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Selected excerpts from Wayfarer, Mystery & Magic's bi-monthly compendium of fiction, artwork, character profiles, poetry, and essays based on M&M gameworlds. Edited and produced by Toff, it was published from 2003 - 2009 full of great content from M&M players and friends.
- Wayfarer #1 - Premier Issue
The most predominant races in the Lands are represented below. Feel free to add yer own character's sheet, but please follow the general design of the others. Petition OverLord if you wish to add a new race. Yew may upload your character profile and image but COPYRIGHTED IMAGES WILL BE REMOVED as per our Terms. Please be sure its an image yew created, yew have permission to use the image, or its public domain.
Maps, Histories, Coinage & Barter, Calendar & Timeline, Interesting Artifacts and Unusual Items, Bestiary, Mythic Creatures, & Legendary Monsters
A cold barren group of run-down huts on the banks of a frozen wind sheared sea. Great place for leaving folks yew don't like.
A long winding river snakes its way down from the towering mountains, creating a natural divide between the pine forest and the barrens. The Snowdrop River is filled with silt from glacier and mountain run-off, a sediment that can quickly bog a person down if they are unfortunate enough to fall in. Here and there in the river are large stones that can aid a traveler in crossing, but the water runs particularly swift around these boulders, splashing their surfaces and making them dangerously slippery.
Near the pine forest is an area of barren tundra that stretches for many miles. Separating the forest from the barrens is the icy Snowdrop River, a swift-running and dangerous river. This treeless stretch of land is covered with deep snow most of the year, but even during the brief summer months, it is difficult to traverse due to the spongy tundra that covers the land, and the clouds of mosquitoes that rise up with every step.
Snowcapped mountains abound in the Ice Krowne, but one area in particular has a series of towering peaks, some of which disappear into the clouds. These mountains have snow year around and are difficult to climb due to their sheer faces, the danger of avalanches, and unpredictable weather. Some adventurers who have survived the mountains tell tales of having seen a large upright creature covered with white fur, but most folks think it is nothing more than a myth. Others have seen huge ape-like footprints in the snow and are convinced the Snow Ape exists.
Up north, deep in the Ice Krowne, amidst its great expanses, reside the secretive gnomes of Vizhinm – pale skinned, blue haired. They live their lives slowly, silently. Under pitch-black skies or across the endless white, they can be seen at times riding their Nuukii – short, broad, fanged, white-furred beasts of burden. The Ice-Gnomes live mainly above ground, but can at times burrow in the ice or snow to protect themselves from hardships. They are led by their shamans, who teach them to respect the ways of the Ice: Movement brings trouble, Slowness is key, Patience is key, Let the Wisdom of the Ice be yer guide, Aspire to it, until All is Frozen.
A dense pine forest grows at the base of the towering mountains of the Ice Krowne. Snow is found here year around, as well as a variety of animals such as snowshoe hare, moose, bear, fox and wolves. It is a rich area for trappers, but it takes a strong constitution to live and work in this frozen environment. The forest and surrounding areas are home to at least one group of indigenous dwellers, the Ysmáni, who live a nomadic lifestyle, but also maintain a permanent outpost near the southern edge of the forest, in The Tent Glade.
The deep fires have risen closer to the sunless lands in these parts. Rivers of magma warm the warren of tunnels and provide a diffuse red glow that illuminates much of The Shifting Caverns, along with the usual biolumescent flora and glowing mineral deposits. The land is unstable with passage-riddled mountains shifting and jostling each other as they ride atop the flows of molten rock far below. Denizens of the underneath who know the way can use these passages to reach many of the portals to the great cities of the sunless lands, and the dark homelands of the Goblins and Drow. Passages to much of the the surface world can be found, as well, have yew a cunning guide. The life-giving deep fires make these tunnels fertile. Falling cataracts and rising steam geysers circulate nutrient-rich waters through the caverns, from which spring all manner of flora and fauna. There are a few settlements in this strange land, but frequent earthquakes and collisions between the drifting cliffs mean that most structures and enclaves are temporary, lasting less than a handful of centuries. Furthermore, the peoples of the underneath have long kept agreements that the Shifting Caverns remain neutral ground owned by no lord or empress.
Lost even to the memories of most on the surface, the underground Drow city of Botharel closed its doors and sealed them with magic. Not long ago the Drow opened the doors once again to any who find the city, but the welcome from the population may not be a welcoming as one would think. Traveler Be Ware! Read more about the Drow
Sitting on the southern most tip of the continent of Aniada is the Village of Seven Oaks. Seven Oaks is the primary seaport for Aniada. Most of the goods going into Aniada or coming into Aniada from other places pass through Seven Oaks Harbor. Sailors, warriors and merchants of all races may be seen coming and going through Seven Oaks to Aniada's interior. Maps of Seven Oaks
- The Lorimar 1: The Kiana Mile
- The Lorimar 2: Bigobo Shadow-ways
- The Lorimar 3: The Breeze League
- The Lorimar 4: The Northern Green League
- The Lorimar 5: The Goblin Stretch
- The Lorimar 5A: The Skulled Road to Churt
- The Lorimar 6: The Southern Green League
- The Lorimar 7: The Daelows Mile
- The Lorimar 8: The Enchanter's Highway
- The Lorimar 9: Bridgewest
- The Lorimar 10: The Terajin Shadowpath
- The Lorimar 11: The Terajin Mile
- The Lorimar 12: The Merchant's Walk
- The Lorimar 13: The Knight's Walk
- The Lorimar 14: The Festing Lanes
- The Lorimar 15: The Seabreeze Road
- The Lorimar 16: The Seven Oaks Mile
Covering the western edge of Aniada, running from Seven Oaks to the Dragon's Peak mountain range, is the Dark Forest. It is a dark and foreboding place where the trees reach up and attempt to choke out the sky. A great explosion has left a waste almost a mile in radius at its dark middle. And scatterd in that swathe of destruction lie the scattered remains of a tower. Strange creatures are believed to make their home in the darkness.
Terajin is the largest trading city in Aniada. A city of great beauty, wealth and poverty. An old Aniada saying captures the essence of Terajin as "Sooner or later everyone comes to Terajin. Whatever you seek can be found but beware of the danger and the price to be paid." Maps of Terajin
Lying along the northwestern end of Aniada between the Kingdoms of Daelows and Churt is the Green Forest. The Green Forest is abundant with wild life and game. It is frequented by the citizens of Daelows, who find it to be a major resource for gathering food.
- The Keep of the (Clan) Eventyrer
The Kingdom of Daelows is one of the oldest areas in Aniada. Its history dates back as far as the wise old men can remember. The Kingdom is known most for the knowledge that resides within its Universities, Academies and Libraries. Maps of the Cities and Kingdom of Daelows
Directly east of Daleows is Skarn Point. It is a large thin column of land jutting out into the Vericul Sea as if it were the very starting point, or ending point, for Aniada itself. It is a quite desolate area with very little vegetation. It is marked by the constant thundering crashes of waves as the Vericul Sea endeavors its unending attempts to consume the land away. On the tip of the point, a solemn, small, empty house remains. It is said an old woman used to live there, a herbalist.
Churt is no longer the kingdom of Jakrog the Blackorc. Having shattered the orc king's throne, a wandering greenskin warrior, by the name of Thrukk has claimed the responsibility of rallying Churt and reuniting the clans. Jakrog's current whereabouts are unknown. Until a leader is found, Churt has fallen under a new order of command, where only the strong shall survive, and the weak will perish. Maps of Churt
The Okajavo Desert sweeps across the northern expanse of Aniada bringing desolate plains, blinding winds and during the right time of year, a breath of the north. Tribes of nomads are the only ones to call it home and they are seldom seen. A traveler making a trek through this region is well advised to stock ample water and supplies for the journey.
When the Okajavo Desert gives way to rolling hills and valleys and the taste of air bears a marked chill, this is when a traveler knows he or she has entered the Hills of Umma. The Hills of Umma and the Okajavo Desert separate the rest of Aniada from the northlands which are under the control of Skylding Hall. Skylds regularly patrol the hills as do the nomadic tribes. A traveler must be wary when traversing these rambling mounds.
The Empire of Skylding Hall is made up of six small villages gathered around a common pasture. Eight Mighty clans gather in the great wooden Skylding Hall at its center. They are: Clurlok; Fyre; Olvasford; Rhoona; Osterlo; Vamgard; Ranviki; and Lursak. Skylds are known throughout Aniada as able traders, fine seamen, and fierce warriors. The weather around Skylding Hall is cool during summer and bitterly cold during winter. A time at which blizzards and ice flows are common.
The River Uiopa finds its beginnings in the Dragon's Peak mountain range and from there runs its course through the center of Aniada to Saghane Swamp. It is Aniada's largest river and is always alive with swiftly flowing water that ranges from laughing brooks in the shallow parts to a raging stream at its widest. During certain times of the year, it is nearly impossible to cross.
A massive grove of trees stand below the Dragon's Mountain range and spread out across to the Okajavo Desert.
The Harbour of Kiana isn't a harbour proper as the towne itself sits a bit away from the shore. There are two large docks for the occasional supply boats that come in from other ports. When the fog is in the island is completely obscured even though it sits a few miles off shore. The folks of Kiana have learned to love the fog, for it's salt smell and blanket of quiet that settles when it's in. Old timers say you can tell the time of day by it's seasonal coming's and goings. Map of Kiana
The Crown of the Dragon's Peak mountain range is Dragon's Peak Mountain. It juts up from the center of the range with menacing raggedness. It is easily the tallest mountain in the range. Old ones say an ancient dragon used to make it home.
At the northern end of the Dragon's Peak Range, in the Lands of Aniada, lies Ehtome-Naom, the Dwarfen Home of Creation. Here, at the dawn of Time, long before the rise of the Reclaimer, the Dwarfen god Krazz the All-Father forged the first Dwarves in his subterranean palace underneath Mount Gozo, making them as strong as the iron and rock that forms the world. Maps of Ehtome-Naom
Where the River Uiopa gives itself up to the Vericul Sea, it also gives birth to the Saghane Swamp. A horrid expanse of biting flies, snakes, and other foul creatures. The traveler's only hope of comfort is Seven Oaks, within a day's walking distance to the southeast ... should he make it out of the bog.
Named for Noghu Degav, the Halfling that led the way to this island, Degav has grown to be the largest city on the island of H'jek Daru. Since its beginning, the city has been ruled by a descendant of Noghu, which continues today, currently his grandson rules. He has been vying for rule of the entire nation since the death of Lady Melinda.
With wrath of boughs bedinned: A forest wild with warning, as in deaf ears of scorning. The earth made hard by a black frost. Knarled trunks obsured by mist, frozen in time. Foreboding. Squeezing life from uncomprimising soil. Wrapping light into shades of grey: A tree dented with disgrace, looking down in distate. Reaching out with tendrils of withered leaves. Choking.
This forest is the home of a growing group of Goblins that managed to survive the aftermath of the downfall of Noghu. They occasionally work in consort with the Trolls that live in the nearby swamp, but mostly stay hidden from the Halflings that rule the island for fear they will be hunted again. The L'finu Stream, flowing from The Dalw River, cuts through the woods and the goblins rarely travel south of the stream.
Just to the west of the village of Pirgav, the R'Luk Wood grows lush and green. Here, birds sing without fear or danger, and the sunlight is always soft on one's shoulders. Here also are buried some of the more recent heroes in hafling history, in a hallowed and serene graveyard. Here lie the haflings of the Seven Oaks Massacre, as does the once great Lady Melinda.
The Bli Waterway is the chief form of travel and trade between Sa'gav and Pirgav. It consists of Bli Lake, which connects directly to Pirgav, and Bli Stream, which has a trading post/warehouse near its end in the Mys Forest to store goods coming from or going to Sa'gav.
The two mountains loom ahead as you walk along the trail. Like two craggy teeth poking from the island landscape, one silent and majestic. The other, B'nat, rumbles and shakes with seismic activity.
Dawl Mountain, named by the Halfling word for Daelows, is an inactive volcano. A river issuing from a cave at the base of the mountain was named, predictably, Dalw River.
Three sets of cliffs block ocean entry to portions of the island nation. These cliffs are known as The Three Teeth of H'jek Daru.
As from the dock of Kioko Rinn flow the goods of the Worlde into the Lands of Thapelel. It’s through these great gates come the goods of her interior. Gold and iron from the dwarvish lands of the Gopago Rumpole, gems from the Gnomes of the desert. Timber from the Oakwood Stand and spices from the many farms. All who would visit the great interior of the lands must pass through these gates.
Amenee is the trade center for civilized folk. Many musicians, artists and others of creativity find their way to the country of Noitnetta through the elegant port city of Amenee. As well as exporting the best wine and cheese in the world, it is also known as a center of renaissance. It is here that Castle du Le Faire was built, the home of the Monarch, Zanviere III. Travellers may enter Amenee through either the Reachgate, the Southgate, or the Harbour.
The well-traveled Merchant Road traverses the western portion Upper Noitnetta basically from north to south, where it climbs through Champion's Pass and continues south into Lower Netta. Travel times on the Road are keyed to mounted travellers. Wains, carts, caravans and travellers afoot will proceed somewhat more slowly.
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The Dark Fortress rises from the ash-dry foothills of the Northern slopes of the Eastern Dares. It dominates the skyline, almost as an extension of the very hills themselves. Formerly, the area was intensely volcanic, but this was long ago. The roots of the Fortress are rumoured to reach into the very mountains themselves. Monolithic in construction, a single squat tower, the eroded remnants of a volcanic neck, supports a building of black stone. Four turreted towers once rose from this lower structure, but long ago one of these collapsed. No one can deny this is a very sinister structure. Dark walls of glassy black rock surround the base of the Fortress and form a sort of bailey around a central keep. Vile and base creatures abound in the vicinity.
Caradon is the capital of the Monarchy of Tenara. This thriving city is located in nearly the center of the lower continent at the head of the Twin Rivers. The city is currently in the last phases of rebuilding after the disastrous earthquake that struck not long ago. Most of the houses and businesses are up and running again, and a new castle now stands where the old one had fallen.
Harsh sandstorms, changing dunes, rocky terrain, and frightening desert creatures are only some of the things to fear in the perilous Desertlands of Northern Ufaeria, a giant wasteland. The heat is sweltering, and only a brave few dare tread this forsaken place. There is only one known race inhabiting the Desertlands today: the dreaded Serendesh, the Lizardmen. It is rumoured that the legendary grand oasis, the Urkabelle, is hidden somewhere in the Desertlands. It is there that the Lost City of Athêria, home of the Athêrians, has been rumored to be found. A few travelers who dare venture through the desert plains have claimed to see what they describe as ghosts of the Golden Ones, sometimes men, sometimes women ... but these claims are dismissed as mirages caused from the desert heat.
The river divides the Desertlands from the rest of Ufaeria, the waters themselves are swamp-like and infested with all sorts of creatures.
A great spine of towering peaks guards the westernmost quarter of Ufaeria.Orodor is bordered to the north by the desert and the brackish River of Woe, and the south by the frozen barrens. To the east and west the primeval forest of the Greater and Lesser Falcons stretch, respectively. The mountains themselves tower with endless craggy peaks that seem to scrape the very sky itself. The range climbs so high that entire mountains--from base to summit--lie locked in eternal snows. Aside from the windswept barrens above the treeline, there are countless hidden valleys lush with flora and rife with game. Great snowmelt cascades from the high cliffs feed roaring rivers that dance and splash their way between crystal alpine lakes filled with aquatic life. Storms in the mountainlands are violent and deadly. They may come on swiftly in all seasons, and only an experienced local can tell if a day on the mountain will be beautiful and clear or dangerous with violent rains and thundersnow.
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The Falcon Forests wrap themselves around Bear Mountain, the densest and thickest woods of which is Greater Falcon, found to Bear Mountain’s eastern side. Deep within Greater Falcon, the Kingdom of Elderwood can be found… somewhere anyways. Lesser Falcon is not nearly as deep as Greater Falcon, though it is home to a crew of bandits calling themselves the Brotherhood of the Falcon. Trolls can sometimes also be found roaming aimlessly throughout the forests.
- Lesser Falcon
The great walled city of Liathildor stands atop the high cliffs at the edge of Pirate's Gulf. Most of the year, the pervasive mists from the cold waters shroud the city of mystics in fog. On clear days, the snow-capped mountains of Morkoorod loom above the dark veldt of the Lesser Falcon forest, while the Vericule sparkles below the sheer cliffs on which the city perches. Twin rapid-filled rivers run through the city, racing and splashing beneath stone bridgeway and between the granite block walls of its buildings. They plummet from the clifftops in great cascades down into the dark waters of the sea below. Frequent rains and abundant stonework from nearby quarries make Liathildor one of the cleanest cities in Arcane, though the same cannot be said of the sunken harbor quarter. The Elven mystics of The Order of Light rule Liathildor and the surrounding lands via council vote. Other races are allowed in Greyhaven, but are banned from the central citadel and are discouraged from living or doing business in any part of the city except the foreign quarter. Elvish is the official language of the city, all signage and documents are in such, and use of the common tongue is rare. Only pureblooded Liathildor elves are given the right of citizenship in Greyhaven.
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Commonly called "The Great Lands," this High Elf civilisation is much like that told in children's fairy tales. Elven homes are enchanted, the lands under their jurisdiction places of goodness. The Kingdom of the Aard'ky is fabled in the lands of men, and the highest aspiration of many an Uman is to slip into the arms of death while basking in the serenity of these elf lands. These Elves place a great deal of value on society. However, their cities are peaceful places, and the Elves all look out for one another. They have a royal bloodline, House Amanarel, that has lasted since the Age of Andor, and it is paid much heed among them. The High Elves of Rondor live in a constant relationship with nature, never taking more than they need and giving back ever more. They replenish the forests, gardens, and the plains constantly, ensuring that there will always be nature within their world. Other good-aligned races often regard them as the epitome of goodness. There is no doubt that the High Elves lead a fine life. The entire Kingdom of Rondor is surrounded by a white, fortified wall and guarded by great towers.
Less of a city, and more of a large fishing township, the City of Chalice Surf is home to the newest settlers of Ufaeria, Umans. For the most, the "Surfmen" keep to themselves and are usually ignored by the Elven races. Some Elves look down upon these Umans as they've chosen to locate their city against the strip of Harbor Bay, or Blue Crab Reef as the Surfmen call it, ignorantly close to the holy sluiceway Fhaedin Silaeir. They have no royal bloodlines and are governed by an elected Mayor. The majority of Umans upon Ufaeria are farmers or fishermen.
A antarctic border, the South of Ufaeria consists of the freezing cold, frost barrens. Only the Feeann'ky, Fuar'ky, and the Ice Drakes can survive long term in these permanently frosty climates. Ice Drakes roam the central Southern Barrens frequently, mainly found about the mountains or sometimes about the South Pine Forest, but they are very territorial about their habitat, thus forcing the two Elven races to either the Western or Eastern points of the Barrens. The longest river in Ufaeria, the Owainn, was created from the blood of such a creature. The river runs east to west across the Polarfields.