Cornfloor Peninsula

The Cornfloor Peninsula is a region in the southwest of the continent of Scimitarian. A lawless region for much of its history, the Cornflower Peninsula currently lacks any sort of central government, but is informally divided into four regions, the Kinnog, the SonQo Temples, the Kinh Hee Palm Grove, and the Purple Shell Coast. Although each has its own distinct characteristics, all three are littered with the ruins of the same past empires, and are home to all the same races, albeit in different percentages.
== The Fallen Kingdom of Kinnog ==
The region of the Fallen Kingdom of Kinnog roughly corresponds to the borders of the now lost dwarven kingdom of Kinnog. Much of it is empty jungle, but there are dozens of small communities (that rarely last long), feral tribes, and sprawling ruins, some of the more notable ones are listed below:
* Aquine – Said to be the ruined capital of a now lost merfolk civilization. Their descendants in the area are said to be the eel-folk, who live among the mangrove swamps and mostly mind their own business.
* Busty Mermaid – This small town is named for an old ship’s figurehead that has hung over the main entrance for decades. It is one of several rum distilleries in Kinnog, and is generally considered the best, so few factions in the region would willingly raid it. The current owner is an exiled half-elf noble from Calcabra, but true power lies with her lover, an exiled drow noble who rarely leaves the nearby dwarven ruins unless needed. 
* Captain Sam’s Cove – An eccentric wood elf pirate captain and her crew have settled in an isolated cove after one to many close brushes with the authorities. She has since then made a living off of many odd entrepreneurial ventures, the latest of which is trying to breed Hereby Giant Riding Corgis.
* Crazy Yori’s Gunpowder Emporium – This small town is run by the outlaw dwarf weapons maker Yori Smokebeard, members of his small clan, and assorted helpers and lackeys of all races. A major seller of gunpowder, firearms, and cannons to pirates in the area, other iterations of this town have been razed on three occasions by rivals or navies of lawful nations, but Yori always seems to bounce back.
* Clan Bozo – A ramshackle collection of stone huts and wood shacks next to a hillside cave network. It is home to the Bozo dwarf clan, descended from an odd mix of Barglekin bandits, escaped slaves from Benzo’hoc, and wandering drifters. Combining the avarice of the bandits, the dull wits of magically modified slaves, and the laziness of the drifters has led to a dysfunctional group whose continued survival is a mystery to their neighbors. They rely mostly on sheep herding and stealing food from the fields of Benzo’hoc. 
* Da Wet Caves - A network of hundreds of kilometers of natural limestone caves, cenotes, and lava tubes, some of which are partially filled with sea water. The cave goblins here have become overpopulated, causing some to raid the surface dwellers or goblins in other cave networks. 
* Eel Lagoon – This circular mangrove swamp is a particularly popular habitat for eel-folk. It is mostly famous for an incident when Pirate Captain Azeal marooned twenty-six Calcabran junior sailors and civilians from Fort Invictus in the lagoon. It was supposed to be an act of mercy, but ten got carried off by harpies, three died of illness, four disappeared, and seven slew one another in fits of madness. The two survivors were imprisoned for their crimes, and one wrote a popular novel about her experiences while in jail.
* Endless Crypt - This massive tomb network from a now forgotten culture contains tens of thousands of bodies on slabs, shallow pools, and nooks carved into the tunnel walls. They are unusually well preserved despite the jungle climate and presence of vermin, no one knows how.
* Eternal Damnation – This former dwarven coastal fort now serves as one of the centers of Hydra’s Eyes Cartel’s operations in Kinnog. The head operative here is serial kidnapper and rapist Davis Jed. Once he tires with his latest batch of victims, he either converts them into monsters or into drug addled “zombies” to work on his White Death plantation (or both). He has also taken an interest in exploring the nearby ruins, and capturing local orcs for his experiments.
* Fort Invictus – This coastal fort was one of several established by Calcabra during a particularly aggressive push to suppress piracy in the Kinnog region. Although most such forts were abandoned after continuous raids by pirates, tribals, slavers, and worse, Fort Invictus was overrun entirely by the Pirate Captain Azeal. Perhaps not wanting to outrage Calcabra too much, he marooned many of the low ranking prisoners in the Eel Lagoon, assuming they would be rescued shortly. However, this backfired when the rescue ship was lost in a typhoon and the marooned individuals written off as dead for several months before their chance discovery.
* Frog Eater Clan – This goblin tribe is relatively harmless, though it will rob and steal when the opportunity presents itself. Like many goblin tribes in the Kinnog, they don’t have a clear religion or an affiliation with the fey, just a smattering of superstition they picked up from various sources. It is unclear how many goblins in the Cornflower Peninsula were ever followers of the Faerie Lords, but few are in modern times.
* Gibbet Fort – Once known as Stalwart Harbor, one of many naval bases through which the Azan Empire ruled the western oceans. It lost much of its importance when Great Morigrad was constructed and the navy began using this location instead, but during the “Drow Uprising” it provided a valuable location to continue evacuations after Great Morigrad fell. Stalwart Harbor changed hands several times following the uprising, having been used by various drow, Calcabra, Azan, Orc’eire, and Moreelse, but it is currently being used by pirates and slaver gangs affiliated with The Triarchy. The slavers mostly target Orc’eire, but the pirates will raid anything. 
* Gold Flagon Mine – This medium sized dwarf mine was overrun by Malaglyn a millennia ago. It was occasionally garrisoned by drow afterwards, but for the past few centuries has been empty except for the small band of dwarves, goblins, or pirates that occupy it once in a while.
* Great Morigrad - This massive coastal fort was once the capital of Kinnog back when it was a dwarven kingdom. Several large sea caves were expanded and fortified to form a large, partially enclosed harbor, while mines and vaults extend nearly a kilometer below the surface. It has occasionally been partially occupied since the fall of Kinnog, particularly by drow, but these days, harpy infestations block the main entrances, while some of the lesser entrance ways are used by smugglers and bandits.
* Harpy Arch – This massive natural rock arch is a popular place to hide pirate ships. The Blood Skulls are the most frequent users at the moment, and they have set up a few structures in the area for storage and repairs.
* Ir’as’dida – This small drow city loyal to the Spider Queen was overrun by succubus worshippers from Malaglyn not long after the Drow Confederacy dissolved. It is unusually deep and few surface dwellers are even aware it exists.
* Lair of the Pirate King – This massive sea cave was greatly expanded by man-made tunnels and rooms by a series of “pirate kings” who preyed on ships during the peak of the Azan-Drow fighting. It has been considered cursed and avoided by all but the most reckless for centuries now despite its strategic location and rumored treasure.
* Malaglyn – This large drow city loyal to the succubus queen was a blight on the Kinnog region for centuries. Its drow, demons, slaves and other inhabitants mysteriously disappeared five centuries ago. Large groups that enter report it is empty and picked clean of anything of value, but some smaller groups find great riches, other small groups disappear without a trace.
* Maroon Island – As its name suggests, this island is a popular place to maroon people. Aside from the usual problems associated with being left on an island with no food or clean water, this island has several bushes that cause intense pain and itchiness, other plants whose berries cause stomach issues or hallucinations, its is a frequent harpy nesting ground, and sometimes the Hydra’s Eyes store contraband there, and torture any castaways they find on the island when they visit.
* Nestor’s Town – A pretty typical village in Kinnog, there are many more like it. Nestor is an Azanese Legion deserter turned pirate who went into semi-retirement to be “lord” of a small village of driftwood huts and metal cages along with a few followers and slaves. The village lives off fish, eels, bananas, pigs, and mangos. Nestor and his stronger followers sometimes assist Triarchy slaving operations.
* Nymph Waters – During the time of the Western Elven Empire, a clan of dwarves created this town-sized series of pools, fountains, archways, and shrines on behalf of a nymph clan of significant power. Although the original dwarves and nymphs are long gone, the area has been settled with a collection of ramshackle taverns, stores, and farms catering to “adventurers” seeking to loot Ir’as’dida, or one of several mid-sized dwarven ruins in the area. It is also a frequent stopping point of the exiled dragon-tiefling noble Drakara and his ship the Sublime Dragon. Drakara does a mix of smuggling, piracy, and slavery, but mostly looting and mercenary work.
* Old Kinnog – The first major dwarven mine in the region, and the original seat of the Kingdom of Kinnog, it was abandoned well before Kinnog met its end, and it later flooded after its main drainage adits were clogged or buried. The surface fortifications are still impressive though, and sometimes provide shelter for various groups.
* Rainbow Mushroom Tribe – This unusual goblin tribe can be easily identified by the brightly colored mushroom spores they smear over their body. Essentially high on hallucinogens all the time, there is little rhyme or reason to their behavior. Barely able to function, they likely would have died out ages ago if they weren’t constantly recruiting from other goblin tribes, and sometimes orcs, dwarves, or humans.
* Sin Saints – The largest pirate town in Kinnog, its stability and longevity can mostly be accredited to the three large shrines that were assembled in the town on behalf of the “Tri-Saints of Sin”; Gogotha (Lust), Avera (Greed), and Globmustus (Gluttony). The town also has a number of brothels, casinos, and festhalls to further pay tribute to the “Saints”. Given how popular the “Saints” are among pirates in Kinnog, few dare to raid it except the navies of Calcabra and Azan.
* Stone Tosser Clan – This ogre clan is made up of “pale ogres”, a subspecies relatively common in South Scimitaria and the Drow City-States. It is believed they are a mix of manogre and swamp ogre, created as a slave race by the underground drow ages ago, and increasingly common on the surface ever since the “Drow Uprising”.
* Swine Town – The name pretty much says it all. A miserable town of rotting wood buildings in the midst of a salt marsh, its economy is built around raising pigs by feeding them washed up seaweed, marsh fungi, and eels. A group of Barglekin dwarves run it with the help of human and goblin slaves. 
* True Death Clan – There is nothing particularly special about this feral orc clan other than that many looters and smugglers have clashed with them while exploring ruins within their territory. Orcs have lived in the Cornflower Peninsula since before recorded history, and most have long refused to accept civilized customs from any of the previous inhabitants. It is said that a touch of demon’s blood runs through their veins, making them less civilized than orcs elsewhere.
* Wreckton – This pirate town is formed from an old Azanese coastal fort, fortified by debris from the many shipwrecks in the area.
== The SonQo Temples ==
The region traces its roots back to Lord Aylurian’s massive nature reserve, which was later settled by the SonQo monks. These days though, its defining trait is the quarantine, and cruelty the drow and their vassals inflict on anyone caught trespassing. Its noteworthy features include the following:
* Barglekin Mine – This mine was once focal point of the Barglekin dwarf clan before it dried up and forced the sprawling Barglekin clan to relocate to several smaller mines throughout the Cornflower Peninsula, or worse, work for other dwarf clans. The Barglekin are notorious for willingly working with the Western Elven Empire, and even worse, the Drow Empire (albeit under some duress). Although now free of drow influence, they have become toxic and bitter, convinced the rest of the world is against them. Barglekin dwarves can be found operating various criminal ventures throughout the Cornflower Peninsula, but are loyal to each other to a certain degree and sometimes leaders of the subclans meet up at Barglekin Mine. 
* Doken’s Rest – This extensive plateau covered in small temples and walled gardens is the final resting place of Doken. Its architecture is a mix of Changrilese and Bruin’loian (itself inspired by a mix of sources), unlike later temples which were more purely Changrilese in form. It likely has the smallest population of mad monks and dwarves, and it is the least guarded as the only easy way on and off the plateau is a bridge that was destroyed ages ago.
* Hangman Tribe – This mercenary-minded bugbear tribe helps Ben’zo’varr patrol the southern regions of the SonQo Temples region. Their name comes from the fact they hang the bodies of their victims along the borders as a warning to others.
* Iguanadon Point – Lord Aylurian collected animals as well as plants, and although most are long gone, iguanadons imported from the far south have adapted well and are a common sight in the Cornflower Peninsula. For unknown reasons, these otherwise lazy creatures will travel long distances at least once a month to bask themselves at Iguanadon Point, where there are always tens of thousands of iguanadons.
* Lost Valley – The unidentifiable ruins in this valley has been the source of all sorts of dark rumors for millennia. Some say it contains a portal between worlds.
* No Face Tribe – This mixed tribe of lunatic monsters sworn to Gogotha were once vassals of Malaglyn, but now help guard the SonQo Temples on behalf of Ben’zo’varr. They are mostly orcs, goblins, bugbears, and a few ogres, but few in the tribe are pureblooded. Their name comes from the crude black fright masks they always wear.
* Soaring Keep – This spectacular, ethereal castle of immense proportions was once home to Lord Aylurian, a bearded elf sorcerer and scholar whose abilities rivalled those of many faerie lords, though he never took that title himself. He controlled a large block of land which he filled with plants and animals from around the world, but following his death, Soaring Keep changed hands multiple times before eventually being abandoned. These days, the upper levels are home to harpies, and lower levels home to some drow, and a group of No Face Tribe orcs, who run an unofficial prison of sorts on behalf of Ben’zo’varr.
* Spider-Bite Tribe – This goblin clan helps enforce the quarantine around the SonQo Temples. Sadistic followers of the Spider Queen who do absolutely anything that Ben’zo’varr missionaries tell them to do, their specialty is riding giant spiders, and using their webs to turn whole stretches of forest into a maze of dead ends and ambush points.
* Temple of the Inverted Mountain – The largest of the three remaining SonQo temples, and definitely the most ominous, even before the centipede plague. It was built in an isolated patch of mountains, over top of a maze of underground ruins from an unknown culture, though perhaps the same as the one who created the Endless Crypt. Once used by the monks as a place of intense meditation, its extensive tunnels and chambers are now home to the majority of the remaining mad monks. The surface buildings house dwarves, who have painted the Changrilese-style buildings a sinister black for unknown reasons.
* The Floating Castle Shrine – One of three remaining SonQo temples, it gets its name from the thick mists that often gather midway up the small but steep mountain it sits on top of, which often gives the impression from a distance of an island floating in the sky. Strange magics prevent anyone from entering, but the drow still assume it contains mad monks and guard it accordingly. 
* The Triplets – This cluster of three SonQo temples appear to be nothing but piles of rock on the surface, but some say evil lurks within intact spaces below the surface. 
* The Head-Taker Tribe – This tribe of bugbears and goblins are worshippers of Nuckelavee (like many bugbears in the Cornflower Peninsula), and are skilled necromancers. Even the drow generally avoid them, though luckily for the drow, their feared reputation helps maintain the quarantine anyways.
== Kinh Hee Palm Grove ==
This region is defined by the bizarre decision by a Changrilese Emperor to rebuild a typhoon-ravaged territory thousands of kilometers from his home territory. Legally it is a bit of a no-man’s land, but most communities answer to, or at least pay tribute to Llelassrith or Kinh Hee City, which represent the unofficial interests of Ben’zo’varr (drow) and Changrila respectively. The area is home to an odd mix farms and mines run by drow, humans, and dwarves on behalf of Ben’zo’varr, as well as palaces of far away Changrila. Some key features are noted below:
* Benzo’hoc – The second largest of several unofficial Ben’zo’varr holdings in the Grove, it is home to drow, and their slaves, some of whom are also drow. It is a fortified town whose primary purpose is to oversee a number of banana and coconut plantations in the area. 
* Caelmarzin Fortress – This sprawling and elaborate drow fortress (originally constructed to protect against raiders from Yauntin) blocks one of the most obvious invasion routes for the Red Lotus Congregation. Although its Ben’zo’varran garrison is relatively small, the whole region is a maze of death traps and hidden sally ports. At any given time, at least a thousand well preserved corpses of hideously tortured captured invaders can be found impaled, nailed, or stuck to various trees, pikes, posts, spikes, gibbets, or walls in the area. 
* Chipped Axe Mine – Once the seat of a relatively minor dwarven kingdom, like many, it was set up with the help of the Azanese. Destroyed and looted during the “Drow Uprising”, it was later given to the Changrileses by the drow to use as a harbor to aid in their reconstruction project. It is currently off-limits, and rumored to be a secret vault run by the a corrupt Changrilese noble family with the help of some Clan Grugin dwarves.
* Daruhm – This small dwarven mine was abandoned in haste by its occupants during the “Drow Uprising” and completely forgotten by civilized peoples for centuries. Professional looters (aka “adventurers”) were able to piece together its location, avoid drow attention, slay the small tribe of goblins that had been squatting there, and fled back to Hithlone with significant amounts of looted goods. 
* Fire Ruby Hall – This large mine was once the backbone of the Grugin dwarf clan’s holdings. A sinister clan, they enjoyed the patronage of an unknown unseelie faerie lord back in the time of the Western Elven Empire, but later switched to an even darker patron when they joined forces with the Gogotha worshipping drow of Malaglym. Fire Ruby Hall was consumed in the same mysterious disaster as Malaglym, but some Grugin dwarves survived, and now work for their former rivals the Ben’zo’varr drow, or in a few cases the Changrilese palaces. Like Malaglym, Fire Ruby Hall is considered to be haunted and best avoided unless travelling in large groups.
* Flower Tribe – A deceptively harmless name for a brutal orc tribe that has migrated into the Grove and adapted to the climate. Distinct in their palm leaf loincloths and satchels of painkilling flowers (that only seem to work on orcs), they may look primitive, but they actually more willing to work with other races than most Cornflower Peninsula orcs (not that that is saying much).
* Gold Tooth Valley Mine – This mid-sized mine is one of several that has been reestablished via a deal between Ben’zo’varr and Changrila. Like most, it was resettled by the descendants of its original dwarven inhabitants who were living in exile in Hithlone for the past millennia or so following the “Drow Uprising”. Although they have little reason to trust the drow, for now they will take what they can.
* Kinh Hee City – This city was build on the massive foundations of a long forgotten dwarven harbor and served as the headquarters of Kinh Hee’s truly bizarre quest to undertake a massive revegetation project nearly 8,000 kilometers from his nation (over a month’s journey by boat). It was (and still is) the subject of countless conspiracy theories, and often cited as a grievance by anti-monarchists in Changrila even a millennia later. These days it still has a modest population, but Ben’zo’varr forbids it from becoming too militarized, even though Changrila and Ben’zo’varr are nominal allies in the ongoing war with the Red Lotus. 
* Llelassrith – This large town is home to several drow noble families of Ben’zo’varr that have holdings in the Cornflower Peninsula, and therefore serves as a regional capital of sorts. Technically Ben’zo’varr pulled out of the Cornflower Peninsula over a century ago, but certain individual noble houses of Ben’zo’varr still maintain a presence in places where coin can be made. Although slavery is common, the drow here are more tolerant of non-drow and drow who don’t follow the Spider Queen than back in Ben’zo’varr proper. Many independent drow, dwarf, and human communities pay protection money in return for being left to their own devices, and such individuals can also be found in communities directly ruled by noble families of Ben’zo’varr, working in a range of lower to middle-class jobs.
* Tariatsogt Palace – One of several massive palaces that were established by Kinh Hee, it now officially abandoned, but it is maintained by a small but extremely exclusive and wealthy group of Changrilese clientele with the help of some Grugin dwarves and Ben’zo’varr drow. Only accessible from Changrila via rare portal or teleportation magic, it is said that once in the palace, anything goes.
* The Place That Doesn’t Exist – This little known palace gathers the most exotic pleasures from across the continents under one roof for exclusive clientele from the Drow City-States, Changrila, and anyone else who somehow finds out about it (and has the immense wealth to bribe their way in).
* T’uan Towers – This abandoned cluster of abnormally tall and slender towers built on a narrow ridge was once a Ben’zo’varr outpost, but is now home to feral harpies more often than not.
* Urbicisius – This small Azanese city was one of several established following the initial conflicts between the Western Elven Empire and the Azan Empire. An unexceptional administrative hub overseeing a number of farming towns and villages, it managed to maintain its loyalty to Azan in either letter or spirit for millennia until it was conquered by the drow in a surprise attack. Too far from the ocean to easily flee, most accepted a generous offer from Ben’zo’varr for vassalage in return for some legal rights. Like several other similar communities, it was devastated by the typhoon of 2263. Although rebuilt with unexpected help from Changrila, many of its inhabitants took the opportunity to leave, and the community has been mostly empty to this day.
* Valley of the Damned – This kilometers long deep valley is one of the easiest portions of the SonQo Temple region border for the drow to guard. The only way across is several rope bridges which are often patrolled. The bottom of the valley is home to a breed of giant spiders that implants eggs into its victims, often keeping them alive for months via the use of a strange venom that induces a zombie-like state.
* Vilvebaste – This city was founded by humans, gnomes, elves, drow, dwarves, and hobbits among others who rejected the more primal lifestyle of some of the other fey and wanted to live in comfort and focus on intellectual and artistic pursuits. At various points, it was part of the Purpuran Kingdom, the Western Elven Empire, Azan, and a neutral buffer state. In the years leading up to the “Drow Uprising”, a faction of drow secretly converted to worshipping the Spider Goddess, and launched a coup in coordination with the arrival of the drow invaders. The city was partially razed, and the remainder became a vassal of Ben’zo’varr nobles and lost much of its remaining population and wealth. Despite this, Vilvebaste remains a moderately important administrative center overseeing nearby slave plantations.
== Purple Shell Coast ==
The Purple Shell Coast doesn’t have any real boundaries other than not being a part of the other three regions of the Cornflower Peninsula. Its most famous trait is its beaches, and the king’s sea snail, which produce valuable purple pigment. It has changed hands many times over the millennia, but these days it is home to several dwarven clans who are de facto vassals to drow nobles from Ben’zo’varr. Some key features below:
* Bruin’loi – This large but ruined city has a long and complicated history. First settled by surface drow followers of the Moon Goddess, they had a hostile relationship with many nearby factions of fey, yet managed to eventually forge the Purpuran Kingdom by building ties with nearby cities and copying elements of the governance structures of the Vestans and Azanese. Using deft diplomacy, Bruin’loi’s leaders helped convince the faerie lords to join forces and create the Elven Empire. However, its prominence was short lived. The loss of Windwand was a major blow to their prestige, and without a patron faerie lord or powerful caster, they had a hard time maintaining the respect of key faerie lords. Furthermore, the city often found itself on the front line of conflicts between Azan and the Elven Empire, which eroded its wealth and stability. By the time of the “Drow Uprising” it was an independent city-state of moderate size but little strategic or economic importance. Although some followers of the drow Moon Goddess were among Celia’s invaders, most of Bruin’loi’s inhabitants saw the invasion as the work of demon worshippers and slavers, and Bruin’loi sided with Azan and the dwarves, which resulted in its destruction by drow from Ben’zo’varr, Malaglyn, and Ir’as’dida in the early months of the “Drow Uprising”.
* Cave of Clams – This large ocean cave is full of giant clams. Unfortunately the narrow and winding cave entrance, and powerful waves and tides make it almost impossible to reach.
* Crossbone Camp – This increasingly large bandit camp is home to Barglekin dwarves and other troublemakers raiding purple pigment shipments on their way to Ben’zo’varr. The drow will eventually get around to destroying it, but another will inevitably take its place.
* Cyaros City- Once a major city with a rich and varied history, now in ruins. It was first established by the Vestan Empire, absorbed into the Azanese Empire, changed hands between Azan, the Western Elven Empire several times, became independent, but ultimately it was destroyed by Ben’zo’varr and Malaglyn. Home mostly to humans, drow, plus some elves and other fey, it had unusually strong ties to the elites of both the Western Elven Empire and the Azanese Empire.
* Farugut Hold – This fortified town is the capital of the Farugut dwarf clan, who have smaller holdings all along the Purple Shell Coast. The Faruguts have a well deserved reputation for laziness, cravenness, and greed. Unwilling to give up the purple pigment trade they have long fought to monopolize, they sold information on their kin to Ben’zo’varr during the “Drow Uprising” in exchange for a monopoly, only to see said monopoly swept away when the drow brought in Clan Stonk and Clan Half-Liver to undermine their hold on the trade.
* Half-Liver Keep – The Half-Liver dwarven clan were once affiliated with Lord Hedon, the ever drunk satyr faerie lord, during the time of the Western Elven Empire. The Half-Livers were captured during the fall of Honeydew Hall during the “Drow Uprising”, but were later set free after pledging loyalty to Ben’zo’varr. They claimed an old ruined dwarven coastal fort as their primary keep, but mostly live in small communities along the coast. Due to their former association with Hedon, the Half-Liver dwarves are more than a little fey touched, and not quite sane either, but generally lazy and hedonistic, which makes them easy for the drow to control.
* Honeydew Hall – This sprawling but ruined fey city was once home to many hobbits, humans, gnomes, dwarves, animalkin, goblins, wood elves, and drow. Like many such places, it was a colony of sorts, sponsored by faerie lords dwelling back in the Lands Behind the Hedge. It had a peaceful but wild reputation, with little tolerance for unseelie fey or the more orderly attitudes of Cyaros City. Known for its crafts, creativity, and wild hedonism, it fell easily during the “Drow Uprising” and is now rarely visited.
* Lemnverde Nou – This long abandoned ruin was once one of many “colonies” established by followers of the faerie lords from the Lands Behind the Hedge in order to booster the strength of ideological allies in Scimitaria. It lost the Windwand to Bruin’loi, and was later destroyed by fey serving their local rival, the Black Goat of Tespia.
* Stonk Hold – Formerly Gretel Hold, Clan Gretel (a rival of Clan Farugut in the purple pigment trade) was overrun by the Ben’zo’varr drow with help from the Faruguts. Gretel Hold was occupied by the Faruguts for several centuries before Ben’zo’varr created “Clan Stonk” from mind-broken dwarf slaves. “Clan Stonk” can barely function without its drow overseers running things, but as Stonk Hold is located along the most prolific stretch of beaches in terms of purple pigment production, it ensures that Ben’zo’varr doesn’t have to rely as much on its unreliable dwarven allies. 
* Tespia Gorge – This deep, shadowed gorge was once the home of a powerful coven of unseelie fey. They abandoned it nearly two millennia ago, but it still has a sinister reputation. 
* The Ash Lord’s Tomb – One of the few powerful fey of the Western Elven Empire to dwell in the Ashlands, he was a thorn in the side of the Azanese, the dwarves, and later the Ben’zo’varr drow. After decades of vicious guerrilla warfare, he was driven out of the Ashlands and destroyed by a pack of drow mages. His surviving followers built him a tomb, which has been thoroughly tainted by his residue dark energies, and now even the most reckless avoid it. 
* Vea’car’dis – This small drow coastal fort was originally meant to stop Duskraen raiders, but they eventually learned to go around it. It now serves as a resort of sorts for Ben’zo’varr drow that actually enjoy being on the surface.
Category:Geographic location
Category:Scimitarian
Category:Additional Geographic Notes