Baldazzarak

Castle Zorma

CavernsofTwilight

Crystal Palace

Essara

Feldenkrak

Hardor

Rehrmis Falls

The Pyramid

Skandelion

Ruins of Suada

The Sunken City

Troll Isles

Yaltuan's Villa

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Baldazzarak (map location VI-wnw). The royal castle of Vesland is built into the cliff face of the Brossi Mountains. It was built 904-908 CC and is inspired by Feldenkrak, but is more like a palace than a fortress. It boasts a most spectacular view out over the forest and on a clear day all the way to the Rehrmis Falls. Inside, the rooms are known for their blue colors, magically changing slowly through the day. The blue colors are a legacy of Tolliman II, known as the King in Blue, who in his short reign disdained red, the traditional Onwal color and spent a fortune hiring none other than the later Nistris II to create the ever-changing hues of blue. The color in the throne room (known as the Cerulean Chamber) is sky blue and does not change. Also in the castle hangs the "Gong of Woe", brought home by Kestutis I when he was still a prince. Supposedly, the Gong will ring by itself if Vesland is ever threatened, but this has never happened yet.

Castle Zorma (map location I-e). Some say this castle in the Skitaura Mountains does not exist, others say it is a haunted ruin, but most believe it to be the home of the ghost of Zorma, legendary founder of Hardnit. In the years following the nomad invasions, Penboyn sought to rebuild its position and create a 'buffer zone' of friendly lands neighboring the kingdom. Zorma was the third son of some lesser noble, and he gathered a small band of would-be knights and went out to carve out a piece of the world and call it his own with the blessing of the Penboynian king. He went to plundered lands that once had been Servania. It is told that he found the Banner of Bravery near Servan. In any case, his following grew into an army, and with that army, he conquered what came to be called Zormaria and founded the lake harbor town Zormaras in 700 CC (according to tradition). He kept exploring, and made many expeditions up the Brindan river. Tradition claims that he built the castle in 712 at the source of Brindan, but this does not go well along with current cartography. In any case, the castle was built at a dead end of a gorge. It commanded nothing but rocks, no roads passed it by. Some say it was meant as a retreat from the beginning. He died there around 724, before Zormaria was declared a Penboynian march (and many years before 747, when Zormaria along with former High Lands possessions were declared the Duchy of Hardnit).
Since then, rockfalls have closed the gorge, and no group of explorers has ever found the castle since. But many warriors claim that they have walked the gorge alone for days and weeks, finally stumbling into the gates. And after knocking, the gates would be opened. Then, in the courtyard, the ghost of Zorma bid them welcome, asking what troubled them so much as to seek his advice. They would tell him, and if their needs were dire, and their willingness to solve the problem in a fair way were sincere, then color would flow to his face, and he would come to life for a time. He would then point to a solution that required nothing else than combat skills and bravery.
But be warned, if you go searching in the Skitaura for the Castle Zorma you must be alone and a true warrior. If you possess the power to cast magic, you will find nothing but rocks. And if you are pure fighter, and you seek Zorma without having a real problem, other than your empty purse, he will shake his head and fade, leaving you to run from the ghosts of the castle before the sun sets.

Caverns of Twilight (map location III-w). Some attribute these caverns in the Morgahlte Massif to Kirion, some to all the gods, and some claim that the world could not be without it. It is a place of balance, for here are stored many great artifacts. The Twilight Caverns has a dampening effect on all magic, and artifacts are placed in a kind of sleep. Those who would rid themselves of an artifact need mere deposit it in one of the small caves. By magic, each cave may holds one item of power. But the artifact is not lost forever, as a determined adventurer may claim it again. But he must overcome three challenges, the first is a guardian of the cave. If he defeats this monster, he must overcome a second challenge whose nature depends on the item he seeks. Sometimes it is another monster, sometimes a riddle, but the challenge is somehow related to the artifact. Lastly, he must fight himself. This deters many treasure-seekers, as one must fight alone and the body may never be found. If successful, the adventurer has the dubious honor of owning an artifact.
Also within the area of the caverns is a place called Oblivion. Oblivion is a place were persons are sent and forgotten about, only to return many years later. For them, no time will seem to have passed. Originally this was a divine punishment dealt out by priests and sometimes the gods themselves. Later, wizards learnt to duplicate the effects in a spell. If a friend is sent to Oblivion, another hero could go there, calling his name. The hero must then fight a guardian, and if successful, the friend is freed. Otherwise, the friend is returned to the original spot, but this could be centuries later. Some scholars believe that all the Caverns of Twilight are like Oblivion, meaning that artifacts left here somehow wake up and return to Bandagora proper, even if no one comes to claim them.

The Crystal Palace (map location IV-ene (in Koira)). This wonder was created by Kril Shandor around 685 CC. It is a building made of steel-like crystal used for the mass meetings in Koira. It also houses the Hall of Mirrors and a few offices for the seven administrators. The crystal break the color of sunlight into a thousand rainbows. This enchanting effect led one administrator to suggest that meetings only be held inside when the weather was overcast. The act never passed, but in effect the really important decisions are made outside, since the population of Koira has grown too large to use the Palace. Meetings, discussion, and other small events still take place inside.
Anybody may come in, but the Koirans firmly believe that anyone with ill will towards Koira will be hit by a prismatic spray if they enter the palace. Children often point to the spot where a Salaqi spy stood for seven years as a stone statue.
If the administrators are in dire need, they may consult the Hall of Mirrors. According to legend, the mirrors will show the truth, but distorted. Otherwise, the mirrors are beautiful but harmless. Kril Shandor himself sees all who look in the mirrors, but he never passes judgement.

Essara (map location V-wsw). Also known as the "Springs of Power" or the "Cauldron of Kartria", these natural springs are magical in nature. Every ounce of water is tapped by alchemists and is used in the brewing of potions and tempering of magical swords. The alchemists and wizards work round the clock, as the water quickly loses its magical nature. The springs flow into the lake Radu, and the village of Essara boasts many workshops, colleges and a river harbor. The Kartrians consider Essara unfit for foreigners, and outsiders are seldom allowed more than a glimpse of the village from the lake. As much of Kartria's production of magical items originate here, they do not dare risking anything changing the springs' properties.
Originally, there was but one spring. It was considered a divine spring, as the waters gave the drinker the ability to perform a kind of dream quest seeking answers to personal problems. In 234 CC, the explorer Azartes drank from it, and he experienced a kind of wizard sight, enabling him to see all things magic in his surroundings. According to legend, he used this sight to find the magic boulder that later was turned into the matrices. In the reign of Iktemar I (after the loss of the Book of Enchantments), the springs were expanded and potion breweries were built. Later, under Castanamir I, the weapon shops began to appear.

Feldenkrak (map location VI-sw). This impressive mountain fortress dates back to the Second Empire or the Builders about 24,000 years ago. In the time of the Second Empire, the province in Belandria was called Galvenay. The capital of Galvenay, Esmir, was situated in the Black Mountains, and Feldenkrak was the easternmost outpost built directly into the Ratsgar massif. This underground fortress is enormous, and though the Pandese authorities claim that the exact layout is a secret, it is considered most likely that they only have a rough idea of the tunnels. Curiously, there seem to be little or no signs of dwarven architecture. But some parts seem to have been built for or by giants and later adapted for humans.
About 780 CC, Pandese explorers began to enter the fortress. At this time, it was infested by orcs and trold folk, but no organized resistance emerged. This allowed the Pandese Empire to station a legion there and they used the corridor fighting against orcs and other monsters as a training ground for Imperial troops. Currently the II, XX and XXI legion are stationed there, and the fortress also serves as a maximum security prison for political and adventurer type prisoners.

Hardor (map location X-nnw). Many travelers agree that this is the most beautiful city in Bandagora. This Pandese city was founded 155 before the common calendar as a holy city dedicated to Enki. At that time a temple to Enki was built in the flat river delta where the Belse river runs out into the sea. Since that day, engineers have divided the river and expanded the delta so that Hardor today is made up of a thousand small isles in the river. Central Hardor is a park-like serene place, where the traffic is quiet and subdued, as it is either by foot or by boat. The large temple quarter is dominated by the palace of the priest-king, the pontifex maximus. In the south part of the city lies the senate building, not far from the market place and the harbor. The very rich have their own isle in the center, but most live in the residential quarter to the north.

The Pyramid (map location IX-w). Deep in the Osbantine jungle stands a great monument of of a forgotten civilization. It was once believed to be relic of the First Empire (the Settler culture), but historians have found no record of this in other annals. Some believe it to origin from the Second Empire (the Builders), others think it is the remains of a Native Osbantine culture, but most think it a city once populated by great apes. Theories aside, the first description known to us is that of Hinu, founder of the Lands of the Setting Sun (Keä-Sonda). In the journal dating from about 175 before the common calendar, he describes it simply as a high pyramid rising out of the jungle. According to the same description, he found several entrances and explored them. The Pyramid was huge, and some of the inside was lighted by light wells. He found an isolated room, wherein he placed the Golden Man. So he tells us. Later descriptions differ somewhat. Though many treasure-hunters have died with their secrets, some accounts have come back. Recent accounts from 1114 CC tell of a large city laid out in a regular pattern. The Pyramid stands in the center, but though it is dominant, it is not that high and appears more like a ziggurat than a pyramid. The Golden Man was never retrieved, and the explorer encountered demon-like creatures when they tried to enter the ruins. This has barred a thorough exploration but has attracted more adventurers.

Rehrmis Falls (map location VI-wnw). These waterfalls lead the waters of the mountain lake Flans into the river Radnor. They are considered one of the most beautiful sights around the Inner Sea. In the springtime, when the snow melts, the cascades of water send waves of mist billowing out towards the forest of Vesland. It is a time of renewal and rebirth. Veslandic sages watch this phenomenon not only for its beauty, but also to read the signs. If the water sparkle and glitter in the sunlight, the sages rejoice. But if the mist turns into a wet fog drenching all, then the sages mutter amongst themselves, trying to find a reason for this ill omen. Many tales surround the falls, most of them tell of travelers getting lost in the mist suddenly finding themselves in another place. Rumor has it that a mist dragon lives here, being the personal friend of King Tiolan IV. It was the dragon that told him of the great treasure he found in the Brossi Mountains when still a prince (or so the story goes).

Skandelion (map location I-s). An enormous underground network and caves located in the Dagdor Massif. The main entrance to the south is guarded by the now derelict dwarven fortress Dvalinn's Gate, but other means of ingress can be found. Supposedly, Skandelion stretches from Dvalinn's Gate to Miralandor, and goes all the way down to the elemental plane. According to legends, it served as a kind of underground road for the dwarves. At first, It was not meant as mining area in itself. But gold or some other valuable ore was found, and the dwarves started mining. Delving ever deeper, the dwarves encountered some subterranean evil. Perhaps drow, perhaps mind flayers, no human really knows, and the dwarves will not tell. The mining dwarves were somehow corrupted, and the other dwarves had to fight their own kin, in the end closing the tunnels to the north to shut off their former brethren. What remains is considered a treasure chest by some, and a death trap by others. It is a place many adventurers seek.
The name Skandelion was originally the mythical name given to the mysterious new capital of the Third Empire. According to that myth the wealthy people of Suada moved to Skandelion to found a new empire just before the fall. In some versions, this new city was underground in Dagdor. When the tunnels were discovered, the name Skandelion was given to them, even though it had nothing to do with the dwarven tunnels.

Suada (map location V-nne). The oldest human city in Bandagora dating back from about 40.000 years before the common calendar has been no more than a huge collection of haunted ruins since 125, when it was plundered by barbarians. Few go there, and even fewer return. It has been reported time and again as being literally a ghost city. Some claim the ghosts still carry on their 'lives' endlessly repeating that final day. Others maintain that ghosts wail and scream in an endless appeal to the gods. At the time, it was the unrivalled capital of the world. It is estimated that it was the size of present-day cities like Pandesa, Kangrisorn or Enders. The temple quarter had more than a hundred major temples, the Imperial palace complex more than fifty large buildings.
The story of Suada has captured the minds of many story-tellers. It is the story of a city that was the temple of the world. For thousands of years all who would do business with the gods came to Suada. In -1412 CC, the Third Empire (The Rulers) made Suada their capital. And gradually the citizens of Suada saw no difference between the Holy City and the Imperial City. And they began to abuse the power the temples gave them over the worshipers. The city became very wealthy. The city was so proud that it never discovered that it was no more a favorite of the gods. After the civil war that ended in -184 CC, Suada still considered itself the capital of the world. It was by far the most wealthy city. But without the gods' favor, doom was inevitable. In their hubris, they continued as if nothing was wrong. In 125 CC, nemesis struck in the shape of nomads and barbarians. The barbarians attacked in the center while the mounted nomads formed an ever-tightening iron ring around the city. None were spared.
Many legends involves Suada such as that of Talvin Doomsinger who reputedly still strums his lyre and sings for a 'captive' audience. Or that of the beautiful paladin Haykmar who thought himself invincible against undead and went to clear the city of ghosts. After having been turned old and ugly he accepted the fate of becoming a death knight partly so that none would ever see his face again and partly so that he could uphold his foolish oath that the ghosts would rest before he did.
While the ghosts scare many treasure-seekers, some gather hope from the legend of Skandelion. According to the legend, the greedy citizens of Suada saw that the city would fall and made a great effort to move most of their treasures. They moved to Skandelion, a secluded spot somewhere in Bandagora. Here the stories vary, some say underground, some say in the mountains, some say under water, some say deep in the forest. There are some truth in the story, as Palmyria was founded by emigrants from Suana, but the founders did not come from the city and besides is was years later. Another half-truth is that much treasure was hidden in Yaltuan's Villa. Yet another truth is that there are ruins of a city underwater in the Bay of Hadriel south of Ployd (see the Sunken City). Confusingly, the name Skandelion was given to a former dwarven tunnel complex in Ratsgar. The explorers thought they had found an underground human city, or perhaps they hoped so.

The Sunken City (map location IV-sse). These underwater ruins about 15 miles south of Ployd were discovered in 876 CC by Salaqi fishermen. At that time they were taken for merman dwellings and caused much alarm. Later, in 930 CC, they were visited by the newly founded Adventurers' Society. Lacking proper equipment, the expedition made only a cursory investigation. To the adventurers, the buildings seemed human, but most were buried under the bottom of the sea. Two theories began to emerge. The least sensational is that the ruins simply are houses washed away from Ployd in the great flood in 348 CC. But other speculate that the ruins are the remains of New Suada or Skandelion. The rich refugees from Suada supposedly made a small underwater city. The city was protected by magic, perhaps a clear dome. To this city the rich Suadans brought their treasure, thinking to live forever in luxury. But the bubble, so to speak, burst and they drowned as the water crushed the citizens. No evidence of either theory has ever been presented, but most sages lean toward the flood theory.

Troll Isles or Dragon Isles (map location VI-ne). Each year in early summer, when the winds are calm, adventurers flock to the harbors of Anistar and Taunenfels. They come to find and plunder the many dragon lairs located in the Troll Isles. Only the already well off get to sail, for not many ships dare to brave the reefs and the rocky straits. And if few get to sail, even fewer return. And fewer still return with loot. But enough do to keep the flow of bright-eyed young adventurers running.
In the days of the Theocracy of Dacria, the isles were known as the Troll Isles because explorers had found troll villages there. At the time, trolls were considered indestructible except by fire, and the sages thought that the trolls bred and bred until one of the small isles were filled. Then the population pressure forced them to migrate on rafts or just by swimming. This, the philosophers believed, was the cause of the waves of trolls rampaging into Dacria from time to time. In 363, after the dissolving of the Dacrian Theocracy and the founding of the Ditmar Union, a single ship from an expedition to the isles came limping back into the harbor of Ditmar. A great many ships had disappeared outside the isles before that, and the expedition were sent to find out if the trolls had any naval capability. The surviving ship had bad news, trolls were scarce, but dragons were not. The sages revised their theory, dragons had settled the isles, and the trolls on rampage had simply been fleeing the dragons.
For the Chinloi, this meant staying a safe distance from the isles.
In 1034, the League of Cityports founded the Order of the Dragonslayers. This original order was dissolved in 1078, but replaced by a new one based in Taunenfels. To become a full member of the current order, one must have participated in slaying a dragon of each type. Naturally the Troll Isles were the obvious hunting grounds for prospective members. At first, these expeditions went relatively well, but after about 1080 it happened more often than not, that the hunters became the hunted. Three different explanations have been given to explain this fact. The first is simply that the first expeditions killed the stupid dragons and alerted the smart ones. The second stipulates a dragon society able to counter the human endeavors. According to this theory, gold and silver dragons masquerade as dragon hunters, and sail along with the expedition until the ship is getting near the shores of the Troll Isles. At that point they sabotage or destroy the ship, kill the crew or alert other dragons. The third theory maintains that if a so-called order like the Dragonslayers is evil enough to kill good dragons, why not kill humans too. In this scenario, passengers are drugged and picked off one by one as they sleep. And the compiled treasure of, say, twenty adventurers is comparable to many dragon hoards.
In any case, there are seven major isles in the cluster, and the isles span about 180 miles north to south. In most languages the isles are referred to as the Dragon Isles, but the Chinloi and most Nordacrians still call them the Troll Isles.

Yaltuan's Villa (map location unknown, probably map V-ne). In 119 CC, in the last years of the Suada Empire, Yaltuan ascended the throne. Of his reign, little is known, except that he spent most of his time away from Suada. He expanded one of his villas tenfold, filling it with artwork from the Imperial collection. Many historians have fantasized about the exact contents of Yaltuan's personal collection. According to legend, Yaltuan predicted the Nomad invasion and the fall of Suada. He had all records of the villa destroyed, and ordered all his priests and wizards to somehow bring about a spell that would hide the villa from the world. But it was no easy task, and Yaltuan grew desperate. In the end, he prayed for help himself. One god responded. That deity would perform the spell, if Yaltuan made a personal sacrifice. The legend does not tell us what the sacrifice was, but it was enough to hide the villa for a thousand years. If the legend is true, the villa should be visible again in 1121 CC or thereabout. The villa would hold many masterpieces of art, presumably well preserved, a treasure worthy a king, if not an emperor. Perhaps the legend exaggerates the extent of the villa, since two years is not that long a time for building. Even so, the year 1121 CC could be a very good year for some lucky treasure-hunter.

 

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