The Land of Nox

Written by Serpentine Cougar

  • Galava Castle
    The city of wizards, Castle Galava is protected by a moat and drawbridge. The city’s blue and orange banners flutter from the tops of the tall, thick-walled towers. Everything in the city is made of stone. Within Galava’s high walls, the Tower of Illusion serves as school and headquarters for Guildmaster Horvath and his wizards. It also houses an extensive library and the Heart of Nox, part of the Staff of Oblivion.

  • The Mana Mines
    The mines to the southwest of Ix are the only known source of mana in the land. These blue, glowing stones give wizards and conjurers the power to work their magic. Some of the mana mined here goes to Ix, but most of it is sent to the wizards of Galava, who are more numerous and have greater need. A lodge just outside the mines houses the poor miners who work here.

  • The Fortress of Dun Mir
    Training ground of the glorious Fire Knights, Dun Mir is a large city contained within a huge cavern in the mountains. A huge stone archway leads into this subterranean city of brick buildings and cobblestone streets. The great warlord Horrendous, whose statue stands in the center of the cavern, rules with a firm hand from his palace and guards the Halberd of Horrendous, part of the Staff of Oblivion. Only warriors may enter the city, whose denizens are distrustful of wizards.

  • The Village of Ix
    Ix is smaller than either Dun Mir or Galava, and is led by Mayor Theogrin, whose house is in the very center of town. Trees, grass, and other plants lend a feeling of vibrancy to this village of wooden buildings (though the jail is made of stone). A river touches the town’s northern side, then sweeps south so the town is effectively bordered on two sides by the river. Across the river to the north lives Master Conjurer Aldwyn.

  • The Urchin Den
    Northeast of Ix, a population of pesky urchins lives in underground tunnels and chambers. These short, cowardly, rock-lobbing creatures sometimes come to the surface and harrass the denizens of Ix, but rarely cause any real damage.

  • The Temple of Ix
    North of Ix, a stone entrance leads into the underground Temple of Ix. A handful of conjurers calling themselves the “Order of Oblivion” dutifully guard and protect the Weirdling Beast, part of the Staff of Oblivion. The Beast resides in the remote underground streams of subterranean caves far below the surface, where it thrives on the pure energy of the magical Xon pools.

  • The Lands Beyond
    Not much is known about the lands that border on Nox. However, when the necromancers had been rising in power and all seemed lost, some humans fled south, where it was rumored other human kingdoms existed. It is not known whether or not they found such realms, but they never returned. Who knows what lies in the lands beyond?
  • The Dismal Swamp
    Mordwyn the Conjurer, brother of Aldwyn, lives the life of a hermit in this dank, dark morass. The swamp is the only source for the rare ingredients of his exotic potions and powerful elixers. Other than him, however, only wild beasts (and a small settlement of ogres) live in these desolate marshes.

  • The Field of Valor
    On this sacred battleground, the men of the south fought a great battle against the necromancers of the north. They eventually won, saving all of Nox, but not without many casualties. Those who had fallen remain here still, in the underground Tomb of Valor beneath the field.

  • The Hamlet of Brin
    This quaint little settlement stands in a clearing in the forest just south of Grok Torr. Brin’s inhabitants are in constant conflict with their foul ogre neighbors, and the villagers’ houses always seem to need repairs because of this. There are docks outside town to the east, giving access to the sea.

  • Grok Torr
    The largest ogre town in Nox, Grok Torr is a sprawling village of crude structures made of sticks, straw, and mud. Skulls and other bones of their prey adorn poles and walls all around the buildings. In one corner of the settlement is a pen where the ogres keep their captives before eating them, and the Ogre Lord’s dwelling (decorated with furnishings stolen from their human neighbors) stands in the center of the village.

  • The Land of the Dead
    The necromancers ruled this barren, snowy wasteland in ages past. Immense, ornate palaces of obsidian dot the landscape, their entrances adorned with grotesque statues of gargoyles and faces in agony. Now this frozen wilderness is lifeless and empty. However, there have been rumors that Hecubah, the necromancer child whom Jandor spared years ago, may be practicing the dark arts here once more.