Guide to maps and lands featured in the system
[ Ackaran ] [ Anvil and Aurea ] [ Danar ] [ The Southern Realms ]
The Anvil lands

VELIAN
The large town of Velian lies to North of Nod Gorin, the land of the Grey Bear. The town itself is run by an elected council of 5 local dignitaries or respected members of the community and is thought to be a society of knowledge and reason with little or no crime. This is in part because of the lack of any form of Scathlock and Sil Tek temples in the vicinity.
The Libraries of Musee at Velian are constantly in use with teachers, scholars, scribes and other academics busy collecting data and other snippets of knowledge to wet their appetites. The immense Diamond Hall is one of the most famous vaults of knowledge in the known world. Within its walls it holds the entire history (as recorded by its keepers) of Velian and its neighbouring area. Damrodel, the Master Archivist, has been supervising the library for more than 40 years. His thirst for knowledge has led him to obtain tomes that some would have considered destroyed or merely a legend. Parts of this great complex are off limits to most of the populace. These areas mainly contain information that has been deemed valuable, dangerous or of a nature that the Master Archivist has decreed is not in the public interest. Special permission may be granted upon request to view such information, but only with a valid reason. There is also a smaller restricted section that contains methods, procedures and practices of the enchanter's art. This is even more tightly restricted than the other section and access is only allowed to those of the art and in the presence of the Master Archivist. In its entire history, there has never been a theft from the great library. This is not from want of trying! The local Scathlock church has turned into a challenge for their members to steal just one book from the ' restricted reading ' area. As well as ' just a collection of old books '; the library is also used by Gideon followers as a place of worship. The euphoric feeling of peace and tranquillity in the Hall of Meditation is one not to be missed. Built from the finest white marble, the Hall stands to the south of the main building. It is open to all who wish to enter and be at peace. It is said that if anyone should enter with chaotic or disruptive thoughts they are immediately struck down and gibber quietly on the floor until removed by ushers! One important piece of work sits in the restricted area of the library. The Scrolls of St. Petra were said to have been written by the ancient Gideon monk Petra in his final years. It chronicles the life of a peasant who was later revered as the mortal avatar of Gideon. It shows his humble beginnings as the son of a blacksmith, his interest in the local politics and his eventual persecution and execution by the corrupt council of Elders of whom he attempted to expose as frauds and liars.
Velian escaped much of the Blood War of Quartak and its Drune temple still stands to the east of the town. However, the temple saw much blood shed with the disappearance of its High Mystic, Daigarth, shortly after the Festival of Light in Tethic Vorrin. Reports say that shortly after dispatching acolytes to the celebrations, screams were heard coming from within. Upon the acolytes' return, the temple was found empty save for a few small pools of blood near to the altar. Nothing had been disturbed or stolen and to this day, none know the whereabouts of Daigarth.
CWARASH
One of the greatest battles of the Necromantic war was fought here. Some say that it was that battle that turned the tide and gave hope to many. Countless numbers of Quartak's children (Grim Walkers) poured against the walls of the great city. As hope was fading fast, it is said that the remnants of General Siren's vanguard appeared from literally nowhere and fell upon the enemy. The legions of Undead gave way under the onslaught and victory was clawed back from the brink of certain defeat.
MOUNT FORGE
This peak lies in the vast mountain range of Tethic-Ry, the Shadow lands, to the North bordering the land of Danar. This mountain is rumoured to be riddled with a honeycomb of tunnels delving deep into the bowels of the earth. Drow and other denizens of the earth have been seen around the area. A tribe of nomads have dwelt amongst the crags etching a living from the harsh terrain. Travellers along the trade routes rarely see the Ironwalkers and only during the coldest winters do they venture down into the valleys for food.
MISTRAL
To the south of the land there is a region that is talked about in hushed voices. Many traders actively avoid the area and those who do ply their wares are of strong will. It is said that near the centre of this land is one of the largest temples dedicated to the followers of the Void.
It is from this area that a group of assassins called Darkling Mask. It is said that if this group has been hired to kill you, you might as well hang yourself to save them a journey. They are very expensive to hire but as far as anyone knows, they have never failed a contract yet. Some contracts have been known to last decades and be 'passed down' to apprentices until the 'kill' has been completed. However, if the victim kills the assassin, no further contract will be made by the group against that person for at least 10 years. This is out of respect to the 'target' that has thwarted one of the Darkling Mask.
MENAS
The caravans of the Saduki (pronounced Sad-oo-Key), the desert wanderers, can be seen across the dune of Menas. To the south-west of these lands lies one of the Saduki's many trade routes, nicknamed the 'Dry Run' by those adventurous traders from the North.
The Saduki umlat (chief), Jorchim rules much of the land of Menas. His nemesis is a devious mystic by the name of Kasif, powerful overseer of the temple of Sil-Tek (to the north of Menas).
BANATHS ISLES
To the North West of the Anvil Lands are the mysterious Banaths Isles. This group of islands is the last stop before the vast expanse of water to the west, where few have set sail and none have returned from. Those who have passed near to the Isles tell tales of strange voices in the mists and dark shapes moving in the water.
PORT OF GODSTONE
The history of the Port of Godston (or Gods Stone) and the surrounding area dates back hundreds of years. Originally the area belonged to the elves. The elves populated the area in small communities. Due to a large gathering of demons, the elves on the advice of some powerful stranger decided to flee the area, taking to the sea. However as they travelled to the coast they were attacked by the demons. The battle ended when the last of the strangers and the last demon where entombed in what was supposed to be an eternal prison. It was surmised that the gods had intervened. A small community grew up around the site of the prison which was a large grey circular stone. Hence the name Gods Stone.
After many years the elves left and humans took their place. The land fellinto the keeping of the Darkmere family, a family, traditionally devotingthemselves to the knightly order of the Lance.
Following the recent occurrences with Drune however, the prison failed and the demon was released. The demon now controls this land. The populace under an escort from Lord Darkmere has fled to a friends land. Ties between the Darkmere family and the order of the Lance have now been severed. It is rumoured that Lord Darkmere is attempting to raise funds to support and an army to retake his lands from the demon.
AHKET
The banking city of Ahket is a rich oasis in the middle of a blazing hot desert. Very little is known about the origins of the city. It is rumoured that a powerful sorcerer created the city forcing the stone itself to rise from beneath the sand (It has recently been found out that King Suleiman created the city). Life in the city is thriving. There are many banks in the city and these contain treasures from all over the world (not just the known world). However, one of the things that draws the merchants to the city is the fact that nothing has ever been stolen from the vaults of Ahket. As an added deterrent to any would be thief, the penalty for theft in Ahket is death. The city is primarily run by numerous wealthy and powerful families. The city is unofficially split into districts, each of these districts is controlled by one of the ruling families and due to their business deals, they do not like trespassers.
The closest oasis/settlement to Ahket is Lemuria a 10 day WALK across open blazing hot desert. These are closely followed by Charnak which is 13 days away and Marabia which is 19 days away.


