While Korvah is the Baroness in name of Labyrinthian, good luck finding her. Abrasive and reclusive, the blind Baroness spends most of her time lost in the wilds. If you need anything from her it's better to ask one of her daughters, who are a lot more personable.
L100 rests within the swamps, where nothing is what it seems. Quite often what looks like solid land is not, and what seems like an empty expanse of water instead has some swamp creature dwelling below. It has a fierce and savage beauty, not for the weak of heart.
Home of Korvah's three daughters, The Shack is one of the few solid standing buildings in the land. Raised on stilts, calling it a shack is a bit of a misnomer. It more resembles a snug yet smaller cabin.
Rising above the marshy ground, the Shack stands the test of nature. Swinging bridges suspended by rope make it easy to navigate above the often unstable ground. Many of the trees around the Shack have been cleared out for worry of swamp critters swinging down onto the house. Korvah's three daughters, Karou, Tallie and Theo, are more than happy to welcome travelers to the land, and do business in their mothers stead.
Many ruins rest within this area of the swamp, half sunken and often dangerous. It is best to go with a guide, but in the case you don't, just be careful. The swamp hides many secrets, and many of them bite.
Broken and fallen, the ruins are half disappeared beneath the swamp. Occasional marble columns rise, alongside half crumbling walls overtaken by the flora of the swamp. While there may be treasure, there is also great risk.
Korvah doesn't like you. She doesn't want to talk to you. She made her swamp dangerous so she didn't have to deal with you. Deal with her daughters instead, you will have better luck. She may be blind, but she will know you are there and will not be pleased by it.
Karou is Korvah's eldest daughter. She is a prankster and has a bit of a cold streak, but is easier to get along with than her mother. Stuck up and strong willed, it's tough to win a battle with her.
Thalassa, or Tallie as she prefers, is sweet. Sweet as poison some might say. She comes off soft and bubbly, gentle and kind. But most would say she's even more dangerous than Korvah or Karou, who straight up will say they don't like you. She's a heartbreaker, and proud of it.
Theodosia, or Theo, is the youngest and perhaps most odd. She lives one hoof in the spirit world at all times, never quite turning off her ability to see ghosts. Due to this her attention span in the real world is minimal, and she is very sensitive to loud distractions. Her elder sisters protect her without hesitation, and any insult to her will have both of them coming down with a fury.
Nerida came to stay in Korvah's land simply because others don't come here often. She gets along with Korvah's daughters to a point, and even thinks fondly on them. However, it is the perfect place for her to practice her darker magics in peace.
Tesni, as she prefers, is a two headed mare. Both heads have their own personalities, the black one being sweeter than the white. She was given two names, but prefers to go by one for both heads. She isn't the most social, and enjoys trying to confuse lost wanderers.
Deidamia is sweet as the poison tastes that takes your life. She is wily and cunning (and a poison master), and similar to the bright colors of poisonous animals, it is a warning. Best keep on your toes around her.
Delphinia is a dark witch with a penchant for disturbing prophecies. She is not the fortune teller who will tell you a happy tale of love and a prince. Instead, she will tell you how you will die.
Eulalia is a ghost in the swamps, drifting from one place to the next. She creates beautiful yet extremely haunting music that you can normally hear long before you see her.
Solanine is honestly nice, if you manage to break her spell. Shes just anti social, and hangs out in the swamps instead of dealing with others.