"How far? Ye’ll know ye’ve found Malver’s Way when ye sees the Arch."
According to the legend, Dread Velsparge, Daemon Prince of the Myriad Hands, plunged into the Tarakhen Sea in a blaze of scarlet flame, throwing the whole world into ruin.
"The Tower of Ill Omen!" the old gypsy gasped as she glimpsed the shattered structure at the mountain’s peak.
Near the center of the forest are the hidden halls that house the Court of Dark Memory, one of the last bastions of the Unseleigh Courts.
For centuries, sailors have told the tale of this isle’s sole inhabitant, a madman who searches for the solution to an ancient puzzle.
"Build a road, wide and surrounded by beautiful architecture, to lead from Guilders’ Court to the new palace," the Regent commanded Master Thraso.
"Summon the Legions! We shall offer battle within Bleak Vale! This time, OUR cause shall triumph!"
Sailors long to visit the idyllic islands of the generous Zwitter folk…
The Wizards of the Guild have found the remains of the legendary dragon Alturgerax, but theyÃ¢??re not sharingÃ¢?Â¦
In the dawning of time, a mighty civilization, mystical and alien, flourished in the oceanÃ¢??s unseen depths. Their day has passed, but their hidden metropoli linger on.
In the depths of the nebula, the people of the Traft System serve their government well…
The villagers paid dearly after they slew the stuttering old crone!
Wise travelers know to pass wide around Destinen Wood, for few have emerged unscathed from that accursed forest.
The smoky haze that shrouds this volcanic island hides a deadly legend…
The hatreds of men have made this island paradise into a quagmire of poverty and corruption.
Nowhere else in the city would you find a place more tragically downtrodden.
Death and horror await the unwary in the tropical forests of the Kwan-Zhanalin peninsula.
Local mariners know to avoid this island and the spider demons that infest it. Don’t say that you weren’t warned!
The customers who find this elusive little shop may leave with more than a simple love potion in their pocket.
Once a place where the great merchants of the city met, this decrepit square has become a thriving marketplace for the poor and the unwanted. Many a shady deal has been made among its stalls and hidden recesses.
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.