Character Application Info If you need any help getting the Character Profile template, or need to look up the different alignments, this is the place to go.
Castle of Panthros This is the castle of Panthros, where the King and Queen reside. It's a huge granite castle, which is so tall, it can be seen from anywhere in Panthros.
Aglarcaras The capitol city of Panthros, where the castle is located. Holding more than 120,000 Elves, it is the biggest city in Panthros, and also the most flourishing.
Mallencoron Mallencoron is the second largest city in Panthros, with its population numbering at around 90,000, grand and flourishing.
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Authcaras Authcaras, though nowhere near as grand as Mallencoron or Aglarcaras, is probably the most famous of the three great Elven cities, as it is the only city that makes its living off war, training the greatest soldiers, and making the best armors and weapons in all of Panthros.
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Mírtúr Mírtúr is one of the smaller villages in Panthros, the one the most responsible for providing the big cities with vegetables and meat, being a farmer village, with farms covering a fourth of Panthros.
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Panthros Harbor The Panthros Harbor isn't as grand as it once was. The presence of the Eastern Pirates has allowed fewer and fewer trade ships dock, and as such, they usually have to dock at other harbors. No one knows why the Eastern Pirates chose this harbor to haunt.
The Forests of Panthros Panthros, while home of the Elves, is also home to many lush and great forests. Many elves may come out here to meditate, perhaps travelers come to visit and see the glory. Either way, the Forests often surround the cities, the trees taller than most giants and older than most Elves.
Castle of Kattarn This is the castle of Kattarn, where the human King lives by himself, looking for a Queen, so that he may produce a male heir, and his line may live on.
Ukilholm Population 90,000. Primarily, this is a human city, but some Elves and Dwarves have come here to live. The city is dominated by several tall towers. Though this city is the closest to the castle, it is governed by a council of elders.
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Kidithveit Population: 65,000. The city is built around an outcrop, accessible by a single road. It is ruled by a tyrant, the human duke Aulfinnund, though a senate of elected representatives has significant influence and power.
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Arnstolflundr Population: 44,000, primarily populated by humans, with some dwarves. The city sits on a mountainous crag, accessible by stone bridges. Governance of the city is shared by several wealthy merchants and a court of aristocrats. The city is renowned for its magnificent gardens.
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Sigfertthveit Population: 2,200. The town is a chaotic patchwork of architectural styles. It is ruled by a tyrant, the human lord Surondar.
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Bardgritoft Population: 4,200, primarily human, with some Elves and Dwarves. The town sits on a mountainous crag, accessible by a single bridge. It is governed by an order of knights and warriors. The town has many forges, and its sky is filled with black smoke.
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Kattarn Harbor The Kattarn Harbor is under the control of the tyrannical merchant Wilhelm. The docking taxes are through the roof, but as the closest place to make port is the Panthros Harbor, most traders have no choice but to dock there.
Villages Since the Kingdom of Kattarn is in disarray, many small villages and communities have popped up over the years, having displayed a spirit for independence.
The weaker villages are often pillaged, and the more well off villages are often the targets for those who just want to kill, maim, rape, etcetera.
The higher up villages, those that are too small to be called a town but are large enough to hold their own against a large hostile force, are often attacked and besieged by the Dark Forces of Dagalűr, mainly for resources and to test the weapons they develop.
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Kaz Kazan
Garehwwold Population: 159,000, mostly dwarf, some human. Most of the buildings are constructed from massive stone blocks. It is governed by a noble aristocrat, the Dwarven lord Ealdwin, though a council of Dwarven lords wields limited power. The most prominent tavern is The Maiden's Rose, on South Mire Side.
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Wulfrehyrst Population: 89,000, primarily Dwarves. The city is defended by magical constructs and wards. Two factions war openly for control of the city, several powerful sorcerers and a court of aristocrats.
Winothstow Population: 44,000, mostly dwarves, some other civilized races. The city is defended by a stone wall and a nearby castle. It is ruled by a tyrant, the dwarf lord Behrt, though an order of warriors has significant influence and power.
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Erertleah Population: 2,900, mixed Dwarf and human. A maze of wooden walls divides and encircles the town. It is governed by a noble aristocrat, the Dwarf lord Swulfrige. The most prominent tavern is The Scoundrel's Wand, on Scepter Street.
Kaz Kazan Harbor The Kaz Kazan Harbor is probably the most civilized of the world's harbors, as this harbor has its own police force, and as such doesn't allow pirates to dock, not even if they offer to pay a lot. This makes this a place that not many mercenaries and such visit, as not many normal ships would take a mercenary to their dangerous destinations.
The Arena This place is probably the worst place in the Dark Lands, next to the Dark Tower, when it comes to brutality. Slaves, prisoners and bored warriors fight inside the giant arena, cheered on by thousands of spectators who crave the sight of blood spilt.
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Aqqashuba Population: 125,000, primarily Vampire, some other dark races. The city is built on top of a mountain, accessible by a single road. It is ruled by the self-proclaimed Vampire King Zero, though a consortium of wealthy merchants has significant influence and power. The School of Masentona, a well-known Warlock school, is located here.
Nekhawar Population: 33,000, primarily Werewolves, some other dark races. This city is protected by thick and extremely high stone walls. It is ruled by a council of elders.
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Ashubade Population: 45,000, a multitude of different dark races. The city is built around a stronghold of stone and iron. Three factions war openly for control of the city, several powerful warlocks, vampire warriors, and a court of werewolves.
Adavara Population: 24,000. The city sits on the banks of a river, spanned by many bridges. Two factions struggle for control of the city, a circle of Dark Knights and several powerful Warlocks.
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Lurtzog Population 160,000, primarily Orcs, with some other dark races. The city is built around a great market square. Lurtzog was devastated by warfare long ago, and many buildings are empty or in ruins. It is ruled by the Great Warchief of the Orcs.
Balugd Harbor Balugd Harbor, where the worst of the worst of scum reside. This is the favorite place to dock for the Eastern Pirates, and due to their frequent visits, people who speak Common have started calling it the Easter Pirate Harbor. Though that's probably because its real name is hard to pronounce.
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The Dark Tower (3 sub-boards) This is the Dark Tower, home of the Dark Lord Dagalűr. Those who enter without permission will probably not come out alive, as even those who enter with permission risk getting killed.
The Neutral Lands This is the neutral lands. No one holds claim over these lands. There are no laws, no rules, no nothing. Mostly woodlands, this has no villages, no cities. It serves mostly as battleground, and as the means to travel between lands.
Forest of Greywulf The forest of Greywulf is a forest lining more of the Dark Lands border. Most of the forest is unexplored, as most do not wish to enter, due to the vast amount of beasts inside.
Desert of the Dead The Desert of the Dead is just that. It a dead land, 'caused by countless wars. The amount of blood spilled in this place has prevented anything from growing. Infested now by evil, this place has been disturbed by black magic, bringing the skeletons of the dead back to life. Who did this is unknown, and is said to live somewhere under the sands of the vast desert.
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Plain of Blood Once inhabited by a now extinct race, this land was flourishing, filled with life. Then, Stenel the 'Night Crusher' arrived. In a single night, this green landscape was colored red with blood, blood now dried, leaving only a dead land, no growth in sight, as if the very plantlife itself fears Stenel's return.
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The Burning Forest This forest was once thick and green. Then, Lorr Rotha visited. He would have left it well enough alone, if he hadn't become the target of a prank from Mirrf, the trickster Demon. In a rage, Lorr set the entire forest on fire trying to find the Demon, but to no avail. The magic of the forest kept the fire burning, however, and now, the trees are charred black, with live flames instead of leaves on their branches.
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The Eternal Swamp The Eternal Swamp is known as such because up until recently, no one had ever managed to go all the way through it. They either got stuck and starved, or got killed and/or eaten by the local monsters or wildlife. The trees are tall and block the view of the sky, leaving it in everlasting darkness.
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The City Of Ruins The City of Ruins, or Ruined City as some scholars have named it, is a large city made of steel and stone, the steel rusted through and the stone worn from time. It lies in a large, smoothed out crater near the sea, it's towering buildings barely visible from the ground. A number of bridges extend outwards from the center of the city, diverging into smaller catwalks to the various other buildings. Many of these catwalks have crumbled and collapsed, forcing many travelers to wander the streets, or the rooftops, as many of the buildings are at the same level.
It is dangerous to go here, often because of the small to mid sized, but ferocious carnivorous beasts, the crumbling foundations, and the rusted-through steel. There are rumors of a small group of Weeping Angels here, but no one's been able to confirm such a presence.
The Temple of Boccob The Temple of Boccob is a massive temple in which the priests and Clerics of Boccob reside. It is also said that in the vast labyrinth underneath it lies the entrance to the City of Angels.
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Underworld The Underworld is a vast subterranean realm inhabited by drow, mindflayers, aboleth, and other strange, sinister creatures. It is a place where few humans go and from where even fewer return.
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Isla de la Muerte The Island of Death is an island located north of Panthros. It is a large island, covered mostly by high mountains, amongst which lies the Fortress of the League of Assassins.
The island is called the Island of Death because it is a place where hundreds of ships have crashed into in the thick fog surrounding it, and it is haunted by zombies and skeletons. The League of Assassins have taken advantage of this, and have set up their main headquarters here.
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The Northern Frost Plains of Eld The Northern Frost Plains of Eld, or the Northern Frosts, as known by the locals, are vast plains of ice and snow, winter forever present, and the sun blocked by the clouds hanging in the sky since anyone could remember. The mountain ranges in the distance are made entirely of iceburgs that have smashed together in the Winters Ancient. While there are settlements on the fringes of the Northern Frosts, it is too dangerous to venture forth in even large groups. Blizzards pour forth once a month, but that isn't even the real threat. If you don't freeze, give up, or are buried in snow, the Frost Raptors will find and get you. And if not that, perhaps the foretold Weeping Angel will send you to another time, or kill you on the spot. A most merciful death indeed.
In the middle of the Northern Frosts, there lies a large tower, named the North Pole, which controls the magnetic fields of Eld. It is controlled by a beautiful witch cursed with youth and immortality, and tasked with guarding the Northern Magnetic Field for the same purpose as the South: So that the natural balance is never upset, or may the deities help this world and whatever happens to it.
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The Southern Frost Plains of Eld (1 sub-board) The Southern Frost Plains of Eld, or the Southern Frosts, are basically just as vast and as it's Northern counterpart. Though the Frost Raptors are larger, fiercer, and deadlier down here, as is everything else that live here, including the large, walled village that makes a living off of the rare and coveted Frost Raptor pelts, bones, teeth, and claws.
Like the North, there is also a magnetic presence in the center of the Southern Frosts, controlled by a witch cursed with youth and immortality, and tasked with guarding the Southern Magnetic Field for the same purpose as the North: So that the natural balance is never upset, or may the deities help this world.
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The Past Anything happen a hundred years ago? A thousand years ago? Post it here! The past defines the characters, after all!
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Other realms
Arathros The City of Angels, the brightest realm in existance. Constantly daytime, here lives all the Angels in existence, rarely coming out these days, because of the chaos that rules the lands. It is a vast city of gold and white marble. It is ruled by the Three Siblings, the first three Angels ever created. They are three Angels, yet their mind is one.
Lolth The Lolth Realm, one of the Nine Hells, where demons are both born and bred. It is a place of fire and brimstone, the very definition of Hell. Some areas, however, are frozen wastelands, others dark tunnels that seem to go on forever. Although this realm is primarily chaotic, and all demons fight only for themselves, Dagalűr the Dark One is considered the King of the realm.
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Caina Caina, one of the Nine Hells, is an unimaginably cold wasteland, where few living things can survive more than a few moments in an unsheltered area. Huge fast moving glaciers crash around the layer sending snow and ice up in the sky. It is dominated by intense, freezing cold, and is extremely hostile toward those who are unwelcome on the layer, which includes nearly every being that enters. The position of ruler is currently being fought for.
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Nessus Nessus is one of the Nine Hells. It is a place of pits and ravines of virtually endless depths. It is a plain shattered by rifts deeper than the deepest ocean trench. Many of the ravines and canyons here reach thousands of miles into undifferentiated, dead stone. Most of the trenches seem natural, but some appear as if they were cut or blasted into the land. Rumor has it that an offshoot of the River Styx flows here and there, dropping into trenches and trickling its way across the layer. Few know how to reach this tributary, if it exists at all.
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Maladomini Maladomini is a hell of ruins, one of the Nine Hells. Everything natural on the layer has been defaced, destroyed, or stripped away, replaced with strip mines, quarries, poorly maintained roads and bridges, rivers of molten lava, slag heaps, wasted cities, and polluted canals, filled with stinking vapors, earth tremors, fire pits, and mines. Petitioners and other refugees hide in the ruins.
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Malbolge Malbolge, one of the Nine Hells, was originally an endless rocky slope where rockslides and avalanches of boulders were common. Numerous copper fortresses provided some refuge from the avalanches. As "The Crushing Lands", Malbolge is a place of craggy, black stone and ash filled with stinking vapors, smoke, fire pits, and huge caves and caverns in which ancient residents lurk. The air is hot and choking, and the whole realm exists at a steep tilt so that no flat terrain exists. Falling is a constant danger there, as are rockslides and avalanches.
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Stygia Stygia, one of the Nine Hells, is a freezing layer of cold and ice dominated by a murky ocean fed directly by the River Styx. The surface of the ice is covered with chilly marshes. The dark sky is constantly filled with lightning storms, and the ice may be lit by weird cold flames. Tantlin, the City of Ice, is built on a huge ice floe with a large harbor to the river Styx, and is ruled over by a huge pit fiend. The lack of any kind of law enforcement leads itself to gangs controlling much of the city.
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Phlegethos Phlegethos is a fiery wasteland filled with active volcanoes, hills of ash, gouting fires, streams of magma, pits of smoking excrement, and burning sand beneath a screaming rain of magical fire flakes. Lady Fierna and Archduke Belial are the lords of this layer. Few can exist here for long without suitable protection from the extreme heat. The fortress capital city of Abriymoch is built on the lip of a volcano and composed of hardened magma in the caldera of a volcano and is somewhat more bearable than the rest of Phlegethos.
The ground of Phlegethos is always uncomfortably hot. This, as well as patrols of barbed devils, keep most intruders constantly on the move. Tremors are common, and it is not unusual for the ground to violently erupt or fissures to open without notice. The sky of Phlegethos is a dark, starless void, but constantly leaping flames provide weird illumination to the harsh landscape
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Minauros Minauros is one of the Nine Hells, an endless bog of vile pollution. The weather on Minauros consists of acidic rain, flesh-slicing hail, and harsh winds. Most of the realm is a vast dismal marsh of foul rotting soil, littered with carrion and pools of water. Through murky fog, one often encounters numerous carcasses soaking up the filthy rain. Another horrid feature of these lands are "cells." These are large shallow pits, filled to a depth of two or three feet with water. Chains and manacles of brass and iron are attached to huge stones laying at the bottom of the cells, where intruders and others captured by the ruler's barbed devil sentinels will be kept.
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Dis Dis, one of the Nine Hells, is both a realm and a burning city of iron known as the Iron City of Dis. The walls of the buildings of the city radiate extreme heat, as do the stones of the streets; more than brief skin contact results in severe burns. Although the Iron City of Dis has a wall, the transition from plain to the city itself is imperceptible. One moment a traveler is passing an iron spur, the next the traveler is in the middle of the city with the mighty iron walls surrounding everything that can be seen. It is thus much easier to enter the Iron City than it is to leave it; to leave, one must pass through the heavily guarded city gates (unless the traveler has means of crossing planes of existence).
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The Astral Planes The Astral Planes is, in essence, the realm of the dead. Everyone who no longer linger in Eld, or any other Realm, in some way or form, end up here, in this empty, barren desert of white sand and everlasting night.
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General
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