
Cities of Aranor
There are 8 major cities on Aranor. Each has a distinct culture coming from its associated Gods and founding. Each city has its own sphere of influence in the surrounding land and tension between the cities is common. Whilst each continues to trade for goods not typically available within their own city, the City leaders always dream of expanding their influence beyond the existing spheres.
However, when the Obsidian Order rises, all rivalries are set aside as that existential threat to all Aranor spurs the cities to unite to defeat the rise of the undead and the cult of necromancy.
Frebluff, the Forbidden City, is a place where the boundaries of time and space were forever shattered. Located in the frozen north near the Shattered Ice, Frebluff was once one of the greatest cities of the Age of the Architects. It was here that the Sky Gate, the pinnacle of the Architects’ mastery over magic, was built. The Sky Gate was a colossal structure that bridged dimensions, allowing trade, cultural exchange, and travel between worlds. Frebluff, built around the leyline nexus that powered the Sky Gate, became the heart of the Architects’ influence and a symbol of their vision for a harmonious, interconnected world. During the Sundering War, Frebluff and the Sky Gate became a battleground as Tarnum, the Silent King, sought to corrupt the Nexus and use the Sky Gate to unleash his undead armies across the planes. Loyalist Architects fought desperately to stop him, but as the war raged on, the nexus began to destabilize under the strain of conflicting magics. In a final act of defiance, the loyalists attempted to destroy the Sky Gate to prevent Tarnum from claiming it. The resulting explosion of energy was catastrophic, ripping apart the fabric of time and space around Frebluff. The city was consumed by a massive temporal surge, trapping it in an endless cycle of fractured timelines and chaotic anomalies. Frebluff now exists as a city caught between moments, where past, present, and possible futures collide. The Sky Gate’s remnants still loom over the frozen ruins, shimmering with ghostly light as if attempting to reconnect to the leylines. Entire sections of the city shift unpredictably between eras—one street might show Frebluff’s golden age, while another reveals its destruction. Echoes of its last moments play endlessly: architects and scholars debating, soldiers fighting Tarnum’s forces, and the blinding light of the Sky Gate’s destruction. Those who venture too close risk becoming part of these loops, their presence recorded in Frebluff’s fractured reality. The temporal anomalies surrounding Frebluff have made it both feared and sought after. The Wardens of the Veil strictly forbid travel to the city, fearing that tampering with its shattered timeline could trigger another catastrophic leyline event. Despite these warnings, adventurers, scholars, and treasure seekers are drawn to its mysteries. The Azure Order conducts cautious expeditions to study the Sky Gate’s ruins, hoping to unlock its secrets or stabilize its effects. Meanwhile, the Obsidian Order seeks to use the broken nexus to reawaken Tarnum’s power, believing Frebluff’s shattered reality holds the key to undoing his defeat. Today, Frebluff is a frozen and haunting monument to the Sundering War. Its towering spires and remnants of the Sky Gate stand as symbols of the Architects’ ambition and their ultimate failure. While many see Frebluff as a place of dread and danger, others view it as a gateway to incredible knowledge—or unimaginable peril. As the ruins remain locked in their endless temporal cycle, the city waits, a riddle of time and power that could reshape Aranor’s future if its mysteries are ever unraveled.
Frebluff, the Forbidden City
Satun, known as the City of the Sapphire Flame, is a bustling port and beacon of hope along the southeastern shores of the Silver Sea. Its name and reputation come from an ancient legend of a divine blue flame gifted by Aeris, the Stormbringer, to guide the first settlers to its shores. The flame is said to have burned atop the cliffs, warding off dangers and illuminating the seas, allowing weary sailors to find safety. This mystical flame became a symbol of protection and resilience, inspiring the founding of Satun and shaping its identity as a city devoted to the sea and the mysteries it holds. The Beacon of Tides, Satun’s iconic lighthouse, serves as a modern embodiment of the Sapphire Flame. Its enchanted, soft blue glow can be seen from miles away, symbolizing Aeris’s blessings. The lighthouse is not only a functional guide for sailors but also a spiritual symbol. Festivals celebrating the Sapphire Flame are held annually, with grand ceremonies at the Temple of the Storm, where an eternal blue flame burns at its altar. These events draw visitors and traders from across Aranor, bolstering Satun’s reputation as a cultural and spiritual hub. Satun’s layout reflects its maritime focus and devotion to the Sapphire Flame. Built on a series of terraces that ascend from the harbor to the cliffs, the city divides itself into distinct districts. The Harbor District is the economic heart, bustling with ships, warehouses, and markets filled with exotic goods from across the Silver Sea. The Guild Quarters occupy the mid-level terraces, home to artisan workshops, merchant consortiums, and guild halls. Higher still are the Azure Heights, a district of opulent residences, council chambers, and the Temple of the Storm, which overlooks the city and sea. The city’s political structure centers on the Council of Tides, a governing body representing Satun’s influential factions, including its major guilds, merchant families, and religious orders. The High Mariner, an elected leader, serves as the council’s head, ensuring balance among the city’s competing interests. Meetings are held in Beacon Hall, where the light of the Beacon of Tides shines through the chamber’s great windows, symbolizing the council’s duty to guide and protect the city. Despite its noble mission, the council is rife with intrigue, as wealthy factions vie for influence over Satun’s lucrative trade routes. Satun is home to several powerful organizations that shape its culture and politics. The Eyes of Aeris, a guild of navigators and explorers, maintain their headquarters in the city. They oversee the operation of the Beacon of Tides and provide vital expertise on maritime navigation and the unpredictable currents of the Silver Sea. Their knowledge is indispensable to the city’s prosperity, but their influence also gives them significant sway in the Council of Tides, often creating tension with merchant factions. The League of Artisans has a prominent presence in the Guild Quarters, where expert craftsmen produce enchanted goods and fine wares that fuel Satun’s economy. They often clash with the city’s merchant guilds over trade policies, and these disputes occasionally escalate into strikes or demonstrations. The artisans take pride in their role as the backbone of Satun’s wealth and are quick to remind others of their importance during political debates. Satun’s shadowed alleys and hidden coves also serve as havens for more clandestine groups. The Guild of Shadows, a network of spies and smugglers, controls much of the city’s black-market trade. Their influence is pervasive, from the Harbor District to the council chambers, where their operatives manipulate key decisions to serve their own interests. The Iron Mask, another secretive organization, also operates discreetly within Satun, offering its services as enforcers and information brokers. The rivalry between these two factions creates an undercurrent of danger and intrigue in the city’s daily life. Religious organizations further define Satun’s character. The Cult of the Resplendent Dawn, devoted to Alara, the Dawnmother, provides healing and solace to the city’s poor and downtrodden. Their temples are safe havens for those in need, offering food, shelter, and spiritual guidance. However, whispers of the Obsidian Order growing in the shadowed parts of the Harbor District have unsettled many. Their dark rituals and attempts to harness corrupted magic threaten the city’s fragile peace, and rumors suggest they may be plotting to rekindle the Silent King’s power. The city’s challenges mirror its vibrancy and ambition. Pirate attacks, particularly from rogue factions of the Stormborn Corsairs, threaten its maritime trade, while political infighting within the Council of Tides slows efforts to address growing environmental concerns. Rising sea levels and disturbances in the leylines have drawn the attention of the Circle of Eryndor, who warn that unchecked expansion could destabilize the region’s natural balance. These tensions create a precarious equilibrium that Satun’s leaders must carefully navigate. Despite these struggles, Satun thrives as a symbol of hope and resilience, embodying the spirit of the Sapphire Flame. Its leaders and citizens, from the sailors in the Harbor District to the artisans in the Guild Quarters, work tirelessly to preserve their city’s prosperity and legacy. As a hub of trade, culture, and spiritual devotion, Satun stands as a shining example of what can be achieved when ambition and faith intertwine, even amidst the lingering shadows of Aranor’s past.
Satun: City of the Sapphire Flame
Donimroth, known as the Sentinel City, stands as a beacon of resilience, ingenuity, and vigilance on the central plains of Aranor. Founded during the Age of Rebirth, the city was established at a leyline nexus by a coalition of human and dwarven settlers seeking to restore order and rebuild in the wake of the Sundering War. Under the leadership of the visionary Haldor Sunforged, Donimroth was designed to be a stronghold of knowledge and craftsmanship, where innovation and cooperation would ensure stability and protection for future generations. At the heart of Donimroth’s cultural and intellectual identity are the Silent Quill and the League of Artisans, two organizations that have shaped the city’s legacy. The Silent Quill, an order of historians and chroniclers, was founded to preserve the lessons of Aranor’s past and guide its future. Their vast archive, the Quillvault, is a treasure trove of knowledge, housing scrolls, artifacts, and histories that document both the triumphs and tragedies of the land. The Silent Quill’s members are not only scholars but also protectors of relics and advisors to leaders, ensuring that Donimroth remains a center of wisdom and foresight. The League of Artisans has established Donimroth as a hub of craftsmanship and trade, renowned for producing goods of unmatched quality and magical innovation. Artisans of Donimroth are experts in their craft, creating enchanted tools, intricate jewelry, and exquisitely crafted weapons that are highly sought after across Aranor. The League’s workshops and guild halls are central to the city’s bustling economy, fueling its prosperity, and solidifying its reputation as a cornerstone of creativity and commerce. During the Age of Expansion, Donimroth grew into a nexus of diplomacy and stability, with its strategic location and thriving trade routes making it a natural gathering point for travelers and merchants. The city’s governing body, the Sentinel Council, includes representatives from the Silent Quill, the League of Artisans, and other influential groups. Together, they work to balance innovation, trade, and protection, ensuring that Donimroth remains a beacon of stability. To safeguard its surrounding territories, the city also established Sentinel Outposts, which serve as watchtowers and waystations along critical trade routes. Despite its strengths, Donimroth has faced numerous challenges. The Obsidian Order has sought to exploit the leyline nexus beneath the city for their dark purposes, leading to repeated conflicts with the city’s defenders. Internal tensions between the Silent Quill and the League of Artisans occasionally flare, as the Quill’s focus on preservation and caution sometimes clashes with the artisans’ drive for bold innovation. Additionally, the leyline nexus itself has proven unstable at times, creating magical disruptions that require both organizations to collaborate to resolve. Today, Donimroth stands as a symbol of unity, creativity, and vigilance in a still-fractured world. The Quillvault continues to expand, safeguarding Aranor’s knowledge, while the League of Artisans drives the city’s economic and technological advancements. The Sentinel Council ensures that the city remains a protector of tradition and a pioneer of progress, maintaining Donimroth’s place as the Sentinel City—a steadfast guardian of knowledge, craftsmanship, and hope in a world striving for balance and renewal.
The Sentinel City of Donimroth
Wyndalan is a serene haven located on a vast island off the western coast of Aranor. Founded during the Age of Rebirth, Wyndalan was established by a coalition of elves, druids, and scholars who sought refuge from the chaos of the Sundering War. Its founders chose the island for its isolation and natural beauty, creating a city that would serve as a sanctuary for peace and balance. Early settlers quickly realized the strategic importance of the island’s skies, leading to the formation of the Skyguard, an elite order of aerial defenders dedicated to protecting Wyndalan and ensuring the safety of the skies over the Silver Sea. The Skyguard became integral to Wyndalan’s identity as both a protector and a beacon of harmony. Their base, Skyrend Aerie, was constructed atop the island’s tallest peak, providing a commanding view of the surrounding sea and skies. From here, the Skyguard trains and dispatches its griffon-mounted riders to patrol the island and the surrounding waters, safeguarding Wyndalan from raiders, pirates, and other aerial threats. Their ability to tame and ride the majestic griffons, creatures revered for their intelligence and loyalty, made the Skyguard a symbol of Wyndalan’s unity with nature and its commitment to defense without aggression. During the Age of Expansion, Wyndalan’s Skyguard expanded its influence beyond the island, accompanying explorers and merchants on their voyages across the Silver Sea. Their mastery of leyline navigation and aerial combat allowed them to protect trade routes and explore uncharted territories. The Skyguard also played a pivotal role in repelling attacks from the Stormborn Corsairs, a group of unpredictable raiders who frequently targeted Wyndalan’s ships and settlements. These victories cemented the Skyguard’s reputation as one of the most respected aerial forces in Aranor, earning Wyndalan a place of prominence in trade and diplomacy. Despite its idyllic setting, Wyndalan has faced challenges that test the resolve of its people and its Skyguard. The city’s ideals often clash with factions on the mainland that prioritize expansion and exploitation of resources. Additionally, the Obsidian Order has made repeated attempts to infiltrate Wyndalan, seeking to disrupt the balance the city represents. These incursions have been met with swift action by the Skyguard, who patrol the skies and monitor leyline activity to prevent dark forces from gaining a foothold on the island. Today, Wyndalan thrives as a city of peace and vigilance, its Skyguard continuing to embody the city’s values of harmony and protection. From their watchtowers in Skyrend Aerie, the griffon riders ensure the safety of Wyndalan’s skies and the surrounding sea, inspiring both the city’s people and visitors with their dedication. Wyndalan’s legacy as the Emerald City endures, not just as a symbol of natural beauty, but as a testament to the strength and unity of those who guard it from above.
Wyndalan
Threigrove
Threigrove, a lush and thriving sanctuary hidden deep within the ancient forests of Aranor, is a symbol of nature’s resilience and harmony. It is most famously home to the Circle of Eryndor, an ancient druidic order devoted to maintaining balance between civilization and the natural world. Founded during the Age of Rebirth, Threigrove grew from a small gathering of druids led by the legendary archdruid Eryndor Wildroot into a thriving settlement centered around three sacred groves. These groves, believed to converge over a powerful leyline, serve as the spiritual and magical heart of the Circle’s work to heal the lands scarred by the Sundering War. At the center of Threigrove stands the Weeping Tree, a colossal and mystical tree whose origins are shrouded in legend. According to druidic lore, the tree sprouted from a single seed planted by the Architects themselves to mend the broken leylines during the Sundering. Its name comes from the faint, shimmering sap that drips from its branches, resembling tears. The sap, revered as the Tears of Eryndor, is believed to contain potent healing magic, and is used sparingly by the druids in rituals to restore balance to the land. The Weeping Tree’s vast canopy shelters the sacred groves and the settlement below, its roots extending deep into the leyline nexus, anchoring the natural magic of the region. In its early years, Threigrove was a haven for those who sought to restore Aranor’s wild places. The Circle of Eryndor worked tirelessly to heal the devastation wrought by the Sundering, using the Weeping Tree’s magical sap to purify corrupted lands and rejuvenate dying ecosystems. As the word of their successes spread, Threigrove became a sanctuary for druids, rangers, and others who shared a devotion to preserving the natural world. The settlement grew organically around the sacred groves, its buildings crafted from living trees and plants, symbolizing the Circle’s philosophy of coexistence with nature. During the Age of Expansion, Threigrove became a hub of natural diplomacy and wisdom. The Circle of Eryndor mediated conflicts between settlers and the wilderness, often traveling far to guide communities in sustainable practices. The Weeping Tree became a symbol of hope and renewal, drawing pilgrims and scholars who sought to understand its origins and power. However, Threigrove also faced increasing threats. The Obsidian Order made several attempts to harness the leyline beneath the Weeping Tree, believing its sap could amplify their necromantic magic. The Circle, alongside rangers and allied defenders, repelled these incursions, ensuring the Weeping Tree remained a force for healing and balance. Today, Threigrove stands as a bastion of natural harmony, its people thriving under the shelter of the Weeping Tree’s immense canopy. The Circle of Eryndor continues to use the Tears of Eryndor sparingly, preserving its potency for when the land is most in need. The settlement, woven seamlessly into the forest, remains a place of learning, healing, and preservation. While tensions with industrialized factions and dark forces persist, the Circle of Eryndor’s unwavering dedication to protecting the Weeping Tree and the surrounding wilds ensures that Threigrove remains a beacon of nature’s resilience in a changing world.
Elburh, the City of Seven Walls
Elburh, the City of Seven Walls, stands as one of the most enduring symbols of hope and resilience in Aranor. It was founded during the Age of Rebirth, following the devastation of the Sundering War. The city was built near a leyline convergence and close to the corrupted lands of Roude, strategically chosen to serve as both a sanctuary for survivors and a bastion against the lingering threats of necromancy and corruption. Its seven concentric walls, each inscribed with ancient wards of protection, were designed not only as physical defenses but also as spiritual symbols of humanity’s resolve to stand against the darkness. The founding of Elburh was heavily influenced by Seraphine of Elburh, a hero of the Sundering War who wielded the Blade of Final Rest in the battle against the Silent King. Seraphine envisioned Elburh as more than just a fortress—it would be a city of faith, strength, and unity. The Sanctum of the Silver Flame, built at the city’s heart, became the spiritual center of this vision. Housing the Eternal Flame, a sacred fire blessed by Alara, the Dawnmother, the Sanctum represented hope and renewal, its light said to cleanse corruption and strengthen those who protected the city. During the early years of the Age of Rebirth, Elburh became a rallying point for survivors of the Sundering War. Its walls offered safety from undead incursions and corrupted magic, and its burgeoning community quickly grew into a thriving settlement. The Order of the Silver Flame, founded in the wake of the war, established its headquarters within the Sanctum. This order of paladins and clerics dedicated themselves to safeguarding Elburh and its surrounding lands, launching missions to purify tainted areas and protect nearby settlements. Their presence solidified Elburh’s role as a beacon of light and justice in a darkened world. As Aranor entered the Age of Expansion, Elburh’s influence grew, and its walls became synonymous with protection and vigilance. The city’s proximity to Roude meant it was often the first line of defense against the remnants of the Silent King’s forces and the necromantic cults that sought to exploit the corrupted lands. The Siege of Seven Shadows, one of the most significant battles in Elburh’s history, saw the city’s defenders withstand an overwhelming assault from Roude’s undead legions. Over months of relentless conflict, the defenders held firm, their faith and courage reinforced by the Eternal Flame. The siege became a defining moment, proving that Elburh was truly unbreakable. Elburh’s seven walls became more than just defenses—they were cultural landmarks that defined the city’s identity. Each wall was dedicated to an aspect of protection: vigilance, strength, wisdom, unity, courage, faith, and hope. These ideals shaped the governance of the city, as the Council of Seven, composed of representatives from various factions including the Order of the Silver Flame and the city’s scholars and artisans, ensured that Elburh remained both strong and just. The walls also served as living testaments to the city’s resilience, with each layer of defense incorporating lessons learned from past conflicts. Despite its strength, Elburh’s history has not been without challenges. The city’s proximity to Roude and the leyline nexus beneath its foundations makes it a target for those who seek to disrupt its stability. The Obsidian Order has launched multiple incursions, attempting to breach the walls or corrupt the Eternal Flame itself. The city also faces internal struggles, as tensions occasionally arise between its diverse population of warriors, scholars, and refugees. Yet, through these trials, Elburh has remained steadfast, its walls unyielding and its people united. Today, Elburh thrives as both a thriving city and a sacred stronghold. Its walls protect not just its people but its legacy as a bastion of light and hope. The Order of the Silver Flame continues to guide its mission from the Sanctum, ensuring that Elburh remains vigilant against the shadows. For the people of Aranor, Elburh is more than a city—it is a symbol of what can be achieved when faith, strength, and unity prevail over even the darkest of adversities.
Thralash the Shadowed Haven
Thralash, known as the Shadowed Haven, lies in the shadowy plains west of the mountains outside Roude, in the northeastern reaches of Aranor. This enigmatic city serves as the base of the Guild of Shadows, a clandestine organization renowned for its mastery of espionage, smuggling, and covert operations. Founded during the Age of Rebirth, Thralash arose from the chaos following the Sundering War, as opportunists, outlaws, and rogue mages sought refuge from the fractured world. Its proximity to Roude, the cursed city, provided both danger and opportunity, as the guild used the region’s infamy and fear to deter outsiders. Built on the edge of desolation, Thralash thrives under a veil of secrecy. The city was constructed in natural depressions and ravines, blending seamlessly into the surrounding terrain to avoid detection. Buildings are connected by underground passages and hidden courtyards, with many structures partially buried or camouflaged by enchantments. Mists that roll in from the corrupted lands near Roude provide an additional layer of concealment, further obscuring the city’s true location. Only those trusted by the Guild of Shadows or possessing precise knowledge can navigate the treacherous approaches to Thralash. During the Age of Expansion, Thralash grew into a hub of illicit trade and covert influence. The Guild of Shadows established itself as a formidable network, dealing in secrets, rare goods, and forbidden knowledge. The city became a place where deals were struck in whispers and gold exchanged for silence. Despite its lawless nature, Thralash maintained an internal order overseen by the guild’s enigmatic leadership, the Council of Veils, who ensured that the city remained a neutral ground for negotiation and commerce. This stability allowed the guild to extend its influence across Aranor, subtly shaping events from the shadows. Thralash’s proximity to Roude has been both a blessing and a curse. While its location allows the guild to capitalize on the fear surrounding the corrupted lands, it also exposes the city to dangers from necromantic forces and leyline disruptions. The Obsidian Order has attempted multiple infiltrations, seeking to use Thralash’s network for their dark purposes, but the Guild of Shadows has fiercely defended its autonomy. Additionally, the Order of the Silver Flame has long sought to destroy the city, viewing it as a den of corruption and a staging ground for treachery. The city’s survival lies in its adaptability and secrecy. The Guild of Shadows uses the chaos near Roude to its advantage, spreading misinformation about Thralash’s location and creating decoy settlements to mislead potential attackers. Within the city, power struggles are common, but the Council of Veils has proven adept at maintaining control and ensuring the guild’s cohesion. This internal discipline has allowed Thralash to endure even as more overt powers rise and fall in Aranor. Today, Thralash remains an elusive and influential city, its existence confirmed only by those who have walked its shadowed streets. For those who manage to reach its concealed halls, Thralash offers opportunity and peril in equal measure—a place where fortunes are made, secrets traded, and alliances forged. The Guild of Shadows continues to wield its silent power, ensuring that Thralash remains a hidden force in the ever-changing landscape of Aranor.
Roude, the City of Silent Kings
Roude, the City of Silent Kings, is a sprawling necropolis and one of the most infamous and feared locations in Aranor. Once a thriving metropolis during the Age of the Architects, Roude was named for the dynasty of mortal rulers who, with the Architects’ blessing, governed the city with wisdom and reverence for the delicate balance of life and death. The city’s name now carries a darker meaning, as it became the seat of Tarnum, the Silent King, during the Sundering War and has since transformed into a deep necropolis—a vast megadungeon where death reigns supreme. During its golden age, Roude was a city of majesty and enlightenment, built atop a leyline nexus in the northeastern region of Aranor. The city’s rulers, known as the Silent Kings, were mortal leaders elevated by the Architects to steward the nexus’s immense power. They upheld a sacred duty to maintain the balance between life and death, creating monumental crypts and tombs to honor the cycle of existence. These crypts eventually grew into a subterranean network of vast catacombs, where knowledge of life and death was developed not as a force of destruction, but as a tool for understanding and preserving life. Roude’s architecture reflected its philosophy, with towering ziggurats, intricate mausoleums, and shimmering leyline conduits woven throughout the city. Its streets teemed with scholars, artisans, and mystics dedicated to studying the mysteries of the soul and the afterlife. The Lifespire, the city’s central tower, served as both a seat of governance for the Silent Kings and a spiritual center where the leyline nexus’s energies were harnessed for the benefit of all. Roude’s fate took a dark turn during the Sundering War, when Tarnum, an Architect of high status and power, returned to the city of his origins to claim its nexus. Tarnum, later known as the Silent King, corrupted the leyline to fuel his necromantic ambitions. Under his rule, Roude became a fortress of undeath, its catacombs expanded into a sprawling labyrinth to house his growing army. The Lifespire was repurposed into the Cryptspire, a dark citadel from which Tarnum wielded his immense power. The war led to a climactic battle within Roude. Loyalist Architects and their mortal allies laid siege to the city, attempting to sever Tarnum’s control of the nexus. In desperation, Tarnum unleashed a catastrophic surge of leyline energy that shattered the city. The explosion devastated the surface and buried much of Roude beneath its own ruins, fusing its once-grand infrastructure with the labyrinthine catacombs below. Though Tarnum was victorious, his essence was bound to the corrupted nexus, forever tethering his presence to the city. Today, Roude is a vast mausoleum where the remnants of its grandeur are overshadowed by the horrors lurking within. Its surface is a desolate wasteland of shattered towers and decaying monuments, while its underground catacombs span miles, descending into increasingly perilous depths. Entire districts have collapsed into the labyrinth, creating a maze of burial chambers, necromantic laboratories, and corrupted leyline conduits. The Cryptspire, deep within the crypt, is said to house Tarnum’s lingering essence, guarded by his most powerful undead creations. Roude’s catacombs are teeming with dangers. Undead legions raised during Tarnum’s rule still roam the corridors, bound by his immense will. Necromantic constructs and spectral guardians defend ancient vaults containing treasures of immense power. Time and space bend unpredictably within the city due to the corrupted nexus, creating shifting pathways, temporal anomalies, and traps that ensnare even the most seasoned adventurers. Despite its dangers, Roude remains a focal point for dark forces and ambitious mortals. The Obsidian Order has made repeated attempts to seize the necropolis, believing its nexus holds the key to reviving Tarnum and unleashing his power once more. Treasure seekers and rogue mages venture into the crypt in search of forbidden artifacts, though few return. The Wardens of the Veil maintain a vigilant watch on Roude’s outskirts, ensuring that its horrors do not spread beyond its borders. Roude, the City of Silent Kings, is a haunting monument to the ambitions and tragedies of the past. Its ruins echo with the whispers of its ancient rulers, a stark reminder of the cost of hubris and the destructive potential of corrupt magic. To many, it is a place of dread, while to others, it is a challenge—an invitation to unravel its mysteries and confront the shadows of Aranor’s darkest chapter. For now, Roude stands as both a warning and a legend, a city where the line between life and death has been blurred, and the legacy of the Silent Kings endures in eternal silence.