Mundus

Mundus is the center-most continent of Myrex Anatornis. It is largely dominated by the realms of man, but the Dwarven Empire exerts almost exclusive control over the mountain-chains that ring the continent.

## Regions of Mundus

The many regions of Mundus are described below, along with any notable sub-regions or landmarks found within their borders. This description does not include settlements found within these regions, though such settlements may be mentioned as reference for the location of a region, or for its purpose.

### Karn's Cradle

The mountains that ring Mundus are collectively known as Karn's Cradle, named for a god that was once worshiped by the tribal humans of Mundus. This region has three sub-regions.

##### **The Cold Peaks**

These mountains run from the Silent Plains all the way along the western coast of Mundus until they reach the Black Forest. The Dwarven Empire calls this area home, and hold dominion over it quite strongly, suffering few intruders and snuffing out any potential threats that arise before they can become truly threatening. These mountains are the tallest peaks on Mundus, and this region is also the coldest, thus explaining the name.

##### **The Korskar Valley**

The Korskar valley is a small area to the east of the Cold Peaks, ringed by jagged cliffs and elevated above the typical level of the flatlands of Mundus. The area is almost eternally cold, with snow falling for much of the year, with the exception of the month of Soltyr. The air is thin, so many newcomers to the area find it difficult to dwell here. Nevertheless, the Mercenary Houses of Verrich have made this difficult place their home, filling most of the valley with their structures and depending upon its unwelcoming climate to protect them from any who would attempt to subjugate them. The ground is fertile enough, despite the cold, so with the right methods, certain crops will grow.

##### **The Dagger Tooth Mountains**

This thin mountain chain surrounds the Black Forest, and also runs east from there until it reaches the Eastern Coast. It is place of chaos and strife, with many of the different variants of Orcoids calling it home. These peaks are in a state of constant turmoil as the various corrupted creatures that dwell here vie for supremacy and control of long abandoned Dwarf Holds, numerous shanty-camps, and not yet depleted mineral deposits. From a distance, these mountains do not seem to reflect as much sunlight as they should, giving them a dark and ominous appearance that can instill unease in even the most hardened warrior.

##### **The Spires of Dracon**

This area sits between the Twilight Woods and the eastern-most Eldian Hills. While the Dwarven Empire does have some holds in this area, these jagged mountain peaks are considered to be sacred to the Ancient God of Supremacy, Dracon. Unlike the other gods, who do not dwell upon Mundus, legends speak of Dracon's unrivaled control of this region, as he calls the tallest peak his home. He does not care for the trifling matters of mortals, only bestowing his blessing upon his children, the Dragons. As such, this region is home to many of the Dragonkin on Mundus.

### The Graves

The vast majority of Mundus that is not covered by mountains is blanketed by rolling hills. This region was once called the Jagged Hills, but since the end of the Vengeance Crusade, they have become known simply by 'The Graves'. There are three sub-regions to this area.

##### **Toradi's Spine**

This region runs North from the Fal'enandoril River, reaching all the way up to the Silent Plains in the North West, and Clirev in the North East. This area is named for the Lost City of Torad, which, according to legend, can be found in these hills, despite no expeditions ever finding the fabled settlement.

##### **The Eldian Hills**

This Region is named for the forest that lies within its heart. It runs eastward from the Fal'enandoril River, stretching all the way to the most eastern shore of Mundus. After the Vengeance Crusade, this area was thought to be safer than its north-running counterpart before the coming of the demonic invasion. Now, these hills are rife with danger, both from the shadows, and the occasional demon that wanders too far from the Forest of Eld.

##### **The Forest of Eld**

This forest was named long ago, in honor of a great Archdruid that called it home. Legends state that this Archdruid actually created the woods with his own magic, and nurtured its balance every moment of every day for centuries. It was considered to be a sacred place until the passing of the Great Corruptor. Once that star fell to earth, the forest gradually grew darker, the animals that called it home growing more aggressive and irrational. Still, this odd malevolence was contained to the forest, until the Demonic Invasion of 153 MC. Ever since that war, this region has become extremely dangerous, with only the fatally brave and foolish stepping foot within. Despite this, the Circle of Thorns still proliferates here, somehow maintaining the old teachings of their original Archdruid, Eld, while incorporating new ones that allow them to continue to survive.

### Verdan

This region is considered to be the heartland of Mundus, centered around and controlled by Heartwynn. The area is full of largely unspoiled prairie and fertile farmland. Many human farmsteads dot the land, all of which pass their goods through the Astyrian cities located along the King's Road. This region has five sub-regions.

##### **The Golden Sea**

Found north of Astyr's Crossing and East of Heartwynn, the Golden Sea is a large area of cultivated farmland, protected carefully by the cities and towns that surround it. The large majority of the food in the Astyrian Kingdom is produced here, and thanks to the efforts of the Kingdom, it is likely the safest place for a person to live, outside of Heartwynn itself.

##### **The Leaden Flats**

South of the Golden Sea lies the Leaden Flats. This region runs from the Southern point of the Astyrian Woods to the Eldian Hills, with its western border set along the Fal'enandoril River. This area was once almost as prosperous as the Golden Sea, but with the passing of the Great Corruptor, it became harder to grow crops in the soil here. After the Demonic Invasion of 153 MC, the land grew grey and hard, and few useful crops would take root. Now, the area is largely overgrown with brambles and thorned bushes of every kind. The Kingdom still finds use for it, though, by digging into the ground to search for minerals that they may use to feed the royal war machine. Because of this, many of the Kingdom's quarries are found in this area.

##### **Guarek's Stand**

On the border of the Leaden Flats and the Astyrian Woods lies Guarek's Stand, a lake which boasts the same sacred waters that make up the Divine Lake that protects Heartwynn, as the Fal'enandoril River feeds into this body of water, as well. Stories tell of an old commander who faced down an army of orcs and goblins upon the shores of this great lake, distracting the foe to allow civilians to retreat from the area. His heroic sacrifice saved many souls, and so when the King at the time heard, he ordered the name of this lake to be changed to honor the brave soul who died there.

##### **Keeper's Rest**

This small lake is home to a great Library, which doubles as the chief temple of the Keeper. Keeper's Rest is found directly west of Astyr's Crossing, as the city is situated on its banks. Many come here to study the knowledge found within the temple, but to gain entry, one must pass a series of trials, both to gain the favor of the Keeper, but also to make their purpose clear. Those who would seek to misuse the power within are turned away, though that has not always stopped intruders. On more than one occasion, a warlord or impetuous noble would force their way inside the library, taking what they wished and even stealing some of the Keeper's attendants. Rumor has it that the High Custodian offers a reward for every lost tome recovered and returned to the Library.

##### **The Depths of Madness**

Located on the northern border of the Verdant Waves, just south of Clirev, the Depths of Madness were discovered some time after the Vengeance Crusade. This supernatural hole in the ground seems to extend endlessly into the earth, with unknowable lengths of tunnel extending out from it. Expeditions sent to explore the depths of this pit report horrific accidents that would leave their fellows disemboweled, ever changing labyrinths of merciless stone that seemed shift whenever the expedition was not paying close enough attention, and strange, unknown creatures that would stalk them through the darkness. None have ever found the bottom of the pit, and it is a miracle that any expeditions returned at all.

### The Astyrian Woods

Surrounded by Verdans is the Astyrian Woods. Once a wild place full of powerful beasts and capricious fey, the woods were conquered many years ago, not long before the establishment of the Astyrian Kingdom. Much of the lumber required for the aforementioned Kingdom's infrastructure is harvested here. Near the Southern end of the forest lies Heartwynn, which is separated from the forest by its sacred lake. The northern third of the forest consists of evergreens rather than the typical foliage found in the other parts.

### Clirev

It is said that long ago, a human clan angered the goddess who would become known as The Purifier by slaughtering some of her most faithful followers. Seeking justice for the slain innocents, she placed a curse upon the wrongdoers, decimating their hunting grounds and fields with sacred flame. That clan has long died out, if they ever existed in the first place, but Clirev is just as much a wasteland today as it ever was. The area is characterized by its rocky, blackened appearance, with jagged hills and desolate plains. The people of Clirev have always made their living within the region's many mines, and any food produced here consists mostly of mushrooms and other fungus that can be grown below ground. It is an extremely tough environment for an indomitable people. This region has four sub-regions.

##### **The Crimson Flows**

This is the western most part of Clirev, which is covered in hills and crags. Many of these hills display signs of volcanic activity, oozing slow-moving magma from time to time. Much of this magma is rich in minerals, however, so as dangerous as it may be, many humans make their living by organizing expeditions to mine cooled lava flows. This region was likely once part of Toradi's spine, but difference in appearance and activity has changed that.

##### **The Scorched Lands**

These plains are found on the eastern part of Clirev. While there is little to no volcanic activity in this area, the sun shines unnaturally bright here, burning away anything that may try to grow. As such, the area is largely a hot, stony, wasteland.

##### **The Yawning Cliffs**

This region is the northern border of Clirev, a line of impassable crags that make any travel northward nigh-impossible. Still, human ingenuity has conquered this challenge as well. The City of Clirev is built into the side of the crag, and from the city, mankind has established many mines that delve deep into the rock. A series of lifts have also been constructed that allow passage up the crag, though these lifts are not known for their safety. Still, the mechanism is much faster than attempting to pass through Whitefire Pass.

##### **Deepmount**

One of the only true mountains in Clirev, Deepmount is an imposing monolith that can be seen from anywhere within the province. This colossal tower of black stone was hollowed out in times past, with tunnels extending deep under the earth. It can be found in the heart of Clirev, and is the home of the regions best blacksmiths. To dwell within this mountain, one must prove themselves to be an unparalleled master of their craft. Those who live here spend day and night working to create master-works that the world has never seen before. Recently, however, this purpose changed. With ties to the dwarves re-established, the Smiths of Deepmount came together with the masterful Dwarven smiths to begin a project that would shake Mundus to its foundations. These brave, or perhaps foolish, smiths sealed themselves within the mountain and have yet to emerge again.

### The Silent Plains

This Region is found on the North Western part of Mundus. It is controlled almost completely by Memoria. When not in a state of conflict, these plains are almost completely silent, the pristine lack of sound only disturbed by the blowing of the wind and the distant sounds of waves upon the shore. It is said to be one of the most serene places on the continent, save for perhaps the Twilight Woods. This region is characterized by its grey soil and sun-bleached, white stone. There are two sub-regions found in the Silent Plains.

##### **The Quiet Coast**

This area can be found on the edge of Mundus, on the very far North Western Shore of the Silent Plains. It is here where Memoria was established and built. It is said that at night, when all is quiet, if you listen close enough, you may be able to make out the faint song of all the souls who rest at the bottom of the sea here. Those who claim to have heard this song state that it is both highly off-putting and supremely sad.

##### **Whitefire Pass**

The hills of Toradi's Spine grow larger and more threatening the closer one gets to the Silent Plains. To circumnavigate that danger, many travelers choose to travel through Whitefire Pass. This area can be found on the border of the Silent Plains, where Clirev and Toradi's Spine meet. The volcanic ground of Clirev mixes with the white stone and grey soil of the Silent Plains, creating an interesting phenomena. While this pass is typically safe to travel, so long as you can withstand the heat, it does occasionally grow unstable. When this happens, geysers of white fire shoot from the earth in random spots along the trail, making it even more dangerous than the hills that it circumnavigates.

### The Shifting Mountains

Located on the south east corner of Mundus, the shifting mountains are an immense desert of endlessly changing dunes and frigid, scouring, winds. Few species can survive here, and even fewer types of plants can prevail. The utter lack of moisture in the area means that it does not rain or snow much, but the temperature regularly drops below survivable levels. This region has one sub-region.

##### **Glacius**

At the center of this frozen desert lies a great mountain which seems to be the source of the cold. This mountain is named Glacius, and from a distance, one would assume it to be a volcano, but when the mountain erupts, only a blue flame surges forth, scouring the already desolate wastes. A study performed by an old scientist who lived in Greydust determined that the winds in the desert always blow either clockwise or counterclockwise around Glacius, but this vortex never blows strong enough to create any sort of visible tornados or dust devils.

### The Twilight Woods

This forest is considered to be the largest one in the world, and is largely untouched by the hands of man. Named for its position in the solar cycle, as the Twilight Woods are the last place on Mundus that the sun passes over before it sets, the forest spirits seem to have taken the name to heart, and while within the wood, light from the sun seems less vibrant, casting longer, more numerous, shadows than it should. The fey here hold the woods tightly, fearing to lose the last of their land to invaders, and thus, they defend the forest against any who they believe might do it harm. Still, few have seen these fey, as their weapons are tricks and manipulation, rather than sword and arrow. The only civilized creatures who are permitted to remain within the forest's boundaries are the children of the fey, the Halflings, who live in harmony with the forest. While their village is as well-made and advanced as any human town, they only take as much from the woods as is allowed by the fey, and in turn, they attempt to subtly discourage those who would forage into the Twilight Forest while they are outside of it. Through this method, the two groups form a symbiotic relationship. This region has two sub-regions.

##### **The Grove of the Moon**

This hidden grove holds a powerful connection to the moon. It is closely guarded by the fey, so only extremely notable druids are allowed within. According to legend, this place once had two sisters in other parts of the forest. The Grove of the Sun in the Dawning Woods, and the High Grove in the Astyrian Woods. Both of these groves have been despoiled and ruined by humans who utilized their sacred power for their own ends. The Grove the Sun was destroyed during the Vengeance Crusade by the human invaders, and while no one knows what happened to the High Grove, all are certain that it has been destroyed. From the Grove of the Moon, one may wield great celestial power, allowing a powerful spellcaster to influence the world on a grand scale, and possibly even enabling a person to ascend to godhood or change fate.

##### **Lake Evelas**

This great lake is considered sacred to druids, and many travel here to meditate along its banks. It is said that one who sleeps here may experience vivid dreams of the past or future, allowing insight on a long-forgotten bit of knowledge, or foretelling a great disaster. Drinking from these waters is said to heal any illness and absolve any curse, but doing so binds the creature endlessly to this lake, forcing them to serve as one of its eternal guardians.

### The Black Forest

This once great forest was home to the elves, before the time of the Vengeance Crusade. Once called the Dawning Woods, it was a beatific paradise of arcane and natural magic, where the elven queendom flourished and researched the ways of the world. The humans changed everything however, when they swept through the land like a plague, slaughtering any who stood before them. Their rage brought absolute damnation upon this forest, and through the horrors that they unleashed, the Dawning Woods became the Black Forest, and everburning hellscape of ash and wraiths. The charred trees still stand, their boughs now full of embers and slow-burning flames, which should have died out long ago. The air is thick with smoke, which can be seen from many miles away, a black smudge across the sky to remind all of the supremacy of humanity. Many of the elves who died during the razing of the woods did not make their sacred journey to the Ethereal Sea, and instead, their bodies and souls were twisted by the murderous slaughter that they were victims of. They endlessly walk the forest now, searching for those that still live so that they may enact their vengeance upon them, and make their sorrow known. This region has three sub-regions.

##### **Fal'enandoril**

This former city is named for the sacred river that served as its guardian in life. The area is devoid of undead, as most of the cities inhabitants were flayed alive and put up on display in the forest. Little remains of the once great Elven Capital, with the exception of the former palace of the Elven Queendom. That palace was converted into a mighty shrine of the Bloodsinger, the god who allowed the humans to commit such an atrocity. Great symbols were erected upon its walls, marking the ownership of the evil god, and the Order of Balkath still keep the temple to this day.

##### **The Fal'enandoril River**

This wonderous river teems with divine magic, even in as dark a place as this. According to elven legend, the two springs that serve as the origin points for this river are the resting place of two married gods, their names long forgotten. They were cut down in battle against a great foe, and though they died separate from each other, so great was their bond, their love, that their blood soaked into the earth and created two springs. These springs flowed down from the mountains and united with each other, permanently connecting the spirits of these two lovers. Since the Day of Salvation, the Fal'enandoril River has changed course and flowed down from the Black Forest, across the Leaden Flats, to Heartwynn, where it fills the great chasm that surrounds the city, creating the Sacred Lake.

##### **Avin'ithal**

This region of the Black Forest, located just south of the Cold Peaks, is a purified region of the burning woods. While the eternal fires still burn, the undead do not tread here. This region is home to the Order of Ash, a circle of druids who seek to remember the elven peoples and their ways of communing with nature. Their doctrines are heavily militant, due to the hostile environment that they are surrounded by, but many of their arts are the same as those that the elves utilized many many years before. They are always on the hunt for lost knowledge, and rumor has it that they have a deal with the Custodians of the Keeper based out of Keeper's Rest to share any elven knowledge that they come across.

### The Torn Shore

Situated across the Jagged Tooth Mountains from the former homeland of the Elves, this shoreline is home to Tala'ril. The coastline is ragged, with several small islands dotting the area. In moments of silence, the crashing of the waves seems to sound almost like the sounds of battle, and some scholars have theorized that this may be due the tormented region just across the mountains, the Black Forest.