The Everblades

A swath of towering primordial grasses and primitive life, the reptilian saurians and insectoid gnathax have made the region a wilderness of hunters and the hunted.

Geography

The Diluvian Heights. The vast range of plateaus and ridges that span the northern border of the region. Barren and tractless the range of arid stone seals away the deep forests of the Faemark.

First Refuge. A smattering of worn mountain peaks that are home to numerous ancient settlements built within its caves. Little remains of those that once dwelled here in the north of the region.

The Fossilic Slides. The northeastern edge of the Diluvian Heights are dominated by these layers of preserved forms of ancient life. The primordial life showing a world unrecognizable, even thought to show a lack of planar influence upon their formation.

The Jungle of Scales. The most ancient forest of the world, where in the westerlands of the Everblades the grasses give way to these primitive trees so named for their unusual bark.

The Wastes Beyond. A parched and rocky badlands along the southern border that eventually gives way to the sloughs of the Channeled Scablands and the Mephitic Morass.

Roads and Landmarks

The Trail of Tahl Tarak. The great game trail that spans the region east and west, where all manner of terrible saurian creatures join in great migrations across the Everblades. Bearing the name of the greatest of hunters from the myths of the Age of Water, an Ancestor Sovereign of Lycan Packs, Tahl Tarak was the first to give the beasts of the land reason to fear the humanoid races.

The Hive Spire. A towering mound of the insectoid parasites, the Gnathax from where plagues of drones strike out to harvest anything unfortunate enough to become their hosts. The massive structure created from regurgitated biomass, this is thought to amplify the mind of that which controls these creatures.

Settlements

Nublar. A grand holdfast deep within the Everblades that serves as the regional Arkyme Officium, their focus on studying the threat of the Gnathax. A greater menagerie complex surrounds the holdfast, where many saurian, even those most deadly like those the Ceraraptors and the Everexes, are held by walls of arcane force.

Mosstren. A small settlement at the edge of the Everblades and the Ebonkarst where all manner of monstrous quarry is brought to be sold and disseminated.

Tarak's Rest. A Synstasian palisade across the Ryme River at the start of the Diluvian Heights, the first stop for many hunters wishing to test themselves upon the Trail of Tahl Tarak, the most legendary of hunters.

T'ho San. A cluster of Hon human keeps and halls at the western border of the Everblades. The hunter clans surrendering control of them to those clans who have the greatest tally of their yearly quarry from the region, carrying on long held traditions of the honor of the hunt. The most grand keep, Rexus Venund or the Hunted Throne, is said to still hold the skull of a dragon.

Ruins and Subterrane

Above the Gnathaxhive the Everblades is a primordial jungle heated by the trillions of bodies of the insectoid denizens of the Depths. The phenomenon and creatures too dangerous to truly study in any capacity and the Depths beneath the region has gone unexplored.

Ac'rhydyosh. In the southern wastelands of the Everblades now a ruin, was once the palace of a black Dragon Queen known for her cruelty and malice.

Ssyurenthaar. The ruins of a Dragon King, now scattered down the cliffs of the Diluvian Heights. A monument to victory of a powerful lycan druid who laid the draconic tyrant low.