Just south of the center of Zenithar, Sand Quarter is a dusty area with a public bazaar, frantic and constantly busy. Overrun by problems, Sand Quarter goes on without peace.
Like an island of stone, the problems facing Stone Quarter are heavy, offering the locals little room for hope as litter, ghouls and snakes are blamed on the Inamas.
The Noble Plateau is home to the families of Kazem and Barad, and an exciting revelation, courtesy of Baltar the Historian. Still, pollution erupts and hope remains sparse.
The spiritual center of Zenithar, the Temple Plateau was once well-protected, but now seems to be overrun by simpler minds and lesser souls.
Home to the infamous Vault, Magarin is a victim of past decisions. The mad mage Evomar cast spells on the area long ago and the locals have little hope of combating them.
The dunes of Agban were built as protection against the Nadir’s onslaught, but now they have become home to the deadly snakes of the Serpent Spire.
The resting place of the long since dead bird Xiloranth, Cradle Dunes is home to Dreamwalker Alarian, and the many visitors who have come to trade nightmares for dreams.
The edge of the storm separating the known from the mysterious, The Veiled Wilds is an untamed savannah with deadly termites and roaming lions.
Originally built by the Zenitharian High Council to trap mages and seize their powers, the Vault is under attack by the Nerkal’s, intent on killing the mages currently held there.
Danger awaits as the matron of the serpents is on the verge of awakening and millions of dormant snakes will rise, wreaking havoc for all in their path.
A poor and abandoned patch of land on the edge of Zenithar, it’s the training grounds for the Zenitharian guards who ready themselves to defend the city.
The Spider Quarter
(6/18)
A habitat for spiders the world over, Spider Quarter is a rite of passage for local children. Killing spiders is a doorway to manhood, as long as the spiders don’t win the fight.
Stronghold of Darkness
(0/6)