Places

### *Edena*

Much of mankind’s culture has been shaped by conflict. The human realm is a vast land composed of several populous kingdoms constantly vying for dominance. Political and military authority in Edena is concentrated in the country’s major noble houses. These families have ancient roots and many can trace their ancestry back to the land’s original tribes. The power struggle between these houses are also a daily source of gossip and intrigue within individual kingdoms.

### *Zumurrud*

The earliest settlements of Zumurrud belonged to clans that an individual's entire identity was tied to. As these disparate clans arrived on the continent, they spread out and settled around oases, claiming the surrounding land in the process. As time passed, stronger clans absorbed others or were united through marriage. All major kingdoms of Zumurrud can trace their history directly to powerful clans and the strategic oases that sustained them.

### *Sylvia*

The Sylvani culture is characterized by a prosperity to seek an existence of harmony with nature. Their kingdoms arose from forest communes and are led by matriarchs. Authority is divided between the matriarch and a hedge witch that lives beyond the boundary of the commune in seclusion. Elves manipulate the growth of local flora over the course of days, weeks, or years to create dwellings or communal spaces.

### *Asadal*

Asadal is a temperate region with four distinct seasons. As the island was historically isolates, due to the large bodies or water surrounding it, foxier culture flourished without being tainted by outside influence. As such, many of their traditional habits and cultural practices may seem very alien to outside races. During this time, their society functioned as a rigid hierarchy. Supreme deference is given to th Asadali emperor. Their culture began to change after expeditions out of Asadal became more common.

### *Ethera*

Ethera is a water world featuring a supercontinent that stretches from its north to south poles. The Asadali Archipelago lies west of the mainland. The world consists of six distinct realms, each featuring varying biomes, cultures, and political systems. Free cities, independent political entities, also lie within the borders of these realms. Five of the six realms are currently united in a fragile covenant called The Guardian Alliance.

### *Lunera*

Lunera is a moon world orbiting Ethera. Its surface glows a brilliant but eerie blue at night. It Is said that the moon is the home world of the Archons, the Old Ones, and that they descended to Ethera from it. Little else is known about it, but most believe that Archons still dwell there, observing the events of the mortal world.

### *Mount Numina*

Mount Numina is Ethera’s highest mountain. It is located in the frigid wastes of the South and its peak is considered inaccessible by mortals. Climbing the mountain is difficult due to turbulent winds, shifting surfaces, and generally inhospitable conditions. Legends say the Archons descended from Lunera and made their landing on Ethera at the peak, though this cannot be confirmed. The mountain is spiritually significant to those who live around the base.

### *Namman Zur*

Namman Zur is the black pyramid that floats above Zumurrudi. It sits, perfectly still, and I a regular feature of the sky for those who live near it. Visitors to Zumurrud find it to be both strange and ominous. It was created and inhabited by the Dyad - the Archonic gods of the Drow. From this seat of power, the Dyad oversee the daily happenings in their kingdom. However, they have not been seen for centuries and have become reigned to mystery and legend as the very object that houses them.

### *The Crystal Sanctum*

The Crystal Sanctum was a historical home and place of solace for the ancient Archons that is said to exist at the summit of Mt. Numina. The location is said to be where the Archons made first contact with Ethera. From here, they observed world events and crafted designs for their intrusions in them before finally descending. The locations existence cannot be completely confirmed as it is virtually inaccessible to mortal beings.

### *Dokkheim*

Dokkheim is a cold, mountainous region. The native dwarves first settled around these mountains, carving their way deep underground to avoid frigid conditions on land, to create the first Enclaves. Unlike other races which identify with the noble houses or clans, dwarves are loyal to the Enclave of their ancestral mountain which consists of several families and is overseen by local king. Alliances between enclaves are forged or strengthened through marriage and female dwarves must move to their husband’s mountain.

#### *Icenaire*

Icenaire was the most prosperous and cosmopolitan city in the Dwarven realm of Dokkheim. It functioned as a politically independent entity and as notable for its unique layout; it was built above ground and modeled after human cities. This was in stark contrast to other Dwarven cities which took the form of vast, underground enclaves. The city was to be grand social experiment to combat Dwarven xenophobia by proving peaceful coexistence with other races is possible.

#### *Grimhold*

Grimhold is a vast, underground prison devised by the Guardian Alliance for the purpose of imprisoning the Archons. It was deemed a necessity for the security of the five realms following the devastation wreaked on them by the Temper Wars. The advanced prison network was constructed by the Dwarves of Icenaire and designed to be inescapable. It features bars and chains of Mithrum steel enchanted by Archonic binding spells. The legendary prison is said to exist below the surface of Icenaire.

#### *Dalearch City*

Dalearch is an ancient, underground enclave presumably constructed by the ancient Dwarves. It can only be accessed through hidden Ascending Rooms, which traverse a complex network of tunnels designed to conceal Dalearch’s location. It is now occupied by the survivors of Icenaire as the surface is currently inhospitable. The original purpose of Dalearch remains clouded in mystery, however there are many examples of Guardian iconography throughout the facility.

##### *Naziri Camp*

The Naziri camp is a Drow settlement in the southwest corner of Dalearch. The day-to-day dealings within the encampment is overseen by Sitara. However, actual authority over the Drow and their militant Shadowmancers and Bloodmages lies with the Shadowbrand. Most survivors, regarding Drow culture as strange or barbaric, tend to steer clear of the camp, as they find the residents generally unwilling to suffer their ignorance and lack of sophistication.

##### *Healing Hall*

The Elves set up a healing hall in Dalearch following the retreat from the surface of Icenaire. This was done under the guidance of the Matriarch Talindra and Nerevere, the resident master of materia medica. The Sylvani immediately set about using their expertise in healing magick to treat injured civilians. They have continued to undertake this job despite in spite of their limited resources. Today, most of their patients are scavengers returning from surface supply runs.

##### *Drifter Shanties*

Icenaire was home to a large population of dispossessed persons and economic migrants, locally called Drifters. They established a crude encampment in the Southeast corner of Dalearch following their escape from the surface. The quality of the living spaces here were compromised to accommodate a large number of migrants very quickly. As such, the Shanties were erected by simply using whatever materials were readily available. Many consider the area to be a dangerous haven for the wretched and downtrodden.

##### *Lost Lady Inn*

The Lost Lady was established by Helga, a Dwarven innkeeper, with the assistance of the Guardians and the North Venture Company. It soon became a social hub within Dalearch, by establishing itself as the gathering place of choice for scavengers, merchants, and warriors returning from difficult surface runs. Despite racial and political tensions, most of Dalearch’s denizens are quick to set aside their prejudices to enjoy a mug of mead and the few hours of merrymaking that can only be found at the Lost Lady

##### *Eldritch Library*

The Eldritch Library is a curious feature of the underground city. Its tall shelves houses hundreds of mysterious tomes which have gathered dust for centuries. The leatherbound books were meticulously curated and represent, perhaps, one of the best surviving stores of ancient knowledge concerning the Archons and the technology of the ancient Dwarves. Balthasar, the Guardian master of Tomes, has taken up residence here and dedicated himself to deciphering the strange script within their pages.

##### *Ascending Room*

The Ascending Room is a marvel of ancient Dwarven engineering. The room functions as a lift that ferries passengers from Dalearch to the surface of Icenaire. It follows a complicated network of tunnels underground that serve to conceal the room’s final destination. This renders Dalearch’s location virtually impossible to find unless it is accessed via the Ascending Room. Despite the machine’s age, it is far more advanced than most modern technology in Ethera. The knowledge used in its construction has been long lost to the Dwarves.

##### *Argrim Manor*

Following the incident and survivors’ escape from the surface of Icenaire, the Dwarven Crown loyalists took up residence in the northwest corner of Dalearch. They commandeered an uninhabited dwelling here, which they promptly renamed Argrim manor after the missing king. All Crown Loyalists either reside here or have set up their encampments outside the manor. While the area does welcome others, it is staunchly opposed to the Crimson Rain and high tensions reigns against Drifters here.

##### *Guardian Barracks*

The Guardian contingent under leadership of Zaquard Ventrue are housed here. Upon initially exploring this location, it was found to contain old Guardian weapons and armor. It is from here that Zaquard exerts the authority of the Guardians to maintain peace and civility in Dalearch between the warring factions of Crown Loyalists and Crimson Rain. The War Room within this building also serves as a situation room for leaders to oversee the Guardian campaign against the Green Flame and the King of Shades.

##### *Haven*

Haven is an escape facility located below Dalearch. Knowledge of its location had been lost for centuries until its rediscovery by the Guardian master of Tomes, Balthasar. It seems the facility was designed as an emergency escape room for the original occupants, in the event that either Dalearch or its Ascending Room become compromised. However, Haven is only a temporary safety measure and is not meant for long-term occupation. Much of its original purpose remains shrouded in mystery.

#### *Ghost Bazaar*

The Ghost Bazaar is a spectral marketplace run by sober Wraiths who were merchants in their former lives. They congregated near the headquarters of the north venture Company and continued to ply their trade with survivors seeking supplies. As these Wraiths can tolerate the unnatural cold for extended periods, they set about procuring and organizing the city’s supplies. Hellion is the currency of choice here as fold has no value to the dead. The living must trade hellion to the Wraiths fo it to have legitimacy.

#### *Iceridge Penitentiary*

Iceridge Penitentiary is a prison where those who violate the laws of Icenaire are sent. Historically, it served as a facility to imprison those committed of high treason against the Crown. In the year leading up to the events of the incident, it would be used for imprisoning Icenaire’s political dissidents. Iceridge also features an interrogation chamber where, it is said, inmates were tortured in efforts to find out information concerning conspiracies against King Argrim. It is now used as a base of operations for the Green Flame.

#### *The Nibelung*

The Nibelung, as it’s known by the Dwarves, is sometimes referred to as the Voltek Furnace or simply, The Furnace. It Is also called the beating “Heart” of Icenaire. This advanced Furnace ensures that the automated transport facilities are functional and that heat is pumped throughout the city via an advanced network of pipes. It also powers the Industrial District’s main factory. Due to the important role it plays, the Furnace may only be accessed using two keys - one held by Volsung and the other by King Argrim.

#### *Shadow Spire*

This tower connected to the royal palace was commandeered by the Green Flame following the Shade king’s successful coup of Icenaire. Since it now serves as the seat of their power, the survivors have come to refer to it as the Shadow Spire. It looms large over Icenaire and some claim that the Archonic power emanating from it maintains the Frostfell surrounding the city. The King of Shades now bides his time here, planning the Green Flame’s operations against Dalearch.
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*Sources provided by VanTheMan in their recent playthrough on the Dvora Studio Discord.*