The Land of Calidair

City List by Number
1) Sturmguard, 2) Danthar Village, 3) Wayland, 4) Tanis, 5) Northgate, 6) Banba, 7) Northlake, 8) Southlake, 9) Grave's End, 10) Kalinost (Wild Elf city), 11) Solinost (Moon Elf City), 12) Falinost (High Elf city), 14) Seaport, 15) Caladair, 16) Staight's Pass, 17) Westgate, 18) Talin Halinor, 19) Mountain View, 20) Havenstrom, 21) Twin Rivers, 22) Trails End, 23) Raven's Cove, 24) Dragon Gate, 25) Jancith's Haven, 26) Zathus Township, 27) Cove Pointe, 28) Copper's Cove
The Elvin Isle stands 5,000 feet above sea level. The shear cliffs caused by this height are impossible to scale by normal means, and magical spells won't allow you to stick to the cliffs or levitate near them. The sea around the island is constantly in a storm and impossible to sail. Living in the caves under the island's surface are the Calidairian Drow elves (which look more like normal moon elves than normal drow elves). The capital city of the Drow is called Torinos. The Drow of Calidair are not evil like the Drow of other realms. They are bitter to their elvin brothers for "condemning" them to living in the caves and patrolling for intruders, and they hate all non-elvin races, blaming them for Khaisis' crimes, but they are not inherantly evil. No non-elf has ever traveled to the Elvin Isle and lived, NO EXCEPTIONS!!!
The Great Rift is said to be an opening to the center of Calidair. No one who has journied far into it's depths has returned alive. There is a strange magic about the place that causes the laws of nature to unravel and twist in alarming and sometime dangerous ways.
The lake to the northwest of the Great Rift is known as Destiny Lake. The legends say that if you step into the lake up to your waste, then the Fates will change your destiny in some way, sometimes for the better, sometimes for the worse. A person can step into the lake only once. If they try a second time, they are oblitereated instantly with no chance of resurrection. Not even the soul survives this.
If you wish general descriptions of each town click here: Town Descriptions
A Brief History of the Lands of Calidair
1000 years ago a group of adventurers on Calidair made the ultimate in magical items...consisting of a bowl and eight swords. In these swords they imbeded a small part of their soul...one sword for each class (Fighter, Paladin, Ranger, Mage, Illusionist, Bard, Thief, Druid) and the bowl for Clerics...the mage, Khaisis, betrayed the group and used the combined power of the artifacts (The swords act as legs for the bowl to make the major artifact) and destroyed all his companions, blocked the world from the gods, became a lich, put the world in perpetual night, and controlled it for 1000 years. To save their races, the Demi-Human races (Elves, Dwarves, Gnomes, and Halflings) locked themselves into their ancestral homes, cutting off all ties to humans. Now, legends and stories of these races have turned them into fantasy beings that humans don't believe exist. Some of the legends make them out to be kind fold (Capture a Gnome and he'll lead you to treasures out of the kindness of his heart), or the legends have made them out to be evil ("If you don't go to sleep, son, the elves will come in and take you away to their island to feast on you"). A short time ago, a group of adventurers found all the artifacts and recombined them to defeat Khaisis, restore the gods, and return daylight to the world. Khaisis wasn't killed in this battle, only defeated and lived for some time on the Isle of the dead until another group of adventurers finally rid the world of his evil. The Isle still houses a city populated entirely by undead, but Khaisis is no longer their ruler. The world is slowly recovering from Khaisis' rule. Heroes and adventurers are slowly making themselves known and runing around the land righting wrongs and helping people.