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Hollow Moon: Vesperlands, 8 miles per hex

Posted: Sat May 28, 2011 1:00 am
by Chimpman

Map of the Hollow Moon, Vesperlands, 8 miles per hex by John Calvin, May 2011 (Work In Progress)
Image Image Image Image

1) The map is pretty sparse at the moment. I'm going to rely on the community to help flesh it out.
2) May want to add the internal borders showing the regions that each City State controls.

Inside Matera: The Hollow Moon by Sharon Dornhoff
Hollow Moon: Nearside, 40 miles per hex
Threshold Issue #4
Threshold Issue #10

  1. The Moon Wiki
  2. Topographical Maps of the Moon
  3. Moon map
  4. Hollow Moon Nation Overview
Thanks to: Thorfinn Tait, for providing some wonderful graphics to use in all of our mapping projects, Sharon Dornhoff for developing the setting.

Re: Hollow Moon: Vesperlands, 8 miles per hex

Posted: Mon Jul 11, 2011 12:33 am
by Chimpman
Updated the map. Images are working again so I've also updated the first post.

Re: Hollow Moon: Vesperlands, 8 miles per hex

Posted: Sat Mar 03, 2012 7:58 pm
by Chimpman
I've updated the map once again, this time with a major re-work. The terrain now more closely matches features from the Google Moon charts, making this a much more mountainous region - which probably suits the Vesper elves a bit better.

There are several lunar features on the map as well (though not yet labeled). The northern trench is Rima Ariadaeus, and south of that is the Darrest Plateau. I'm thinking that most Vesper civilization will be along the shores of the Spindrift sea, while the eastern territories will be more wilderness. I'm thinking that there should be a major road along the coast from Intynni to Tynkal.

Re: Hollow Moon: Vesperlands, 8 miles per hex

Posted: Sat Mar 03, 2012 8:11 pm
by Havard
Impressive work!
So these are Shadowelf lands on the Hollow Moon then?


Re: Hollow Moon: Vesperlands, 8 miles per hex

Posted: Sat Mar 03, 2012 8:26 pm
by Chimpman
Pretty much, though I haven't been able to pin them to a specific arrival date yet. Here is what we know of the Vesper Elves so far:
Nation: Vesper
OW Connection: Schattenalfen
Arrival Date: ???
HM Location: Vesperlands, on the shores of Sinus Medii
1) In Shaergarde and the Vesperlands, explorers may at last find those the elves and hin of Mystara may call kin; in the latter realm, on the shores of Simus Medii, descendants of the Schattenalfen who refused Atzanteotl's enticements have found a world in which their affinities for endless darkness and for the out-of-doors are not at odds.
2) These offshoots of the shadow elves and Schattenalfen practice the same brand of magic as their Mystaran brethren, but they had given up their subterranean lifestyle for some decades, even before being transported to Matera. Their standard spell-list includes all the (non-shaman) shadow elf spells from Gaz13, except those which deal with molten lava. Spell affecting "Underground Animal" targets are modified to affect nocturnal animals, regardless of habitat. There's also a 2nd level vesper elf spell called "Day Eyes", which provides 12 hours of light-tolerant vision to its recipient; it is reversible.
3) For example, the vesper elves of Matera are descended from shadow elves, for whom the dietary mainstay was a fungus-derived food called trania. Arriving in the Hollow Moon, they discovered new foodstuffs that were more appealing and convenient to prepare than trania, so ceased to rely upon it as their primary form of sustenance. However, they never lost the knowledge of how trania is prepared, and -- more importantly -- they NEVER WILL lose that knowledge, no matter how long they continue to subsist on other types of foods. Even if another race should conquer the vesper elves, and compel them to live in a fashion that utterly precludes the preparation of trania, a few individuals in every generation will continue to recall its recipe (even if they don't remember what the recipe makes! ;-D) and to pass that information on to younger elves.
4) Faedornae -- These elfin, retiring creatures employ spells from the special "Wee Folk" spell lists of PC1, as do other fairy creatures encountered in the Hollow Moon. In an AD&D campaign, they can be treated as "song mages" from the PO books ... the only such specialists to be found, in the HM setting.
5) They'd like to claim both realms, but the vesper elves have proven difficult to exert their mental influence over, and aren't really heirarchical enough for conventional kopru tactics to work well there. The only way they could usurp power in the vesperlands as a whole would be to dominate the relic-keepers, but the vesper elves' relic (the Prism of All Colors) offers a great deal of protection to its caretakers' minds.
[Hollow Moon] Ruminations Over a Blue Moon

Re: Hollow Moon: Vesperlands, 8 miles per hex

Posted: Mon Mar 05, 2012 6:53 am
by Chimpman
One more update. I modified a few rivers, changed some mountain terrain, and added cities and roads.

Re: Hollow Moon: Vesperlands, 8 miles per hex

Posted: Mon Jan 02, 2017 2:05 am
by Chimpman
I've updated the map, based on articles in Threshold #4 and Threshold #10. I'll include the text from those articles below to further discussions:

Threshold #4
Vesper Elves
Arrival Date
1400 BC

On the Outer World
Elves living near the vicinity of Glantri have had a dark and perilous past, being driven beneath the ground on at least two separate occasions - first after the Great Rain of Fire, and again after an ancient Blackmoorian artifact was detonated circa BC 1700. One group of Schattenalfen, having rejected the enticements of Atzanteotl, finally achieved their dreams of living on the surface. Small numbers, and increasing attacks from humanoids (mostly influenced by Atzanteotl), doom the elves to extinction on Mystara.

In the Hollow Moon
Vesper elves are most densely populated along the shores of Sinus Medii, but their territory stretches from Mare Vaporum bordering the Albheldri Isle in the north, all the way to the Hypparq Sea in the southwest. The northern lands hold some of the largest grass plains in the Hollow Moon, and are separated from the rest of Vesper by the Rima Ariadys, a vast gorge running east to west across the entire Vesper Peninsula.

Moving south, the grasslands turn to coniferous forests, which in turn become vast swaths of giant fungal forests along the coasts of Sinus Medii. The center of Vesper is dominated by the Rhanqal Mountain Range that stretches from the shores of Sinus Medii to the Hypparq Sea, and holds a myriad of cold and crystal clear lakes amongst its many dells and valleys.

The Vesper elves are organized into several different city states throughout their territory, each controlled by one or more ancestral clans. City states are very competitive with one another, especially those situated along the Sinus Medii. Rivalry amongst the states can become very heated, and even on occasion lead to outright war, though all of Vesper is quick to band together when facing outside threats.

Though each of the city states have their own rulers and customs, one common factor binds all the elves in Vesper together - the relic-keepers. Gifted to the elves upon their placement into the Hollow Moon, their relic is called the Prism of All Colors, and is located deep within the sacred temple of Angkar. The Prism’s magic affords the keepers the power to see things as they truly are - a rare gift for those living within the dark confines of the Matera’s interior. Such powers are also especially beneficial for a people living so close to the Adhuzan Dominarchy, for it allows the keepers to see who has been dominated by the kopru.

Fire Times
Most elven cities in Vesper are built far enough away from the active volcanoes in the region as to not be affected by the Fire Times. Mount Kodyn erupts once every five years, sending a great plume of ash over the shores of the Spindrift Sea. The Caldera Horrocks, near the Temple of Angkar on the shores of the Hypparq, erupts once every 157 years. The devastation it causes is enormous, but the elven relic-keepers at Angkar use their clan relic to protect the ancient temple from destruction.

Adventure Ideas
  • Monsters have once again begun to creep out of the Valley of Horrors, and the PCs are sent to investigate. A new Cult of Atzanteotl has formed around the Great Flying Viper, a half-dragon, half-viper, that is gathering minions and preparing to attack the fortress of Hyccal.
  • Vareinyan pirates haunt the Hypparq Sea, raiding and pillaging villages along Vesper’s territory. When the PCs are sent to stop the attacks, they find that the pirates have an unexpected ally - the Nixie Queen has secretly dominated them and is using them to gather all the elven males in the area.
  • The relic-keepers have discovered a kopru plot in the very heart of Angkar, and task the PCs with rooting out those corrupted by the creatures. Three kopru puppets, hand-picked and slowly dominated over the last few hundred years (so as to not be detected by the Prism’s powers), are now close enough to the Prism of All Colors to poison it permanently. Should they succeed, the Prism will no longer be able to protect Vesper from the mind dominating powers of the kopru, and city by city, the elves will fall. PCs must uncover the conspirators and stop them… but who can they trust?

Re: Hollow Moon: Vesperlands, 8 miles per hex

Posted: Mon Jan 02, 2017 2:15 am
by Chimpman
Threshold Issue #10 (The following is an abbreviated version of the article. For the full article download Issue #10 of Threshold at the Vaults)

The Vesperlands can be broken up into several different regions, each with their own unique terrain features, plants and wildlife.

Sinus Medii
Shorelines along Sinus Medii are more humid than the northern coasts, often causing dense banks of fog to form when the warmer air over the Sinus comes into contact with the cooler air of the coast. Fungal forests tend to be short, dense, and fairly spongy, decaying and growing so rapidly that paths form through the wilderness like an ever-changing, living maze.

Molds, puff balls, and slimes (both stationary and mobile forms) also abound in the region. Giant communal insects are also common, many of which farm the fungi as their primary food source. Ant and termite species predominate, though there are a handful of smaller (dog sized) wasp and beetle species that also roam the area.

Spindrift Coast
Shorelines along the Spindrift Sea tend to be misty, with regular rainfall throughout the Materan year. Fungal forests in this area tend to be taller, and more woodsy, giving way to mossy plains in the north, and finally to grasslands (one of the largest true grasslands in the Hollow Moon).

Flowering plants, many of them bioluminescent, dot the plains, attracting many breeds of bees, both mundane and giant. Giant wasps roam the land from Mount Arypag northwards to the coastal waters.

Rima Ariadys
Rima Ariadys is a vast gash that cuts across the Vesperlands from Mare Tranquillitatis to the Spindrift Sea. Rivers pour into it, eventually reaching the seas to the east and west. Crossing is difficult by land, for there are no bridges that will span its width. Mists often bubble up from deep within the gorge and cover the nearby landscape.

Mount Arypag
Mount Arypag is a large volcanic caldera, bordering the northern Ranqal Mountains. Arypag is quite active, erupting like clockwork once every two years. Smoke, cinders, and ash are ejected into the air and blanket the nearby countryside during Fire Times. The violence and destruction intensifies when Mount Arypag’s and Mount Kodyn’s eruptions coincide, with volcanic blocks smashing buildings, and fires spreading across the inland forests. The giant wasps of the area become extremely agitated during these times, and even the domesticated breeds are difficult to control.

Hypparq Sea
Surrounded by mountains and cliffs along its northern coasts, and by forested hills along the south, the Hypparq Sea is one of the smallest bodies of water in the Hollow Moon to maintain that title. Pines and other conifers dominate its southern shores, while the northern coasts abut against rocky outcroppings of the Ranqal Mountains.

Nixies dominate these waters, making them hazardous for fishermen and merchants alike to ply. Though not directly aligned with Adhuza, the nixies enjoy manipulating the elves along their borders, and often constitute a serious threat to Vesper security.

Caldera Horrocks
Although steam and gasses vent from the caldera constantly, Horrocks only truly erupts once every 157 years. The devastation it causes is enormous, but the elven relic-keepers at Angkar use their clan relic to protect the ancient temple from destruction.

Valley of Horrors
A haunted valley full of monsters and worse, the elves avoid this region whenever possible. Still they must be ever vigilant, for madness inducing smokes bellow forth during fire times, and are usually accompanied by attacks by ravenous animals, and horrors that defy description.

Ranqal Mountains
The Ranqal Mountain range runs through the center of the Vesperlands, roughly dividing the country into north and south territories. High mountain lakes abound throughout the range, feeding many of the region’s rivers and supplying many Vesper Elf settlements with water. Few of the peaks maintain any snow, and volcanic activity is apparent throughout the range; hot water springs and gaseous vents are common.
Panthers and other large cats are prevalent, and often roam down into the foothills in search of more abundant prey. Birds and pterosaurs are also present, though many of them are dwarfed in size by the giant wasps that dominate the skies.

Mount Kodyn
Mount Kodyn is situated in the northern edge of the Ranqal Mountains, roughly in the center of the Vesperlands. It erupts once every five years, although very few Vesper Elf settlements are near enough to be affected. Efreet have a small foothold here, possibly an extension of the City of Brass. Portals to their stronghold only open during Fire Times, though some stalwart merchants do brave the perils to trade with the creatures.

City States
The Vesper elves are organized into several different city states throughout their territory, each controlled by one or more ancestral clans. City states are very competitive with one another, especially those situated along the Sinus Medii. Rivalry amongst the states can become very heated, and even on occasion lead to outright war, though all of Vesper is quick to band together when facing outside threats.

City State of Aridoxmal
Population (Village): 4,500 (97% elf, 3% hin)
Max Spending Limit: 5,000gp
Important Figures: Piltyn XXX

The giant wasps that the Vesper Elves ride were first domesticated in this city. Aridoxmal boasts over two dozen hive stables despite its relatively small population, and supplies many other cities in the Vesperlands with their wasp stock. Some of the finest Wasp Knights hail from this city.

Situated between Rima Ariadys and Mount Arypag, Aridoxmal suffers through some of the most frequent, and worst, Fire Times in all of the Vesperlands.

City State of Intynni
Population (Town): 60,000 (87% elf, 8% gyerian, 3% human (Albheldri), 2% gnome (Taurus))
Max Spending Limit: 50,000gp
Important Figures: Tuhktyn Kaltyr

One of the larger Vesper cities, Intynni is fairly cosmopolitan by Vesper Elf standards and is comprised of several clans. The city sees trade with the Taurus gnomes and the Albheldri to the north as well as with Cacklogallinia and other nations from the Sea of Tranquility region. Honey is a major trade item, and the city’s inhabitants have apiaries set up across the northern plains.

There is a long standing rivalry between Intynni and Tynkal, the dominant southern city state of the Vesperlands. The two cities have been competing over resources, trade routes, and allies for centuries. Intynni is the more militaristic of the two states.

Population (Village): 9,500 (93% elf, 5% gyerian, 2% human (Albheldri))
Max Spending Limit: 5,000gp
Important Figures: Calpollyc Iyxal

Maniyat is Intynni’s gateway to the fertile plains and grasslands of the north, and is known as the breadbasket of the Vesperlands. A handful of small clans dominate the city, each devoted to the art or farming, or crafts that support that endeavor.

Founded on the shores of Lake Obvyk, Maniyat once rivaled Intynni as the jewel of the north, but repeated conflicts between the two settlements eventually took its toll on the city. Now occupied, Maniyat’s sole purpose is to feed Intynni’s war machine, though not all of its inhabitants are resigned to that fate.

Fort Yaxku
Population (Fort): 3,500 warriors
Max Spending Limit: 1,000gp
Important Figures: Qalpiltyn Hykiri

Fort Yaxku protects the Vesperlands from northern Shaergarde, but also guards Intynni’s agricultural interests from Ongkyr. Vesper war bands from Yaxku range south from the Rima Ariada to the Spindrift Sea, but rarely venture past the eastern foothills bordering Ongkyr.

Union of Mycos
Population (Village): 17,000 (88% elf, 7% human (Albheldri), 5% other)
Max Spending Limit: 25,000gp
Important Figures: Piltyn Syllium

Mycos is a major supplier of fungal goods, specializing in fungal “lumber” harvested from the woody stalks of the giant fungi that grow along the coast there. Fungal purveyors from this region have a mild rivalry with those from Tynkal, although the goods produced in both regions are generally quite different.

Unlike other city states of the Vesperlands, Mycos and Vylkas are ruled over by a council of nobles from both cities. The council is advised by a mystical band of fungal druids who have claimed the region between Mycos and Vylkas as their home, though some suspect that it is really the druids who are in charge.

Population (Village): 7,500 (93% elf, 4% human (Albheldri), 3% other)
Max Spending Limit: 10,000gp
Important Figures: Calpollyc Parryn

Though not a sea power, the Vesper Elves do construct rudimentary seafaring vessels to ply the waters of the Spindrift Sea. Vylkas competes with Pysca as the primary sea port and shipbuilding center, though the shipwrights of Pysca are held in higher esteem. Vylkas ships are constructed using fungal logs shipped down from Mycos by coastal ferry.

The Calpollyc of Vylkas and the Piltyn of Mycos rule this region together, in council with the fungal druids of Mycos. Though clans from the two cities have been allies for centuries, the dominant city switches throughout time. Currently Vylkas fills the subservient role to Mycos.

Population (Village): 2,000 (93% elf, 7% shapeshifter)
Max Spending Limit: 1,000gp
Important Figures: Piltyn Shasha

Conquered several times over the centuries by the allied forces of Mycos and Vylkas, Mimyr continuously struggles for its independance. The Piltyn of Mimyr has taken subterfuge and intrigue and made them into art forms, playing the two larger cities to the west against one another. Though their alliance is currently strong, Mimyr ever tests those bonds.

Known as the gateway to Angkar, many elves making the pilgrimage to that holy site start their journey from this city. Not all is as it seems in this secluded mountainous city, for a small community of shapeshifters dominates the nobility here.

City State of Ongkyr
Population (Village): 20,000 (90% elf, 7% gyerian, 3% rakasta (Margasta))
Max Spending Limit: 25,000gp
Important Figures: Piltyn Lakyl

Slightly less prosperous that Intynni, Ongkyr nonetheless has access to farmlands, albeit inferior to those that Intynni controls. They trade with Cacklogallinia, Margasta Tribes, and other nations of Mare Tranquillitatis.

Ongkyr, often stages minor raids against Intynni over farmland and apiary rights. Their Wasp Knights are some of the most skilled in the Vesperlands, focusing on surprise attacks and hit and run tactics.

City State of Pynar
Population (Village): 4,000 (80% elf-ish, 16% aberration, 3% vespertaur, 1% abomination)
Max Spending Limit: 2,000gp
Important Figures: Piltyn Vzzbyx

Isolated from most other communities in the Vesperlands, and constantly inundated with poisonous madness-inducing smoke from volcanic activity in the Valley of Horrors, the elves of Pynar have been transformed into something insidious. The city itself resembles a hornet’s nest - a gigantic version of the hives of wasp mounts used in other Vesper elf cities. The inhabitants of this hive are not wasps however, but the elves themselves.

Those few elves of Pynar encountered by others of their kind are only vaguely disquieting, possessing some traits that hint at an insectoid origin. Deeper in the hive, unseen by outsiders, the true abominations dwell; vespertaur elves that have the body of a wasp and the torso of an elf, elves with four arms, exoskeleton shells, multifaceted eyes, and even worse.

City State of Pysca
Population (Village): 13,000 (75% elf, 13% human (Albheldri), 6% rakasta (Mauro), 4% human (Varienya), 2% aardovai)
Max Spending Limit: 15,000gp
Important Figures: Piltyn Fycal

Ancient elven traditions of seafaring are still held in high esteem in Pysca, where many master shipwrights dwell. Elven captains from Pysca are also renowned for their prowess in sailing the steaming waters of Sinus Medii, and navigating through treacherous tribes of devil fish that dwell within.

Relatively protected by the jagged walls of the Rhanqal Mountains, Pysca is also seen as a rustic backwater; a territory that sees few battles both from within and without. The elves who dwell there are fiercely individualistic and self sufficient.

Population (Village): 5,000 (97% elf, 2% human (Varienya), 1% aardovai)
Max Spending Limit: 10,000gp
Important Figures: Calpollyc Tyssi

Clans of Ozkoly and Pysca have intermarried for centuries, strengthening the bonds between those two cities to the point that Ozkoly is generally seen as an extension of the slightly larger city to the north.

All overland trade to and from Tynkal must pass through Ozkoly, and the city is in fact a center of mercantilism in the region.

Fort Pycal
Population (Fort): 700 warriors
Max Spending Limit: 500gp
Important Figures: Qalpiltyn Gyrolloc

Fort Pycal defends the Vesperlands in the northwest, but it also serves as a rustic trade center. Trappers and hunters frequently use it as a base when traveling into the wilds of the Rilles, and bands of aardovai traders are not uncommon within its walls. Pycal also sees use as a portage, where small vessels may dock and travel overland rather than risk the (devil fish infested) waters travelling around the Rilles.

City State of Qalikat
Population (Village): 23,000 (95% elf (permanent), 5% other (transitory - pilgrims))
Max Spending Limit: 15,000gp
Important Figures: Piltyn Wyxwir

One of the earliest Vesper settlements, Qalikat is the last stop on the road to Angkar, a pilgrimage made by many Vesper elves at least once in their lifetime. Alone in all the Vesperlands, the elves of Qalikat have been able to domesticate several breeds of giant bees that dwell in the area. The honey that is harvested serves as the major resource produced in the area, and is sought after by elves across the Vesperlands as well as by other nations.

Warriors of Qalikat are expert rivermen, and use the waters that wend through the mountains and highlands of the area to great effect.

Fort Hyccal
Population (Fort): 800 warriors
Max Spending Limit: 500gp
Important Figures: Qalpiltyn Murmyr

Elves stationed at Fort Hyccal patrol the eastern borders of the Vesperlands, but in truth spend most of their time engaging the monsters that emerge from the Valley of Horrors to the south. Qalikat sends a constant stream of support, and rotates most soldiers out of the fort on a regular basis, however there is a small cadre of hardened warriors that have made Hyccal their permanent home.

Fort Nyhu
Population (Fort): 450 warriors
Max Spending Limit: 2,500gp
Important Figures: Qalpiltyn Rinnai

Fort Nyhu defends against Shaergarde, but also serves as a trading post with that nation. Goods can be delivered all the way to Mare Tranquillitatis through riverways. Compared to the warriors stationed at Fort Hyccal, those in Nyhu see very little action. Some consider being stationed here a punishment.

City State of Tynkal
Population (Town): 54,000 (88% elf, 8% rakasta (Mauro), 3% human (Varienya), 1% minotaur)
Max Spending Limit: 50,000gp
Important Figures: Tuhktyn Soona

Tynkal is one of the largest Vesper cities, comprised of several clans and ruled over by Tuhktyn Soona. It is a major trade center for nations of the Sinus Medii, and ships from Adhuza, Mauro, and the Albheldri Isles can all be found docked there. Leading inland from the sea is Ancestor’s Avenue, a long road with step pyramids of all shapes and sizes bordering both sides; each a holding of the clans represented in the city. At the far end of Ancestor’s Avenue is the Temple of Light, the largest pyramid in the city, and the citadel of the Relic Keepers.

In addition to fishing and trade, Tynkal controls the southern fungal plains of the Vesperlands, and fungal farms stretch outward from the city following the Qyssi Road to the south. Conflict with the northern city of Intynni has existed since the founding of that state, however where Intynni is militaristic, the battles waged by Tynkal are fought by its merchants.

Fort Urkang
Population (Fort): 2,700 warriors
Max Spending Limit: 1,000gp
Important Figures: Qalpiltyn Uunkys

Fort Urkang guards the coastland trail and northern border with Adhuza, as well as the shorelines of Sinus Medii. Varienyan pirates are rare in these waters, though devil fish raiding parties are always a nuisance to merchants plying nearby waterways.

War parties of Urkang are always bolstered by Relic Keepers from Angkar, a necessary precaution for a fortress so close to Adhuza. The fort has fallen to that nation and been retaken on several occasions in the distant past.

Fort Qyssi
Population (Fort): 1,200 warriors
Max Spending Limit: 500gp
Important Figures: Qalpiltyn Kylaa

Fort Qyssi guards the southlands and Hypparq Sea from incursions by Adhuza. While its sister fortress Urkang to the north deals mostly with merchants, Qyssi sees increased conflict with its neighbor to the west. Adhuzan pirates from Varienya are common in the waters of the Hypparq Sea, as are forays by the pesky nixies that inhabit those waters.

More than one occasion has seen the fort fall to nixies, and since those times only female warriors are allowed to man its walls.

Other Settlements
This is the site where the Vesper Elves found themselves in BC 1400, after being magically transported to the Hollow Moon. Here, the small community of elves found their holiest relic, the Prism of All Colors, and built a mighty temple around it. They called the place Angkar, named after the city of their ancestors, Aengmore. Now it is a holy site, visited by elves throughout the Vesperlands and by other supplicants across the Hollow Moon.

In Angkar, the relic keepers have ruled for over 2,400 years. It is a sacred place to the elves where all internal conflicts are forgotten and no elf may raise arms upon another. It is also from Angkar that the relic keepers protect their homeland from foreign intrigue, especially from Adhuza, for the Prism of All Colors allows the keepers to see things as they truly are. Neither shapeshifters, possessions, nor dominated psyches can escape their gaze, and the keepers recognize them all whenever they are encountered.

Xulam is the city of wizards. Many travel through the city on their pilgrimage to Angkar, though few are welcomed to stay for long. The wizards of Xulam are a secretive bunch, and are determined to rule over themselves. Those that are accepted into the ranks of the wizards must give up all ties to family, clan, and city.

An old troglodyte fortress on the border of the Aardovai Rilles, Zyzzid has stood unclaimed for centuries, though it is far from abandoned. Tales abound of ghostly troglodytes and other undead horrors roaming the crumbling halls. While there may be some truth to those tales, the reality is that they are probably propagated by the bands of brigands and bandits that frequent the ruins.

Once the greatest Vesper city, Dryssek was destroyed by the pteryx in AC 87 during one of their more violent purges in the area. Since then the elves shun the place. It serves as a reminder to them to not grow beyond their means, to not become arrogant and decadent, and to always keep one eye upon the skies above them.

Very little is known about Horraqs. The ruins existed even before the elves arrived in the Vesperlands, and every attempt at claiming them has ended in disaster. Building size ranges from gigantic to the diminutive, causing some to speculate that this place was once a stronghold of the fey. Whether true or not, something much darker now holds sway over these ruins, as guttural cries and shrieks can often be heard echoing off the waters of the Hypparq Sea.