You seek Father Wolfgang, who is trapped beneath this village, where the blood flows like wine. Where friends gather, guarded from the night by strong walls and a roaring fire, you will find a secret path to our fettered friend. But beware, two keys are needed: one for entrance to the secret passage, and one for safety.
In a city whose walls keep safe murderers and thieves you will find a harrowing test and a great reward, though be wary: those who give the test will be known to you by their sting.
Amongst a people whose past has been buried you must take part in a ritual of power; though, woe upon us, the steps of the ritual have been lost to time.
In twisting halls beneath a throne, wherein wanders a pale prisoner, there lies a key that unlocks the Devil Queen's greatest secret; though take heed: those who seek its power risk a terrible curse.
In a tower risen from deepest mire lies, secluded, a reliquary of worship lost; make haste, for it is in danger of being destroyed.
When the time comes to slay the Devil Queen, hurry thee to the Ember Keep, and seek a den decorated with the skulls and skins of slain beasts. Be wary, warriors; Nostraya will be wearing the face of another.
In a gray stone building where warriors look over the valley and sigh awaits a weapon feared by the she-devil, though through ill luck it lies in the hands of another.
At the resting place of the blue daughter of the moon schemes a powerful foe; be warned, they seek to form an alliance with one who would guarantee your doom.
Where clever crafts prevent fools from drowning, you will gain knowledge invaluable; make haste, before the great secret is lost.
Brackish Bay: Terminus of the Gray Mare River.
Ember Keep: A massive castle from where Queen Nostraya rules over the valley.
Fallen Sisters: The vampire hunter Udgar Vance was captured here by the Ardent Hunters.
Hagwood: A vast, tangled mangrove and willow forest.
Granny O'gwa's Tower: The home of the hag Granny O'gwa, an ancient and pernicious being who steals children and offers poisoned deals to desperate souls.
Gray Mare: A lazy, muddy river that runs from the Queen's Crown Mountains to Brackish Bay.
Grayview Abbey: An isolated keep and academy high in the Queen's Crown Mountains. Father Wolfgang's hermitage is nearby. It is guarded by a black dragon.
Moonstone: A massive blue crystal, said to have fallen from the stars ages ago, and impossible to shatter with mortal tools. It is embedded in the Moonstone Island in the middle of Gray Mare Lake.
Rothvel: A barony surrounding an old keep. The human villagers raise massive pigs, and an order of Ardent Hunters stalk wild game in the Rothwood.
Seabriar: A small walled city where Rothvel's slaughtered pigs are sold.
Umber Dell: A village where many tortles come from.
The Dreadwar began with a shadow.
A great shadow, wide as a city block, swept over the Wolf's Head, the most northern reaches of the civilized lands. The shadow's source was unseen, but its touch was desecrating. Everywhere the shadow passed, plants wilted, the soil putrefied, and corruption spread through mortal hearts. A strange effect, known only as the Dread, crept across the land.
The Dread took many forms: it was the twisting of natural law, it was degradation of the flesh and spirit, it was a perverse immortality. It was a hunger for mortal flesh. It was undeath.
Soon legions of undead swarmed the Four Holds of the Wolf's Head, and the Dreadwar in true began.
Though the knights of the Four Holds fought valiantly, the Dreadwar became a slow retreat south. Many knights died, or were corrupted by the Dread, and turned against their former allies.
When it seemed that the Dread would spread to the rest of the civilized lands, the rulers of the many nations came together under the leadership of the Philosopher King Ravazan. Together, they completed a powerful ritual that sundered the Wolf's Head from the mainland. As the mountains were rent apart, and seawater crashed into the open chasm, Ravazan shouted words of power that, to this day, bar any undead from crossing the channel.
Centuries have passed. The nations of the civilized land have warred, and made treaties, have traded and married, and betrayed. Meanwhile, the Four Holds of the Wolf's Head continue to serve undead masters. Those who seek a life away from the kings and queens of the civilized lands- thieves and smugglers, treasure hunters and adventurers, story tellers and outlanders- make their away across the Sundered Wall and into the Wolf's Head. There they find cities of thieves, treasure-filled ruins, and a creeping evil that some choose to fight, and some choose to follow.
Arbor Shield: A wine-fueled city state, at the border of the Sundered Wall.
Ember Keep: Before the Dread, Ember Keep was a stronghold that protected the Valley of the Fallen Stars from seafaring raiders.
Glass Garden: Before the Dread, Glass Garden was a utopian farmland, protected by a coterie of peasant warriors.
Hawk's Crown: A set of three grand towers where the Wind Lords once roosted, before the Dread.
King's Folly: The Philosopher King Ravazan created a single legal point of passage to the Wolf's Head, though many other illegal passageways exist.
The Sundered Wall: A magical channel impassable to the undead, created by the Philosopher King Ravazan.
Yhv, the Living City: Before the Dread, Yhv was a city of clockwork machinations, where philosophers and artisans lived sweetly off the labor of magical constructs.