Aboriac Sea (a bOr' ee ak'): This large body of water, nestled between the continents of Halganeth, Baroneth, and Galanath, has water connections to the Sea of Kiriath, the Gulf of Teras (via the Straights of Sloph), and the Tamineth Ocean. The waters of the Aboriac tend to be somewhat rough, though the fishing is excellent.
Ackonif Mountains (a kon'-if): This small chain of older mountains, in the middle of the eastern coast of Galanath, has a wide variety of older metals and stones and marbles to offer the mining communities it harbors. Not particularly high, many of the peaks still have snow-caps, and the range is full of cairns and caves. The Ackonifs are dominated by the nation of Labond.
Antille, Lake (an' til): Lake Antille is a large, freshwater body located in Southern Galanath. Its longest axis is some 175 miles long, averaging about 90 miles wide. High up in the Bloorineth Mountains, the lake would have frozen long ago, were it not for geothermal heating of the lake's depths. The lake is close to a mile deep in portions, and it is located close to a mile up in the Bloorineths. The steep-walled lake is most noted for its continual fog, generated by continued heating, even at high elevation – the fog is particularly thick at twilight and night, though it tapers off during the day to a mere wisp.
Avris Mountains (av' ris): This long mountain chain consists of relatively young, high peaked mountains. The chain, located on the continent of Halganath, runs along-side the Dreneb River, contributing to its large size. The mountains also cut off winds from the South and East, keeping the Choranil Desert rather dry. The highest peak in the range is Mount Lebaron. The southern portion of the Avris borders the Ogre Nations, and Kur Maeth, while the northern portion of the range borders the Ch'Kr'Sril.
Banoc Forest (ban' ok): Located on the western end of the Baroneth continent, it dominates the southern portion of the area, sprawling and spreading over a large area of land. The trees are indicative of temperate rain forests, including fir and pine, as well as some cypress and arrow-woods. The Banoc Elves, the namesake of the forests, dominate the lands.
Baroneth, Continent of (bair' ron eth): This far-western continent is separated from Halganath by the narrow Straight of Sloph. Baroneth is dominated by the Banoc Forest, though it has a strong mountain range, some large plains, and a large desert.
basbara (bas' bar-uh): It is a brownish liquid, used as a healing salve; spread on the chest, or in a cloth, it's vapors can quiet coughs and soothe breathing ailments. After it evaporates, it leaves behind a brownish residue that is rather difficult to remove from leathers. Additionally, while the vapors are rather restorative to the lungs, they are rather caustic to silk – they can attack silks, rendering them rather thin, and nearly transparent. There is also a side-market for basbara, in treating silks in this fashion, making basbara a rather high-demand item. Fortunately, it is rather common in the Banoc forests.
Battle of the Undead: This battle took place is 1320 Avard, in the Arn Forest of Galth Island, and in the Galinoser Forest of Galanath. Estimates vary, but anywhere from two to three million undead skeletons stepped out of the Sea of Kiriath, and began a massive campaign to take over any human settlements they came across – and add to their numbers. Had the undead not been stopped, they likely would have moved across the Sharanol Steppes into the nations of Boran, Shistaron, and Shisason – all of which were disorganized and recovering from the massive detonation that created the Sea of Kiriath. Demik Coruth, under the guidance of Charliss, raised the massive numbers of undead with the aid of the Book of the Dead, a powerful artifact/relic of Galanus'. Demik not only raised mindless skeletal servants, but created new forms of undead warriors, as well as controlling such undead as liches, dracoliches, and death knights. Demik was also aided by a hand-picked crew of mages, priests, fighters, and assassins, loyal to him through fear and spells and the lure of gold and titles. The battle had been brewing for close to four years, and was a cover for Charliss' attempt to ressurect the evil god Nathel. The undead hordes, and Demik Coruth, were vanquished when one of the old and ancient spell-scrolls from the Prism Wars was used to create hulking, eighty-foot simalcrums that had spell abilities equivalent to, or even beyond that of, Charliss. Striking quickly and with fear and intimidation, the simalcrums literally dropped a mountain on Charliss, and aided in the capture of Demik and company. With Demik's loss of the Book of the Dead, most of the mindless undead fell apart – some even buried themselves in the Bone Hills of the Galinoser Forest. Many of the undead that Demik had been controlling through the book's powers fled, dispersing throughout Gaeleth.
Bays: (listing: where available, see individual entries) Fama, Fugochisa, Illia, Isvera, Nakagawa, Sysasimis, Valeth.
Blood River (blud): Located in the middle north of Galanath, this river runs through the Loord Marshes. The river earned its name from its deep red color, from algae and minerals in the waters. Where it meets the sea, the land appears to be bleeding. The Blood's primary tributary, the Blade River, contributes to the reddish color in the water. Most of the Blood lies within the Halenar Duchies, and serves as a trading route to the Gulf of Tonkin.
blood rose (blud' rOs): They are a deeply red rose that grows in warm, moist environments. Their nectar is as red as blood, and often drips from the red petals of the roses that bloom for several days, each month. The nectar is highly prized as an additive in several red wines, and as a topping on foods; the taste is sugary, with a hint of cinammon. The thorns of the bloodrose are mildly paralytic, and derivatives of the toxin are often used in dressings for painful wounds and sores.
Branef Island (bran' ef): Located on the southeastern corner of the massive Galanath continent, this large island is dominated by a large jungle, and the nation of Tira. Historically, the island was a base of operations for the Nathelians, during the Storm Wars. After the Karatikan victory, however, the island was turned over to a favored duke of the conquering generals, and has since remained within that blood-line.
Bureaugard Ocean (byoo' re-gard): It is a rather frigid ocean, bordering the northern ends of Halganeth and Galanath, as well as completely surrounding Grucheth.
Chilleth, Continent of (chil' leth): This eastern continent is dominated by relatively reclusive, oriental peoples. Historically, the guerilla armies of Chilleth, coupled with its long history of internal warfare, have kept the island isolated. The Nathelians failed to establish more than two or three bases on the whole of the continent, and the local mages and warriors of Chilleth resisted the invading armies by pretended surrenders, sabotage, and outright warfare.
Chirin Island (chir' rin): This large island, located off the southern tip of Baroneth, is a vast flatland, dominated by a low-lying jungle and grasses, and a small mountain range, the Tinebranakams. Hurricanes have often flattened the jungle, though it grows back relatively quickly. The island is not quite in the Gulf of Chrin, though it is relatively close.
Chirin, Gulf of (chir' rin): The gulf is located on the southern portion of the continent of Baroneth. The gulf's eastern end is rather shallow, though the western end, bordering the Gintala Desert, is fairly deep. Waters in the gulf are generally calm, and the fishing rather moderate.
Choranil Desert (KOR an' ill): This desert is found on the western portion of Halganeth. Rather dry and arid, it is block from precipitation by the Avris Mountains. Enough dew rolls over the land, because of the proximity to the Goordune Ocean and the Gulf of Teras, that, closer to the shores, there is considerable flora and fauna, though it has evolved to withstand the intense midday heat of the desert. The desert has a number of distinctive regions, some rocky and more like badlands, others like dunes, and still others mere mudflats or salt flats. Oases are few and far between, and relatively small, but they can be found if one knows where to look. The southern portion of the Choranil is controlled by the Ogre Nations, and the northern portion is controlled by the Ch'Kr'Sril.
Continents: (listing: where available, see individual entries) Baroneth, Chilleth, Galanath, Grucheth, Halganath, Hobrimeth, Nabroleth, Shadareth.
Dakel Mountains (du kel'): This moderate range straddles the north of Chilleth, and is sometimes known as the Dragonback Mountains. The range has some impressive peaks, and a number of active volcanoes, as well as guerilla groups, and rare monsters. The Dakels serve as the border between the Fugo Kingdoms, the Chamdoi Empire, Fichuna, and the Chi Name tribes.
dalath (dal' ath): It is a very strong poison that is lethal at one to two drops of exposure, on the skin. It is derived from two different types of plants from the Laekenala Jungle, the ogre rose's petals, and the aginic tree's leaves. The danger in collecting the components, added to the danger in concoction of this lethal poison, makes its cost prohibitive; add to this its normally illegal nature, and the cost becomes rather staggering. For that reason, and its lethality in even accidental exposures, it is rarely found far from home. (type N poison; save@-2, or die; successful save indicates 2d4 points of damage)
Dane Forest (dAn): Located in the far north of Galanath, and on the far eastern coast, this is one of the most frigid forests in all the world. The trees that grow there generate a bit of their own heat, and burn for a long, long time. How the forest survives remains a mystery, as its perpetually covered by snow, and the sharp-needled trees of the region are covered in ice, most of the time. The forest is named for the Danes, a small, isolated nation.
Deserts: (listing: where available, see individual entries) Choranil, Gintala, Golt, Itzchieva, Rakis, Rakisnel, Sistonoma, Sodume.
Dreneb River (dren' eb): The Dreneb is the largest river in all of Gaeleth. Fed by torrential rains that have fueled the Laekenala Jungle, and further fueled by runoff from the Avris Mountains, the Dreneb's mouth is nearly two-hundred miles wide, and fast-flowing, at that. The sheer volume of water the river puts out is staggering. The Dreneb's tributaries seem to be as numerous as the grains of sand in a desert. The Dreneb's mouth is under the control of Kur Maeth.
Dorinoc Forest (dor' in-ok): Located in the middle north of Galanath, this rather large and sprawling forest provides wood, food, and hiding for many of the more reclusive races and peoples. The native life is extremely dangerous, and this has prevented the formation of any nations. Visitors soon find themselves either victims, or victimizers, of the local predators.
Duric Mountains (dur' ik): This older range of mountains lies upon the northern border of Baroneth, along the Gulf of Teras. The range is not particularly rich in minerals or marbles, though it has a wonderful variety of older granites and stones. The range also has a rich supply of quartz, though little else. Only a handful of its peaks can maintain a snow-cap. The Durics is the general name, given to the Bird Mountains, the Shavis Hills, and the Mercine Mountains, all of which form a continuous chain.
Eddies (ed deez'): The three eddies are vast maelstroms that lie at the southern tip of the Sea of Kiriath. Each maelstrom is several hundred miles wide, and relatively easy to cross, except during certain tidal times. The maelstroms are caused by the differences in water volumes, caused by tidal influences and Coriolis effects, between the Bureaugard Ocean, the Sea of Kiriath, and the Aboriac Sea.
Eldrich Mountains (el' drik): The Eldrichs are a sharp, small range of mountains on the underbelly of Galanath, bordering the Goordune Ocean. Their high, jagged peaks, have valuable metals, such as silver, mercury, and iron, fueling Kalla, the nation that controls the range. The range is dominated by the nation of Kalla.
Forests: (listing: where available, see individual entries) Allan, Arn, Asikado, Banoc, Boord, Chana, Chuwithoi, Dorinok, Dorn, Gaebrum, Galinoser, Gan, Jayce, Karvan, Kavic, Kievechan, Kiwin, Linshala, Naya, Rakoran, Rocheth (Woods), Savis, Segei, Sipon, Slidont, Spiran, Tanki, Tarsis, Toola, Vame, Vridara, Zolatcha.
Galanath, Continent of (gal' an-nath): The largest continent on Gaeleth, it spans some 21,000 miles, giving one an indication of how large Gaeleth is. The continent used to be connected to Halganeth, before the Sea of Kiriath formed.
Gintala Desert (GHIN ta'la): The desert his home to the people of Al Fahim, bordered on three sides by the Gulf of Chirin, and the Aboriac Sea. The fourth side is a narrow isthmus connecting with the rest of Baroneth. As such, the desert contains a narrow variety of odd, desert life-forms. It is a true dune desert, dominated by massive sand dunes that can be heard booming on some days when the wind is right. The desert is dotted by the occasional oasis, which feeds most of the flora and fauna of the land.
Golin Sea (GOL-lin): It is one of the four largest inlad bodies of water on Gaeleth, and the largest inland body of water on the continent of Halganeth. It is very slightly brackish, teeming with adapted freshwater and some saltwater fishes. The north side borders the Tarsis forest, and the other three sides are surrounded by the Amar Savanna. The Golin Sea draws priests from all over the world, because within the sea exist Salmon of Wisdom. In the unlikely event that someone catches one of the sacred (Amaran) fish, anyone who eats of its flesh gains a permanent +1 to their Wisdom – and some 10% of all who eat it gain a Wisdom score of 18. The blue-green waters of the Golin Sea provide ample fishing for the Amar Tribes, which dominate the waters.
Golt Desert (gholt): The Golt Desert (aka the Golt Dunes) used to be part of a much more extensive desert, the Chrin, back when Baroneth and Galanath were part of the same continent. The formation of the Sea of Kiriath placed most of the desert at the bottom of the sea; what remained is a tiny, isolated fragment in the northwestern portion of Galanath. It is a cold desert, receiving little to no precipitation, and day time temperatures rarely climbing above forty degrees Fahrenheit. Night time temperatures plunge twenty degrees in a matter of minutes, sometimes stress-fracturing metals and ceramics. The desert is elevated considerably, and is actually a plateau – though this rise in topography resulted after the formation of the Sea of Kiriath. The dunes are controlled by the Franars, a cold-adapted race of desert humans.
Griktale Escarpment: (GRIK tail): Located in the southern portion of the Choranil Desert, the escarpment is perhaps one hundred miles long, and averages a mile high. Reddish granite, the escarpment's cliff face is nearly vertical, as it meanders in a more of less northwest to southeast line, with the cliff facing the setting sun. The high side of the escarpment very, very slowly levels out into the rest of the Choranil. The escarpment is the remnants of a battle from the Shaping Wars, in which a portion of the land was raised to provide an attacking army with the high ground; however, the mage could not control the extent of the spell, and it consumed his soul, before finally stopping.
Gulfs: (listing: where available, see individual entries) Chirin, Darok's, Deskenau, Desmare, Morimir, Teras, Tompkin, Tonkin, Vietwoni.
Heavansbane Mountains: The Heavansbanes are the tallest peaks on Gaeleth, their basalt and granite thrusting up nearly eleven miles above sea level. No human (without magical or technological assistance) can climb more than half-way up the steepest slopes on the world. Despite the scant food available at so high an altitude, white dragons thrive in the Heavansbanes in great numbers, feeding off of the low-oxygen smithbanes (aka rust monsters) and white puddings. Rich in raw metals, the mountain range is located far from any nations capable of supporting an operation, and the dragons make prospecting dangerous.
Hill Ranges: (listing: where available, see individual entries) Boiking, Bone, Brel, Chanyanhai, Doomarel, Egis, Fuchi, Gia, Habernam, Kafdanehell, Lado, Mikoi, Nimi, Ovor, RaFuchi, RaNimi, Ron, Rork, Roschef, Samite, Segril, Shavis, Shield(ed), Shorisvan, Simien, Sorkam, Tuscareh.
Islands: (listing: where available, see individual entries) Aki, Ama, Bicameh, Blidokir, Bui, Chirin, Dee, Doomarel, Doomat, Dune(s), Esa, Forkan, Frozen(s), Galth, Geas, Gor, Graveyard, Hallis, Heiro, Heron, Hirik, Imi, Ina, Ivama, Jaron, Kiba, Koobrick, Krikta, Kujim, Libyano, Loress, Lyord, Maddog, Madis, McDurin, Mi, Mikanirichoi(s), Mir, Mixon, Mutai, Nakol, Nasin, Padre, Remirez, Rhythis, Rial, Rishano, Rorn, Sadist, Salas, Savanomikal, Seabrum, Sebe, Seebo, Shevit, Shir, Shiva, Taskel, Thoki, Three Sisters, Tikas, Tokanyo, Tokdel, Validon, Vaskor(s), Vi, Virbok, Vorbani, Woodrow.
Jungles: (listing: where available, see individual entries) Asia, Chadil, Isboitan, Kanal, Laekenala, Shomastor, Tiano.
Kiriath, Lake (KIR ee ath'): Lake Kiriath used to sit at the heart of an unnamed supercontinent, nestled snuggly within Granite Mountains, former home of the Granite Clan of dwarves. The lake was formed when a powerful mage attacked the Rhythis Fortress with an awesome spell. The spell carved out a nearly symmetrical crater some five hundred miles in radius to the fortress, eating into the Granite Mountains and chewing up the Shallow Plains (now the Sharanol Steppes). The fortress survived the attack intact, and the mage obliterated himself. Or so the legend goes. The mage's attack was forced by a 'charm' spell; he detonated the spell effect, and in actuality the majority of the destructive potential was pushed forward in time – it would later form the Sea of Kiriath, and help move Gaeleth out of the Shield, with the aid of the Towers. Lake Kiriath, for the five hundred years it existed, served as a trading, freshwater lake, helping keep Rhythis as a focus for much of the world.
Kiriath, Sea of (KIR ee ath'): The Sea of Kiriath formed from a massive detonation that sunk that portion of the continent along a number of fault lines; the plate on which the sea exists dropped in height nearly fifteen hundred meters. The detonation also leveled the tops of much of the Granite Mountains, and blew the Chrin Desert up to the winds. The sea is now partially unnavigable, except by expert sailors and seamen, due to the hidden mountain range that lies along its greatest length. Strange sea creatures also inhabited the sea, and many of the undead that were supposed to have died in the Battle of the Undead, are rumored to haunt the waters.
Lakes: (listing: where available, see individual entries) Angelica, Anhalime, Arin, Badrack, Bikaf, Boolan, Bork, Bride, Chan, Choy, Dega, Eden, Fire, Fosocy, Foredain, Furiost, Ia, Inlet, Kurast, Lily (Lake), Kiriath, Mian, Mika, Mikan, Mikara, Moris, Mort, Moss, Mourne, Nimbus, Ocen, Olin, Omen, Ora, Picosol, Piedmon, Samganoi, Spitonna, Tanelosor, Thunk, Tuvoi, Vansenetti, Vircor, Visiga, Wristam, Yukal.
Mirimar Keep (MIR i mar'): It was the ancient stronghold of the priests of Whalin, located on Galanath, up in the Risan Mountains, on the shore of the Bureaugard Ocean. Cold and inhospitable to anyone on the outside, the massive keep of black basalt was an oasis of calm and comfort, inside. The massive main dome of the keep was some one-hundred and twenty yards wide, and stood close to one hundred fifteen yards tall. The priests, clerics, monks, and paladins of Whalin used the keep as a stronghold of training, and a vacation resort. Located deep beneath Mirimar Keep, were a number of hot springs. One of the hot springs was dedicated to Whalin, and had healing powers that accelerated regeneration, knitted broken bones and torn flesh, and could cure disease. The Keep was destroyed, its massive dome caved in, and most of its tunnels and corridors collapsed, during the Storm Wars. A specially-trained platoon of fog giants, equipped with mithrel plate-mail and swords, defeated the squadron of paladins that maintained watch on the keep's walls, and proceeded to destroy the keep. All that remains of Mirimar Keep are some black basalt walls, a broken dome, and snow drifts – although some say that the healing springs are still there, somewhere.
Mountain Ranges: (listing: where available, see individual entries) Ackonif, Avris, Bird, Bloorineth, Dakel, Duric, Dustonin, Eldrich, Gordar, Granite, Heavansbane, Jaeth, Kimo, Kodra, Lason, Lefty, Lobre, Mercine, Molten, Moorn, Mule, Rakanus, Sandra, Sasinak, Savin(s), Shavrinin, Soka, Sompak, Tanorin, Tenebranakam, Vadent, Voman, Warkore.
Oddity, The: The Oddity (also known as the Shield) of Gaeleth was a natural time/space distortion that had been pulled into the Ekiras System by gravitational attraction. The Oddity was utilized as a defensive barrier during the Sister Worlds War, and destroyed ten thousand, five hundred years later. (See 'Shield' entry for further details)
Oceans: (listing: where available, see individual entries) Bureaugard, Goordune, Tamineth, .
Plains: (listing: where available, see individual entries) Amar (Savanna), Amikal, Beeric, Bladiskar, Dalenath, Fosin, Janis, Korsak, Kucheth, Lakra, Lisgon, Nak, Numchow, Overim, Shaefa, Shallow, Sharonol (Steppes), Tikoinami, Umaron.
Pritanium: Though very common in the deeper layers of the Abyss, it is very rare on other planes of existance. Usually, communications with demons or other denizens of the Abyss are the only source of information on the metal. It is a marble green within green metal – the marbling shifting as the eye looks upon it. In addition, the metal holds magic very well, reducing the time virtually in half for enchanting the metal. In the Abyss, the metal is never found in an ore form. On other planes, the metal can be found within a variety of different rock forms – in other words, not associated with any particular ore or rock formation. The metal requires Hellfire of some sort to be melted, and because of this, it is rarely condoned by other powers outside of the Abyss. Once melted and poured into a mold, it can be ground with diamond dust, or similarly hard agents to final form. Roughly, the metal is +3 when used in weapons or armor, because of its magical abilities. Unfortunately, the metal also is more succeptable to magic, saving versus spells and enchantments with a -1 penalty.
Rhythis Keep (RITH is): Rhythis Keep is one of the oldest structures on Gaeleth, presumably dating back to the founding of the Towers, before the Prism Wars. The keep served as a nexus for wars, peace, nations, and trade for close to ten thousand, five hundred years. Cities sprung up around it, and then collapsed, only to be built on top of, again. The Keep was massive, its walls being some three hundred feet tall, and its turrents and towers even taller. The entire structure was made of some metal or stone (or ceramic-metallic) that was impervious to blows, magic, and destruction – or almost. Though the keep survived the detonation that created Lake Kiriath, during the Storm Wars, the keep was partially slagged just before the Battle of the Undead. Due to fault mechanics, the island that the keep was on remained roughly level with the sea, while most of the rest of the plate beneath the Sea of Kiriath fell considerably. The partially destroyed Rhythis Keep is now perpetually shrouded by mist, clouds, and steam, from the underground, bubbling magma heatings.
Rivers: (listing: where available, see individual entries) Aikan, Anson, Asico, Avatar, Ayan, Beesha, Blade, Blith, Blood, Bompak, Brel, Chak, Chakra, Chinak, Chuk, Conani, Cordrip, Dankel, Dira, Dreneb, Driest, Dry, Dryer, Elven, Fozarn, Fukui, Galanus, Gayune, Horadinim, Hrolth, Ingia, Isogi, Itaran, Kespar, Kivar, Knife, Kolath, Lace, Leldorin, Maikung, Mason's, McCoy, Miagic, Micho, Mierkar, Mikor, Miraciria, Mirani, Mirik, Mirimba, Mitsanu, Naimon, Nakow, Nasom, Olgan, Omen, Orc, Phase, Rijak, Rives, Roger, Rokong, Rorik, Saab, Sabron, Sabroni, Sadomkey, Sak, Sandra, Shiho, Sigan, Siheya, Sikinawa, Sikong, Sivor, Stolen, Tamiv, Tekanu, Tesh, Than, Thief, Tim, Tokar, Torkal, Tubre, Uma, Vakan, Virge, Viscar, Widow.
Seas: (listing: where available, see individual entries) Golin, of Kiriath, Aboriac, Paela, Orin, Kaven, Nor, Quora, Ogan.
Shadareth, Continent of (sha' DAR eth): Also known as the 'Dark Continent', Shadareth is forever within the shrinking and expanding penumbra of Maroth's moon Loord. Loord, in a far more elliptical orbit than Gaeleth, is forever between the Dark Continent and the sun, keeping the small continent in perpetual darkness. Located in the southern part of the Goordune Ocean, the continent is fairly isolated from the rest of the land masses, and has evolved some unusual creatures.
Shield, The: The Shield (also known as the Oddity) of Gaeleth baffled mages and sorcerors for millennia. Designed and implemented by Agincoth, the Shield was intended to act as a buffer, during the Sister Worlds War, to protect Gaeleth from the depredations of Brijanis and Jazed. Jazad's gods, seizing the opportunity, forced the Shield to take on an added temporal distortion, locking Gaeleth within the Shield with almost no way out. The Shield was impervious to most other deities, locking them out, and preventing extraplanar creatures from visiting Gaeleth while it was up. On occasion, the shield would be weakened enough to allow for a small aspect of a god, or a few adventurous mages, to enter the Shield – but few, if any, could ever leave. Ten thousand years after its implementation, and Gaeleth's isolation from the multiverse, several powerful mages, led by Vyrboth Liss, discovered a way to leave the shield. They put in place spells that would take five hundred years to complete, and would be so sensitive, that any powerful magics cast within that five hundred year time frame could destabilize the escape plan. Five hundred years later, all of the Towers on Gaeleth, working together with two tremendous energy detonations into space, coupled with the long-cast spells, collapsed the Shield, returning Gaeleth to normal space/time.
Silver Six: The Silver Six are an elite group of Nabrolians. They serve the ArchBishop of Nabrol, acquiring valuable information and artifacts for use. The Six traditionally consist of one Var Gauf, one Military Ranger, one specialty priest of Nabrol, and three of the best of the Nabrolian infantry and bowmen.
Stomalin Keep (stO' MOL-lin): Stomalin Keep was the original capital of a small duchy in Rakore, just after the Storm Wars. The local elven ranger appointed himself king, and carved out a small amount of land from the Rakoran Forest. The kingdom-duchy was well ruled, but collapsed after the assassination of the king. The king's wife, a dwarven stoneworker, aided in engineering and construction of the Keep. Still sound, after several centuries, the Keep was recently refurbished by the Rakoran military. The shore near the keep is assessible only by small rafts, as no deep-bodied vessel can approach within even maximal trebuchet range. The keep is also located on the Segril Hills, and is difficult to assail by land. The keep provides the Rakorans with easy observation of the southeastern portion of Rakore, and serves as a supply base along the seaward route from Teras to the Itaran River.
Straights: (listing: where available, see individual entries) A, Chimi, Mir, Sloph.
Swamps: (listing: where available, see individual entries) Wuron, Cora.
Tundras: (listing: where available, see individual entries) Northern, Tierbot.
Vaults: After the Storm Wars, many of the more powerful wizards and sorcerors on Gaeleth were hunted down by priests and clerics. Their magical items were taken, and hidden away in massive Vaults. There were two types of Vaults – one held the magical items from all of the wizards and mages of Gaeleth's Storm Wars, and the other type held the keys to the other Vaults. The second type – those with the keys – could only be opened by a specialty priest of the god that sealed that particular Vault. Each god had one key-Vault, and one cashe-Vault. Any of the keys could open any of the cashe-Vaults, maintaining Gaeleth's strange sense of balance among the gods. The cashe-Vaults had self-destruct mechanisms, consisting of a half-dozen spheres of anhilation, held over portable holes; at a spoken command word, or if the cashe-Vault was broken into without a key, the self-destruct would activate, destroying the Vault. Just prior to the Battle of the Undead, most of the cashe-Vaults were broken into, and the magical items recovered. Each cashe-Vault held in it items indicative of the god – gods of war had weapons, gods of healing had potions and healing items, and gods of knowledge had books and scrolls.