Fiara Shots


Winterlight Peak

Winterlight Peak, an old dwarven fortress and mine, is located far to the North-West of Fiara, where the mighty Windwall Mountains meet the White Sea.

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  • Inhabitants: Dwarves, Humans, Beasts, Giants, Orgers
  • Status: Active Settlement
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Wildland Pass

A mountainous pass connecting Nortander and the fierce region known as the Wildlands. This area was never safe, but even less so after the Black Fist settled there some years after the Convocation. Ever since, its Orcs and bandits have been at odds with the local village Skye and surrounding islands.

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  • Inhabitants: Humans, Orcs
  • Status: Active Settlement
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Icegate Marsh

The Icegate Marsh is a cold and unforgiving place. Its green valleys, once filled with drakes and local wildlife, have now been flooded by the Blades - metal constructs brought to life by powerful magic.

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  • Inhabitants: Ice Elves, Giants, Elementals, Drakes 
  • Status: Wilderness
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The Glacier

When the elven queen Cenwen decided to accompany Aryn, the Frostweaver, in order to save her people, he took her to the far northeast corners of Fiara where he wove a curtain of eternal ice around them, for he didn't want to be disturbed while listening to her beautiful song - a place known as the Frostweaver's Glacier.

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  • Inhabitants: Dragons, Drakes, Elementals
  • Status: Wilderness
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Marshes of Muire

The area between the Shadow Pass and Eloni is known as the Marshes of Muire - an infertile land that was once home to some of the first humans at the beginning of the Age of the Sword. 

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  • Inhabitants: Humans
  • Status: Active Settlement
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Liannon

The royal house of Leonidar was once considered the largest royal house of Nortander, controlling the land from the Shadow Pass, all the way to the Northern coast of Fiara, however, those days are long in the past. Today, all that's left to them is the small island of Liannon, located on the border between the lands of House Wulfgar, and while they might not share their glory of old, the citizens of this place still take great pride in it.

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  • Inhabitants: Humans, Goblins
  • Status: Active Settlement
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Farlorn's Hope

A long time ago, Farlorn's Hope used to be a bustling center for the free-traders of Fiara, but the Convocation Wars and, perhaps even more so, the Convocation changed that. The once fertile and lively lands became war-torn, and trading with gold and silver has been replaced by trading with blood.

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  • Inhabitants: Humans, Drakes
  • Status: Active Settlement
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The Rift

When the demons first started emerging from beneath Barga Gor, the Guardians took notice and destroyed the mountain, hoping to seal them away. But while it halted the demons' advance, it did not stop their craving for flesh. From beneath the rubble, a place known as the Rift, they once again yearn for blood and strike fear into the bones of all beings on Eo.

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  • Inhabitants: Demons, Elementals
  • Status: Wilderness
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Southern Godmark

Hiding deep inside the Wildlands is the region known as the Southern Godmark. Few venture here, for the land is barren and full of danger. Ice Elementals and Blades roam the land rendering attempts to penetrate through it nigh impossible.

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  • Inhabitants: Elementals, Orcs
  • Status: Wilderness
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Winterdeep

You would be forgiven to think that the races of light only fight against the forces of darkness, but that isn't the case. During the old times, when the elves first conquered Tirganach, there was a war- a war between elves and dwarves, light against light, and it took place in the valleys of Winterdeep.

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  • Inhabitants: Dwarves, Elves, Undead, Elementals
  • Status: Wilderness
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Shadow Pass

A danger-ridden, ruin-filled pass that connects the Windwall Mountains to Greyfell and the ruins of Ankbrand.

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  • Inhabitants: Goblins, Orcs, Humans
  • Status: Wilderness
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The Eye

Despite being located close to Greyfell, not much is known about the Eye. Some speculated that it may have been an old fortress of the Dragon Hunters at the start of the Age of the Sword, used for surveying the area and alerting nearby cities in case of an attack, however, no one ventures there today, and its original purpose remains unclear.


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  • Inhabitants: Unknown
  • Status: Wilderness
  • Ruling Body: N/A
  • Climate: Continental 
  • Vegetation: Cypress, Fir
  • Animals: Various Wildlife
The Godwall

During the War of the Six Races, when the armies of the Fial Darg were close to achieving absolute victory, the Guardians descended to Eo and blocked their armies by erecting a mountainous wall in their path. But the Fial Darg would not falter - they sent their dark armies clashing against it. Bombarded by spells and arrows, they carved paths into the rock and gave it the step-like appearance it has today.

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  • Inhabitants: Humans
  • Status: Active Settlement
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Talindar

Before the time of the Circle, there existed a city in Nortander, renowned for its advancement and the power of its magical guilds - that city was Talindar - the city under the Lake.

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  • Inhabitants: Humans, Wolflings
  • Status: Ruins
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Stoneblade Mountain

The land around Stoneblade Mountain is old, older than anyone can remember. After the dwarves migrated from the Grimwarg to the Windwall mountains, they quickly settled the area and established its first mines and forges which would deliver resources, weapons, and armor to Windholme.

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  • Inhabitants: Dwarves, Trolls, Minotaurs, Beasts, Giants, Elementals, Servants of the depth
  • Status: Wilderness
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Northern Windwall

The Northern Windwall Mountains are the lands of the Royal House Hallit. Split into two parts by a narrow path, the northern region is dominated by green plains and Stonewell, the castle of the royal house Hallit. The south, however, where you climb up the Windwall Mountains, is a sinister place filled with undead and other heinous creatures.

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  • Inhabitants: Humans, Dwarves, Undead
  • Status: Active City
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Greydusk Vale

After the Order of Dawn was established, it made it one of its goals to secure the death-filled Darklands with fortresses, allowing for safe passage and re-establishing trade in the region. Not many of the fortresses stood long, crushed neath the gray waves of Undead coming from the east - the fortress of Greydusk Vale is an exception.


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  • Inhabitants: Humans, Trolls, Undead
  • Status: Active City
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The Howling Mounds

Once a fortress of the legendary Iron Falcons, the Howling Mounds today are but a shell of their former self. All who dare venture there swiftly meet their end at the rusty blades of the gray horde, with only the dead able to hear their screams.

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  • Inhabitants: Undead
  • Status: Ruins
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Whisper

Not many dare to venture into Whisper, the city of death and resting place of the Circle Mage Hokan Ashir. The land still shows signs of the Convocation War and is thus overflown with undead of all kinds, eagerly waiting for those who are none the wiser to greed for the treasures hidden beneath its ruins.

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  • Inhabitants: Undead
  • Status: Ruins
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Nightwhisper Dale

When descending the Grimwarg Mountains to ender the Dark Elven lands known as Lar, you will find Nightwhisper Dale - a dark elven settlement surrounded by a deadly, poisonous marsh, fighting for superiority in the region with the cat-people known as Kithar.

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  • Inhabitants: Dark Elves, Kithar, Irvishes
  • Status: Active City
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Stormwatch Faste

A mountain range situated between the Windwall and the Misty Coast. A mysterious place with a history to match it. Some speculate it to be an old fort used by the humans of the Highmark to survey the surrounding lands and the Timeless Sea, but its exact origins remain unknown.

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  • Inhabitants: Unknown 
  • Status: Wilderness
  • Ruling Body: N/A
  • Climate: Temperate
  • Vegetation: Cypress, Fir
  • Animals: Various Wildlife
Westguard

As the name implies, the Westguard shields the western regions of the Highmark  - it had been doing so for centuries - and as such, it hardly ever knew peace. Whether it's the beasts of the surrounding mountains or vile creatures of the sea, the Westguard held strong. 

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  • Inhabitants: Shaikan, Humans, Elves, Dwarves, Demons, Elementals, Undead, Beasts, Demons
  • Status: Active City
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Norimar

Many today believe that the once-mighty order of the Iron Falcons no longer exists, but they are wrong. In the northeast of the Highmark, where its green plains meet the slopes of the Windwall Mountains, their order still upholds their values of old and watchfully protects the city of Norimar.

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  • Inhabitants: Humans, Undead
  • Status: Active City
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The Iron Fields

To this day, it is unknown how the Iron Fields got their name, but few besides historians care for its origin, for another event happened here almost a millennia ago that would heavily shape the future of all of Eo. The Iron Fields is where Janus Malacay, a powerful necromancer and royal advisor to many Hybernian Kings, was struck down by the Guardians for breaking the rules of Aonir - and with his dying breath, he created the Shaikan.

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  • Inhabitants: Shaikan, Humans, Treants
  • Status: Ruins
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Aonir's Blade

And so, Aonir spoke: he assured his children that, even with him gone, his light would still shine upon Eo. With those words, he formed a steep mountain and pierced it through his side. Drops of his blood fell onto the earth and the Godstones were created - fragments of his power meant to keep the Elements in check. The mountain still stands today, located in what is known as the Gate of Kings - and the people of Eo named it Aonir's Blade to honor the Allfather and his sacrifice.

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  • Inhabitants: Iron Falcons (Humans, Elves, Dwarves) (formerly)
  • Status: Abandoned / Wilderness
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Dragh'Lur

The races of the light fear this place. They call it "the Impenetrable", for no army of the light ever managed to seize its walls. The giant fortress of the children of Nor, adorned by rows of fortifications and surrounded by a deadly swamp and even deadlier traps, has been striking fear into the hearts of the light worshipers for as long as it stands, and it serves as a testament to the military genius and might of the Norcaine.

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  • Inhabitants: Dark Elves
  • Status: Active Fortress
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Steel Shore

Most places on Fiara spring with life and are inhabited by a wide variety of beings - that cannot be said about the Steel Shore. It was constructed by the Hybernian royal alchemist Malacay, and it was to serve as his secret hideout. It is a cold, hideous place, and not even the Gods know all the experiments he must have conducted there.

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  • Inhabitants: Malar (formerly)
  • Status: Abandoned
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Frostfall

The shores where the Grimwarg Mountains meet the Sea of Dreams are a deadly swamp filled with tree wraiths, trolls, and orcs, but those aren't what makes Frostfall dangerous. Should one venture further north, he will stumble upon a wall of frost and the fortresses of the ice elves of Tirganach, ready to defend the path to their home until their very last breath.

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  • Inhabitants: (Ice) Elves, Orcs, Trolls, Wolflings
  • Status: Active Settlement
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Misty Coast

There are places on Eo that seem foreign, some even akin to dreams. The Misty Coast is such a peculiar place. Its shores are filled with a thick fog, and no one really knows what secrets hide beneath the waves crashing against the spikey rocks of its cliffs.

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  • Inhabitants: Shaikan, Elementals, Demons
  • Status: Active Settlement
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Alluvyan

The Highmark is home to many towns and cities which have been build on its green plains and valleys. One such place is Alluvyan, a small human town surrounded by numerous villages, but also by many dangers trying to get inside of its walls.

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  • Inhabitants: Humans
  • Status: Active City
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The Needle

There are many scholars on Eo who would argue that the Orcs often compensate their military tactics with sheer numbers - and in a lot of ways, they wouldn't be wrong - however, the Needle and the Bulwark on it often proved to be a formidable exception to the rule. Adorned with towers, catapults, and the archers of the Clan, it has crushed countless armies of the light at its feet until it, too, had met its final combat.

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  • Inhabitants: The Clan (Orcs, Trolls, Barbarians)
  • Status: Conquered
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Blackwater Coast

Crawling with Undead, the Blackwater Coast is seldom a place you want to rest at. Its many cliffs and picturesque sights may lead you to think of it as calm, but make no mistake - on this coast, evil may lurk behind every corner.

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  • Inhabitants: Undead, Humans
  • Status: Wilderness
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Uram Gor

Greed can lead to madness, the people of Uram Gor had to learn this the hard way. In times of old, it had been a prospering city inhabited by both Dwarves and Humans of the surrounding lands, but a curse would soon change that. After a thief stole the eyes of Aonir, two brilliant gems, out of their sockets, the city was reduced to ruin, the ghosts of the damned started roaming its streets - it became a place of despair and death.

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  • Inhabitants: Undead, Demons
  • Status: Ruins
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Fireforge

The craftsmanship of the Dwarves is no secret. Many of Eo's most beautiful and unique creations were forged under the clangor of their hammers, striking away at scorching hot anvils, deep beneath the earth's surface. The forges are the stuff of legend, and the Fireforge more than lives up to that reputation. It was here where the Dwarves of the Middle Mountains once brought forth many wonders of their craft - including the Shadow Rings that would shape the events on Eo centuries later.

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  • Inhabitants: Dwarves (formerly), Beasts, Barbarians, Elementals, Giants
  • Status: Ruins
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Tuscari Desert

Some believe that the Tuscari Desert was once a massive inland sea, surrounded by flourishing life and nature; others disagree, believing it to have always been the wasteland it is today. One thing no one can dispute, however, is the bond of the Clan Orcs to this place, as they still embark on journeys there to honor the shamans of the first flame.

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  • Inhabitants: Orcs
  • Status: Wilderness
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Song Glass

Sometimes, the way sound resonates can be beautiful - even more so when it resonates off of glass. The Song Glass is a unique place in that regard. It's tranquil, almost peaceful, with melodies in such harmony that they can soothe a pained soul.

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  • Inhabitants: Elementals, Gargoyles, Orcs (temporarily)
  • Status: Wilderness
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Crystal Forest

As Malacay would conduct his work, he would rarely stay in one place. Laboratories, filled with libraries of his research, could be found in many places across the Hybernian Empire. The one in the Crystal Forest, however, could arguably be considered his most important, for not only was it his path to the Steel Shore, it also served as a pool of knowledge for centuries to come. 

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  • Inhabitants: Elementals, Humans 
  • Status: Wilderness
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The Crystal Wastes

The magic of the Shapers went far beyond the capabilities of the other races. The Crystal Wastes are a testament to that. No one knows for sure what they tried to do in this place, perhaps they were, just like the people of today, looking for answers. Whatever the case, the aftermath of their quest turned it into a crystalized wasteland infused with magic - one as beautiful as it can be dangerous.

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  • Inhabitants: Elementals, Orcs
  • Status: Wilderness
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The Crater

Many do not know how different the fate of Fiara could have been when over a millennia ago, a black star set its course for it. It would have struck just south of the middle mountains, rendering the entire region uninhabitable, were it not for Hirin, the God of Death and Time. Mere moments before impact, Hirin stopped time at this place, and by doing so, saved countless lives, however, this dark star brought with it something far more sinister - something that would sow terror in the hearts of Eo's inhabitants even centuries later.

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  • Inhabitants: Undead, Demons, Elementals, Beasts
  • Status: Wilderness
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Magnet Stones

Magic surrounds all on Eo, and yet there are places that manage to stick out with their uniqueness. The Magnet Stones surely belong among those. Though the land there may be dangerous, its skies truly are a sight to behold. Splinters of a meteor adorn the air, suspended in time as death unfolds below them. 

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  • Inhabitants: Undead
  • Status: Wilderness
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Green Sea

A vast meadow, stretching all the way from the Middle Mountains of Fiara to its eastern shores. Its tall blades of grass dancing in the wind often resemble waves in the sea, which is how it got its name. It is unclear what significance this region holds, though considering its position, it is likely the border of the Great Forest Finon Mir - the kingdom of the Elves.

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  • Inhabitants: Elves
  • Ruling Body: N/A
  • Status: Wilderness
  • Climate: Temperate
  • Vegetation: Cypress, Fir, Elventree
  • Animals: Local Wildlife
Clocktower

A mysterious mountain formation in the southeast of Fiara. Nothing is known of it, but it may had been used as a lookout post to overlook the Sea of Dreams.

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  • Inhabitants: Unknown
  • Ruling Body: N/A
  • Status: Wilderness
  • Climate: Unknown
  • Vegetation: Unknown
  • Animals: Local Wildlife
Evermarsh

The great marsh in the west of Finon Mir, filled with more than just the beauty of the Elves. While they rule the thick forests, the erosive soil of the Evermarsh often puts a halt to their nimble stride. This place is not without danger, but the elves don't fret - they merely see it as a chance to prove themselves.

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  • Inhabitants: Elves
  • Ruling Body: Elves of Finon Mir 
  • Status: Wilderness
  • Climate: Temperate
  • Vegetation: Unknown
  • Animals: Local Wildlife
Starsong Mountain

Throughout the vastness of Finon Mir, there is one place that protrudes through the thick crowns of the trees. Most Elves shun mountains, which makes exploring this place all the more intriguing. Perhaps they used it to catch glimpses of the skies above during days of old - back when they were still hiding from the mighty Dragons.

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  • Inhabitants: Unknown
  • Ruling Body: N/A
  • Status: Wilderness
  • Climate: Unknown
  • Vegetation: Cypress, Fir, Elventree
  • Animals: Local Wildlife
Silverfall

A thick slab of forest around the White Tree - the capital of the Finon Mir Elves.No enemy has ever pushed as deep into their lands, but should they ever dare, the thick forests of these parts would end up their final resting place.

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  • Inhabitants: Elves
  • Ruling Body: Elves of Finon Mir
  • Status: Wilderness
  • Climate: Temperate
  • Vegetation: Cypress, Fir, Elventree
  • Animals: Local Wildlife
Timeless Shores

The Timeless Shores were likely the Elven access to the Timeless Sea before the Convocation made traveling by ship impossible - its close proximity to the elven capital only added to its significance.

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  • Inhabitants: Elves
  • Ruling Body: Elves of Finon Mir 
  • Status: Wilderness
  • Climate: Temperate
  • Vegetation: Cypress, Fir, Elventree
  • Animals: Local Wildlife
Greyfell

The seat of the royal house of Wulfgar and the birthplace of the Order of Dawn - Greyfell had always been an important cornerstone of human civilisation in Nortander. 

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  • Inhabitants: Humans, Dwarves, Elves
  • Status: Active City
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Leafshade

Though Elves had become a rare sight outside of the forest Finonmir following the Convocation, it wasn't just Eloni that housed them in Nortander. Leafshade was another of their bastions until it was reduced to ruin by the forces of the Black First.

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  • Inhabitants: Elves (formerly), Goblins, Orcs
  • Status: Ruins
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Eloni

The last remaining elven settlement in Nortander after the destruction of its sister city Leafshade. The elves settled in this area sometime after the War of the Six Races and have since become almost native to the region, keeping good relations with the neighboring Human settlements.

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  • Inhabitants: Elves, Humans, Goblins, Beasts, Ogers
  • Status: Active City
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The Shiel

For centuries, the lands of the Shiel were home to the royal house Utran. Though the Utranians aren't strangers to war, having to often repel bests from the Wildlands to the East, recent events have weakened their hold on the area.

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  • Inhabitants: Humans, Minotaurs, Goblins, Dryads
  • Status: Active City
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Sevenkeeps

After the end of the Rune Wars, while the royal houses of Nortander continued to wrestle each other for political influence, the humans of the Highmark started rebuilding their old orders. Under constant threat by the orcs of the Ironstorm Clan and the dark elves of Lar, the humans of Sevenkeeps, lead by their newly elected king Ulf, re-ignited the bond between the races of the light which had been forgotten since the War of the Six Races. The Realm was created, and Sevenkeeps became its center.

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  • Inhabitants: Humans, Elves, Dwarves, Ogres, Beasts, Elementals
  • Status: Active City
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Lyraine

Despite the Order of Dawn originating in Nortander, it quickly spread across Fiara and established headquarters in the human-dominated regions. In the Highmark, that headquarters was in the city Lyraine, and its goals were the same as always - conduct research and support the neighboring settlements.

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  • Inhabitants: Humans, Undead
  • Status: Active City
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Ankbrand

During the days of the Hybernian Empire, there was perhaps no city on Eo to match the greatness of Ankbrand. As one of the first cities built by Humans after they descended down from the Windwall, it not only developed quickly but was also placed deep inside of Nortander's borders, which possibly lead to Chlerus the Blessed - the founder of the Empire and its first ruler - to choose it as their seat.

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  • Inhabitants: Humans, Orcs, Goblins, Minotaurs, Elementals, Undead
  • Status: Ruins
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Mulandir

After the Circle was founded following the Mage Wars, it needed a place to operate from. To keep its ground neutral, it was decided that a new city shall be built. Soon after, the circle mage Isgrimm started constructing what would soon be one of the most splendid cities on Eo - Mulandir.

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  • Inhabitants: Humans, Dwarves, Elves
  • Status: Ruins
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Tirganach

Thousands of years after Cenwen left with Aryn to his Glacier, a new threat appeared on the horizon. Orcs and dark elves, recently settled on Fiara after the War of the Six Races, endangered the area close to the Glacier. For this reason, a group of elves ventured from Finon Mir to the Grimwarg mountains to establish a settlement and to serve as an impenetrable shield for their queen. 

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  • Inhabitants: (Ice) Elves, Undead, Trolls, Wolflings, Drakes, Elementals
  • Status: Active City
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Dun Shael

Dun Shael is the first major elven city one would stumble upon entering Finon Mir. Its status today isn't well-known, however, it likely served as one of the first bastions of the Elves during both the War of the Six races and their earlier conflicts with Humans.

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  • Inhabitants: Elves
  • Ruling Body: Elves of Finon Mir
  • Status: Active City
  • Climate: Temperate
  • Vegetation: Cypress, Fir, Elventree
  • Animals: Local Wildlife
Dun Mora

Many years ago, a group of Elves from Finon Mir tarnished their reputation. They put shame on their Goddess', Elen's, name, and were severely punished for it. Their home, Dun Mora, turned into a swamp - a deadly marsh filled with demons and other atrocities - yet they weren't allowed to leave - they were to stay there to repent for what they had done. Fighting eternally between the ruins of their once great city, the Morhir shall learn humility, but how many would fall before that is achieved?

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  • Inhabitants: Elves, Demons, Elementals
  • Status: Active City
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The White Tree

Back when the Elves regressed from the Shapers, this was the place their story began. They built the city while cowering from the Dragons above, save neath the thick treetops of the forests around them. One could argue that the White Tree is the first major city of the post-Shaper era - and he wouldn't necessarily be wrong. It is the centre of culture, society, and nature for the Elves, and as such, they will defend it till their last breath.

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  • Inhabitants: Elves
  • Ruling Body: Elves of Finon Mir
  • Status: Active City
  • Climate: Temperate
  • Vegetation: Cypress, Fir, Elventree
  • Animals: Local Wildlife
Sharok-Nar

Sharok-Nar is the capital of the Sharok Orcs. Not much is known about their land, but it is presumed that it's harsh and not welcoming of strangers. Ever since Orcs settled there after the War of the Six races, they have been a thorn in the side of many Humans, Elves and Dwarves of the Northlands, but due to their ever-growing size, no successful attempts have yet been made to drive them away from these parts.

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  • Inhabitants: Orcs
  • Status: Active City
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Gate of Swords

After the War of the Six Races had ended, many of the Orcs on Fiara made their way to a new life up North. But there were also those who stayed behind, roaming the green meadows of the Highmark - lost and without a purpose - until one Orc, known today as the Iron Lord, banded them up and gave them a new purpose. He created the Ironstorm Clan at the Gate of Swords, and though they aren't as aggressive as their brothers up North, they will still prove to be a thorn in the side of the people of the Highmark.

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  • Inhabitants: Orcs, Trolls, Barbarians, Humans, Undead, Beasts
  • Status: Active City
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Windholme

On the southern cliffs of the Windwall Mountains lies Windholme - home of Isgrimm and the mightiest of all dwarven cities. I may not be the oldest settlement of the dwarves, but due to its favorable position on the trading route across the mountains, it holds significance for the humans of both Nortander and the Highmark and continues the flourish because of it.

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  • Inhabitants: Dwarves, Humans, Undead, Trolls, Beasts, Dark Elves, Goblins
  • Status: Active City
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Fastholme

Windholme might be the biggest, and perhaps most well-known dwarven city, but their origins started in Fastholme. It was built over a thousand years ago on the very peaks of the mountains when the dwarves first emerged from the caves of the Grimwarg to grasp the fresh air of a world still dominated by dragons, and ever since, it was Fastholme from where their race spread across Eo.

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  • Inhabitants: Dwarves, Undead, Wolflings, Giants
  • Status: Active City
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Underhall

At the start of the Age of the Sword, the Dwarves of the Grimwarg Mountains ventured to the Windwall in the hope to find ore, but they did not stop their expansion there. Many of them later moved south, to the Middle Mountains of Fiara, and established the Underhall, a great dwarven bastion, standing strong in the face of all the adversities that often come its way.

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  • Inhabitants: Dwarves, Undead, Beasts, Giants
  • Status: Active City
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Shal

Shal is one of the two capitals of the Dark Elves. Its imposing obsidian towers, often seen glistering in the silver moonlight from afar, dwarf all in the swamps of Lar. The Norcaine built it at the end of the War of the Six Races, and it served as a bastion for their military, ceremonies, and traditions on Fiara ever since

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  • Inhabitants: Dark Elves, Skerg
  • Status: Active City
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