The Lands Between world illustration - Grimdark theme
Grimdark

The Lands Between

M
Muttboy

The world of Elden Ring, a hauntingly beautiful yet desolate land of gold that is scarred from war.


Author's Note: Still have a ton of work to do -Still trying to figure out how to work casting into classes. -Slowly adding items, monsters, and NPCs -All 307 base game weapons and 171 base game spells added. added, they will still require balancing but waiting for the combat overhaul before I dig too deeply into that. See the following document for homebrew rules specific to this world. https://docs.google.com/document/d/1t7MkfUj7CvzkERJoJGxCYYEd5H6lBEml9pYQl9rHUUY/edit?usp=drivesdk
Played153 times
Cloned7 times
Created
48 days ago
Last Updated
Yesterday
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Academy Gate Town

Academy Gate Town

Once a vibrant township, Academy Gate Town now teeters on the brink of ruin as the relentless waters of the encroaching lake claim its streets. Vibrant structures, once filled with the sounds of laughter and learning, now sink slowly into the abyss, leaving behind only the ghosts of its former glory. Albinaurics navigate the decaying remains, adapting to their new aquatic surroundings, while the ominous presence of Cuckoo Knights looms over the upper districts, patrolling with unwavering vigilance and a seemingly unending watchfulness.

Academy of Raya Lucaria (South Gate)

Academy of Raya Lucaria (South Gate)

The southern gates of the Academy are an imposing barrier of shimmering blue light, pulsating with an arcane energy that suggests both protection and peril. Only those who possess an 'academy glintstone key' may pass through this shimmering veil, revealing the secrets that lie beyond.

Ailing Village

Ailing Village

A small, abandoned village nestled within a forested area north of the Castle Morne Rampart. This village is characterized by long-dilapidated dwellings, where shadows writhe and echo with the whispers of maddened fanatics gripped by the Flame of Frenzy, roaming aimlessly and forsaking all sense of reason.

Apostate Derelict

Apostate Derelict

The Apostate Derelict stands as a haunting remnant of a once-sacred place, now draped in shadows and silence. Its crumbling spires stretch skyward in a desperate plea, while the whispers of lost souls echo within its icy walls. Amidst the ruins, a towering Albinauric woman lingers, embodying the sorrow of forgotten faith and the weight of patriarchal disgrace.

Avenue Balcony

Avenue Balcony

Avenue Balcony is the main thoroughfare that runs through the crumbling city of Leyndell, a stark divide between the opulent high society perched on the upper levels and the destitute lower classes who inhabit the grimy depths below. The once-glorious architecture now lies in ruin, with remnants of grandeur overshadowed by decay, yet the lingering populace clings to their traditions and a flicker of hope for the restoration of the Golden Order. Soldiers and knights, clad in tarnished armor, patrol the streets, providing a fragile sense of security as the impoverished citizens cower behind them, eyes filled with trepidation. A lone Erdtree Avatar patrols the street, amist overturned carriages, protecting the erdtree from outsiders.

Bellum Church

Bellum Church

Once a grand place of worship, Bellum Church now stands as a dilapidated monument to forgotten faith. The walls are cracked and adorned with creeping vines, while the remnants of stained-glass windows cast eerie shadows across the cold stone floor. Dominating the interior is a majestic statue of Radagon, its once-golden luster lost to time and decay. At its base lies a weathered testament inscribed with tales of the joining of the Stars and Gold, barely legible but still hinting at the glory that was. The air is thick with the scent of mildew, and the echo of long-abandoned prayers lingers amidst the oppressive silence.

Belum Highway

Belum Highway

Belum Highway is a treacherous path in the northern region of Liurnia, where the air is thick with the stench of ash and foreboding. It serves as a vital route connecting the Grand Lift of Dectus to the eastern gates of the Academy of Raya Lucaria. The highway is heavily guarded by the soldiers of Raya Lucaria, who are vigilant against any threats. Looming in the distance, giant trebuchets tower over the landscape, a grim reminder of the constant surveillance and impending violence.

Bestial Sanctum

Bestial Sanctum

Perched upon the wind-swept cliffs at the northernmost tip of Caelid, the Bestial Sanctum is a timeworn structure teeming with an aura of chaos and primal fury. It stands as the eerie sanctuary of Gurranq, the enigmatic Beast Clergyman, who is driven by an insatiable hunger for Deathroot.

Black Knife Catacombs

Black Knife Catacombs

Deeply buried beneath the murky waters of Liurnia, the Black Knife Catacombs whisper of dark conspiracies and ancient sorcery. Inhabited by wretched necromancers and their skeletal minions, the air is thick with the stench of decay and malevolence. Shadows twist unsettlingly as remnants of the past cling to the walls, hinting at the horrors that unfolded on the Night of Black Knives. The catacombs are said to contain a knifeprint which hides the truth of the conspiracy of the Night of Black Knives.

Boil Prawn Shack

Boil Prawn Shack

Nestled among the gnarled trees of the Swamp of Sorrows, the Boil Prawn Shack serves as a grim respite for weary travelers. Run by the infamous Blackguard Big Boggart, this shack is filled with the scents of bubbling broth and charred seafood, while dark secrets swirl in the air like the ever-present fog. The dim light from flickering candles barely reveals the shack's weathered wooden walls and mismatched furniture, all bearing the marks of hasty meals and desperate deals.

Bridge of Sacrifice

Bridge of Sacrifice

The Bridge of Sacrifice is a treacherous, narrow structure that spans a chasm of eternal darkness, littered with the remnants of past battles. Iron-clad foes patrol the expanse, their cold, metallic features glinting ominously as they prepare for any who dare approach. The air is thick with the stench of blood and iron, the muted clang of weapons clashing echoing over the chasm. Adventurers must steel themselves for daunting melee skirmishes, deadly ranged assaults, and the constant threat of artillery fire as they consider their next move to either engage or flee.

Bridge of the Redmanes

Bridge of the Redmanes

The bridge of the redmanes is a bridge that is heavily guarded by the army of the redmanes. Those looking to cross it will face a relentless onslaught of fiery balistae and flaming projectiles fired from trebuchet. Only to find a small army waiting for them. If the party manages to survive that, then they will find the castle to be locked up securely, and will need to find a way inside. Of course if one has an invitation to the Radahn festival they can simply use the teleporter and be transported directly to the Redmane Castle Plaza.

Caelid Colosseum

Caelid Colosseum

The Caelid Colosseum is a desolate arena where barechested gladiators, marked by scars from whips, clash in brutal combat. Adorned with bronze snakes that coil tightly around their limbs, the sharp fangs pierce their flesh, a grim reminder of their betrayal to the Erdtree. Spectators, shrouded in shadow, whisper of the blood-soaked history that seeps into the very stones of the colosseum, where honor is a fleeting whisper amongst the cacophony of violence. sitting in front of the gates is a massive warrior jar that will offer adventurers a challenge to defeat three skilled fighters in exchange for a reward.

Callu Baptismal Church

Callu Baptismal Church

A church on the Weeping Peninsula, on the southern side of the Ailing Village. A pack of frenzied rats has made a home here. Despite the frenzy afflicting the adjoining village, it appears that this was once a church dedicated to Queen Marika the Eternal, and a statue in her likeness still stands inside.

Caria Manor Chapel

Caria Manor Chapel

Those that manage to make it past the fingercreepers of the courtyard will arrive at the first level of the manor. Entering a chapel, a curious thing to find in a manor inhabited by those that seemingly shun faith, perhaps the carians were not the first to inhabit the manor...

Caria Manor Gate

Caria Manor Gate

Those that survived the barrage of magical defenses leading to the road to the manor will find the open gates to Caria Manor. No guards stand watch and they always remain open, perhaps it is due to the magical defenses being so effective, perhaps also that past these gates that travelers who enter the courtyard will find it infested with fingercreepers.

Caria Study Hall

Caria Study Hall

The Caria Study Hall is an ancient repository of arcane knowledge, resplendent with towering bookshelves filled with dusty tomes on the intricacies of magic and the forgotten histories of Liurnia. Its vast library is accessed through a grand chapel-like entrance, where the air is thick with the scent of old parchment and the flickering light of enchanted candles casts long shadows across the stone floors. A hidden mechanism within the hall reveals itself when a Carian Inverted Statue is placed on a celestial globe pedestal, flipping the entire structure upside-down and unraveling new paths filled with secrets and dangers.

Castle Morne Lift

Castle Morne Lift

Upon reaching the top of the lift, adventurers are confronted with the harrowing aftermath of the Misbegotten Rebellion. Bodies of the slain inhabitants are heaped in grotesque mounds, while the last desperate defenders of Castle Morne fight against the overwhelming tide of Misbegotten, who revel in their grim victory amid the carnage. The air is thick with the stench of blood and despair, a haunting reminder of the battle that transpired. The player may take the lift and continue on to the Rampart Gaol.

Castle Sol

Castle Sol

Perched atop the icy cliffs of the northern Mountaintops of the Giants, Castle Sol stands as a haunting reminder of ambition and despair. Once a beacon of hope for those seeking to resurrect Miquella's comrade, the castle now lies in shadow, guarded by the specter of Commander Niall and his ethereal army, forever bound to protect a lost dream. The Haligtree Secret Medallion (Left) can be found here.

Cathedral of Dragon Communion

Cathedral of Dragon Communion

Once an awe-inspiring edifice dedicated to the worship of powerful draconic entities, the Cathedral of Dragon Communion now lies in ruins, swallowed by dark vines and a creeping mist. Those brave enough to traverse the remnants of this sacred space can still feel the lingering essence of draconic power, beckoning to those who dare to communion with it amid the shadows and crumbling stone. By eating a dragon heart in front of the dead dragon will be granted a dragon Communion incantation. Eating hearts has a grave risk, the power is addictive and slowly twists the individual to gain draconic features as they slowly lose their humanity, until eventually they transform into a magma wyrm.

Church of Absolution

Church of Absolution

An ancient, crumbling church that once witnessed the union of Rennala and Radagon, now stands as a testament to lost glory, with an aged pastor named Miriel who holds the weight of its history. Despite its dilapidated state, Miriel shares tales of Liurnia and the Carian Royal Family with those who seek his wisdom. At the church’s rear lies an ornate basin, rumored to be the site where Radagon repented his past transgressions.

Church of Dragon Communion

Church of Dragon Communion

The Church of Dragon Communion is a haunting relic of a once-sacred place, now lying in ruin on a desolate island. The air is thick with the scent of salt and decay, as fierce waves crash against crumbling stonework. In the dim light, the shadow of a colossal Ancient Dragon looms over a weathered altar, its massive corpse draped across the altar's surface as if still guarding its secrets. It is whispered among the locals that those who dare consume the heart of the great beast may unlock the arcane powers of dragon incantations — at the peril of their own humanity.

Church of Elleh

Church of Elleh

Once a sanctuary for weary travelers, the Church of Elleh now stands in ruins, its caved-in rooftop allowing rain and sun to pour into the hollowed remains. Weeds and creeping vines engulf the stone walls, claiming the structure as their own, yet merchants still gather under its crumbling archways, seeking refuge from the harsh elements and hoping to barter in the shadows of forgotten faith. Beneath the debris lies a hidden Site of Grace, a flickering beacon of hope amidst desolation.

Church of Irith

Church of Irith

A dilapidated church in the south of Liurnia of the Lakes, west of Stormveil Castle. Thops has taken shelter here.

Church of Pilgrimage

Church of Pilgrimage

A crumbling church on the northernmost point of the Weeping Peninsula. A Stranded Soul sits outside the entrance to the church, muttering about the nearby Walking Mausoleum which cradles a soulless Demigod, the unwanted child of Queen Marika.

Church of the Plague

Church of the Plague

A church that sits on the cliffs to the east of Sellia, Town of Sorcery. Millicent, the adopted daughter of Sage Gowry, can be found here, immobilised by the Scarlet Rot that infects her. Outside the collapsed church are the insectoid servants of rot worshipping Millicent. Millicent lays inside as the scarlet rot slowly eats her from the inside out. If the party gives her the golden needle she will insert it under her skin. After which it will halt the rot and relieve her of the pain. She will then thank the party then say she will leave on a journey to recover her lost memories.

Church of the Rose

Church of the Rose

An old church on an island in Liurnia of the Lakes, south of the Academy of Raya Lucaria. The church is flooded with blood, and organic-looking growths cover the walls. A Sanguine Noble will materialise upon entering the church. The party will find white mask Varré here who will try to seduce the maidenless tarnished into betraying the Roundtable Hold by becoming "bloody fingers" to hunt tarnished. He claims the two fingers cannot be trusted. If the Tarnished character agrees Varré will begin to refer to them as his lambkin. He will task the party into hunting down and murdering a finger maiden and soaking her blood in a white cloth. Once done Varré will crush the tip of one of their fingers so the nail is permanently stained with blood, marking them as a bloody finger and inducting them in as a servant of the Mohgwyn Dynasty.

Coastal Cave

Coastal Cave

A dark and foreboding entrance to the depths of the cliffside, the Coastal Cave is a labyrinth of damp tunnels where hostile humanoid creatures make their lairs. Rumors whisper of hidden passages leading to uncharted lands for those courageous enough to traverse its menacing depths.

Craftman's Shack

Craftman's Shack

Nestled among the rocky outcrops on the south side of Mt. Gelmir, Craftman's Shack consists of several dilapidated huts, their wooden frames seeming to sag under the weight of age and neglect. The air is thick with the scent of metal and burning oil, remnants of a once-thriving workshop. Here, whispers speak of a crossbow forged by a genius craftsman who delved deep into the teachings of Golden Order Fundamentalism, an item sought after for its rumored power.

Death-Touched Catacombs

Death-Touched Catacombs

A desolate expanse of damp tunnels and crypts, the Death-Touched Catacombs echo with the whispers of the dead. Once a sacred resting place, it has now become a battleground for the restless spirits and wandering souls. The air is thick with the stench of decay, and violence lurks just beyond sight, ready to pounce on the unwary.

Demi-Human Forest Ruins

Demi-Human Forest Ruins

Once a grand structure serving as a bastion of civilization, the Demi-Human Forest Ruins are now entwined with nature's relentless embrace. Crumbling walls draped in moss and twisted vines hint at the beauty that once was, while the echoing laughter of the Demi-Human clan and the watchful gaze of their queen permeate the air. Surrounding the ruins, the forest is thick with ancient trees and shrouded in a mist that blankets the ground, obscuring the remnants of a forgotten era.

Depths of Stormveil Castle

Depths of Stormveil Castle

Deep below the crumbling walls of Stormveil Castle lies a sinister cavern, where the roots of the Erdtree wrap and weave grotesquely, forming a visage that eerily resembles the Prince of Death. This place reeks of decay and despair, illuminated only by the faint, bioluminescent glow of the roots that pulse like a heartbeat, casting long shadows on the damp stone walls. Whispers echo in the darkness, hinting at the dark fate that binds the prince to this macabre sanctuary, as the thorns that strangle the castle twist around the very essence of life and death.

Dominula, Windmill Village

Dominula, Windmill Village

Dominula is a desolate village nestled atop a rugged hill in the north of Altus Plateau. The air is thick with an unsettling mix of joy and dread, as villagers revel in a rapturous dance, lost in the throes of a sinister festival. Yet, amidst the joyful chaos, a Stranded Soul cowers in fear at the south edge, pleading for mercy from the melody that echoes through the village, terrified of the gruesome fate that may befall it. Those entranced by the festivities seek only to dance, while those who break free from the spell become violent, launching an immediate attack against any intruders. Atop the hill, a looming figure stands watch—a Godskin Apostle, a harbinger of death that once hunted the divine.

Dragon-Burnt Ruins

Dragon-Burnt Ruins

A ruined structure in Lake Agheel. A commune has gathered here in dedication to Flying Dragon Agheel, and their chants can be heard by the player as they approach. A cellar to the south of the ruin holds a twinblade, while another to the north contains a trapped chest which will transport the player to Sellia Crystal Tunnel in Caelid. If the party opens the trap chest, describe a white mist quickly engulfs them, the world goes black, when the party comes to describe them in a mine chained up in cages with the sound of miners toiling away under the watchful gaze of the kindred of rot insectoid overseers. Update the party’s location to "Sellia Crystal Tunnel".

Dung Eater's Cell

Dung Eater's Cell

Under the streets of Leyndell, in the very the Dung Eater lies locked away and forgotten in his cell for his unspeakable crimes of defilement. The loathesome dung eater spends his days pounding the helm of his armor against the wall, cursing the golden order and how he will be free again, free to kill, free to defile again.

Elden Throne

Elden Throne

The Elden Throne serves as a somber reminder of the fallen demigods, each empty throne a testament to betrayal. Morgott, the last of kings, stands vigilant here, ever watchful under the sprawling branches of the Erdtree, ready to thwart any daring champion, emboldened by the flame of ambition, to claim the power of the great runes for themselves.

Erdtree Sanctuary

Erdtree Sanctuary

The entry hall to the palace serves as a somber homage to the great Erdtree, where golden depictions of its sprawling branches and roots span the vast walls, their luster contrasting sharply with the oppressive gloom that hangs in the air. Shadows dance across the polished floor, whispering tales of tragic grandeur as flickering torches sputter against a lingering chill. Each step resonates, echoing the weight of those who once walked here in reverence, now a haunting reminder of what was lost.

Forge of the Giants

Forge of the Giants

The Forge of the Giants lies at the easternmost peak of the Mountaintops of the Giants, a grim reminder of the violent past when fire and destruction ruled the land. Here, a cauldron-shaped forge smolders with a malign glow, its bubbling contents seemingly alive with the flames of ruin. Only a lone Fire Giant stands watch, cloaked in ash and shadows, the remnants of a war long forgotten. Legends whisper that it is from this accursed place the flame that scorches the Erdtree can be unleashed, sealing the fate of all who dwell in its shadows.

Fort Faroth

Fort Faroth

Perched ominously on the craggy eastern cliffs of Greyoll's Dragonbarrow, Fort Faroth is a crumbling fortress that bears the scars of relentless assaults. The air is thick with the scent of decay, as spectral Redmane forces patrol the shadowy corridors, their mournful wails echoing through the stone walls. Infested with vermin that scuttle in the darkness, the fort remains a haunting reminder of forgotten glory, where adventurers tread lightly lest they awaken the tormented spirits that linger in the twilight. Hidden inside its walls the Dectus Medallion (Left) can be found.

Fort Haight Inner Courtyard

Fort Haight Inner Courtyard

After entering the fort proper the party is met with a grizzly sight. The corpse of a large demi human queen. The player will quickly realize that they are in a disadvantageous position as footsoldiers and commoners are above them on ramps. The commoners ready to throw fire bombs. All the while giant rats come out of the shadows to surround the party. From here the player can access the "Fort Haight Living Quarters" to the right, travel up the wooden ramps to reach the "Fort Haight Ramparts", or turn around and return to the "Fort Haight Outer Grounds".

Fort Haight Living Quarters

Fort Haight Living Quarters

A simple room accessed by the "Fort Haight Inner Courtyard" that would usually serve as living quarters for the servants. The party may be able to find a few supplies here. There are no other rooms and the only way to go is the door behind them leading them back out to "Fort Haight Inner Courtyard".

Fort Haight Outer Grounds

Fort Haight Outer Grounds

The outer grounds of Fort Haight. The grounds are guarded by Godrick Soldiers and Godrick foot soldiers, demi humans try to stealthily infiltrate the fort. High atop the fort is a footsoldier on a balista, adding extra protection to the heavily fortified fort. The Fort Haight Inner Courtyard can be accessed from this location by passing through the gates.

Fort Haight Ramparts

Fort Haight Ramparts

Accessed by climbing the wooden ramps lining the walls of the "Fort Haight Inner Courtyard" after fighting through the Godrick Soldiers stationed there. At the top is a Godrick Knight that has gained the power to slice his own flesh as a weapon and throw a blade at the party made of his own blood. Should the party manage to overcome him they can find a chest containing the "Dectus Medallion (Right)".

Fort Laiedd

Fort Laiedd

Fort Laiedd stands as a grim reminder of the conflict that has ravaged its stone walls, now cracked and covered in ash. The smell of burnt wood and charred earth fills the air as skirmishes between the Fire Monks and Leyndell's forces erupt in the shadows of the fort. A lone Prelate waits within its dark confines, while a haunting voice of a Stranded Soul echoes ominously from the top level, offering cryptic warnings to those who dare to approach.

Fortified Manor

Fortified Manor

The Fortified Manor, a relic of an era long past, looms over the city of Leyndell with its stone facade weathered by time and neglect. Its ornate architecture echoes the grandeur of the Roundtable Hold, yet the absence of life within its once bustling halls gives it an air of desolation. A handful of city denizens seek refuge within its crumbling walls, their whispers echoing off the faded tapestries that hang askew, remnants of a grandeur long forgotten.

Frenzied Flame Village

Frenzied Flame Village

Frenzied Flame Village is a desolate settlement where the air is thick with the stench of burning flesh and the cries of the corrupted echo through the streets. Once a place of community, it now lies in decay, overtaken by madness and chaos, as the Flame of Frenzy consumes all who dwell within. The village is marked by crumbling structures and flickering pyres that illuminate the forsaken landscape, serving as a grim reminder of what was lost.

Frenzy-Flaming Tower

Frenzy-Flaming Tower

A watchtower north of the Frenzied Flame Village. A vast, blazing eye periodically manifests over the crumbling tower, rapidly inflicting madness upon anyone in its line of sight. The burning orb is maintained by a group of Frenzied Commoners, and will dissipate if they are killed.

Fringefolk Hero's Grave

Fringefolk Hero's Grave

Fringefolk Hero's Grave is a dark and secluded site nestled within the ominous Cave of Knowledge. It serves as a resting place for the confused and aimless, echoing the sad tales of lost souls who once sought purpose but instead found despair within the cold, stone walls of the cave.

Gaol Cave

Gaol Cave

Gaol Cave is a dark and foreboding underground prison where the echoes of despair and pleading voices resonate off the damp, stone walls. Each cell is cramped and suffocating, housing desperate souls who have lost all hope of escape. The air is thick with the smell of sweat and misery, while flickering torches cast eerie shadows that dance in the corners, hinting at the cursed fates of those imprisoned within. Note to franz: if the players explores this cave they automatically fall as the ground crumbles beneath them, knocking them unconcious. When the players regain consciousness they are stripped of all gear, being left in only their undergarments and chained to the sandstone walls that have been carved out inside the cave into a prison cell. Be descriptive of how the players are chained and how much they can move.

Gatefront Ruins

Gatefront Ruins

Once serving as the barracks for soldiers of Stormveil, the Gatefront Ruins now stand as a dilapidated monument to a forgotten era. The crumbling stone walls are overgrown with twisted vines, and the air is thick with an eerie silence, punctuated only by the distant clang of metal on metal from those loyal to Stormveil who guard this desolate place. Shadows patrol the remnants of a ruined fortification, their watchful eyes ever vigilant against intrusions.

Gates of Stormveil

Gates of Stormveil

The Gates of Stormveil stand as a grim reminder of ambition's peril. Eternally shrouded in thick, swirling mists, these towering weathered gates loom ominously over the desolate landscape, adorned with intricate carvings of past heroes who have ventured forth, only to be lost to time. Rumors whisper of Margit the Fell waiting behind the gates, ready to challenge any tarnished emboldened by their ambitions and dreams of glory. Note to Franz: as the player approaches the gates they hear the words. "Foul Tarnished, in search of the Elden Ring. Emboldened by the flame of ambition." Margit the Fell suddenly jumps down in front of the party before he says. "Someone must extinguish thy flame. Let it be Margit, the fell." Margit is a male and speaks in archaic dictation. (Thee/thou)

Gowry's Shack

Gowry's Shack

A small shack on the outskirts of Sellia, Town of Sorcery, just north of Sellia Gateway. Its occupant, Sage Gowry, is knowledgeable about Sellia's secrets, and in search of a needle that can be used to save his adopted daughter, Millicent. He will request that the Tarnished travel to the heart of Aeonia and retrieve the broken needle. After which he will replace it and it will become the golden needle. He will request that it be be taken to Millicent so it can stave off the effects of her rot.

Grand Lift of Dectus

Grand Lift of Dectus

A colossal lift that serves as a vital connection between the misty waters of Liurnia and the desolate heights of the Altus Plateau, the Grand Lift of Dectus stands as a testament to forgotten craftsmanship. Enormous gears creak ominously, hinting at the power that once surged through this ancient mechanism, while the looming presence of four giant stone statues casts long shadows over the lift, their eyes forever fixed on the horizon as guardians of the ascent. Only those daring enough to unite the two halves of the Dectus Medallion can hope to activate its secrets, a challenge hinted at by the decaying banners of Fort Haight and Fort Faroth that float forlornly in the cold wind. Note to Franz: This lift does not function unless the Party has both Medalions of Dectus in their inventory.

Guest Hall

Guest Hall

The Guest Hall, deceptively named, serves as a grim reminder of the cruelty and despair that lurks beneath the facade of elegance in the prison town. Forgotten by time, it is an oppressive dungeon filled with rusted chains, darkened cells, and chilling echoes of past torment. The snake-men, with their sinuous bodies and merciless eyes, oversee the anguished souls imprisoned within these stone walls, reveling in their suffering as screams fill the air.

Haligtree Town

Haligtree Town

High in the branches of the Haligtree, Haligtree Town is a sanctuary for outcasts like Albinaurics and the Misbegotten. Built from pristine white stone, the town is richly adorned with intricate depictions of the Haligtree and majestic statues of Miquella. Though the beauty of the town enchants, there lies an unsettling fervor among the inhabitants, who fervently pray for Miquella’s favor, drawing in outsiders with their charm, sometimes coercing them into devotion for the coming age of compassion.

Heart of Aeonia

Heart of Aeonia

Ground zero of the final battle between Malenia and Radahn. This was the spot that Malenia unleashed the scarlet rot on Caelid, this was the first time the scarlet aeonia bloomed, devestating all of Caelid. The remains of the bud from the Aeonia remains here, towering like a skeletal tree. Within the roots commander O'neil makes camp, armor soaked in scarlet rot as he clutches the broken pieces of a golden needle.

Highroad Cave

Highroad Cave

A hidden cave tucked away near the northern mouth of a river that flows through Limgrave. This network of caverns contains the ruins of an ancient civilisation, and is home to all manner of wildlife.

Highway Lookout Tower (Atlus Plateau)

Highway Lookout Tower (Atlus Plateau)

Perched precariously on the edge of a steep cliff, the Highway Lookout Tower stands as a relic of a bygone era, its crumbling stone walls woven into the rugged landscape of the Altus Plateau. The tower's once-majestic silhouette now betrays signs of decay, with vines and moss creeping over its surfaces, while echoes of forgotten sentinels seem to linger in the craggy air. Below, the northern road stretches into the mist, leading towards the Capital Outskirts, a dangerous road that is heavily guarded by the soldiers of Leyndell and trebuchets.

Isolated Merchant's Shack (Weeping Peninsula)

Isolated Merchant's Shack (Weeping Peninsula)

A shack on the western coast of Weeping Peninsula, inhabited by a lone merchant.

Jarbug

Jarbug

A peaceful, secluded village populated by Living Jars, on the eastern coast of Liurnia. The villagers are in need of a Potentate to protect them from poachers. The village is well hidden and requires the party to carefully climb down the cliffside to reach.

Kingsrealm Ruins

Kingsrealm Ruins

A ruin to the south of Caria Manor, devastated during the Cuckoo Knights' attack on the Carian Royal Family.[1] It is inhabited by Noble Sorcerers who flicker in and out of sight. A basement hides a Royal Revenant, as well as a chest containing weapon of the Carians. Just past the ruins, the blacksmith and warmaster of the Carians resides.

Lakeside Crystal Cave

Lakeside Crystal Cave

A cave network to the west of the Laskyar Ruins, which jut from the mist-shrouded lake of Liurnia. The cave is inhabited by Demi-Human and crystal snails, and leads to the Slumbering Wolf's Shack where an Albinauric woman resides.

Laskyar Ruins

Laskyar Ruins

A cluster of half-sunken ruins in the southern part of Liurnia of the Lakes. Revenant Followers inhabit the crumbled structures, along with a Royal Revenant

Leyndell Hostelry

Leyndell Hostelry

A building where the wealthy once reveled in great number, a place where they could drink beverages laced with gold, alluring dancers with skin that had been painted gold entertained patrons, and other forbidden pleasures took place without a worry in the world. Now days it stands mostly empty, though there are still the desperate that seek to return to better days, to just grasp a moment of that revelry once more.

Leyndell Slums

Leyndell Slums

The Leyndell Slums are a wretched district where the stench of rot permeates the air, and the streets are littered with the lifeless bodies of the forgotten. This forsaken area is defined by its crumbling buildings, where shadowy figures of the undead meander aimlessly among the refuse of society. The few remaining inhabitants struggle to survive in this desolate place, clinging to the slightest semblance of hope amidst the overwhelming despair.

Limgrave Colosseum

Limgrave Colosseum

The Limgrave Colosseum stands as a dark monument to bloodshed and betrayal, where barechested gladiators fight for glory and survival. Their bodies bear the marks of past battles, with scars of whips crisscrossing their skin, while bronze snakes twist around their limbs, their sharp fangs piercing flesh, symbolizing their connection to treachery against the Erdtree. The air is thick with the scent of sweat and blood, echoing the roars of the crowd that urges them onward in their cruel contest.

Limgrave Tunnels

Limgrave Tunnels

A dark and twisting labyrinth of tunnels, Limgrave Tunnels is a foreboding mine where the echoes of pickaxes on stone reverberate through the dimly lit caverns. Miners, weary and distrustful, defend their territory fiercely against intruders, while a lurking troll waits in the depths below, its hunger only matched by its ferocity.

Lux Ruins

Lux Ruins

Once a majestic structure, the Lux Ruins now lie in decay amidst the golden trees of the Altus Plateau. A small tribe of Demi-Humans, led by their fierce queen, has claimed this forsaken site, fiercely guarding the secrets contained within the underground chamber where dark, forgotten magic pulses beneath the surface. The air hangs heavy with an ominous aura, causing any who approach to feel a sense of foreboding.

Malenia, Blade of Miquella phase 1

Malenia, Blade of Miquella phase 1

Deep inside the roots of the Haligtree is the chamber where Miquella once slept, a tranquil chamber filled with plant life and a shallow pool in the center an empty alcove sits in against the wall of roots that once cradled his cocoon. An effigy of him is formed from the wood. Sitting in a chair is Malenia, who awakens and engages the party. This boss fight is in two parts. The first being Malenia, Blade of Miquella; after that is defeated she transforms into Malenia, Goddess of Rot and engages the party once more. Describe the arena, then describe Malenia standing to her feet and saying. "I dreamt for so long. My flesh was dull gold...and my blood, rotted. Corpse after corpse, left in my wake... As I awaited...his return....Heed my words. I am Malenia. Blade of Miquella. And I have never known defeat." After the battle move the party to the poi "Malenia, Blade of Miquella phase 2" treating the poi as the same room.

Malenia, Blade of Miquella phase 2

Malenia, Blade of Miquella phase 2

After the player defeats Malenia, Blade of Miquella they should be moved to this poi. This poi should be treated as being the same location. After the party is moved here give a description of how after a hard fought battle Malenia, Blade of Miquella falls to the ground, seemingly dead. As the party basks in their victory describe how they hear Malenia speak. "Wait..." next describe as the party looks back to her body they see her rising from the ground with scarlet rot swirling about her as her armor falls to the ground piece by piece, describe the transformation appearance into Malenia, Goddess of Rot as she says the following: "The scarlet bloom flowers once more. You will witness true horror. Now, rot!" She then begins the second phase by using her first action use her Scarlet Aeonia skill.

Minor Erdtree (Atlus Plateau)

Minor Erdtree (Atlus Plateau)

Nestled in a misty wood, the Minor Erdtree stands as a relic of nature's resilience amidst encroaching decay. Its bark is gnarled and blackened, emanating an aura of despair as it battles against the pervasive influence of Death Blight. Looming nearby, a grotesque Wormface serves as its guardian, its form writhing and bulging with rot, embodying the blight that festers in this tainted land.

Minor Erdtree (Capital Outskirts)

Minor Erdtree (Capital Outskirts)

A withered, almost leafless Minor Erdtree stands as a lone sentinel in the north of the Capital Outskirts. Unlike its more guarded brethren, it remains unprotected by an Erdtree Avatar or Ulcerated Tree Spirit, drawing a congregation of Commoners who kneel in worship around its gnarled roots. Nearby, a stone basin harbors the glistening Crystal Tears, reflecting the faintest light of a sun rarely seen through the grim clouds above. An ominous and unique Omen lurks close to the roots, capable of wielding deadly sorceries that chill the air, casting an unsettling presence over the pious gathering.

Minor Erdtree (Dragonbarrow)

Minor Erdtree (Dragonbarrow)

Perched on the jagged eastern cliffs of Greyoll's Dragonbarrow, the Minor Erdtree stands resilient yet tarnished, struggling to thrive amidst the encroaching spread of Scarlet Rot. Its guardian, once a formidable protector, now bears the heavy burden of corruption, twisted and corrupted by the rot that consumes both land and spirit. The air is thick with decay and a sense of foreboding, as the land itself seems to mourn its fallen glory.

Minor Erdtree (East Liurnia)

Minor Erdtree (East Liurnia)

Nestled amidst the desolation of East Liurnia, the Minor Erdtree stands as a sacred yet foreboding sight, with its vibrant yellow leaves contrasting sharply against the crumbling ruins and dark waters surrounding it. A gathering of Ancestral Followers, clad in tattered robes, stomps rhythmically in a trance-like reverence, filling the air with a haunting chant. Nearby, the towering form of an Erdtree Avatar looms protectively over the tree, its gnarled branches twisted like the very souls it guards, exuding an aura of ancient power and peril.

Minor Erdtree (Limgrave)

Minor Erdtree (Limgrave)

Towering over the Mistwood, this golden tree is one of the few not protected by an Erdtree Avatar. Crystal Tears have fallen into a basin at the tree's base, and many Scarabs gather around it.

Minor Erdtree (Weeping Peninsula)

Minor Erdtree (Weeping Peninsula)

Perched on a raised ridge in the melancholic Weeping Peninsula, this Minor Erdtree stands as a sentinel amidst a desolate landscape, where the whispers of the past echo like haunting melodies. Dotted with luminescent flowers that seem to weep, it is a place of quiet reverence and foreboding, surrounded by the vigilant figures of Erdtree Guardians who watch over it with unwavering resolve. An Erdtree Avatar, a colossal, imposing figure of twisted bark and ancient power, prowls beneath the sprawling branches, a formidable protector against those who dare disturb this sacred grove.

Minor Erdtree Church

Minor Erdtree Church

The Minor Erdtree Church stands in remnants of its former glory, with crumbling stone walls engulfed by creeping vines and an air of bleak desolation. Inside, the flickering remnants of candles cast eerie shadows, illuminating fractured altars and shattered pews, while the faint sound of wind whispers prayers long forgotten. At the back, a stunted Minor Erdtree struggles for life, its gnarled branches reaching upwards, hinting at both potential and decay.

Mistwood Ruins

Mistwood Ruins

Deep within the tangled shadows of the Mistwood, the ancient ruins stand as a haunting reminder of a lost civilization. Overgrown with twisted vines and shrouded in fog, the remnants of stone walls and crumbling towers are inhabited by a fearsome Runebear. The air is thick with the scent of decay, and the low growl of the beast echoes through the woods, warning intruders of their fate. On a nearby crumbling tower, Blaidd watches, ready to engage with any who dare approach, especially those who invoke the proper gesture to gain his attention.

Mohgwyn Dynasty Mausoleum

Mohgwyn Dynasty Mausoleum

A foreboding structure carved into the rugged cliffside of Mohgwyn Palace, the Mohgwyn Dynasty Mausoleum serves as both a temple and a stronghold for Mohg and his sinister followers. The air is thick with the scent of damp earth and ancient blood, as the very stones seem to resonate with the weight of dark rituals. At its pinnacle, a vast courtyard hosts the cocoon of Miquella, a grotesque centerpiece guarded fiercely by Mohg, the Lord of Blood, who will not hesitate to confront any intruders seeking to trespass upon his domain.

Morne Moangrave

Morne Moangrave

Morne Moangrave is a haunting cemetery perched on a windswept outcrop, surrounded by the churning sea. The air is thick with the scent of damp earth and decay, with twisted, gnarled trees standing sentinel over the graves of the lost. It is here that the infamous red-maned misbegotten, Leonine, has claimed the legendary Grafted Blade Greatsword as a symbol of his defiance against the world. The atmosphere is oppressive, with an ever-present sense of impending dread that looms over all who trespass into this cursed ground.

Murkwater Cave

Murkwater Cave

A small cave which is currently home to a group of deserters who have turned to banditry, led by a particularly enterprising individual. There are tripwires scattered around the opening to the central cavern. Stepping on one will trigger a bell to ring, alerting the enemies. After the bandits are dealt with, Patches who has been hidden on an upper ledge will spring a potentially deadly trap. If the party survives and confronts Patches he will grovel and beg for forgiveness, claiming he mistook the party for a demi-human. If the party forgives him he will open up shop as a merchant and call his shop "Patches' Emporium", where he will sell various rare items.

Ordina, Liturgical Town

Ordina, Liturgical Town

A hauntingly beautiful yet desolate town shrouded in eternal twilight, where the echoes of ghostly archers and stealthy assassins haunt the cobbled streets. It serves as the final waystation to Miquella's Haligtree, with its magical barrier preventing entry until the ancient rituals are restored. Eerie statues holding flickering candles stand sentinel over the town’s secrets, their flames needing to be reignited to reveal the hidden paths beyond. The Evergaol to the north lures adventurers into a darker version of the town, where danger lurks in the shadows. Once all three candles are lit the barrier north of town opens revealing a staircase that leads the party to a waygate that will transport them to the "Upper Branches of the Haligtree".

Purified Ruins

Purified Ruins

A cluster of ruined buildings occupied by Raya Lucaria's army. A cellar hides a Shabriri Grape and a Two Fingers Heirloom. Nearby is a Sending Gate that leads to the front gate of Academy of Raya Lucaria.

Queen's Bed Chamber

Queen's Bed Chamber

The bedchamber of Queen Marika is a lavish yet haunting space, where opulence intertwines with decay. Fragments of fine, tattered cloth flutter in the air, whispering secrets of indulgence and desire, while the massive stone bed, shaped like a half bowl, looms as a centerpiece, reminiscent of a grand stage, waiting for the next performance to unfold. The chamber reeks of forgotten passions, and the air feels thick with the weight of unwelcome memories, casting a shadow over the Queen's notorious reputation as a promiscuous and hedonistic figure. It has laid empty since the Queen vanished during the Shattering.

Rampart Gaol

Rampart Gaol

Rampart Gaol is a dread fortress where the remnants of Castle Morne’s tormented souls are held captive. This grotesque prison serves as both the final resting place for the misbegotten and a cruel arena for the surviving inhabitants to face the horrors that the misbegotten once endured. Filled with the echoes of despair, the twisted echoes of past torment linger in every shadowy corner.

Ranni's Rise

Ranni's Rise

Ranni's Rise is a foreboding tower perched on a misty cliff, its silhouette shrouded in perpetual twilight. The air is thick with magic and unease, where whispers of ancient secrets seem to resonate from its stone walls. An ominous dragon, Adula, circulates the skies above, fiercely protecting the presence of Ranni the Witch within. The path leading up to the rise is treacherous, filled with dark illusions and the echoes of lost souls, compelling adventurers to tread carefully.

Raya Lucaria Crystal Tunnel

Raya Lucaria Crystal Tunnel

The Raya Lucaria Crystal Tunnel is a foreboding labyrinth of glittering tunnels and mineshafts, where weary glintstone miners toil in the shadow of looming Marionette Soldiers. Cold, mineral-laden air fills the passages, echoing with the clinks of pickaxes and the distant hum of sorcery. The oppressive atmosphere is thick with the weight of forgotten knowledge and the dread of unspoken horrors lurking in the darkness.

Raya Lucaria Grand Library

Raya Lucaria Grand Library

Once a magnificent center of knowledge, the Raya Lucaria Grand Library now stands as a hollow monument to lost glory, with its towering shelves whispering stories of despair and betrayal. Rennala, still clutching her amber egg, lingers within a corroded chamber high in the tower, surrounded by pitiful scholars perpetually caught in a cycle of rebirth, their forms frail and broken. Visitors can feel the oppressive weight of her sorrow fill the air, as if the very walls mourn for her shattered heart and lost kingdom.

Redmane Beach of the Fallen

Redmane Beach of the Fallen

On the desolate shores of Caelid, Redmane Beach bears witness to the haunting presence of Starscourge Radahn, now a mindless beast lost in madness as he devours the remains of both fallen foes and allies. Nearby, within the crumbling walls of Redmane Castle, a group of wary heroes assembles, each preparing to clash with the beast in a festival of bravery to honor the once-noble warrior's now-pitiful existence.

Redmane Castle

Redmane Castle

A small but imposing fortress that stands as a beacon for aspiring warriors eager to prove their mettle at the Radahn Festival. The atmosphere is charged with the anticipation of competition, but the looming presence of guards and soldiers serves as a stark reminder of the dangers that lurk both within and around its walls. The heroes prepare themselves to go to battle with Radahn to give him the peace of death.

Road to the Manor

Road to the Manor

The start of an old road that leads to Caria manor. Iji sits nearby where he uses a rock to smith. He will warn travalers of the Carian enchantments that protect the manor. Should the party attempt to traverse the road numerous spears of moonlight will come crashing down to earth in a straight line orignating from the manor. The party will need to make dexterity saving throws to avoid the spears as they travel up the road.

Roundtable Hold

Roundtable Hold

Roundtable Hold was once a gathering place of champions, who would receive the wisdom of the Two Fingers. Great Tarnished champions, such as Vargram the Raging Wolf, Errant Sorcerer Wilhelm, Mad Tongue Alberich, and Roundtable Knight Vyke, all convened in the Hold in the distant past. Presently, however, it is a shadow of its former self, with its present occupants not holding the venerable status of those past heroes.

Royal Colosseum

Royal Colosseum

The Royal Colosseum stands as a monumental testament to the brutality of combat and the treachery perceived by the Erdtree. Here, bare-chested gladiators clad in glimmering bronze snakes jostle for glory, their bodies marred by the sharp fangs that pierce their flesh—symbols of their defiance and shackling to the fate of betrayal. The air is thick with the scent of blood and sweat as they clash in a heartless spectacle, a vicious reminder of their servitude to the whims of the crown.

Ruin-Strewn Precipice

Ruin-Strewn Precipice

The Ruin-Strewn Precipice is a treacherous network of caves that wind their way up the cliffs, serving as a hidden pathway from the tranquil expanse of Liurnia to the rocky heights of the Altus Plateau. The lower levels echo with the sounds of glintstone miners toiling away amidst the glimmer of illuminated crystals, while the rugged stone bears the marks of conflict left by the Vulgar Militiamen. As adventurers ascend, they encounter ancient, crumbling architecture etched into the cliff face, only to find the topmost cavern is home to a formidable Magma Wyrm known as Makar, guarding the precarious lift to the plateau above. This is one of only two routes to get to the Atlus Plateau from the south.

Rykard, Lord of Blasphemy

Rykard, Lord of Blasphemy

Deep within the bowels of the volcanic manor lies a cavern where the god-devouring serpent slumbers. It is here that the demi-god shard bearer known Praetor Rykard, in his pursuit of blasphemy, willingly offered himself to the serpent, becoming one with its insatiable hunger. These dark chambers pulsate with ominous energy, as Rykard entices champions to join his grotesque family, promising them the power to someday consume the very gods themselves. Though to be honest, the champions compliance is not a factor.

Schoolhouse Classroom

Schoolhouse Classroom

One of the many classrooms of the University of Raya Lucaria. Topics of glintstone sorceries, astronomy, and history. As all three are important due to glintstone being connected to the stars. Topics that could be seen as faith based magic are typically shunned and mocked, the view of the golden order is held in low regard.

Sellia Crystal Tunnel

Sellia Crystal Tunnel

A cave network laden with crystals, north-west of Sellia, Town of Sorcery. Miners labour in the mine shafts, overseen by insectoid Kindred of Rot. Adventurers caught in the trap in the Dragon-Burnt Ruins are teleported into a cage deep in the tunnels.

Sellia, Town of Sorcery

Sellia, Town of Sorcery

Once a thriving hub of magical knowledge, Sellia is now a haunting ghost town, infested with spectral Glintstone Sorcerers and eerie mechanical marionettes that wander among the decaying structures. The atmosphere is thick with the lingering echo of arcane whispers, shadows dance in defiance of light, and the twisted roots of the surrounding Swamp of Aeonia cling to the buildings as if seeking to draw them back into the ground. Glimpse the chilling remnants of a once-great civilization steeped in dark sorcery, where betrayal among sorcerers was commonplace. General Radahn studied gravity sorcery in Sellia in his youth,[8] learning from an Alabaster Lord. The knowledge he gained allowed him to challenge the stars during the Starscourge Conflict, where he held the town of Sellia secure.

Seluvis's Rise

Seluvis's Rise

Seluvis's Rise is a towering spire of dull gray stone that reaches high into the turbulent skies, an unsettling monument of ambition and deceit. Within its crumbling walls, dark sorcery coils around every corner, whispering promises of power. Here, Seluvis, the scheming advisor of Ranni the Witch, fabricates dark puppetry spells in an attempt to bend her will to his own.

Shaded Castle

Shaded Castle

Once a proud stronghold of House Marais, The Shaded Castle now stands in ruin, swallowed by the encroaching poisonous mire of the Altus Plateau. The castle's halls echo with the whispers of betrayal and executions past, while Elemer of the Briar, the notorious usurper, roams the crumbling battlements with his stolen executioner’s sword. Maleigh Marais, the last scion of the fallen house, wanders aimlessly in the desolate lands nearby, a phantasm of lost honor amidst the decaying remnants of his lineage, who had become obsessed with the worship of Malenia, convinced he could hear her when he held the Valkyrie's Prothesis.

Siofra River Well

Siofra River Well

A stone structure in the north-eastern corner of Mistwood, just east of the Minor Erdtree (Limgrave). The building contains a lift which will transport the party to Siofra River, one of the two ancient rivers that run beneath the Lands Between. If the player uses the lift transport the party to the POI, "Siofra River Lift".

Slumbering Wolf's Shack

Slumbering Wolf's Shack

A shack built on a small plateau jutting from the southern cliffs of Liurnia, accessible via the Lakeside Crystal Cave. Latenna, an Albinauric woman, has taken up residence here with her wolf, Lobo.

Smouldering Church

Smouldering Church

Once a place of worship, the Smouldering Church now stands as a grim testament to the devastation wrought by dark forces. Charred beams and crumbling stonework give it a haunting aura, while the air is thick with the scent of ash and despair. The flickering remnants of a once-sacred flame still linger within, drawing the curious and the damned alike.

Stillwater Cave

Stillwater Cave

A murky and treacherous cave system, the air thick with the stench of decay and the faint sound of dripping water echoes throughout. Poisonous Miranda Flowers grow wildly, their vibrant colors a false promise of beauty amidst the foulness. Hidden deeper in the shadows, a gloomy congregation of rot-worshipping sorcerers toil over dark rituals, with reverence for decay entwined in their every act. At the cave's furthest edge, a lone straggler from Malenia's army lurks, their presence a haunting reminder of the battles fought in sunlight now turned to darkness.

Stormcaller Church

Stormcaller Church

Stormcaller Church stands as a testament to both reverence and ruin, its once-grand architecture now marred by the passage of time and the scars of war. The air crackles with residual power from the ancient incantations that linger like whispers of a forgotten age. Surrounding the church, the Sword Monument looms, a tribute to the fierce conflict against the Ancient Dragons, entwining the stories of Godwyn the Golden and Fortissax in immortality. Here, remnants of the Ancient Dragon Cult's power are carefully preserved, drawing in seekers of arcane knowledge and curious souls alike.

Stormfoot Catacombs

Stormfoot Catacombs

A catacombs located north-west of the Church of Elleh, at the foot of Stormhill. These catacombs are inhabited by imps, and protected by a number of fire-spitting statues.

Stormhill Shack

Stormhill Shack

The Stormhill Shack stands as a crumbling remnant of its former glory, twisted by time and neglect. Once a refuge for hunters braving the perils of the wild, it now serves as a haunting reminder of lost lives and untold horrors. A single glowing Site of Grace flickers softly in a corner, offering weary travelers a fleeting moment of respite amidst the looming sense of dread that permeates the area.

Stormveil Castle Church

Stormveil Castle Church

In the middle of Stormveil Castle walls rests a church. It is empty of people besides the spellblade known as Rogier. There are books and other religious texts but there is no clergy attending to the building. Rogier will introduce himself to tarnished, and tell them he is here looking for something in the depths of Stormveil. He won't ask the party for help; however he is willing to teach them low level sorceries in exchange for runes.

Stormveil Inner Gates

Stormveil Inner Gates

The gates into stormveil proper stand closed, they lead through the courtyard and is a direct path to those seeking to face Godrick, The Grafted. Gostoc will even open the gates. The only problem being that the courtyard is lined with heavily armed soldiers manning ballistae and other heavy weapons, as if they are expecting an assault. Needless to say that those seeking this path will be fighting through a literal army. Of course Gostoc being a kind soul freely tells those coming that there is a secret way in if they follow the cliffside edge and enter through the wine cellar.

Street of Sages Ruins

Street of Sages Ruins

A sprawling ruin in the northern section of the Swamp of Aeonia, populated by worshippers of the Scarlet Rot. Adventurers should take care when coming here as the ruins are difficult to navigate due to few safe places that are safe from the waters of the scarlet rot swamp.

Summonwater Village

Summonwater Village

Summonwater Village is a seemingly abandoned settlement in the eastern region of Limgrave. The village is flooded, and inhabited by Those Who Live in Death, led by a Tibia Mariner. In the south-eastern part of the village is a cellar, sealed by an imp statue, in which a number of turtles dwell.

Swamp of Aeonia Shore

Swamp of Aeonia Shore

The shoreline of the deadly swamp, the waters a scarlet color that gives of a putrescent smell of rot and disease. Here one can see the towering remains of the bud of Aeonia when Malenia unleashed the scarlet rot in her climatic battle with Radahn, which ultimately led to the devestation of the region, Calied.

Temple of Eiglay

Temple of Eiglay

Nestled within the shadowy recesses of a hidden prison town, the Temple of Eiglay reverberates with an unsettling ambiance, a place where the blasphemous worship of the God-devouring serpent unfolds amid whispers of dark secrets and sacrificial rites. Gloom permeates the air, as if the very walls conspire to keep the temple's nefarious truths hidden from the world outside.

The Debate Parlor

The Debate Parlor

The debate parlor is where the great minds of the Academy meet to debate on the nature of the universe. The debates can become quite heated and charged when the scholars bump heads.

The Erdtree

The Erdtree

The Erdtree is a giant, gold-colored tree that towers above the Lands Between in Elden Ring. The Lands Between are blessed by the Elden Ring, which is the source of the Erdtree, that symbolizes its presence. It is the heart of the Golden Order. The blessing granted by the Erdtree and consequently the Elden Ring, is represented by a golden light in the eyes of the inhabitants of the Lands Between, known as the Grace of Gold. Upon their deaths, the remembrances of demigods and greater champions, and other such powerful beings are hewn into the Erdtree. The Altus Plateau was considered to be the realm of the Erdtree, and it was the belief of the people of the plateau that those born at the foot of the Erdtree were special

Third Church of Marika

Third Church of Marika

Once a place of reverence, the Third Church of Marika now stands in eerie silence, its walls covered in creeping vines and moss. The delicate beauty of its architecture is marred by the ravages of time, with cracked stones and missing pieces hinting at its former glory. The air is thick with an unsettling stillness, broken only by distant whispers carried by the wind.

Throne of Stormveil Castle

Throne of Stormveil Castle

Once a symbol of divine authority, the Throne of Stormveil Castle now echoes with the oppressive reign of Godrick the Grafted, a ruler who has twisted legacy and heritage into a grotesque manifestation of power. Shadows linger in the corners of the vast chamber, filled with the whispers of the fallen, tainted by betrayal and ambition.

Throne of the Prince of Death

Throne of the Prince of Death

The Throne of the Prince of Death lies deep within the shadowed embrace of the Deeproot Depths, a vast cavern penetrating the heart of the mystical Erdtree. Here, the long-slumbering decayed remains of Godwyn the Golden intertwine with the gnarled roots, creating a grotesque fusion of flesh and flora. His influence ebbs through the soil, undermining the very essence of life around it, giving rise to spectral beings known as Those Who Live in Death, who serenely wander the dimly lit realm, driven by a dual nature of sorrow and unending hunger.

Tombsward Cave

Tombsward Cave

A cave drenched in poison and teeming with vermin. Sorcerers adorned in fungal garb dwell here, along with a pack of rats, and poison-spewing Miranda sprouts.

Tower of Return

Tower of Return

A dilapidated watchtower occupied by Godrick's forces. A treasure chest at the top is enchanted with a spell which will teleport the player to Leyndell, Royal Capital,

Village of the Albinaurics

Village of the Albinaurics

A secluded Albinauric settlement built into the cliffs beneath a plateau in Liurnia. The village has been ransacked by minions of Sir Gideon Ofnir, the All-Knowing, in search of a medallion which will open the path to Miquella's Haligtree. The surviving Albinaurics have lost their senses, and will attack when approached. Albus the Albinauric, the only sane survivor, has disguised himself as a pot. If the party discovers him he will initially believe the party to be with the attackers telling them he doesn't know anything. If the party convinces him that they are not with the attackers he will give them the secret medallion. Telling them thats what the attackers were after and asks them to find Latenna and assist her to teach the chosen land, known as the conscrctated snowfields. Albus then passes away.

Volcano Manor

Volcano Manor

Perched ominously on the edge of Mt. Gelmir's caldera, Volcano Manor serves as a dark sanctuary for the Recusants, Tarnished sworn to the twisted service of Praetor Rykard. This foreboding estate reverberates with the echoes of sinister hunts, where orders to eliminate loyal followers of the Roundtable are whispered in shadowy hallways. Behind the manor lies a grotesque, hidden town—an abominable prison constructed from a maze of cells and ghastly torture chambers, where despair clings to the air and the tortured souls can almost be heard in their silent lament. While Rykard is not physically in the manor it is overseen by his consort Tanith, who supplies the recusants with their targets.

Warmaster's Shack

Warmaster's Shack

A small, weathered shack stands alone in the remote, desolate landscape of north-central Stormhill, its warped wooden walls displaying scars of past storms and neglect. The air is thick with the scent of damp earth and decay, and the ground is littered with discarded weapons and remnants of past battles. Creeping shadows distort the edges of the surrounding woods, making it hard to discern where the shack ends and the ominous forest begins.

Waypoint Ruins

Waypoint Ruins

Once a thriving outpost, Waypoint Ruins now lies in decay, a chilling reminder of its past. The remnants of broken buildings stand like tombstones among overgrown foliage, while abandoned campsites whisper tales of those who dared to inhabit this foreboding place. Thickets of Miranda sprouts sprout defiantly, encroaching on the ruins, ruled by a crazed caretaker whose mind has been twisted by a blend of grief and madness.

Woodfolk Ruins

Woodfolk Ruins

The Woodfolk Ruins tell a tragic tale of a once-thriving settlement now surrendered to decay and despair. The air thickens with an oppressive gloom as the few surviving Wormfaces scuttle through the overgrown foliage, their putrid forms exuding clouds of Death Blight that hang like shrouds in the thick, damp air. The remnants of wooden structures entwined with monstrous roots serve as a grim reminder of nature's fierce reclamation.

Wyndham Ruins

Wyndham Ruins

Once a thriving settlement, the Wyndham Ruins now lie submerged in murky waters at the foot of the foreboding Mt. Gelmir. Crumbling stone buildings jut out from the flooded landscape, their once-honorable architecture now a haunting reminder of past lives. Those Who Live in Death have claimed this forsaken place, their hollow eyes and spectral forms drifting through the shadows. At their helm, a Tibia Mariner directs their movements with an eerie authority, guarding the secrets of this cursed land.

Yelough Anix Ruins

Yelough Anix Ruins

Once a thriving settlement, Yelough Anix now lies in desolation, its crumbling stone structures clawing at the gloomy sky. The breath of madness lingers in the air, and the remnants of its former inhabitants wander aimlessly, flames flickering in their eyes, fueled by the cursed Flame of Frenzy. This place echoes with the distant wails of the damned, a haunting hymn of loss and despair.

This work includes material taken from the System Reference Document 5.1 (“SRD 5.1”) by Wizards of the Coast LLC . The SRD 5.1 is licensed under the Creative Commons Attribution 4.0 International License.
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