Faalor, a NWN campaign world
Faalor mists

Geography

Click for a full map of Faalor, created by FloriaSpanning less than 140 miles from NW tip to SE tip, the Island of Faalor is a rough and dangerous land. The weather can be extreme during the late winter and fall as ocean storms pound inland. During the spring and summer, though, the weather is quite pleasant.  (Map of Faalor)

In the north and east, a series of broken hills and bare granite mountains dominate the landscape. Due north of the town of Duath, The Crags rise. They spread downward and northward into a high, wooded valley east of Mourningthain which has remained unexplored since the time of the coming of man. Small bands of the Veshnuul orc tribe claim these lands. It had only been recently that the longstanding war between the dwarves and orcs began to subside. Some now fear that the orcs of this region are conserving their strength for some future assaults on the rest of the island.

The north-western part of the Island is covered with light forests and low hills. This region is known for it's mining, orchards and lumber harvesting. Several rather profitable mining operations (mainly iron) dot the landscapes. Far from the orcs and wild elves, this region is thought to be a fairly safe, if generally unexplored area.

The south-western part of the island is dominated by a heavy forest, what is now called Faewood. To the human populations, these woods are forbidding and quite dangerous. The last remnants of the elven homelands are found somewhere within the woods here. Destroyed by the advances of humanity and a growing threat of Chuth orcs (Swamp orcs) and the Mnluug (forest orcs), the elves live in small bands deep in the forest and aggressively defend their territories. Rumors of the existence of the Elven Court still persist.

A fetid swamp lies in the far south. It is home to the Chuth orcs and creatures far worse. The hills and valleys to the east of the swamp are said to contain ruins of ancient dwarven and elven cities.

Main centers of civilization: Mourningthain: A dwarven town, built well over 2000 years ago. This is the center of dwarven and, to a lesser extent, gnomish activity on Faalor. This city is built deep into the earth, some say going as deep as 3 miles beneath the surface. Kyrdanna: Human fishing town. One of the last areas on Faalor to continue contact with the mainland, Kydanna is an odd town that on the one hand maintains it's rough, outpost nature while flirting with new ideas and far-flung trade. The rest of the small island is dedicated to sheep-farming. Faalor: Built on the ruins of a once-powerful elven civilization, Faalor (the whole island takes it's name from this one city) dominates the Bay of Tears and the Citadel of Praevel. At one point, orcs had possession of the city and built huge walls around it, some of which still stand to this day. Duath: As the original human settlement on Faalor, Duath has a long history. Duath is known for its bellfoundery which exports its wears to the mainland. (This is where the story will begin and more detailed information will be available at the time of character creation.) Gravemist: This is home of the Vicariate of Adrahil. A magnificent cathedral dominates the hillside, while the Alfred's Castle (so named for the first human king of the land) sits atop a nearby ridge. Aaerdowns, Raelik Keep: Within a day's walk from Duath, these small communities busy themselves mostly with wheat, corn and cattle. The Crossroads once served as a major military post against the orcs of the Crags, but as time has past, a thriving community composed, oddly enough, of an even mix of all the races including elves. Applegate and Napscomb. Applegate has a large minority population of halflings (nearly 45%) and Napscomb contains a good number of gnomes and dwarves.

These of course are only the major settlements on the island. Small, sometimes nameless villages dot the landscape, especially along the Faalor to Duath road and in the northwest. In places, a lone noble has set up his own fief, drawing on dissatisfied and marginalized citizens to make up his population base.

Bridalveil. A little over a year ago, the town simply disappeared. Survivors reported a thick fog enveloped the town, undead and other monsters swept in and then, it was gone. Many people on Faalor, of course, blame the disappearance on the elven magic. Suddenly, it reappeared. While the inhabitants themselves did not know it, they had been in the Realm of the Mists for almost six months.  Yurissa gladly gives them their independence at this time.

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