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Codex >> Places

Regions, cities, ruins, and other remarkable locations in the world of Conclave.

The Bulwark

The great wall built around the edge of the Agenor Veld. It is the physical bulk of the Bulwark combined with ancient defensive spells believed to be of runecasting origin within the Bulwark and from the city of Bastion itself that has protected the city so far. Historians cite texts claiming the Bulwark is actually hollow at its core, but no one knows what lies within or how to get inside.

The Northern Borderlands

The Northern Borderlands range north from where the remaining branch of the Havenweald extends into the Conclave's outer lands. Its ruins and overgrown roads are roamed by traveling mercenaries of the Grey Society, wild animals, and the occasional undead from the Restless Vales of Charn.

The Southern Borderlands

The Southern Borderlands curl south from the last branch of the Havenweald and is a bit wilder than its northern counterpart. Goblins from the Warrens and wild animals are common, though the Grey Society has a presence here as well.

Dur Thomen & Dur Thalia

Once twin mountain strongholds of the Forgeborn, the two have had very different fates. Dur Thomen is now part of the ring of fortifications separating the Conclave from the Southern Borderlands, while Dur Thalia has fallen to the forces of the Retreat just beyond. Tunnels running deep beneath the mountains may still connect the two.

Pool of Ys

Also known as the Pool of Reflection, the pool and its basin are perched near the top of the spire that Bastion is built around.

The Great Quire

A domed hall high in Bastion's spire where the Council's Dreamsingers gather. When a horn of redound is blown, the Dreamsingers in the Quire hear it, no matter how distant, and use their Tradition to return the party to safety.

Agenor Veld

Agenor veld
An area of rolling hills and farmlands, located with the safe demesne of the Conclave.

Galdelve

Legendary hall within Dur Thalia; an enormous cavern within the mountain, all the walls covered in glass, with a few points where the glass is exposed to the outside and sun can shine in. Assumed to be the result of long-past volcanic activity within Dur Thalia, though some forgeborn sages speak of magical influence as well, citing the thickness and longevity of the glass. Did Galdelve inspire gallei, the forgeborn art using glass in a mix of musical percussion and prismatic rainbow creation, or did gallei simply find its true home in Galdelve? There isn't a forgeborn alive who lacks a ready, long-winded answer to this question, for Galdelve and gallei both hold a special place in the molten forgeborn heart - even those who have never had the pleasure of seeing Galdelve erupt in sunlit color.

The Blight

Once a realm of bucolic farms and woodlands, now a land of choking weeds and gnarled trees that seem to act with a malevolent intelligence. Even the redcaps avoid it.

Charn

The realm of Charn stretches from the icy wastes of the far north to the cool but once-pleasant vales not far from the Conclave's northwestern edge. It was a proud land of the nix before the rise of the Heresiarch and its unliving thralls centuries ago.

Restless Vales

The southernmost edge of Charn and the site of the terrible last stands by the nix as they were slowly driven from the realm by the Heresiarch. Once known by a happier name, the Vales are now home to ancient battlefields prowled by the unliving who fought on them.

The Pale Hand

An enormous glacier scouring the land northwest of Charn.

Havenweald

Former home to many of the trow and nix, Havenweald served as something of a Bastion-before-Bastion for these races, with refugees from outlying areas congregating here before Havenweald itself was razed. The loss of Havenweald was what convinced recalcitrant trow that they would have to throw their lot in with the forgeborn and become city-dwellers inside Bastion. Adventurers who have explored Havenweald have been surprised to find no permanent fortifications or outposts from the Legion of the Heresiarch here, though the damage wrought to the land has turned many demesnespirits against all mortal visitors.

Ashenweald

The large region of the Havenweald that was razed is now known more often as the Ashenweald. The outer portion, known as Ashenweald's Edge, is not as thoroughly damaged; Ashenweald's Heart, however, is largely a charred waste. The entire area is tainted by Nightmare magic.

Barrows of the Dreamcallers

Deep within the remnants of the Havenweald are the ancestral burial mounds of the Dreamcallers, trow elders who used their redounding horns to warn their people of danger. Though isolated from the Conclave, the Barrows have remained undisturbed by the creatures of the surrounding Ashenweald, at least until recently.

Mezantli's Demise

Mezantli
Once a dry but beautiful homeland of the mezoar, Mezantli was destroyed in a magical cataclysm and swept beneath the sands of the vast desert that now bears its name. Wandering dust-wraiths and dust-wights are all that remain of the people who have died within it.