Nodeka is massive. With over 100,000 rooms, in over 90 areas, spanning five
continents, you won't run out of places to explore. Below is a brief description
of many of the areas across the Nodekian globe.
Click the below map of Gedaon, one of five
Nodekian continents, to see the full version. The below map was drawn by Nodeka's
The Isles of Drale
The Brigand's Noose
The Noose is a hook-shaped cluster of hills and cliffs found in the Direwood.
The landscape is ruggedly beautiful. Narrow game trails encircle steep peaks,
and crystal-clear rivers flow rapidly in gorges around the bases like sparkling
necklaces. Groves of trees grow on rocky outcroppings, which provide a breath-taking
view of the forest that the Noose encircles. To date, however, all the routes
down to the forested valley have proven too treacherous to be
negotiated, and it remains shrouded in mystery.
The rugged terrain is home to a spectrum of fauna as well, as well as a number
of the shadier sort, who seek refuge from justice in the many secluded glades
and hidden caverns of the region.
An ancient burial ground located south of Ruushi, this area contains the
tombs of the now vanished Shtera tribes. There are two graveyards - the righteous
and good Shterans were buried in the northern section, and the evil and thieving
Shterans were buried in the southern graveyard. It is said that the restless
spirits of all the Shterans roam about the crypt, seeking vengeance upon those
that murdered their tribe. However, the true power that has raised the dead
of an entire people remains unknown.
Church of the Sun
Set in an idylic grove near the southern gate of Ruushi, the Church of the
Sun is home to a group of pixies who devote themselves to worshipping the
sun. The church itself is a beautiful structure, but for some reason there
is a sinister aspect to the place, as if not everything is what it seems.
Strange creatures resembling goblins are often glimpsed scurrying through
the trees and foliage - strange company for the devout.
A city of platforms and catwalks high above the ground, G'kir is built entirely
in the upper limbs of a forest of monolithic trees to the southeast of Ruushi.
The city is inhabited by the G'Kir clan of elves, a warrior society who take
fierce pride in their ability in battle. The wood and vine catwalks stretching
gracefully from tree to tree are often splattered with the blood of trainees,
and severed limbs of enemies of the G'kir are often nailed to the the majestic
plants themselves. However, despite the warlike and barbaric ways of the G'kir,
the compound itself is quite a breathtaking sight.
The Orcish Outpost of Xuvgra
A large, flat, bloody field scattered with corpses and reeking of rot, blood,
and sweat, the Outpost of Xuvgra serves as the training site for the armies
of the powerful orog magi. Undead necromancers and orog mages practice deadly
magics alongside orcish raiders, valkyries, and marauders. The Outpost is
filled with orcs, half-orcs, orogs, and various other cross-breed mercenaries,
the only things worse than the gruesome sights within is the stench.
The Orcish Town of Xuvgra
Set in a valley to the south of the Orog Peaks and west of the Orcish Outpost,
the orcish shanty-town of Xuvgra is the squalid home of the warriors and mages
who train by day in the Outpost, as well as an assortment of vagrants, street
urchins, thieves, and thugs. Hard packed dirt roads lead between the various
huts and filthy shacks. Xuvgra is run with an iron fist by an infamously mean
and large orog who dwells in the center of the town.
Island of Bayesh
A large, mist-shrouded forested island, Bayesh lies in the Lont Sea on the
western coast of Gedaon. The forest is home to fearsome wildcats and huge
timber wolves vying for prey. A town lies in the the center of the island,
hidden by the huge trees that surround it. The Bayeshi people are a secretive
lot, particularly the priests. Strange cries and shadowy creatures can be
seen at night, especially in the northeastern section of the island, and many
believe something sinister is at work beneath the innocent facade of the populace.
Glimpses of a castle on the northern cliffs of the island can be seen through
the mist, but the Bayeshi guards keep away any who might venture within.
The village of Balidon Cove is a small and prosperous fishing village on
the Aloai Sea, set into the steep grey cliffs of the northern coast of Tarsis.
The waters of the cove are protected from the wind by these cliffs, and usually
keep the worst wind and weather at bay. The village itself is quaintly pretty,
neat rows of houses lining the cobbled streets. At the northeastern end of
the town, a number of wharfs and docks extend into the water, and are usually
busy with merchant vessels and fishing skiffs.
There are rumors of a colony of lizardmen living in the seaside caves nearby,
but they do not bother the town. None of the residents are really sure exactly
where the lizardmen reside, but sailors and children often claim to spot them
near the water.
The city of Illurien, on the Ebou River in the Ebonwood Forest on Tarsis,
is home to the druids, rangers, and elves who tend the ancient forests. Built
around the huge enchanted tree known as Leghusir, the entire city is infused
with protective druidic magics that coax nature from wildness into something
more habitable. A wall of aspens, growing together more tightly than the most
closely fitted stones, surrounds and protects the city.
Nature is deeply respected by all the residents, but Illurien still flourishes
with normal city business - a bustling marketplace and waterfront, guildmasters
and trainers for growing adventurers, and much more. Illurien is also home
to a number of mage guilds, the most notable among these the great Order of
Modeir, and a thriving community of hobbits called the Surborough.
Order of Modeir
The Tower of the Moon and the Tower of Light are the headquarters of the
Order of Modeir, a powerful and respected guild of sorcery. Located in Illurien,
it is where applicants journey to apply to the tower, and also serves as home
to the apprentices and teachers of the Order alike.
The Towers of Lkkt-Vao
To the east of the Sun Cult, south of Ruushi proper, stand the Towers of
Lkkt-Vao. The only remnants of a civilization that vanished eons ago, the
massive limestone towers now serve as the breeding and hatching grounds for
a number of different species of drakes. The drakes are smaller than their
dragon cousins who inhabit the tower to the north, and their sparkling colors
can be breath-takingly beautiful, but the drakes are fierce and deadly predators,
be approached with caution.
The city of Rhall is a theocracy ruled by the High Priest of Noctune. All
the citizens are followers of Noctune, though some are more fanatical than
others. The temple of Noctune is often called the "jewel of Rhall",
a beautiful and luxurious building that dominates the northern part of the
city and serves as a home to the the priests of Noctune. South of the temple
lies the bazaar, where
exotic goods from all over Gedaon can be found. To the east and west lie the
slums, a squalid district that is said to be the home of the city's organized
The more practical matters of the city are handled by the watchmen, a notoriously
ruthless and immoral lot, and it is often rumored that they collaborate with
the Smuggler's Guild, their supposed enemies.
The Kobolds Lair
Found on the west coast of Gedaon, the Kobold's Lair is a vast subterranean
cavern that serves as a den for hundreds of kobolds. Mineral-rich springs
and streams trickle through the caverns, giving them a damp, musty odor, which
the kobolds themselves only make more pungent. Kobolds are small, dog-like
animals, distantly related to goblins. They are sly and quick, and their muzzles
are filled with sharp fangs that can rend and tear as well as a fine steel
The Kon-Taro Jungle
The Kon-Taro Jungle is said to have once been a tropical paradise, filled
with birds with plumage more colorful than the rainbow and songs sweeter than
honey. However, long ago, a clan of elves was banished from their homeland
for practicing the dark arts of necromancy. They settled in the Kon-Taro because
of its beauty, but the fell energies of their magicks subverted and twisted
the jungle's life, turning it into the forbidding and dangerous place it is
The Thari, as the descendants of the necromancers are called, have forgotten
their magic, but must now live with the consequences of their ancestors' evil
deeds. The Kon-Taro is now a maze of perilous paths, fraught with dangerous
(and often very hungry) beasts.
The greatest goblin stronghold and city in the world of Nodeka, Oshmigosh
is exactly what one would expect from the center of goblin civilization -
dilapidated, dirty, disorganized, and dangerous. Its location is a closely
kept secret by goblins - some have even been known to refuse to give up its
whereabouts when offered a plump dead rat. The reason no one knows where it
actually is is probably more due to the fact that goblins don't know how to
give directions, rather than any reticence on their part. It has been pieced
together, however, that Oshmigosh is located somewhere on Tarsis, probably
north of the city of Illurien.
The Triage Encampment
On the furthest northwestern reaches of the continent of Tarsis, in a dry
and sun-scorched desert, lies the Triage Encampment. Three communities make
up the encampment, the reason for the settlement's name. Cousins to the dwarves
of Krynn, the nomadic dwarves living here are a hardy lot ruled by a monarchy
and council of elders. The Ixtha are humanoid insects who use their hardened
crustaceous exoskeletons as both weapons and armor, resembling giant mantises.
The Derkai are lizard-like beasts, more vicious thanthey are intelligent.
The three races live together in a peace forged out of a need for survival
rather than friendship, and the atmosphere in the encampment is usually tense
A small enchanted forest to the west of Ruushi, the Thinthan is home to a
variety of animals and dryads. Filled with gurgling brooks and peaceful, secluded
glades, as well as tingling with magical energy, the forest is a favored spot
of magical creatures looking for a quiet place for contemplation.
Hundreds of years ago, a thriving metropolis known as Auriakan was the center
of trade and culture in Mhaldryn. It was literally torn in half two centuries
ago, split down the middle by a volcanic fissure in a sorcerous war with the
neighboring city of Domenai. The chasm ends just in front of the eastern Palace,
held in place by an enchanted grove that stabilizes the earth. In the end,
Domenai destroyed itself, swallowed by the fissure as the chaotic magic rebounded
grove and shattered the earth at its source; but Auriakan and its eastern
Palace still thrive, split into two city-halves by the chasm that are now
known as the twin cities of Aur-Vindi.
The Klieard'n Everglades in the Isles of Drale are an exotic and dangerous
location. Unnavigable by boats or ships because of countless reefs and reed
filled shallows, the wildlife in the everglades is not friendly, and often
hungry. Adventurers should beware of the schools of pirahna lurking below
the waters, as well as the highly territiorial water buffalo who live among
the reeds in the shallows. There are rumors of pirates living in the glades,
and whispers of the highly secretive race known as the Goufra, who appear
to be driving the pirates out of what they consider their home.
The Vl'lakian hunting grounds lie close to the southeast of Ruushi. Home
to the Ogres of Vl'lak, it is a hazardous area frequented by only the brave
or the foolhardy. A highly matriarchal society, the Vl'lak males protect and
serve the females. There are rumors that the ogres are planning on invading
Ruushi itself, but most pronounce them as paranoid nonsense.
The Belkan Tundra
A vast stretch of icy plains between the Dead Plains and the Belkan Mountains
on the north coast of Gedaon, the Belkan Tundra is cold and inhospitable.
A surprising diversity of life abounds in the tundra, however - ragged trees,
lichens, snow rabbits, tundra wolves, ice bears, and even a breed of goblins
known as the icelings. Several rivers formed by slowly melting glaciers flow
through the tundra, treacherous ice floes lining the length of the river.
Lord Braggi's Proving Ground
A massive maze designed by Braggi, a general in Stormhaven's armies, the
Proving Grounds are a maze of deadly obstacles intended to sieve out worthy
warriors to join Braggi's armies. The adventurer who has the cunning to solve
the Ground's mazes and the strength to defeat its guardians and obtain the
Prize is deemed a worthy soldier, and given leave to access Stormhaven and
offer his or her services to the King.
Ancestral home to the mighty cloud giants and their kin, Stormhaven is a
massive and imposing city. For millenia they have warred for their territory
with the great albino dragons, summoning demons to aid them in their battles.
However, the powerful archmage Ulem summoned a demon lord he beyond even his
abilities to control, and now the titans have forged an unlikely alliance
with their ancient rivals, the white dragons, to battle the demonic legions
called forth by the
demon lord. Stormhaven is the site of a battle between two extremely powerful
forces, and only the bravest and strongest of adventurers would have any chance
of not being utterly crushed into oblivion.
A massive catacombs filled with the tombs of fallen warriors from some ancient
kingdom, the Ancient Barrows serve as the home and laboratory of a powerful
necromancer. Drawing on the the near limitless supply of dead, his dark magics
have raised the undead in huge numbers. There are rumors that the entrance
to the tomb of Autur, a powerful magic-user from antiquity, is located somewhere
in the barrows. Perhaps the necromancers are drawing on the powers contained
within his resting place.
The Bhalin Deeps
Found in the mountains of southern Mhaldryn, the Bhalin Deeps are home to
a variety of fearsome monsters - colonies of trolls, margoyles, umber hulks,
and xorn. Some of these beasts are reputed to be extremely unfriendly. Deep
within the grottos lies the gnomish city of Bhalin, contained entirely within
an immense cavern fabled to have been carved out of the rock with the assistance
of the gnomish god of magic. The underground city is lit by giant luminescent
gems embedded into the wall, which are excavated by the deep gnomes from their
vast networks of mines.
Rogha Fen, located in the northern coastal waters of Mhaldryn, is filled
with multitudes of diverse plants and animals. A fast stretch of muddy, forested
wetlands, the fens are filled with swarms of dragonflies and wasps, mosquitos
and snakes, clever murkdogs and the ridiculous but deadly bladderworts, the
fens are certainly an showcase to the diversity of life on Nodeka, but the
exotic beauty of many of its residents does not detract from the hazards of
The Misty Hills
To the west of the kingdom of Krynn lie the Misty Hills. A large expanse
of rolling hills that are nearly always covered by a thick, rolling mist,
the hills are home to misty dwarves, cousins to the dwarves of Krynn who prefer
the outdoors to the city, and the powerful mist giants. Rumors mention a tower
somewhere in the northwestern part of the hills.
Dwarven Kingdom: Dungeon
A large network of mines run beneath the dwarven city of Krynn, where dwarven
and duskar miners extract the precious metals and ores used by the fabled
smiths of Krynn. Duskars are a tough, warlike sect of dwarves who are more
comfortable living deep beneath the ground than their sun-loving cousins in
Krynn. The duskars also guard a dungeon in the furthest depths of the mine
which is said to contain the most dangerous criminals in the dwarven nation.
A spinning, swirling, chaotic void, it is always unclear which way is up
and which way is down in the aptly named Chaos. Lost souls are often trapped
in the Chaos, doomed to an eternity of futile wandering. A family of highly
magical giants resides there, feeding on the chaotic energies and the life-forces
of the trapped souls.
Found somewhere on Gedaon, Arcadia is an Olympian dwelling place of gods.
Crafted from their vast powers into a garden paradise, Arcadia is filled with
lush trees bearing ripe and succulent fruit, and beds of soft moss more comfortable
than the finest down. Several majestic but fearsome beasts guard the treasures
of the gods. The gods themselves derive while away the time by masquerading
among their creations in disguise.
The Duchy of Khan-Lith
Nestled in a lush green valley southwest of the Khan-Lith mountain, the Duchy
of Khan-Lith is a sprawling city containing many wonders - among them Handor's
Pyramid, the Grove of Belis, the beatiful Public Gardens, the Temple of Avi,
and the massive Colosseum. A worthy tourist attraction, it also boasts a number
of fine inns and street vendors with exotic wares. Perhaps the lucky visitor
will even get an audience with Duke Arandt in the Palace of the Dukes. Be
however - even life-long residents sometimes get lost in the city's maze-like
warren of streets.
Iron Claw Fortress
South of the Duchy of Khan-Lith lies the might Iron Claw Fortress. Led by
the Warlord Benedict, the Fortress is dedicted to one thing and one thing
only - war. Crimson warriors, powerful grey-cloaked sorcerers, and the stealthy
black cloaks comprise the bulk of Iron Claw's forces. The most elite warriors
reside in the Citadel with the Fortress's commanders and generals. The soldiers
of Iron Claw are extremely careful of the keep's security and consider any
visitors an invasive threat.
Realm of the Ancients
The site where a powerful civilization flourished in ages long forgotten,
the Realm of the Ancients was destroyed long ago by a wizard of their own
kind who traded his humanity and his people for immortality. Some are rumored
to have fled their total destruction, but the majority of the landscape is
twisted and ruined, populated by legions of undead things, animated to a semblance
of life by their ancient betrayer.
Being the most dangerous and ever-changing land in all of Nodeka, the Abyss
is no place for the undertrained. Inside this immense maze you'll find huge
demons and intimidating angels. Beware and heed the warnings, for this place
could surely be your demise.
Rumors speak of a haunted sanitarium deep within the heart of Gedaon. While
only few witnesses have said to have seen it and make it back alive, stories
about the place have been told by many. The stories included tortured spirits
who were patients in the asylum. There's also been tales of an extremely insane
spirit locked away deep within this feared facility.
Dorin Foothills / Heights
Towering above the mild Dorin foothills are the Dorin Heights. This isolated
mountain range is one of the least accessible on Nodeka, in fact there is
only one know pass, the Dormal Pass. Towering crags, knife edge aretes and
vast snow fields are a beautiful but desolate backdrop to the numerous snowmelt
lakes that form little oasis' in the bottom of each cirque. Wind howls down
the valleys whipping the few small gnarled trees that battle for a meager
There are two residents of these mountains that merit special attention.
The first are the giant rock crushers, insane frost giants the roam the mountains.
According to myth the rock crushers are the forlorn descendants of a tribe
of frost giants whose village was wiped out by an avalanche of divine proportions.
Believing Cogline had smitten them the survivors, mad with grief, swore to
destroy the mountains that Cogline had created. To this day, they spend their
entire lives attempting to reduce the Dorin Heights to rubble.
The second notable inhabitants are the Advanced Guard for the Katahdin Keep.
These masterful scouts patrol the hills searching for potential threats to
the Keep. Much mystery surrounds other duties rumored for these guards, nothing
is known for certain.
Located at the north end of the farming town of Na Pali, the dragon tower
is home to an unusual mix of red and blue dragons. Who built the tower is
a mystery and as is how these two races of dragon came to live there together.
There is rumored to be a dragon of unsurpassed size and age within the tower.
A nasty and rank place, the Grunfeld Bogs are avoided by most. There is no
truly solid ground, only muck into which you sink slowly enough to permit
travel. Shrouded by an ever present fog, the bog is home to a host of unappealing
creatures including one that has never been seen, save the tentacles that
shoot from the water to grab unsuspecting prey. The only thing of beauty in
the bogs is the elusive marsh cat, a large predator that possesses the grace
common to felines.
Dwarven Kingdom of Krynn
The mighty kingdom of the Krynn dwarves lies in the northwestern hemisphere
of Nodeka. The dwarves in the town are known to be friendly to travelers.
The town surrounds a heavily guarded keep, the castle and home of Krynn himself.
Rumors of a secret dungeon somewhere within the kingdom continue to circulate.
The Dunari Desert
Etched deep into the heart of the Gedaon continent, scourged by fierce sandstorms,
and protected by the fierce D'nari, this desert is carefully tread by those
who dare to enter. A once powerful civilization, the Qellan, lies in ruin
in the south of the desert, the only remaining members having been enslaved
by ruthless D'nari. The D'nari, a stupid race by nature, seemed to have overlooked
something in their pillage. What undiscovered treasures does the desert hide?
Located just south of the sleepy little village of Na Pali is a massive ant
hill the height of a cloud giant. Covering this hill are ants the size of
small elves. These are the Empire ants. Once their kind populated Nodeka with
countless ant hills hence their name. Now only this one hill is known. No
one knows what happened to cause their decline. Their tunnels are carved into
geometric shapes with uncanny precision and complexity and there are even
special tunnels designed to ventilate and cool the hill. The ants are also
skilled gardeners, foraging food off all types from the surface with which
to grow a special fungus which they then eat.
This is a desolate place hidden deep within a thick fog in the southern part
of Gedaon. There is a very unnatural quality to these mists that is more of
an enigma than a reality.
The Town of Kathadin
The town of Katahdin lies in Dormal Pass, high within the Dorin Heights.
Ensconced within a large cirque the town was erected around the Katahdin Keep.
Nyquist, creator of the Keep, rules the town with a iron fist, a vast and
skilled security force, and an uncommon compassion. The town has become a
safe haven for those wishing to escape outside authorities and seek a new
and lawful life. Despite being populated by criminals of all kinds, the town
is virtually free of crime, and a lawful life is required for residence. This
is not a temporary refuge for criminals to avoid capture. The town also provides
refuge for others, like the G’kir monks who are hunted by their own
The Mazatzal Woods
The Mazatzal woods are a vast forested valley. There is a trail that circles
around the woods and numerous side paths that form a confusing maze penetrating
the heart of the forest. The forest is a mosaic of different trees each dominating
a different region.
The Misty Towers
Rumors speak of this mysterious tower, and how it may soon be accessible.
Currently, spellunkers are fiercely searching for any entrance to the tower.
This is a quiet small farming town. It is a popular place for travelers to
stop on they way down the Northern Highway. The Na Pali Inn is famous for
its hospitality and the locals are a friendly and welcoming. The local gossip
usually centers around the weather or the petty corruptions of whoever is
the current governor. At the northern end of town is a tall tower inhabited
by dragons although they are seldom seen and ignore the little town, and its
The Training Academy
Above the city of Ruushi lies the newbie training academy. For years, this
training center has provided superb training for all who enter. Some of the
world's greatest heroes swung their first blade or cast their first spell
in here. Anyone new to the world should stop by here for basic training.
Long ago, the Alchemists of Modeir were banished to the depths of an old
and abandoned mine for experimenting with the art of the Gods - creating life.
They were sealed within the Aragnarack Mines by the Order of Modeir, doomed
to perish in the dark and barren tunnels.
The Order did not count on the depths of evil genius of the alchemists, who
outlasted their guardians and created all manner of hideous part-human beasts
to serve them. The faint of heart do not last in these sinister halls.
The Haunted Caves are a small network of subterranean caverns, the remnants
of a large Elvish gold mine. The mine collapsed centuries in the past, and
now the caves are haunted by the ghosts and undead of the miners who perished
in the disaster.
Some fell energies are no doubt at work deep in the caverns, to cause the
spirits such unrest.