin aerie, along with an order of men known as the griffinriders, who live and ride the griffins. The rocky shoals of the Uthlin have claimed more than one ship, making it somewhat perilous for travel, particularly in the cold depths of winter.
| Var Bandor |
Levels: ALL |
Staff |
A city governed by a council of scholars and merchants, Var Bandor is a center for trade and commerce. Owing to its background as a trading center, along with its conquest in the war with the shuddeni, it is one of Avendar's most tolerant cities.
| Vorinden Road |
Levels: ALL |
Arkhural/Jolinn |
The Vorinden Road runs east through the Brintors, leading from the Northern Earendam grasslands to the Fortress of Kor Thrandir.
| Woods of Nendor |
Levels: 10 to 51 |
Jolinn/Iandir |
This large forest is located south of Var Bandor. As such, many trails connect it to various locales. Rangers and druids hunt these forests, along with a number of beasts and bandits (who prey on local travelers.)
| Yithoul |
Levels: 35 to 51 |
Iandir |
The subterranean city of Yithoul is one of the largest of the cities of the eyeless shuddeni in Avendar. Historically ruled by a magic using priesthood, the shuddeni religion focuses on precepts of hatred, pain, and greed. Shuddeni dwellings are cut in the sides of cave wall, and the city is built around its unholy temple.