"Where do I live? A simple question that doesn’t have a simple answer. A palace in a place beyond place, built in a time that wasn’t a time. Can’t solve my riddle? Really, it’s for the best. You wouldn’t like where I live."
An orphanage is not a place one would normally connect with undead abominations. Normal orphanages are not run by Edrea Solon.
The tiny shrine doesn’t look like much; a tumbledown temple overgrown with weeds, fading quietly into obscurity. But appearances are oftentimes deceiving.
“There’s something not right, up on that hill. Something about that place makes men go mad. The de Lahsk family never should have built the mansion there. That only made it worse.”
Port Reliance is a squalid little port town, a hive of pirates, murderers, thieves, brigands, and brawlers. The lowest of the low, the most desperate of sea-farers end up here sooner or later. Adventurers will fit right in.
Uncharted, and unexplored save by a few, Xenos seems a veritable paradise with plenty of food and fresh water, a godsend to any ship that finds it. Many ships have put ashore, only to find that they can never leave.
No one goes to the Western Woods. There are things that come out at night that it would be a very bad idea to meet. The Western Woods have a reputation of being haunted, or rife with wild magic. Or both.
Drinen Forest is a frightening, dark place. Very few are foolish enough to venture into it, and fewer still return. This is one of the Ten Most Dangerous Places in the world.
The Forbidden Jungle has never been explored thouroughly, for the simple reason that many of the explorers are never seen again.
Sab Rejak, also called the City of the Lost, was once a thriving city until a curse and a plague brought an end to its glory.
Some say that Darigus was murdered for his treasure. Others say that Darigus’s court magician did away with the nobleman and ran off with his daughter. And some say that Darigus isn’t dead, and took off with his treasure. But no one knows for sure…
The old clock tower stands tall, but the bulk of the uppermost storey is crumbling and unsafe, with gaping cracks in the walls. The metal struts and girders supporting the great bronze bells are still intact, though, and the bells survive. The grotesque gargoyles and arabesques which decorated the original design have either fallen into the street (once or twice a year more bricks fall from the tower, prompting calls for its demolition) or have been defaced, but the main doors to the clock tower are still intact and show signs of being kept in working order. This is the home of The Captains, clad in raggedy clothes, with sooty faces, and perpetually runny noses. But behind each set of eyes is the look of a survivor. They live to stick together and make it through each day. Older than their years in many ways, the friendship they share with each other and Wims ghost keeps the core of a childs innocence and hope alive in each. But they are still very suspicious of outsiders. They are a group of street children who live in the clock tower. Some are orphans, some runaways, and some nomads who occasionally return to their homes. But they’re all poor, dirty and perpetually hungry, as well as being wily, unscrupulous and mischievous in a fairly brutal way. Enough of them have suffered at the hands of adults for all of them to be wary of any grown-ups, particularly ones who ask too many questions, although with hard work and a lot of food it might be possible to win the confidence or even the trust of a few of them.