Location Descriptions

**The article "Location Descriptions" contains spoilers from the Raws!**
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## WORLD MAP

**DUNWELD PRISON:**

Standing on the rocky foothills of the Vors Mountains, Dunweld held the undesirable souls whose crimes had them expelled to the fringe of the Empire. One such was Reynar Varek, former captain of the Imperial Iron Crowns.

RENARY VAREK, pnce... a Celebrated hero in the WAR OF THE THREE EMPERORS and awarded the Azure Star by the DIVINE EMPEROR TERTIAN IV. As peace followed, he was named Captain of the IRON CROWNS. the elite guardforce of the Imperial Family. Now Disgraced. Tried for treason. Stripped of all ranks and rotting on fourth year in dunweld PRISON, in the remote province of WESSIA.

Within his cell, Reynar door was opened, having a prison guard drop dead into his room. Corso walked in, "The Prince is dead," explaining that it is time for Reynar to pick up his sword. With the prison in riot, Reynar left with the assists of Corso.

**DUNWELD HILLS:**

Having escaped the dark cells holding him these past years, Reynar fled to the harsh hills surrounding the prison. He held no illusions that his escape was a certainty since the Wessian guardsmen would surely be tracking him.

Reynar managed to escape into the hills before being stopped by Wessian Guards. Surrounded, he was then saved by River, the half-elf huntress. RIVER, Brought to the KOVIAN EMPIRE by the FINAL ENVOY in the days of the Emperor's great-great-grandfather, the HALF-ELF HUNTRESS had long been the only remnant of her race in the mortal world. Along the path, tracking hounds were sent but was dispatched by the two, as they headed towards a fellow mate.

In the MERAC FOOTHILLS, somewhere between the prison and Dunweld Town, Amras was waiting. Amras, Through mistrusted as an exile from SCORCHED LANDS of the north, he was renowned at the Imperial Court as both a battle mage, and scholar.

**THE STONEWAY:**

To keep ahead of any Dunweld pursuers, the companions hurried along the Old Stoneway. As the main artery between Wessia and the Empire Heartlands, the Stoneway was by far the fastest route to Verazza, but the times made the roads unsafe.

Our companions proceeded along the Stoneway, headed for the northern border and the province of KAELMERE - gateway to the NEMUAN COAST which held Verazza and it's sister cities. Their advance was a soon halted, however, by a group of local thug - evidence that all was not well in Wessia. Defeating the bandits, the group heads to the Burnt Fox Inn, which the Innkeeper tipped off the Iron Crown guards. Reynar dispatched the guard and now the crew quickly left.

**BRACHEN HILLS:**

Set on avoiding the approaching Iron Crowns, the companions headed for Brachen Hills to pass through the Aldwood. The first step was to cross the Essel, the river separating Brachen from the rest of Wessia…

Arriving at the bridge that passes Essel, it is blocked by the soldiers of Wessia, in order to secure the eastern border from the Duke of Kaelmeres, and from the rise of Bandits that come in company of a man who claims to be the heir to Teor Van Thorne, the previous Baron of Wessia.

FLASHBACK: The light of the Sun is brighter and the breeze is warmer. The world is younger. In Viania, inside the Imperial Citdael, the Court of Patriarchs echo with the clangs of swordfight. Reynar is giving sword lessons to the young Prince Medard with his cousin Bayard watching. The Emperor comes in with Baron Ostrem and his Armsman. The Emperor claims to Prince Medard that the sword isn't the way to rule, the sword is just a tool while governing is the way to go. Reynar is challenged by the Armsman of Ostrem, Jerem of Arn.

**GRENFELD VILLAGE:**

Grenfeld was a small village on the border between Wessia and Brachen. Grenfeld was mainly known due to the Broken Cup Inn, where gossip, news, and beds for weary travelers can be found.

Inside the Inn: The Broken Cup was the only inn in Grenfeld, but with so few travelers, getting rooms was easy. The companions joined the locals in the common room, for once having a restful moment to enjoy the frothy ale and listen to the gossip of the small town.

INFO: The clash between Red Thorn Bandits and the Wessia Army north where Barchen is the center of conflict. Hard to avoid the conflict if the companion is looking towards going through them. Near the Baern Gorge, there is an outpost which the Red Thorns have taken over. Near a ruins, there is sightings of unnatural deaths of cows, and a tavernman's brother dead and shriveled up. Rumors of mages in the past which have been taken down.

* **ELDER STONES:** Local rumors said that a band of Red Thorns had discovered an Elder Watchpost in the rugged hills of West Brachen. The companions decided to investigate
* **ARCANE RUINS:** A group of hunters told of mysterious activity at the site of a ruined arcanist school. Shunned by all, since its heretic occupants were fed to the fires of the Great Purge, the companions found it was time to explore the ruins. See: Reliquary Puzzle.
	+ Cursed Tchog spider summoned by someone.

**BRACHEN MOOR:** Continuing north, the companions entered the desolate Brachen Moor. According to the locals, this was all but Red Thorn territory, contested only by the Wessian captain Dietmar and his company, trying to secure the roads to the town of Ergenstadt…

Brachen Hills, the crossroad between heading towards Ergenstadt. Upon traveling through the crosswalk, the companions rescued a trader from a Caravan saying that their goods have been taken by the Red Thorns. Moving along the path, they found the bandits of Red Thorn interrogated and killed a trader. After defeating the Bandits, the companions found themselves surround by Wessian Soldiers who distrusted the companions. Brought to the leader of the Wessian Army, Dietmaar, they are questioned and pass through.

* **THE RED THORNS:** “Good deeds are only made more satisfying by payment in good coin.” And who would have more coins than abducted traders and the bandits who took them? Guided by the escapee, Erwan the Glib, the companions set out to track the missing caravan.
	+ Following the tracks, the companions happen upon the broken remains of the caravan with Erwan, overrunned by Ghuls.
	+ In the wilderness of Brachen Moor, the remains of an old army garrison now serve as home to the Red Thorns.

**ERGENSTADT:**

Ashen columns of smoke rose from Ergenstadt as the companions made their approach. It would seem the Red Thorns were making a final rush to seize the town and ensure their control of the Brachen Moor

The companions arrive at Ergenstadt where Red Thorn bandits already lay seige towards the city. Houses burning and lives lost, the companions dispatched and killed the two lieutenants of Red Thorn thus saving the city, while meeting up with Livia, a priest of Mercy.

As morning dawned, the citizens of Erenstadt began the gruesome work of righting the damage done during the night of fire. Ruined buildings were reinforced and wounded were rended by those able.. and the dead were laid out. In the midst of this grief, the victors of the night's battle met. The heros met with the city Council Elder who explained that there is raids of Orcs north of the Ergenbridge.

**BROKEN BRIDGE:**

Torn down week before as a desperate defense against orcs, the broken Ergenbridge now blocked the path to Aldwood. See: Broken Bridge

Following the Battle of Ergenstadt, the companions made read to enter the depths of the Aldwood. The wild Ergen River with its unceasing torrents of near-frozen mountain water, separated Brachen from Aldwood, and the Ergenbridge provided the only reliable crossing. The companions discover that the bridge had been collapsed few weeks prior in order to stop the advancement of the Orcs from the north. They brought back materials from other locations in order to repair the bridge and advance.

* **DARK TRACKS:** The human settlements on the outskirts of the Aldwood were mostly abandoned, and it was through this wild landscape the companions chased the orc raiders
	+ Livia has been telling stories of how orc raiders have kidnapped children from Ergenstadt. As some things just cannot be left unanswered, the companions head to Aldwood and start hunting the orcs. As the sun sets and darkness falls across the land, the companions set up camp for the night, and were ambushed by the orcs. The companions were on the move before the sun had risen. The tracks of orcs and children, led them deeper into the woods slowly gaining on the brutes and their prey. A child cries of help lead the companions came to the child's rescue from the orcs. The child lead the way to save the remaining the children who were fleeing from the Orcs that came to capture them.
* **KAMOG:** After being rescued from the orc raiders, the children told tales of a big orc leading the other ones. Knowing that the orcs were likely to continue the raids, Reynar sighed and agreed they better have a chat with this ‘big orc’. The companions came upon the hideouts of the Orcs, the Clan of Kamog where they sneaked past the scouts. They quickly made way and tracked the 'big orc' which was an Ogre. The companions dispatched the Orc Ambassador, hopefully that there isn't more such case of Orcs and Ogres working together.

**LOWER ALDWOOD:**

The Lower Aldwood had always been the preferred route for travelers forced to brave the great forest. The depths of the Aldwood swallowed the companions as they made their way along the disused paths of the great forest. Their destination, Verazza, with its murders, treasons, and dead princes seemed a world away and as the trees creaked about them, as they felt the hidden eyes on them, their own voice were the only remains of civilization.

* **THE HALLS OF CREATION:** Hidden by centuries of growth, the Halls lay abandoned in the heart of the woods. Intent on claiming her legacy, River urged her companions towards it, through the forgotten deeps, to the Well of Sages
* **FOREST WEBS:** Emerging from the decrepit Halls of Creation, the companions set off to recover the missing “Witnesses”. Heeding the final words of the dying arboreals, the companions ventured further into the spidery depths of the Aldwood
* **WITNESS:** After the destruction of his fellow sages, the Witness-of-Empyrial-Tides sought solace at the waters of a forest lake. See: Witness Stones

**ALDWOOD RIDGE:** Like a great scar, the Aldwood Ridge divided the dark woods. Crawling with orc marauders, it led the companions along its craggy heights towards Horn Valley and the Tower of Sky

**TOWER OF SKY:** The Tower of Sky perched on the Aldwood Ridge, overlooking Horn Valley like a great clawed beast. Seeing the massive gate broken, the companions speculated darkly what they would discover inside.

* **SKY SANCTUM:** Beneath the Tower of Sky lay the vast vaults, undisturbed since the days the Order of Numinae held dominion of the Tower. Lethal magics, only grown stronger with the ages, were said to protect those halls, but the companions decided the risk was worth it

**ARCHWAY:** The nearest settlement to Horn Valley, Archway lay on the Old Stoneway, where it had prospered from the brisk trade passing through from all directions

**VERAZZA:** Verazza, at last. It was time to locate Bayard, who was said to have witnessed the murder on the crown prince. Verazza was not a peaceful city, though. The murder on the crown purse had sparked a rebellion. The working classes had had enough of the city’s aristocracy.

* **PALAZZO CORRENTI:** The Verazza Palace. The place where the crown prince was murdered. Now a sealed-off crime scene.

**THE DOCKS:** Bayard had left Verazza, presumably by boat. If they were to unravel what had happened, the docks seemed to be the next step.

**MEREC’S MARSHLAND:** Merec, once a famous general, now only known for his infamous defeat in the marshlands

* **MISTY RUINS:** The ruins of Elmoor had been undisturbed for hundreds of years. Could there be treasure buried there?

**MURGLE VILLAGE:** Corpses indicated that a recent battle had taken place in the swamps. The slain were dressed like rebels from Verazza, so maybe it was Bayard’s group that had been ambushed. He was not among the dead, but tracks indicated that prisoners had been dragged away from the battle site

**LORD MARGRAVE:** Well out of the marshlands, the companions sought out the camp of Lord Margrave

**TORTUA COVE:** Rumor had placed Tarn – the last person to have seen Bayard – in the coastal town of Tortua Cove. Deciding to question the man, the companions descended into the lawless den of smugglers, thieves, and murderers

**LIBRARY OF ATREM:** Seeking possession of a forbidden volume, containing secrets of infernal relics and devices, the companions approached the Library of Atrem. A bastion of the order of Blind Saints a beacon of knowledge against the dark

* **THE OUBLIETTE:** The Blind Saints seemed to be divided – and one of the branches was continuing with the Great Purge, slaying mages and fae alike. Amras convinced Reynar that *somebody* was ought to do one good thing in their life and stop them

**MONTERRE:** Following Bayard’s references to ‘de Monterre’, the companions ventured into the province. Small, traditional, among the oldest provinces of the Empire and ruled by the Sword of the Emperor, Duke Favriel de Monterre

* **MAUSOLEUM:** Monterre was being overrun by the dead. Could it really be that Duke Favriel de Monterre was involved somehow? It had to be stopped. See: Mausoleum

**THE WESTLANDS:** The endless plains of the Westlands did little to welcome strangers. The Westford, the sole bastion of civilization in the barren area, was mainly manned for historic reasons than any current value.

**STENHUS LANDS:** Bayard had been captured by the Cimmeran tribe called Stenhus. His precise location still unknown, the companions approached a rival tribe, the Natulv, who were said to possess this knowledge

**ROAD TO ANCIS:** The road to Ancis was old. Sparse grass was growing between the cracks in the stone and some parts were fully covered by dirt and sand. But it still showed the way. Unfortunately, the way went through lands inhabited by minotaurs.

**MEMORIES:** From the Ancis Precipice, you can look over the old capital. A place of wonders and forgotten horrors. A place of memories

**PATH OF EMPERORS:** The Path of Emperors is the last part of the road before you arrive in the former imperial capital, Ancis

**ANCIS:** The companions prepared to descend the Path of Emperors into the ancient black heart of Ancis, but then…