*Note: Currently the descriptions section is limited to just a majority of the cities. Soon, all labeled locations will have a thorough description, and an easy-to-use navigation system will be added. Please tolerate this sub-par organization until we have a chance to overhaul the entire descriptions section.

For now, Use the Edit > Find (on this page) function in Internet Explorer is you want to locate a specific city.

Belegaria

Once cradling the thriving and righteous nations of Men, Belegaria has since fallen into shadow.  Within years, the countryside has turned from rich fields and glorious silver walls to rotten earth and waste.  Word of a wicked spell has finally reached The Continent, and rumors of vile deeds have slowly spread across the land.  The Black Orcs that patrol the territories of Belegaria have patrolled as far as the great Arnodiad Causeway, which is the main route between Westend and Belegaria. This is one of many reasons why very few dare to travel to the corrupted lands of this peninsula.

Batta-
Being in the rocks of South Noram, the people of Batta admired the power of stone and believed it would be an effective weapon if they were ever invaded. After hearing of the atrocities at Reidor, the townsfolk of Batta knew their rockdrops would soon be unleashed. Although successful against the soldiers of Belegar, the stone traps and slings only held the threat at bay for less than a day. Soon ladders and climbing flankers breached the high walls scattered through the mountains, and slaughtered the townsfolk of Batta. The gray stone town is now splattered with rotten red. Because the people of Batta fought until their ends, most of the buildings were destroyed by the White Infantry of Belegar.  Now the village is a desolate graveyard.

Belegar-
Being beyond the Waste of the Black Spell and between the Noram Mountains lies a broken city. The once great and glorious walls of Belegar have now weakened and sunk into the rotten earth, and the stone and brick has begun to mold and fester. Little is known of what now breeds behind the walls of the Castle of Kings, where the essense of the evil and rot festers. The people of the land have heard whispers of the corruption of the east, and words of a wicked mage being at the heart of it all. The Eryndor Crusade tries to spread word of the truth in Belegar, that Maegamarth, lord of all death magic, has taken Belegar as a haven. Patrolling Black Orcs circle the territory of Belegar, and no Men have seen what has been breeding and brewing behind what walls still stand. Even the Dark Followers of Maegamarth must speak with a Black Orc, and even the most dedicated of Maegamarth’s underlings has yet to see him. As the Men of the land quarrel in their own matters, Maegamarth grows and plots tirelessly. Will an army ever march to the rusted gates of Belegar and charge through Maegamarth’s army of Undead flesh and Black Orc? The Eryndor Crusade trails daily to alliance the peoples of the world in order to create such a force.

Belfalas-
A miniature version of the silver city, Belfalas was the main port to and from the city of Belegar. It was strictly under Belegarian Law, and often had wagons and caravans going up and down Port Road between the two. When King Leechian began widening his territory, the traffic nearly came to a hault, and all the vessels of Belfalas were no longer used for trade, but for war and the transportation of soldiers. Being strictly under the laws of Belegar, all were commanded to either work or fight for Belegar durings its battles for territory, and Belfalas was left barren. It has now been taken over by patrolling Black Orcs of Maegamarth.

Bridge of the Torch-
When King Leechian ordered hundreds of infantry and firesmiths to the Everledden Woods, he needed a makeshift bridge to carry the Men across the great Rantiath River.  Within days a bridge was raised and immediately forces were passing over the massive structure.  It never occurred to King Leechian that he should name the wide bridge, but after passing over it many times, the workers began to feel differently.  Due to the massive amounts of fire and firesmiths being moved toward Everledden, and because there were forces being shipped through all hours of the night, the nameless bridge was called the Bridge of the Torch by those who worked for its crafter.

Kolefas-
At first the people of Kolefas were in agreement with Reidor and their refusal to give up their land to Belegar.  After all, Kolefas has always been a culturally rich trade town.  Its customers were the traffic between Belegar and Belfalas, which at a time was a very bustling trade.  After the slaughter of Reidor, Kolefas was quick to agree to join Belegar, and give whatever blood, sweat, and goods that Belegar demanded.  Some Kolefas townsfolk were forced to join the military, and fight in a battle they did not believe in.  Most were put to work in Belegar, working tirelessly for the production of arms in Belegar under King Leechian.

Reidor-
Since the beginning of its past, Reidor was a bustling and active town. Although they held nearly identical ideals as Belegar, they always enjoyed their independence from the massive city. Although separate from Belegar, they did business with them often, and the two helped each other’s economy for many years. When the days of King Leechian were dark, Reidor was the first  town Leechian requested to submit to his rule and lend their land to Belegar.  Judging by the Belegar’s righteous days as of late, Reidor believed King Leechian was bluffing, and they refused the demand.  Reidor took up arms, although they did not expect a battle.  Before long, Reidor did not see a battle, but a slaughter.  The White Infantry of Belegar spilled the blood of Reidor all across the land, and it sent a strong message that echoed all the way to Westend.

Trunka-
Carved into the cliffs of South Noram and overlooking the great Alta Ocean lies the hidden pathways of Trunka. Although the halls now look raw and worn, signs of an elaborate culture having done various carvings is still existent.  The high tide during the alignment of the planets sweeps Trunka clean every forty years, slowly wearing down the stone.  Historians have argued that the carvings are ancient, in the days when Trolls were born deep in the Norams.  Others believe it is the lost writing of the first Dwarves.  Over the years, many different clans and races have squatted in or squabbled over Trunka, and its long halls.  Even today the inhabitants of Trunka are unknown.

Dugar

Whipping snows and frozen fields have thickened the skin of those who live on Dugar island, the Dugans.  Cultures are primitive and simple when compared to those of The Continent, but the resources of the mountains have proven profitable enough for light trade with the mainland.  Sometimes escapees and convicts use Dugar for a haven, but either soon find it to be too harsh or perish in the snow. The Nornin Mountains spout from the Silivren Ocean and climb high into the gray skies.  If one has not accepted a life of labor and toil, they will not survive long in the snows of Dugar.

Dugwaur-
Beyond the Ice Fields of Dugar lies the frozen village of Dugwaur.  When the Men of Forfalas all wore kilts, a mighty warring clan was finally broken after years of victories.  The last of these Men took to the Silivren Ocean and fled to the north. After many years, the clan thrives in the cold, with a natural tolerance to the harsh changing of seasons in Dugwaur. 

Dunfalas

To the west of the Bramblelands lies a land that is a step back from the rest of The Continent.  With no main trading routes besides that of sailing, technology and culture have not only had slow progress, but sometimes more is destroyed than created.  The seasons come harshly and the law is thin, so traveling is often considered dangerous.  Hithdor once financed a group of lawmen to survey the main civilizations of Dunfalas in hopes of temporarily supporting them until they can become a stand alone asset for trading.  Shortly after the area was surveyed, the group went back to Hithdor and has not yet returned to Dunfalas.

The Black Trunk-
When Raak was at the height of his power, he raped the fields of Manadh and stormed across the plains surging with the power of nature. Although he was more powerful than anyone could have imagined, the alliance of Men at Manadh drove him back into the plains, but at a devastating cost. Raak took what energy he had left and escaped beyond the reach of Manadh and haulted in the center of a still unspoiled field. Sucking the life from this great field and rechannelling the energy, Raak pulled a gigantic black tree from the earth. It pulled the rocks deep below up as well and created an incredibly tall mountain wrapped around it. The tree has now been petrified and all that remains is a tall sturdy black trunk as hard as stone.

Dakimbo’s Trees-
Different theories have been proposed about his race, but we are unsure who Dakimbo really was. He is said to have lived for millennia, or maybe even ages. Years ago, when he was the keeper of Redskin, he had only one love. This love was a Woman who could fly, Oli. Oli lived in a certain part of Redskin Forest with Dakimbo, where the air was damp and the mushrooms were thick. They were boundlessly happy. But she eventually died, and Dakimbo lived on. With the passing ages, he became violent and territorial, and chased all the travelers from his land, which he declared as Dakimbo’s Trees. Travellers fear the old legends, that Dakimbo watches his woods and is prepared to defend it to the death. Treasure hunters have been known to search the trees for any of Oli’s priceless jewelry, supposedly hand crafted by Dakimbo himself.

Halls of Raak-
After his first powerful assault on Manadh, Raak retreated to Giant’s Pass where he found shelter in the halls he crafted.  When the death druid Raak first learned his wicked magic, he crafted halls of stone and hardened wood deep in Giant’s Pass.  There he found the secret power of blending the magic of nature with the magic of death.  He sapped the life from nature and channeled the deep energies of the earth in a variety of vile acts.  The spells and commands Raak unleashed left all of the earth he sapped drained and lifeless.  The soil turned to dust, the trees splintered and broke, and the stones softened and crumbled.  In these halls he learned the secrets of his dark art, which no others have come close to understanding.

Ku-
Once a rich mining town, the Goblin Alliance destroyed Ku during the chaos of the Orc Wars. After the Orc Wars, the army of Men did a few patrols before going back to their respective cities. The army wiped any race besides Men threat from all of the lands they inhabited unrightfully, and Ku was on that list. The army of Men rushed up the slopes near Giant’s Pass to battle the Goblins who have moved into Ku. The battle was grueling and destructive, and many Goblin explosives were used. Finally the last Goblin was slain, but not before he set off a gigantic explosion destroying the entranceway to the mines of Ku. With smashing boulders thrown about, the town was destroyed, and to this day is uninhabited.

Loga’Kux-
How Men pronounce Loga’Kux sounds very little like that of an Orcish tongue.  The Mountain Orcs of Loga’Kux deeply believe in the harsh ways of a hostile tribe.  They care little of crossing cultures with the world of Men, and threaten to kill any creature in their territory that is not of the Loga tribe.  The Orcs of Loga’Kux have been at war with Volo since the end of the Orc Wars. 

Malenaru Woods-
The outskirts of these woods are sparsely-leafed trees, most of them small in height or thin in bark. But the deeper to the heart of the woods, the trees grow thick and rampant. The leaves begin to turn, orange and red in the center. People believe there is magic, or some sort of power in these trees. In some areas, especially near Taen, all of the trees are yellow and red, no matter what season. In these deep areas of the woods, a very special tree can be found. The Hainwood trees, curling and glowing white can still be found hidden among the towering red and yellow trees. The wood from the Hainwood trees burns green flame. That green flame is said to have mystical powers, allowing the Creator to sense whatever is placed in the flame.

Nella-
Buried deep inside the Tugia Forest, Nella is a small village of passive bards from all over. These people believe they have the deepest appreciation of music, and when they all perform as a village, they can create music more beautiful to the ears than any other sound.

Outlook-
Trolls live in outposts circling Outlook. The townspeople lumber Redskins and transport them north. The Trolls protect the townspeople from the night beasts who sometimes attack the lumberers. The cities of the north pay large sums for the goods. However, the Trolls are very greedy, and they demand an enormous sum for their protective and strength services, and thus the town is very poor. The Trolls live filthy rich and greedy. The small town of Outlook is overwhelmed with ghost stories, and has very little night activity. The structures are all crafted from the huge Redskin Trees, and thus there are very large buildings populating the starving village.

Pass of Neniathan-
A giant creature, some say an ancient waterwing dragon, some say a long-necked lizard from the age of beasts, dwells to the east of Limlug Island. The people have named her (or him) Neniathan, the mother of all sea creatures. She is said to have birthed every species of fish and hardshell that now swim the seas. In the old stories, it wasn’t until Neniathan gave her children the right to breed that the ocean became overwhelmed with life. Those beasts eventually created creatures of their own, and new species were born and Neniathan was lost. The rumor of her immortal life still frightens most ships away from Limlug and most of the surrounding waters.

Poast-
Being the only major port town west of the Bramblelands, Poast makes most of its revenue from shipping people and goods to and from the region of Dunfalas. The most popular ticket sold is a one way trip to Callen.

Pree-
The sky hangs heavy over the mucky village of Pree.  Rain comes hard and frequent, which prevents mostly every crop from being farmed.  Most of the trees struggle for life, and the majority of them have broken branches and are waiting to collapse.  The villages are all aged and very few have kin, for nourishment is rare. The main structure of the village is a tall wooden chapel called Haven.  The minister of Haven is the only leadership the people of Pree have ever known.  It is said that Witches study the dark magic in the murky trees surrounding Pree, and it is the work of these Witches which frighten the people of Pree into their dedication for the minister of Haven.

Revea-
A rolling village on both sides of Crolam river, the people of Revea make a bit of money from tolls and some light tourism. Travelers often stop for equipment and food, but the village has known peace for many years. However, two decades ago, when Revea was bustling with business and trade, the village was attacked by a band of thieves and sackers known as the Brickwinders. Their leader Sza’loz ravaged the town. The people of Revea were led by a young traveler named Sool, and eventually stopped and killed most of the thief guild, and the survivors, including Sza’loz retired shortly after. Sool was the town mayor for years until he disappeared. A funeral was held even though the people of Revea never found the body.

Ruins of Manadh-
Once a thriving kingdom in the plains, Manadh now exists only as a graveyard.  The only inhabitants are those travelers who pass through the Wastelands of Raak as a last resort in their travels.  Sometimes taking a short cut of this sort cuts the travelers lives short as well. There is no wildlife, beast or plant.  The winds always whip and sting, and the air is thin.  The walls of the city of Manadh still stand, but the rotten stone has decayed enough for a small army to pass through with ease.  Inside its walls, all of the goods have been long since taken by thieves and raiders. Centuries ago, when the kingdom was still mighty, a wicked Druid named Raak had a deep hatred for the leaders of Manadh.  He discovered a vile power, the ability to sap life from the earth and abuse its strength until it withers and crumbles.  With this mighty power, he sapped the life from all the lands of Manadh, and single-handedly came upon Manadh with more force than the world knew was possible.  The people stood no chance, but with his great power came a desperation for more energy, which quickly expired.  He had only enough strength to come back to his halls in the Giant’s Pass.  Word of the vile acts spread to Eredhel, where King Riadarin sent many Elvish forces, with himself at the front.  They allianced themselves with the Men of Manadh and marched directly to Giant’s Pass, where Raak was slain among the rocks by King Riadarin himself.  The result of Raak’s first assault left many to die in the rotted Manadh, but those that escaped mainly sailed to Hithdor, where their kin most likely still dwell.

Saur’Sah-
A remote village lies among the stoney ground of Saur’Sah.  Centuries ago, Saur’Sah was the main lumber resource for the city of Manadh.  Saur’Sah was famous for bizarre tools that allowed them to lumber at an hastened rate. Now that Manadh has long since fallen, so has the economy of Saur’Sah.  What remains is a view of a Manmade field that was once a part of Redskin Forest. Today the people of Saur’Sah work as a community to accomplish the necessities of life.  Most of their meals are cooked for large groups, but barely sustains the villagers. 

Taen-
Mystical land of wood gypsys, of every race. Their queen, Caesabar’Amar lives in a huge, hollowed Redskin tree, an ornate cylindrical dwelling carved by herself. The people brag that it took their queen no longer than a week to carve the shelter. Caesabar’Amar has never been seen by outsiders, nor is her race known to outsiders. The people of Taen rarely meet outsiders, and are a very spiritual people.

Thaw-
Unbeknownst to most dwellers of The Continent, Thaw was once a great lighthouse used by travelers by sea or road.  With time the town’s fires weakened and the winds harshened. The Great Ices were relentless upon those who still had some hope for their hometown.  Eventually Thaw was completely abandoned.  Although still freezing cold, the Great Ices weakened, and a caravan of peaceful bards rebuilt the town.  They lived for years in peace, being that no others wanted to bear such harsh temperatures.  But a ruthless band of raiders caught word of the defenseless and passive people of Thaw, and the intricate and flawless instruments they played.  The raiders not only sacked the goods and people, but destroyed the simple dwellings that kept the people of Thaw warm for years. Very few traveled to Thaw before the coming of the raiders, and thus little is known of all the facts.  One rumor is that the people of Thaw made the most beautiful music in all of the land, but an unjust and warring continent did not even hear the glorious sounds. Today, a small group of escapees and convicts control the territory.

Tugaia-
Glistening along the sun, following down the Crolam River lies Tugaia. Small in population, the town is mainly elderly Men and Women. In their culture, they desperately cling to the lifestyles of their youth. The village is all beautifully crafted Redskin wood homes and shops along the river and up a small incline. A system of walk paths and elevators makes traveling much easier. The elevators are powered by a system of pulleys that eventually are pulled by a custom-made water dam where Waterfall of Braak was. One building in this town sticks out, and can even be seen from over the tops of nearby trees. The building is the home, living quarters, and meeting place for the Tugaia Beaurocrats, a vast group of Men who do trading and bartering through carrier pigeon communication to make vast sums of money for the town. The Beaurocrats work very hard and thus are never seen outside of the huge structure. Because the Giant of Tugia has effortlessly defended Tugaia from invaders multiple times in history, some say Tugaia needs the Beaurocrat’s money to pay the Giant of Tugia for defensive purposes.

Tugia Forest-
Nearly petrified in their density, the trees of Tugia bear some of the thickest skin in all the land. When crafted for weapons, the wood of these trees is lethal, but heavier than other wooden weaponry. The trees are also made into ornate instruments. High levels of craftsmanship were required to create these instruments. No large lumber group has worked the woods of Tugia, although the wood is highly valued in the land. The lumberer’s axes break and bend before the crew can get even a few trees in the Thick.

Volo-
Although they have nearly no contact with the world of Men, the Mountain Orcs of Volo believe it is necessary to not be hostile to other people without reason. However, with the two groups feuding over a territory in the Sands of Noman, the Volo and Loga tribes have been at war since the end of the Orc Wars. Both masters of their own territory, each tribe is too smart to fully assault the other tribes’ mountains, for it would certainly mean slaughter. Because the Orcs fear the Sands of Noman, the journey through the dry sands is treacherous in itself.  As of late, the Orcs of Volo have become more restless and yearn to explore The Continent, but Chief To’Tok has passed many laws regulating the Orcs, insisting they focus on defense and battle preparations.

Edheliu

The little knowledge that exists of Edheliu lies in the hands of the Elves of Eredhel.  One thing about Edheliu is certain, and that is that to sail to the island means certain death.  Before the Elves isolated themselves on the lush island, they warned The Continent that they no longer cared for the land nor people of the mainland, and if any being, friend or foe sailed within range of their island, those beings shall perish before they reach the shore.

Forfalas

The season pass with a chill but crisp air in Forfalas. Wide and worked fields span across the western region while enourmous mountains dominate the east.  The great Towers of Hithdor nearly reach as high into the sky as the Peak of Galim, which stretches from the highest point of the Calad Mountains. Thanks to Hithdor and its towers, Forfalas is no longer considered desolate and unworkable, for Hithdor has helped create an entire system of trade and travel, including some of the most expensive roads in The Continent.

Callen-
Encased in small guardtowers of stone, Callen serves as a port of Hithdor.  The streets of Callen are paved to a smooth surface, ideal for the travel of wagons and caravans, which make daily trips to and from Hithdor.  It is well guarded and strictly follows Hithdorian law. Nearly all of the townspeople of Callen work either in transportation or harboring.  Although they work often during the day, the safe people of Callen often enjoy the taverns at night. However, Hithdorian law is strict against any disorder that pours into the streets.

Hithdor-
No other city has shown as much structure and organization as Hithdor.  The thousands of Men who live behind the walls of Hithdor exist in a world within a world.  The city is vast and elaborate, housing a variety of trades and professions from across the land. But the businesses that find the most work are those that support the Hithdorian military and the government programs, which can include any task from working on roads to protecting neighboring people. Hithdor is famous for its towers, which are considered among the greatest feats of Men.  They reach so high into the sky that on one of the many misty days in Hithdor, the tops of the towers cannot be seen from the fields below.  Although never used to their full extent, those towers serve a defensive purpose, for at the top layers of the towers are groups of archers and catapults.  These slinging weapons have been measured to rain volleys of arrows and catapult stones all the way to each of the four gates, which are on each side of the walls of Hithdor.  With the fall of Belegar, many expect Hithdorian law to slowly spread its territory, as they have already taken steps in doing so. But with the recent assassinations of Hithdorian officers, the Senate of Hithdor has had new priorities, and the Hithdorian presence in neighboring villages has withdrawn as of late.

N’Nathren-
Some scholars argue N’Nathren no longer exists, that the Elves of the Old Ways have vanished from the mainland. But in the underneath the tiny sunholes in the stone lies a secret series of chambers and rooms, where only but a few Elves still dwell. Those who have seen the ornate white halls of N’Nathren usually speak of it until the end of their days. The white stoned walls and pathways are carved to perfection in this tiny haven. The Elves in N’Nathren believe in the Old Ways of their heritage, before the days of Men. They spend their time worshipping in the Old Ways, and believing in ideals of a world without the corruptions of Men. Although they are very devout to these beliefs, none of them were even alive during that time in history. A few Elves of N’Nathren sailed to Edheliu, but never sent work back that they had arrived.

Porsa-
The last great western Watchtower of Hithdor skies over the rest of this town, allowing those with peering lenses to see as far as the shores of the Valla River. The impressive watchtower is crafted entirely of petrified wood from the forest that once stood where the Southern Midplains are now found.

Wabar-
Cold and barren, only a few Men still live among the cliffs of Wabar. The few that still live in the frozen village live a hard life of travel and labor. The only resource in the area is the white stone of the Calad Mountains, which the large Men of Wabar have been chisling and hammering for many decades. Monthly, a heavily protected caravan brings food and supplies to Wabar, which is traded for precisely hammered white stone bricks. The caravan moves much slower on the way back to Hithdor.

Haradaria

Once rich in culture, Haradaria is now a region of The Continent rarely traveled. The harsh dry winds of Parparth and thick wet forest of Fuintaur have spread threatening opinions of the region. The most thriving tribe of Orcs and the tales of demons in the south have also been a deterrent for travelers. But beyond the dangers are many mysteries, for many tales tell of secrets within the earth of this region.

Braa-
The mayor of Braa, a Woman named Skaal, is a felon and has reached the age of wisdom. After serving their sentences in Gohithica, the people of Braa began a new life where their reputations as criminals would not keep them from work and attaining status. Braa is mainly a laboring town, with nearly all the townsfolk owning and maintaining their own livestock as they graze and bask in the Dry Fields. Because of their criminal history, the people of Braa are not allowed to purchase the land they must live off, and often suffer losses of goods when diplomacy from Gohithica investigates. Mayor Skaal wants nothing more than for her people to be peaceful land owners and live in simplicity. Her wish is not fulfilled.

Cove Woods-
Flourishing with crooked and ancient Whiteskin Trees, Cove Woods is a mystical territory. Most travelers are chased from the woods by a variety of beasts. These beasts are flourishing and thriving, for they are pure, uncorrupted beasts. Some say the beasts protect their land in a desperate effort to keep one last forest for themselves. When the poachers of Gohithica came to hunt the beasts for trade, their methods stained the white barks with splatters of deep red. It was not until this decade that the hunters have been coming back with less and less hides, and some of the intruding poachers have lost their lives.

Demon’s Pass-
Although it can be treacherous, Demon’s Pass is a sturdy road that winds through the Hills of Lutia, which is Orc territory. But travel on this road is easy, and maintenanced by Gohithica. The Orcs of Lutia are seen so rarely, it is rumored they have all left the south.

The Firegrasses-
South of the Gray River, a thinned field blazes under the sun. Here the grasses grow very tall but sparse. Too hot to farm or graze livestock, The Firegrasses are practically abandoned, only rarely the people of Braa explore and travel the fields.

Fuintaur Forest-
Known as the last haven of Orc on the midland, the Wood Orcs of Fuintaur have shown countless times that they have a territory, and no others are welcome. After the Orc Wars, they have even lost trust in other Orc tribes. Although they suffered heavy losses during the war, some say the Wood Orcs of Fuintaur hae been breeding an army. Others say they are desperate to keep their borders in check due to their lack of numbers. The truth is unsure because of the brutality and efficiency of these creatures, but one thing is for sure, Fuintaur belongs to the Orc.

Galadia-
Over the sweeping dunes of the vast Parparth Desert lies the wide harbor city Galadia. The clay and brick huts and buildings sprawl out near the coast, twinkling at night and blazing during the day. The city may look appealing from afar, but the lifestyle of Galadia is lethal and dangerous. No governments of Men or any race reach far enough south for there to be any law in Galadia. Numerous convicts and powerful criminals have been sighted roaming the streets at night. This freedom from civilization allows the streets to be walked by various races besides Men, even though they make up most of the population. Other factions and gangs claim territories of the city and declare them off limits. The gangs live as high as the rooftops and as low as the sewers, which run undernearth most of the area, and are maintained very little. During the day, the city is bustling with commotion, most of which being trading of goods and the visiting of taverns and bordellos. These merchants are the only stable union of people in the city, often having to unite when the gangs get too out of control and begin destroying the goods during their brawls. Whether thief guild or angry merchant, Galadia is no place for the weak of will.

Gotia-
An ancient farming town for dark-skinned Men, a life in Gotia is a taxing life indeed. The farmers of this Elden town worship the essence of water, and all forms are considered sacred. Although the Dry Fields are very difficult to farm, Gotia’s people cannot abandon their town, for it is a haven of dark-skinned Men, a rarity of The Continent in this age.

Kakaru-
After the destruction of Belegaria, no travelers in years have braved along Fuintaur to find the mystical tropic village of Kakaru. Once a paradise, it was left in shambles during the violence of the Orc Wars. Once sprawled across the bright and wide beach, the land in the Sands of Fuintaur is said to once be rich and fruitful, but now it is predicted to have blown away, the ashes of Palmleaf huts scattered into the Alta Ocean.

Ladd-
In the past, Gohithica had attempted to raise up defensive structures in hopes of widening their territories and organizing their government.  It was then believed that a tower in the center of the Dry Fields would prove useful to scouting the region, and thus the tower of Ladd was raised.  But before long the Dry Fields became harsher and Gohithica’s finances went to many other projects, and Ladd’s stone walls were left to bake in the sun.  It is not known as to who or what now inhabits Ladd.

Lum’Lumba-
A tiny village marked on the maps but rarely found, Lum’Lumba is a group of Men who praise beasts and attempt to live in coexistance. These Men do not live in shacks or huts, but beneath rocks, inside trees, and in “nests” tucked in bushes. Since the coming of this small group of Men, the hide and fur trade of Gohithica has significantly dropped.

Lut’Lok-
After the Orc Wars, the Orcs of Lut’Loc have nearly disappeared. Before the war, they flourished throughout the hills. Now, the laborers of Minera pass the hills weekly and unchallenged. Did the tribe move on or has no one dared come close enough to the holehomes dug in the hills?

Minera-
Mystery surrounds this scorching village. Minera has become a haven for those running from the law or escaping a past. Nearly no wildlife exists in Minera, only broken ancient shacks and intricate steel structures that jut from the hard sand. These structures require hard physical labor to operate, for they send a metal shaft into the sand and eventually, with enough work, a thick liquid is drawn from the earth and sold to Gohithica. The few people who suffer this lifestyle benefit a life of solitude, separated from the main land. But as night falls, the few Elden still pray to the rain and the sludge, for darker being dwell in theselands.

Orchrome Bridge-
Once a useful, sturdy bridge build ages ago, this bridge is now decorated with Orcish craft and limbs of decayed Man flesh. This permanent and well-crafted bridge of the ancient Men is now an unforgettable symbol of who now owns Fuintaur. The Orcs could not destroy the solid structure, but overturned enough stone to make it unpassable by wagon and horse.

Riverside Woods-
Rarely is Riverside Wood traveled. One reason being that the rivers along Fuintaur have swallowed many in the past. Strange sounds and winds whip between the flat treelands, which due to the thick of the trees begins to take on the shape of a maze. Many rumors tell of Riverside being haunted. Avery few believe the hanting is a trick of a hidden forrest community, which could be a once Fuintaur Tribe of Men, or of beasts and creatures of the past.

Naugbar

Far to the northwest of The Continent lies the frozen mountain island of Naugbar.  The Iced Peaks slope steadily from the Silivren Ocean, and merely the look of them suggests strength. But the cultural strength of this region lies deep within the halls of the mountains, where a ancient society of Dwarves exists.  The knowledge of Naugbar is mainly assumption, for not only are the doorways to these great halls difficult to find, but they are even more difficult to open.  The Dwarves were once exiled from The Continent, and this is the land they have claimed as their own. 

Glamran-
The largest of all four of the last cities of Dwarves is Glamran. Its halls echo and tower above any who enter the vast stone structure. Here is where all of the business and priorities of the Dwarves is done, and if need be, the decision to import goods or food is made in the meeting hall of Glamran. Shipment of these goods is done by a secret third party that the Dwarves of Glamran have no problem financing. In order to stay even more reclusive, Glamran created long halls and paths that travel to Naugael, Naugaud, and Naudring.

Naudring-
Buried deep in the in the earth are the fire master Dwarves of Naudring. Tirelessly the Dwarves craft great sturdy metal structures and weaponry. The Dwarves pound their mighty hammers endlessly in hopes of creating the most impressive weaponry the world will never see. In the past, it was rare that any of these ruggedly crafted weapons left the halls of Naudring and arrived on the mainland. Today, no one is allowed past the great door of Naudring, which now stays buried under thick layers of snow and ice, so deep that its elaborately polished doors go unnoticed.

Naugael-
The Dwarves of Naugael are masters of jewelry. Their halls are much more quaint and smooth than the rest of their Dwarvish brethren in the Iced Peaks. Some of the masterpieces can still be found floating around the mainland. The come in the shape or rings, amulets, and even crowns. The precision and detail on the ornaments is beyond notable, and most of the jewelry on the mainland is already listed in history books as being priceless. The doors of Naugael have not opened for centuries.

Naugaud-
The thick and enormous doorway of Naugaud can not be opened by the strength of any being. But beyond a intricate system of gears, pulleys and mechanics, the door can be opened by the casual cranking of a tiny handle. The Dwarves of Naugaud used to be amused by this famous contraption, but due to their isolationist beliefs over the past decades, the mechanism has not been used for an outsider. The chambers of Naugaud are all connected by a system of carts and elevators, machines that require very little strength to use but deliver a very effective result. The gadget masters of Naugaud have prided themselves on this skill ever since they first took to the Iced Peaks. This group of Dwarves has always been known for their experimentation. No one knows what new devices the Dwarves of Naugaud have been crafting as of late, but explorers have noted a distant blasting sound sometimes echoing through the northeast rocks of the Iced Peaks.

The Midlands

From forest to mountain to sea, The Midlands is the largest and most diverse region of The Continent.  The business of Men is mainly carried between two major cities in this region, Duindor and Gohithica.  With such vast cities constantly bartering through paths and rivers, The Midlands attracts many of those willing to participate in trading, and many who wish to take advantage of trading. Alliances of villages and the cities are essential to peacekeeping throughout The Midlands, but very little cooperation actually occurs.  Organized criminals like the brutes of Pathlock or river raiders of Cair Cibann are the main threats to this region, for money is king in this land, and many Men do not desire to labor for their money.

Ancients’ Chamber-
A thick steel doorway carved with symbols of Men leads into the Peaks of Solitude. Behind these towering doors lies a chamber dedicated to the Lords of the old world. The glorious gifts of gems, metals, and praises were inside for all Men of the world to bask in whenever they pleased. This was a way of paying homage to the Lords before them and recognition for the world they helped form. But when the corruptions of Men began, and a priceless gift was stolen from the Chamber, it was sealed for all eternity, punishing Men to never enter Ancients’ Chamber again, and no one ever has. Only one who was pure of mind and spirit could possibly be allowed inside. Those of such a will only lived before the corruptions of Men.

Bothra-
Travellers can pay three pieces of silver to cross the Bothra bridge. The townspeople of Bothra make very little use of their bridge because they often quarrel with the people of the nearby town Sitra. Calling the Sitrans “richies” and “greedy folk”, villagers in Bothra are quick to speak nasty words of Sitra. The towns have been whispering rumors and bad-talking each other for decades.

Brakken-
Reclusive and inward, the village of Brakken is filled entirely with the Followers of Hul Dun'Sor, an ancient earthcraft that can be practiced only by Marked Women. Although not inherently evil, the practices of the Followers cause the night skies overlooking Brakken to swell and pulsate a deep, almost sentient blackness. It is said that Brakken is actually an ancient convent for Witches who fled their Cult Circles and decided to direct their knowledge of the black arts to that of good.

Cata-
A sister of Porsa, Cata is the town that grew from Hithdorians that tired of the constant presence of Hithdorian Infantry around the Western Watchtower. Also, fine beds and hotels are found in Cata, as it is the last great place to rest before the walls of Hithdor are reached.

Cliffan-
With a glorious view of the Silivren Ocean, the village of Cliffan stands high on coastline cliffs. Although lacking in technology, Cliffan is a productive village that has known peace for many years.  Only when the Eldens have their annual councils do they wear kilts.  Most of the people of Cliffan are either fisherman or shipmates.

Coffin Fields-
The wind whips harshly between the Dry Peaks and Ethivia Mountains. In the days when Gohithica had a just king, the alliance of the west came to aid Gohithica in stopping a flourishing and menacing army of Mountainites. In that battle, the last army of Mountainites was crushed and the creatures scattered to the north. However, with victory came great losses forMen. The losses were too great to properly bury the dead back in their western homeland, so the thousands of Men were laid to rest in makeshift coffins, sprawled throughout the plains. With enough rain, some of the wood can be seen pressing up from the earth. Some say the spirits of the soldiers are trying to ascend, and be properly buried. The treasureless bodies have left a sense of death in the air, and farmers struggle desperately when attempting to make use of the land. Even the grazing animals refuse to eat from these grasses.

Coreisos Minor-
The city upon a city, Coreisos Minor grew out of the buried ashes of the lost Coreisos Major. Even legend has no story to tell the tale of Coreisos Major's demise, but of late archeologists have dug passageways down to the covered remnants of the old city. Surprisingly, it has been disocvered that much of Coreosis Major is quite serviceable and stretches far beyond the edges of the sister city that was built on top if it.

Deepshade Forrest-
Rarely traveled, the ominous Deepshade Forest is the home of two species of wildlife. One being the Chara Tree, a dark-skinned tree that grows bent and rigid, thickly thrives in this land. But as usual, where there are Charas, there are certainly Waskitas, the blood-sucking, sap-draining tiny insects dreaded by travelers. Between pesky insects and difficult thick trees, Deepshade is a self-protective territory, even keeping most beasts away.

Dindar-
 Probably the single largest crop supplier in all of the land, the fields of Dindar have fed mouths throughout The Midlands.  For long Hithdor has recognized the skill of these farmers and has granted the farm town protection in exchange for a direct food route.  The thousands of people in Hithdor keep the farmers of Dindar very busy, who have mainly known simple lives of farming.  But only several years ago, the first group of Black Orcs surrounded Dindar with one hope; to plague the foods and seeds that travel throughout the land.  Although the battle was harsh and the townspeople suffered significant losses, Dindar still stands thanks to the Eryndor Crusaders who first prepared the defenses of the town.  However, in the pages of Hithdorian history, the victory against the vile Black Orcs is credited to the Hithdorian Aides which entered the battle after hours of grueling battle. Dindar has since been very grateful to the Eryndor Crusade.

Duindor-
If one were to visit Duindor during they day, they would find a bustling city of merchants and music. But at night, the streets are treacherous, for many have wicked agendas that are better acted upon at night.  With many rich folk, and many people who are wanted killed, there is a huge demand for skilled assassins who work for money.  It is in the night hours that these assassins roam the streets and even rooftops.  Some who are skilled enough are paid not only for their tracking and killing skills, but for their ability to protect as well, for bodyguards are a necessity among controversial politicians.  The heavy clouds always suggest rain, which comes hard and abruptly.  Three rivers meet under the only huge structure of the city, The Tripalace.  Inside this giant building is the constant workings of politicians and the living quarters for rich beaurocrats.  Many years ago, Duindor’s Tripalace was the home of Duindor’s King Amada, who ruled with an iron fist.  When Hithdor came to overthrow Amada, the Duindim were aided by Duindor’s very resourceful citizens, who agreed with Hithdor’s suggestion for implementing a senate.  After helping Duindor create a senate similar to that of Hithdor, they left and now the two great cities only relate through trade.

Dugond-
A small stopway along the Northern Pass, the town is filled with simple folk who have shied away from the surrounding mountains and have attempted to create a more placid, simple life tilling the small patches of fertile soil. Strange and wild fruits and vegetables from all parts of the continent and other far-off lands always take hold and thrive in the patches of Dugond.

Gladeson-
The village of Gladeson was peaceful for long.  The people were simple and hard-working, making various crafts and tools they could use for trade.  When Pathlock took over the Northern Pass, the people of Gladeson at first suffered  by losing access to trade.  But when Pathlock began to harass them and demand goods and food, Gladeson quickly lost its morale, and many moved to Duindor and Hithdor.  Those who remain now live under the threats of Pathlock.

Eredhel-
Deep in the lush trees of Eredhel Forest lies the last city of Elves on The Continent.  Until recently, the Elves of Eredhel knew only the life of an Elf of old, living passively in the trees, a life rich with spirit and the essence of the wood. But when the Hand of Maegamarth was found, Maegamarth sent his most direct followers, the Black Orcs, to retrieve his ancient statued hand. The Eryndor Crusade allied themselves among the ranks of Elves, but the Black Orc soldiers pushed through the thick trees and eventually some groups passed all the way to the core of the city. By drastically underestimating the force Maegamarth had created, the king of the last Elves, Riadarin, fell to the wicked Black Orcs, who took his body to the east. Even other races from all over The Continent have heard of the power and wisdom of the ancient King Riadarin, whose body is now in Maegamarth’s control.  Eredhel and the Eryndor Crusade is not certain if Riadarin will return reawakened as Undead, but they are certain of something else; if Riadarin reawakens under Maegamarth’s control, he will be a formidable adversary to say the least. 

Gobbenath-
In the misty haze of the frozen beaches near Gobbenath lays a large harbor. This ship harbor is about a day’s walk down the mucky shore from the Gobbenath, and its intricate system of docks houses dozens of large ships. In the village of Gobbenath, many different people have taken to a life of working the seas. From the harbor, many of these rugged Men sail the seas, most to take goods with force, and sack weak communities of Men.

Gohithica-
Neither the flashing fires of the night time festivities nor the sound of the banging music are the first experience when traveling to Gohithica. The first sight of Gohithica when traveling down the Northern Pass is the billowing smoke from the smoketowers. Fuels burn all day and night for various grills and fireplaces. Some of these are for business, but most are for pleasure. Many people of Gohithica live in the streets, spending what money they can beg for in the taverns. But those who come to the energized city to visit have a totally different experience. Banging music, flashing flames and skin-filled bordellos excite the night of the tourists. Although many condemn Gohithica for being a city of sin and waste, it is the most popular tourist location for the rich of the land.

Guardtower of Torlad-
Poised above the mucky shores near Gobbenath, the Guardtower of Torlad is a small outpost brimming with rugged warriors of Torlad.  These Men are brought wagons of food from Torlad, the town they have sworn to protect, and are very dutiful and responsible in defending. 

Henge-
In the old ages, Henge was known for its ability to quickly create volumes of blacksmithed goods for war and trade. Now, ages after the last great battle called for Henge's efficient smithing skills, the city has turned inward and reinvented their craft into an artistic medium. The few pieces of Henge armor that do find the battlefield today are so adorned and decorated that it is said enemies cower away from the ornate plates.

Hithka-
The first effort Hithdor made to widen its borders was the creation of Hithka. Somewhat south of Hithdor, Hithka consists of many workers and independent artisans who work for businesses in Hithdor. Most of the people of Hithka no longer have any ties to Hithdor personally, but only in a financial way. Being the largest group of Hithdorians outside of the city walls, the people of Hithka still abide under all of the laws of Hithdor, although civil obedience is much more of an issue in Hithka rather than its mother city. To answer this, Hithdor has most of its infantry reserve posted in Hithka. Over the years, these law enforcement soldiers have become very brash and demanding, and in times even brutal when it comes to the ways of Hithdorian Law. Many civil uprisings have been quelled by the soldiers of Hithdor.

Kiro-
Trees lightly cover the rolling hills near Kiro. The quiet village is nestled away in the rolling hills by the Pale Mountains, and has seen little turmoil from beasts or Men. All of that changed in one night; the night that left Kiro in shambles. Dark Followers of Maegamarth slipped into the small town in the middle of the night, and poured the blood of the townsfolk onto the floors of their bedrooms. The Eryndor Crusade helped fortify the village for when the corpses awoke into Undead. Although Eryndor helped the people of Kiro defend and repair their village, it is now lacking the feeling of safety which the townsfolk had been accustomed to for many years.

Nettaur-
The master fishers of Nettaur are known throughout the land, because their boats have been known to explore the oceans all around the continent. Some fishers are more practical and make a very comfortable living raking in pounds and pounds of small fish like Keep and Gupps, which are shipped to Callen monthly. But the true pride of Nettaur comes from the big game fishers, who hunt the waters in hopes of finding exotic ocean creatures to sell for a high price.

Nunaur-
Nunaur is a very small, but culturally rich village of Men. Most of the village consists of Elden who have moved from the faster pace of life from Torlad, although the two towns often interact.  Nunaur is famous for its impressive fabrics and furs, which is credited mainly to the skill of the Elden Women of Nunaur.

Oldpost-
For many years the people of Oldpost were fundamentalists and deeply spiritual.  They strictly believed in the old ways of Men, but preferred to worship the Creator in their home forest of the Nectarlands.  Being very resourceful with the trees, the people of Oldpost enjoyed one of the richest forest areas in The Midlands. But for the last decades, the berries and fruits of the Nectarlands have became thin and sparse, leaving the people of Oldpost no choice but to create a cobblestone path that connects to Northern Pass.

Pathlock-
Probably the largest group of organized criminals live in Pathlock. The city is bustling and brutal, with flowing ale and frequent quarrels. Women who inhabit this wicked place are either prostitutes or forced to be one. How ever often these Men might fight one another, they will always unite against a common threat. One such moment was the failed attempt of Hithdor to re-open Northern Pass for commercial use by cleansing Pathlock of its criminal behavior. But still to this day, any wagon going to Pathlock without the intentions of joining this harsh city usually does not arrive at its destination.

Rika-
Famous for its variety of ales, Rika is often visited by those who wish to escape Hithdorian law but not leave the northern Midlands. Since the taverns of Rika are sometimes housing soldiers and those who have chosen battle as their profession, many mercenaries can be found in this drunken town.  There are far more taverns in Rika than any other businesses, and even host an annual ale competition.  Ale made in Rika has won the competition for nearly a decade straight.

Sitra-
Travellers can pay five pieces of silver to cross the Sitra bridge. The townspeople of Sitra are Men of great pride and empowerment. Many travelers know to stay clear of the taverns of Sitra, for rumors have spread that the gambling games are rigged in the favor of the house. The people of Sitra live comfortably, and very few of them reveal their occupation to those curious enough to ask.

Shale-
Those who do not know of Shale are awe-struck the first time their eyes come upon it. By all means, Shale should be a small town of little consequence. However, given its strategic location, Shale is an optimal trade depot for all sorts of goods. Goods from far continents come into Shale and await pickup and shipment, while goods flowing in from Dindar, Hithdor, and Duindor are packed and prepared for shipment overseas. This tiny town has the most massive and advanced storage facilities in all of the land, which helps Shale make up for its dreary architecture with sheer immensity of its structures.

Taheen-
A very quiet town, no roads lead to or away from Taheen, which is rare when so close to Hithdor. Nothing connects this village to the outside world except the occasional visit from Callenfolk. Although under Hithdorian law, little comes and goes from this town that by all rights should be a ghost town.

Terka-
The quiet village of Terka is under Hithdorian laws. These people work tirelessly for bustling businesses in Hithdor, and know of little recreational time. The village is much less developed than Hithdor, and has minimal patrols from Hithdorian Defenders. But because the main forces of Hithdor are so close, there are very few criminal attacks on the village of Terka.

Torlad-
All under a single clan symbol, the hard-working farmers of Torlad love their land. They love their land enough to protect it and lack any trust for outsiders and travelers. The people still wear the kilts of old, but not all of them. Many of the old prejudices against Elves are still believed, and the folk of Torlad are anything but friendly with their Elvish neighbors in Eredhel. They are a unified people, especially after the heavy raids they suffered from Gobbenath’s raiders in the years past. The two clans have been feuding since.

Tundra of Melch-
Ages and ages ago, when the Men began to flourish over the Elves of the land, there lived the Man-King Melch. Melch was given the throne at the age of youth, and lived mainly in greed. He led his kingdom with an iron fist, and desired only power. He led to the first great clash among the pure races when the Elves united against his kingdom and liberated the people of his kingdom. The Elves casted Melch to the far east, and cursed that land. When the weather turned, Melch froze in the tundra alone until he perished. To this day, this area has continued to freeze, all year around, with a relentless cold. Rarely do travelers brave this territory.

Westman-
The lands of Westman are rich and full of culture. The land is open with lush farms, but the food is rarely for trade. The people are independently territorial and have deep and widespread family associations, and on a larger scale, they have clans. In formal cases, their officers wear kilts for patrols and ceremonies. They are peaceful now, but there is much bickering and slandering over land and family names.

Westend

Bluehill-
No one is left to see the beautiful navy blue and green sky that can rarely be seen from Bluehill. The light from The Vanilla Hills dances in the night sky during precise alignments of the stars. The villagers of Bluehill used this phenomenon to fuel their interest in the stars. The Starwatchers of Bluehill were forced to retreat to Silvo when the Belgarian infantry stampeded through their village, and the survivors were soon killed at the Battle of Silver.

Borroa-
Once a small fishing village, the simple river folk of Borroa took heed of the fall of their neighboring villages. Before King Leechian could extend his borders to their doorstep, they carried most of their belongings and all their kin to long boats and joined the resistance at Pann. None from Borroa have been found alive to date, and the small village has been raided completely by thieves.

Fawnhome-
When there as lush rolling hills, the territory of Fawnhome was wide, with its people mainly being farmers of grazing livestock. Those who did not farm were usually skilled with a bow and hunting deer. The many beasts thrived among the small treed areas. Those bows were very useful in the Battle of Pann, but not useful enough. Ironically enough, the only beings that now exist among the ruin of Fawnhome are a few starving deer, who lost their source of food when the black spell rottest the soils of the east.

Hillside-
What was once a small town of farmers and fishers, Hillside retreated to Silveo when the shadow of Belegar began to spread past South Noram. They left their quaint village to take up arms after hearing about the fall of Fawnhome. The village is still in nearly perfect shape, untouched by Belegaria when the townsfolk left. They have not come back.

Landon-
Once a successful town for travelers, Landon was known for its fine wines and finer pipeleaf. Long has Landon understood territorial skirmishes from their proximity to the Orc Woods of Fuintaur, so when Pann called all nearby villages together, Landon was first to answer. With most of their trade invested in ales and pipeleafs, they brough all their valuable to Pann and took a last stand. Although they aided greatly in the Battle of Pann, they were eventually crushed by King Leechian’s forces. The black spell rotted the once lush pipeleaf gardens, and the village has been scraped clean. There are signs of Orc throughout the ruins.

Na’Nanay-
One of the last villages in Belegaria to fall under King Leechian, Na’Nanay, was a small but lush tribe of Men. Travelers passed sparsely due to fear of the Orc, and Na’Nanay rarely meddled with the outsiders of the east. They were firm in their admiration of the woods and its medicinal value, but their more ancient and tribal beliefs began to falter when the east was in turmoil. If any survived the crushing boot of King Leechian, surely they took haven in the now rotten Nann Woods.

Silvo-
When Belegar was bright and brilliant, its chief decoratory resource was the shimmering silver from the mining town Silvo. Rich in finance and rich in determination, Silvo was a town known throughout the land. When the deep spiral mines were still worked, the extremely rare metal Platna was sometimes discovered. Small pieces of Platna can be melted with cheaper metals to craft large pieces of silver, or if kept in its pure form is nearly indestructible and vastly expensive. Pieces of Platna can be found in the edges of King Leechian’s blade and atop the crown of Hithdor. With this fame the town was a bustling place of workers and smiths, with many of their goods crafted in glistening silver. When Silvo declined King Leechian’s offer to join his territory and hand over the mines, and entire division was sent to crush Silvo. A battle at Silvo was to be at hand. With the people of Hillside and Bluehill in their ranks, the town’s militia was pushed deeper and deeper down the mines until air was in short supply. In a valiant last stand, the townsfolk and militia pushed the infantry of Belgar back during the Battle of Silver. But soon the Belegarians pushed back and stomped through to finish their job, and the townsfolk were slaughtered among the rocks and tools. Those that survived died in the mines shortly after.

Sirbann-
This small village was crushed by order of King Leechian. But when the soldiers arrived, the village was already desserted. Mainly consisten of Elden and simple fishing folk, Sirbann was rarely recognized on maps. Its one famous stucture was its marvelous library carved into a small Cliffside. The library is now empty. It was assumed the people took their chance on the Alta Ocean or fled west, but no other villages ever reported seeing a caravan. Sirbann’s largest shit, one that might have been able to brave the ocean, was never found.