The dark world of the Dragon Age series. Set on the continent of Thedas
Played | 146 times |
Cloned | 27 times |
Created | 218 days ago |
Last Updated | 2 days ago |
Visibility | Public |
Stone Library
The Stone Library is an ancient, abandoned repository of knowledge within Auducan Thaig. Shelves carved from the rock walls still hold countless tomes, scrolls, and stone tablets covered in dust. The library, once softly illuminated by glowing crystals, now lies in darkness. Scholars and historians once frequented this serene place to uncover and preserve dwarven heritage, which now lies forgotten and undisturbed
Abandoned Building
This abandoned multi-story building, located in the depths of a run-down back alley in Denerim, stands as a haunting relic of decay and neglect. Its foreboding aura and the faint foul stench of corpses create an atmosphere of dread and unease. The building's dilapidated exterior and crumbling interior, combined with the oppressive silence and unsettling sounds, make it a place to be avoided by all but the most desperate or daring.
Abandoned Chateau
An abandoned chateau stands as a haunting relic of bygone opulence, nestled within the rugged terrain of Emprise du Lion. Its once-grand facade, adorned with intricate stone carvings and weathered gargoyles, now crumbles under the relentless assault of time and neglect. Vines creep up the cracked walls, their tendrils snaking through broken windows and entwining with the remnants of faded tapestries Within, dust-coated furniture lies scattered amidst the remnants of shattered glass and fallen chandeliers, silent witnesses to a lost era of lavish banquets and noble gatherings. Echoes of past grandeur linger in the air, now haunted by shadows that dance in the flickering light filtering through the tattered curtains.
Abandoned Farm
A short distance from The North Road, a medium-sized farm lies in ruins, showing signs of a Darkspawn attack. The farmhouse and outbuildings are partially destroyed, with battle scars marking the land. The eerie atmosphere and lingering sounds of Darkspawn create a haunting scene, serving as a reminder of the ever-present danger these creatures pose.
Adamant Fortress
Adamant Fortress in 9:29 Dragon stands as a ghostly monument to its former glory. Its imposing structure, though in ruins, tells the tale of its strategic importance and the battles fought within its walls. The eerie, desolate atmosphere and state of decay make it a place of mystery and intrigue, waiting for the next chapter in its history to unfold
Alamar
Alamar is a city located on an island off the northeast coast of Ferelden. Known for its relative independence from Fereldan politics, Alamar has a unique culture and governance. The city is built around a bustling port, vital for trade and commerce, connecting it to various parts of Thedas. Its streets are lined with markets, shops, and inns catering to traders and travelers. Despite its vibrant economy, Alamar's proximity to Brandel's Reach—a notorious raider haven—casts a shadow over the city. Frequent raids make Alamar a challenging place to live, with fortified walls and vigilant guards essential for protection. The city's resilience is reflected in its determined inhabitants, who strive to maintain their livelihoods amidst the constant threat of piracy. Alamar’s blend of independence, commerce, and ever-present danger creates a unique and dynamic environment.
Alienage House
A run down house filled with multiple families cramped together. Amenities and accomodations are sparse and the bare minimum
Alienage South Exit Gate
A large gate with 2 City Watch guardsmen. Leads out of the Alienage via a bridge spanning the Drakon River that cuts through Denerim as well as leading back into the Alienage
Alienage West Entrance Gate
A large gate with 2 City Watch guardsmen. Leads in from the Market District , and out of the Alienage
Amaranthine
Amaranthine, a bustling port city in the Arling of Amaranthine, Ferelden, thrives under Arl Rendon Howe's strict rule in 9:29 Dragon. Situated on the northern coast, it serves as an economic hub with a busy port connecting Ferelden to the wider world. The city's architecture is a mix of stone and timber buildings, with well-maintained walls for protection. Markets overflow with local and exotic goods, reflecting its vibrant trade. Despite political tensions and the threat of darkspawn, Amaranthine is culturally rich, featuring lively taverns, festivals, and diverse social activities. The city's strong military presence ensures order amidst the bustling economic activity.
Amaranthine Docks
The Amaranthine Docks are a bustling hub of activity, essential to the city's economic prosperity. Located along the northern coast, the docks host ships of all sizes, from small fishing boats to large merchant vessels. The air is filled with the scent of the sea and the sounds of waves and busy workers. Warehouses store valuable goods, while market stalls sell fresh seafood and imported items. Taverns and inns near the docks cater to sailors and travelers. Shipyards ensure vessels are seaworthy. A strong military presence maintains order, preventing smuggling and piracy.
Amaranthine Elven Alienage
The Elven Alienage in Amaranthine is a tightly packed, walled-off district where the city's elven population resides. The narrow, cobbled streets are lined with modest, weather-worn homes. Despite the cramped conditions, the community is vibrant, with colorful banners and communal gatherings in small courtyards. Elves here face social and economic challenges but maintain their cultural traditions. The alienage is a place of resilience and solidarity, where the elven residents support one another amidst the hardships imposed by their segregation from the rest of the city.
Apprentice Quarters 1st Floor
The Apprentice Quarters are the first level of the Circle Tower. Apprentice mages who have not yet gone through their Harrowing and have been initiated into the Circle of Magi reside here.
Arl Howe's Estate
Arl Howe's Estate in Amaranthine is a grand and imposing residence that serves as the seat of power for the Arling. The estate features sturdy stone walls and fortified gates, reflecting its dual role as both home and stronghold. The main building is richly decorated with tapestries and portraits, showcasing the Howe family's wealth and influence. The estate includes extensive grounds with manicured gardens, a training yard, and stables. Inside, it houses lavish halls, private quarters, and a strategic war room. The estate is a symbol of Arl Rendon Howe's ambition and authority in the region.
Ashen Overlook
Perched high in the Frostback Mountains, Ashen Overlook offers a stark yet breathtaking view of the surrounding rugged terrain. The overlook itself is a rocky ledge that juts out over a deep chasm, providing a panoramic view of the distant, smoldering volcano. The air is tinged with the faint scent of sulfur, and a light dusting of ash often covers the ground, giving the overlook its name.
Back Alley
This run-down back alley is emblematic of the neglected and eerie side of Denerim. With its decrepit buildings, sparse lighting, and pervasive sense of decay, it is a place where the city's less savory elements might gather. The alley's oppressive atmosphere and unsettling sounds make it a place to be avoided by most.
Bann Franderel's Estate
Bann Franderel's estate in Denerim is a grand, heavily guarded residence surrounded by a high stone wall and an intricate wooden gate. The interior features opulent living areas, a lavish banquet hall, and mysterious lower floors rumored to contain treasures, including the fabled Tears of Andraste. The estate's security is maintained by private guards, adding to the air of mystery and intrigue that surrounds this influential and affluent property.
Blacksmith
The blacksmith in Redcliffe Village, run by an older man named Owen, is a busy and essential part of the community. The shop is a sturdy stone building with a glowing forge, filled with tools, weapons, and armor. Owen, known for his skilled craftsmanship and generosity, works tirelessly to meet the needs of locals and travelers alike. The shop's personal touches reflect Owen's life and the village's history.
Blades of Hessarian Camp
A small camp where the Blades of Hessarian religious cult resides. The Blades of Hessarian are an ancient secret society who believe they serve Andraste and were chosen to bring her judgment upon the weak and the corrupt. The order was founded, according to their tales, by the Tevinter slave Trefir, who returned to the lands of the Alamarri bearing the Sword of Mercy. Since then, the Blades followed the one who bore the sword with unquestioning loyalty, as he or she was considered to have been chosen by Andraste. Chantry scholars have determined that Trefir's account, detailed above, is pure fabrication. If Trefir even existed, it is likely he stole the Sword of Mercy from Hessarian, his master, before fleeing to what is now Ferelden. Less generous interpretations maintain that Trefir simply passed off his own sword as the Sword of Mercy to gain power and influence.
Blood Pit
The Blood Pit is a gruesome area within the Dead Trenches, where darkspawn have piled the bodies of their victims. The pit is filled with the skeletal remains and decayed corpses of fallen warriors, and the ground is stained a dark, rusty red. The air is thick with the stench of death and rot, and swarms of insects buzz around the remains. This macabre site is a chilling reminder of the darkspawn's cruelty and the cost of war.
Bramblebrook Hamlet
Bramblebrook Hamlet is a small, quaint village nestled in a lush valley of the Southron Hills. The hamlet is known for its charming cottages with thatched roofs, winding cobblestone streets, and vibrant gardens blooming with flowers. A crystal-clear brook runs through the village, providing fresh water and a peaceful ambiance. The community is tight-knit, with villagers often seen tending to their gardens, sharing stories by the communal fire pit, and holding weekly market days where they trade goods and produce. Bramblebrook is home to a talented weaver who creates beautiful tapestries, a blacksmith known for crafting fine tools, and a baker whose pastries are famous across the hills. The village's centerpiece is a small but well-kept inn, "The Bramble's Rest," offering hearty meals and warm beds to travelers. Bramblebrook Hamlet is a place of tranquility and simple pleasures, reflecting the harmonious life of its inhabitants.
Brandel's Reach
Brandel's Reach is a rugged, lawless island northeast of Amaranthine, known as a haven for raiders and pirates. Its rocky terrain, steep cliffs, and dense forests make it ideal for hiding and defending against intruders. Instead of a traditional town, the island features hidden coves, fortified hideouts, and makeshift camps where raiders store their loot and plan attacks. The primary inhabitants are raiders, smugglers, and outcasts, living off plunder from nearby coastal areas and ships. With lookout points and rudimentary defenses, the island’s economy is based on stolen goods and occasional self-sufficiency through fishing and foraging. Brandel's Reach has a notorious reputation.
Carta Hideout
The Carta Hideout is the headquarters of the Carta situated in Orzammar. The Carta is a powerful and ancient dwarven crime syndicate headquartered in Dust Town in Orzammar. Headed by Beraht. His lieutenants are Jarvia and Karshol. The ranks of the Carta are composed of casteless dwarves who are forced to resort to crime to survive. Given no other alternatives in the grim world of Dust Town, and restricted from performing legitimate work, few casteless dwarves can resist joining with the Carta for their livelihood.
Castle Cousland Chantry
A large, open room located within Castle Cousland in Highever, the Chantry room is a serene and sacred space dedicated to worship and reflection. The room features high, arched ceilings and stained-glass windows that cast colorful patterns on the stone floor. Wooden pews are arranged in neat rows, leading up to a beautifully carved altar at the front of the room. A few Sisters, and Brothers are in attendance
Chamber of the Assembly
The Chamber of the Assembly is the gathering place of the Assembly of Orzammar. The Assembly, formally known as the Assembly of the Clans, is the central legislative political body of the dwarven kingdoms. In the ancient dwarven empire, at least since the times of the First Blight, each kingdom had its own Assembly, which however maintained allegiance to the capital of the empire, Orzammar
Chasm Bridge
High up in the Frostback Mountains, a precarious bridge formed by natural rock spans a yawning chasm with a partially frozen river roaring far below. Surrounded by jagged peaks and snow-covered slopes, the bridge is slick with frost, demanding careful footing from any who dare cross it. The dim light, icy waters, and dramatic landscape create an awe-inspiring yet perilous pathway over the mountain, making the bridge a natural wonder and a significant, if dangerous, crossing point.
Chasseur's Rest
Nestled in a sheltered valley amidst towering pines of Emprise du Lion, Chasseur's Rest stands stout and weather-beaten. Its thick timber walls, insulated with moss and packed snow, repel the biting cold of the wintry landscape. Inside, stone hearths cast a warm glow over the main hall, where hunters gather to share tales over hearty meals and mulled wine. Guest rooms, adorned with hunting gear and thick furs, offer cozy respite, while outside, a wooden palisade encloses a courtyard bustling with horses and hunting dogs. The lodge, named Chasseur's Rest, is a bastion against the wilderness, echoing with the spirit of adventure and survival in Orlais's rugged northern frontier.
Chateau d'Onterre
Located in the northeastern part of the Emerald Graves, Chateau d'Onterre is a vast estate that once belonged to House d'Onterre. Known for its opulent architecture and beautiful gardens, the chateau now stands overgrown and reclaimed by nature. The white stone walls and elegant towers, though weathered, still reflect its past grandeur. Surrounded by dense forests and hidden pathways, the chateau is secluded and eerie. Inside, grand ballrooms and ornate furnishings hint at its former splendor. Years of abandonment have led to disrepair, with nature encroaching on its halls. Adventurers exploring the chateau encounter various undead creatures, including skeletons and an arcane horror that guards the estate. These enemies provide a challenging and haunting atmosphere. Chateau d'Onterre offers beauty, history, and secrets waiting to be uncovered.
Circle Tower/Kinloch Hold docks
A small dock that sits across from the one on the shores of Lake Calenhand in The Bannorn. Used as the only point of entry and exit from Kinloch Hold
Collapsed Tunnel
The Collapsed Tunnel is a blocked passage within the Dead Trenches, where the ceiling has caved in, creating a massive pile of rubble and debris. This area is filled with broken stone and twisted metal, remnants of the once-clear path. The tunnel's collapse has created a dangerous obstacle, and the sounds of shifting rocks and distant echoes hint at the unstable nature of the surrounding passages. The blocked path suggests a desperate attempt to halt a darkspawn advance.
Crestwatch Outpost
Nestled deep within the Frostback Mountains, Crestwatch Outpost stands as a fortified bastion along the border of Ferelden and Orlais. Constructed from weathered stone and sturdy timber, it commands a strategic mountain pass that connects Ferelden's rugged terrain with the neighboring Dales of Orlais. The outpost's walls proudly bear the heraldry of both nations, symbolizing a fragile peace upheld through mutual defense and diplomatic exchange. Within Crestwatch, a bustling marketplace hums with activity as Fereldan and Orlesian merchants barter goods ranging from spices to arms. Soldiers, clad in Fereldan mail and Orlesian plate armor, train rigorously under the watchful eye of commanders skilled in joint military tactics. Diplomats convene in the outpost's central hall, negotiating treaties and navigating the intricate balance of Ferelden's sovereignty and Orlesian influence amidst the mountainous backdrop.
Crystal Cavern
The Crystal Cavern is a breathtaking underground chamber within Ortan Thaig, filled with natural crystal formations that glow faintly with an otherworldly light. The crystals vary in size and color, casting prismatic reflections on the cavern walls. The air is cool and still, and the sound of dripping water echoes softly. Ancient dwarven mining equipment is scattered about, suggesting this was once a place of both beauty and industry
Crystal Oasis
The Crystal Oasis in the Anderfels is a breathtaking natural wonder amidst the harsh desert landscape. Renowned for its crystal-clear waters and stunning crystalline formations that catch and refract sunlight, the oasis offers a dazzling display of colors. Believed to possess healing properties, the waters attract those seeking relief from ailments. The oasis supports a variety of vibrant plants and diverse wildlife, creating a serene environment that contrasts sharply with the surrounding arid expanse. A small settlement has developed around the oasis, providing a vital hub for trade and respite for travelers. Rich in cultural and spiritual significance, the Crystal Oasis stands as a beacon of beauty, tranquility, and hope in the desolate Anderfels, embodying the resilience and wonder of nature.
Daerwin's Mouth
Daerwin's Mouth is an ancient dwarven port which once connected the nearby thaigs to the Waking Sea. It is located in the northwestern most region of the Storm Coast. In ancient times the subterranean port served as a popular meeting place for ambassadors from the Tevinter Imperium and Orzammar. Daerwin's Mouth was favored by the dwarves who avoided the surface in fear of losing their connection to the Stone. The large statue at Morrin's Outlook was used to serve as a marker for incoming ships looking to trade with the dwarves. Once the darkspawn incursions started closing in Orzammar, the dwarves sealed all of the underground routes leading to the port. All reputable use of the port ceased allowing bandits, pirates and smugglers to use the port for their own malicious interests. Rich merchant ships blanket the depths due to the follies of their proud captains
Dalish Elf Camp
A remote camp deep within the Brecilian Forest. The Dalish Elves of Clan Ara'vhen are the portion of elves that have long become nomadic as opposed to their kin who live as City Elves under severe racial oppression. The Dalish elves look to keep their ancient traditions so they always stay away from Humans and Dwarves far in the forests. They are not friendly to Humans, sometimes outright killing any who wander too close. Other times they offer harsh warnings if the non elves are willing to walk away and leave the the Dalish's part of the forest. Despite being hostile to other races, they will be more friendly towards elves and city elves. Especially fellow Dalish Elves
Dalish Festival Site
Nestled in a picturesque clearing within The Dales, the Festival Site is where the Dalish elves celebrate their heritage and traditions. Colorful banners and lanterns adorn the trees, and long tables are set up for communal feasting. The scent of roasting meats and sweet pastries fills the air, mingling with music and laughter. During festivals, the area comes alive with elven musicians playing traditional melodies, dancers in elaborate costumes, and storytellers sharing tales of elven history. Artisans display their crafts, including intricate jewelry and carved woodwork. The central stage, adorned with flowers and sacred symbols, serves as the focal point for important rituals led by the clan's Keeper. Visitors are welcomed warmly, able to join in the festivities, sample delicacies, and learn about Dalish culture. The Festival Site is a beacon of joy and community, offering a glimpse into the enduring spirit of the elven people.
Dane's Refuge
A small tavern frequented by the locals, or passerbys. Dane owns and runs the place and is there most of the time
Darkspawn Nest
In the depths of Caridin's Cross, a section has been overtaken by darkspawn, creating a nest filled with their foul presence. The area is marked by twisted growths and corrupted lyrium crystals, with darkspawn prowling the shadows. The air is thick with the stench of decay and corruption, and the walls are slick with a dark, viscous substance. Eerie, glowing eyes watch from the darkness, and the sound of skittering claws echoes through the halls.
Darkspawn Warren
The Darkspawn Warren is a labyrinthine network of tunnels and caverns infested with darkspawn. The air is thick with the foul stench of darkspawn, and the walls are slick with a dark, viscous substance. Crude markings and nests litter the area, and the sound of skittering claws and guttural growls echo through the passages. This area is heavily patrolled by darkspawn, making it a perilous place for any who dare to venture within.
Deep Roads Watchpost
Located at the entrance to the Deep Roads, the Watchpost is a sturdy fortification manned by vigilant dwarven warriors. The structure is built into the rock itself, with sturdy walls and a heavy iron gate. Torches burn brightly in wall scones casting flickering shadows on the worn stone floor. The Watchpost is a place of both vigilance and camaraderie where stories of past battles and legends of the Deep Roads are shared around the fire
Denerim Gateway District
The Gateway District of Denerim is the bustling entry point to the city, blending practicality and commerce with cultural heritage. Modest inns and lively taverns line the main thoroughfare, while market stalls offer essentials to travelers and locals. Ancient cobblestone streets wind past historic buildings and residences, reflecting the city's rich history. Monuments, statues, and local traditions add to the vibrant atmosphere, making the district a welcoming and dynamic introduction to Denerim.
Denerim Main Gate
The road leading into Denerim is marked by a massive gate guarded by the vigilant City Watch. Travelers must pass through this imposing entry point, where guards conduct thorough checks to ensure the safety and security of the city. The road itself is bustling with activity, showcasing the vibrant life that flows into and out of Ferelden's capital.
Denerim Merchant Stalls
The bustling market district of Denerim is a vibrant hub of activity, filled with a maze of stalls and vendors selling a diverse array of goods. Colorful banners and awnings create a lively patchwork above the cobblestone streets, offering shade to the shoppers below. The air is rich with the scents of spices, fresh produce, and cooked delicacies, mingling with the hum of bargaining voices and laughter. Central to this district is a large open square, where artisans and traders from all over Ferelden gather to showcase their wares.
Din'an Hanin
Din'an Hanin is an ancient elven burial ground located deep within The Dales. This sacred site is a sprawling complex of tombs and mausoleums, intricately carved with elven symbols and surrounded by dense forest. The air is thick with the aura of the past, and the ground is covered in moss and creeping vines, adding to the somber and mystical atmosphere. Guarding these sacred tombs are undead elves, reanimated guardians who relentlessly protect the resting places of their ancestors. These spectral sentinels add a layer of danger and intrigue, challenging adventurers who dare to explore Din'an Hanin. The site holds countless secrets and artifacts from the ancient elven empire, making it a place of profound historical significance and peril.
Docked Ships
Several docked Orelsian ships
Dragon's Roost
Dragon's Roost is a secluded plateau high in the Frostback Mountains, rumored to be the nesting ground for dragons. The plateau is littered with dragon bones and scorched earth, evidence of the fierce battles that have taken place there. Jagged rocks and sparse vegetation add to the harsh, desolate landscape. The air is filled with the scent of sulfur and the distant roar of waterfalls cascading down the mountainside. Adventurers brave enough to venture to Dragon's Roost seek dragon eggs or ancient treasures, but they must remain vigilant, as the plateau is still frequented by the fearsome creatures that call it home. The view from the Roost is breathtaking, offering a panoramic vista of the surrounding mountains and valleys.
Drakon River
A large well known river that spans eastward from Lake Calenhad before winding north towards and through Denerim
Drakon River Denerim
A steady flow of water known as the Drakon River cuts a path through the city of Denerim pouring out to the Amaranthine Ocean to the east. Well crafted stone bridges spawn across at multiple points connected the two halves of the city. The fresh water bring a pleasent smell to Denerim
Drakon River East
A large well known river that spans eastward from Lake Calenhad before winding north towards and through Denerim
Drakon River North
A large well known river that spans eastward from Lake Calenhad before winding north towards and through Denerim
Echo Ridge Mine
Echo Ridge Mine is an abandoned mining site in the Southron Hills, once renowned for its rich deposits of minerals and precious gems. The mine's entrance is marked by weathered wooden beams and rusted equipment, remnants of a bygone era of prosperity. Inside, a labyrinth of tunnels stretches deep into the earth, with unstable rock formations and hidden crevices posing constant threats. Eerie echoes bounce off the damp walls, creating an unsettling atmosphere. Despite its dangers, rumors persist of a rich vein of untouched ore lying somewhere in the depths, drawing adventurous treasure hunters to its dark corridors. The mine is also rumored to be haunted by the spirits of miners who perished in its depths, adding an element of supernatural mystery to the already perilous environment.
Echoing Cavern
Located deep within Frostwood Vale, Echoing Cavern beckons adventurers with its enigmatic allure. The cavern's entrance leads into a vast chamber with low, jagged ceilings shrouded in oppressive darkness. Dampness permeates the air, mingling with the ancient scent of stone. Shadows flicker ominously, revealing remnants of broken sarcophagi and dusty bones scattered across the cavern floor. The chamber resonates with a haunting silence, occasionally interrupted by the faint trickle of water from unseen crevices. Crumbling pillars, remnants of a forgotten architecture, rise from the shadows, their intricate carvings barely discernible in the dim light. Amidst this eerie ambiance, a skeletals figures in rusted armor stand as sentinels, their hollowed eyes fixed with malevolent intent.
Elgar'nan's Watch
Perched atop a rugged hill in The Dales, Elgar’nan’s Watch is an ancient elven lookout point named after the elven god of vengeance. This stone watchtower, though weathered by time, still stands tall and resilient, offering a panoramic view of the surrounding landscape. The tower was once used to spot incoming threats and signal the elven armies, its strategic position providing a crucial vantage point. Adventurers who climb to the top of Elgar’nan’s Watch are rewarded with breathtaking views of The Dales, from the dense forests and rolling hills to the distant mountains. The journey up the tower is an adventure in itself, with narrow, winding stairs and crumbling stonework adding an element of danger and excitement. At the top, the open platform is encircled by ancient elven carvings and symbols, some of which still faintly glow with residual magic. The wind whistles through the gaps in the stone, carrying with it the scent of the wild and the distant calls of forest creatures.
Elven Ruins
Deep within the shadowy depths of the Brecilian Forests lie ancient elven ruins, remnants of a long-forgotten civilization. These structures, now overgrown with dense foliage, blend seamlessly into the lush landscape. Moss-covered stone arches and intricately carved pillars rise from the forest floor, hinting at the grandeur of the elves who once thrived here. Nature has reclaimed much of the ruins, with vines entwining the remnants of towering spires and roots breaking through the once-immaculate cobblestone pathways. Faded elven runes and mosaics, depicting scenes of daily life and mythological events, adorn the crumbling walls, telling stories lost to time.
Emerald Graves
The Emerald Graves is a lush, expansive forest located in The Dales. This region is rich with ancient elven history, featuring ruins and remnants of the elven kingdom that once thrived here. The forest gets its name from the vibrant green canopy that stretches overhead, creating a serene and enchanting atmosphere. The area is dotted with ancient elven statues, overgrown temples, and hidden pathways, making it a place of both beauty and mystery. Dangerous wildlife and remnants of past conflicts lurk among the trees, adding an element of peril to the tranquil setting. The Emerald Graves is also home to the Dalish elves, who maintain a strong presence in the region, guarding their ancestral lands and preserving their cultural heritage. Natural beauty and historical intrigue, with opportunities to uncover long-forgotten secrets and engage with the enigmatic Dalish. This region serves as a reminder of the enduring legacy of the elves and the timeless beauty of their ancient kingdom
Enchanted Weapon and armor stand
Adjacent to the Hidden Armory, a gleaming elven longsword and a set of ornate armor, both remarkably preserved and adorned with intricate, geometric patterns and natural motifs. The longsword, known as "Sylvan Edge," has a blade etched with delicate designs that glow faintly in the dim light. The hilt is adorned with a sapphire, and the sword radiates a subtle aura of power, making it a +1 longsword, Beside the sword stands the "Verdant Guard," a set of armor crafted from steel and enchanted elven silk, offering both strength and flexibility. The armor is decorated with intricate patterns of leaves and vines, and the chestplate bears the emblem of a forgotten elven house. The Verdant Guard is a +1 set of armor
Figor's Imports
Figor's Imports located in the Commons, is a medium-sized open room where a dwarf shopkeeper sells a variety of imported goods from the surface. The shop features sturdy wooden shelves and central display tables, well-lit with lanterns and glowstones. Products include exotic foods, textiles and clothing, art and trinkets, and specialized tools and equipment. The bustling and inviting atmosphere, combined with the cultural exchange between surface visitors and dwarven locals, makes the shop a vibrant and essential part of Orzammar's Commons.
Flooded Passage
Deep within the temple's lower levels lies the Flooded Passage, a corridor partially destroyed by the encroaching jungle and natural forces. The once-grand hallway is now a claustrophobic environment, with water rising to chest height and deeper in some sections. The air is thick with humidity, and the scent of damp earth and decaying vegetation fills the space. Adventurers must perform skill checks to swim through deeper sections and maneuver around debris. Checks requiring athletics or constitution. Dim light filters through cracks in the ceiling, casting eerie reflections on the water's surface. The passage is narrow, with walls that close in tightly, creating a sense of unease. Adventurers must remain vigilant for unstable sections of the ceiling or hidden obstacles beneath the water. The Flooded Passage challenges adventurers to rely on their physical prowess and mental fortitude to continue their exploration.
Forgotten Sanctuary
Hidden deep within the forested hills of The Dales, the Forgotten Sanctuary is an ancient elven refuge, now in ruins and overrun by giant spiders. This underground complex was once a place of safety and worship for elven warriors. The entrance, concealed by thick vines and moss-covered stones, leads to a series of winding tunnels and chambers. Inside, the sanctuary is a labyrinth of collapsed passages and forgotten relics. Faded murals and carvings on the walls tell the story of the elves who once sought refuge here. The deeper chambers hold old weaponry, ceremonial armor, and remnants of forgotten memories. The sanctuary is now home to giant spiders, drawn to the dark and damp environment. They have woven webs throughout the tunnels, creating sticky traps and ambush points. The spiders are aggressive and territorial, attacking intruders
Fort Drakon City Watch Armory
The City Watch Armory at Fort Drakon is a heavily secured room, designed to house the weapons and armor essential for the guards' duties. Thick stone walls and reinforced iron doors protect the armory, ensuring the security of its contents. Inside, racks of swords, spears, shields, and crossbows are meticulously organized alongside stands of polished armor. The armory is overseen by a diligent quartermaster who maintains the equipment and ensures that each piece is ready for use. This vital facility ensures that the City Watch is always prepared to defend Denerim with well-maintained and readily accessible gear.
Fort Drakon City Watch Barracks Headquarters
The City Watch Hub occupies the first few floors of Fort Drakon, serving as the main headquarters for Denerim’s City Watch. Characterized by thick stone walls and a functional layout, the hub includes key areas such as the briefing room, offices, and a common room. The hub is heavily guarded and features multiple security measures to maintain order and safety. The atmosphere is bustling yet disciplined, reflecting the hub's role as the central command for the city's protectors.
Fort Drakon Entrance
The entrance to Fort Drakon features a grand set of stone stairs leading up to a massive, iron-reinforced gate. Fort Drakon itself is built from massive grey stones with tall towers and thick walls, creating an imposing and formidable structure with intricate spires adding to its gothic appearance. A dozen City Watch Guardsmen are stationed at the entrance, monitoring everyone who enters and exits. The imposing architecture and constant guard presence create an atmosphere of authority and security, making the entrance a formidable barrier against unauthorized entry. The gate remains open during the day but is securely locked at night, ensuring the fortress's protection.
Fort Drakon Prison
The lower levels of Fort Drakon serve as a large, secure prison for Denerim's criminals. Characterized by thick stone walls, narrow corridors, heavy iron doors, and small, cramped cells, the prison is heavily fortified and guarded. The atmosphere is grim and oppressive, with constant darkness, dampness, and cold. The prison's fearsome reputation is well-earned, with strict security measures including armed guards, iron bars, chains, and magical wards. Fort Drakon's prison is a place of despair and isolation, known for its harsh conditions and impenetrable security.
Fort Revasan
Fort Revasan is an ancient elven fort situated in the Exalted Plains. Once a formidable stronghold, it now lies in ruins, its walls crumbling and overgrown with vegetation. Despite its dilapidated state, the fort's strategic location makes it a coveted site for various factions. The fort has been the site of numerous battles and skirmishes, especially during the Exalted Marches and subsequent conflicts between Orlesians and elves. Adventurers exploring Fort Revasan will encounter remnants of its elven past, including old defenses, hidden passages, and ancient relics. The ruins are often occupied by bandits, rebel groups, or even undead guardians, making it a dangerous but intriguing place to explore. The fort's history is etched into its stone walls, whispering tales of glory and tragedy to those who dare to uncover its secrets.
Frostfire Hot Springs
Hidden deep within the Frostback Mountains, the Frostfire Hot Springs are a natural wonder. The hot springs provide a stark contrast to the icy surroundings, with warm, bubbling waters that offer a rare respite from the harsh mountain climate. Steam rises from the pools, creating a mystical atmosphere amidst the snow and ice. The area is surrounded by jagged rocks and sparse vegetation, making it a secluded and tranquil spot. Adventurers often find solace here, enjoying the unique beauty of the springs while taking a break from their arduous journeys through the mountains.
Frostwood Hollow
Within Frostwood Vale lies Frostwood Hollow, a rugged ravine sheltered by ancient sentinel trees. This secluded chasm serves as a natural fortress for a bandit gang, marked by crude barricades, hidden traps, and lookout points among gnarled roots and thorny undergrowth. At its heart, a central camp sprawls around a large bonfire, where bandits sharpen weapons and boast of past exploits amidst stolen goods and loot. Frostwood Hollow is a labyrinth of narrow paths and treacherous ledges, where shadows play tricks and echoes whisper of danger, guarded by ancient, secretive frostwood trees. Deep within, a network of caves winds through the rocky walls, hiding treasures and lurking threats alike, while the icy creek that runs through the hollow murmurs ominously, its waters cold and unforgiving. Adventurers tread cautiously here, knowing that every shadow conceals a potential ambush, and every step deeper into Frostwood Hollow brings them closer to the heart of banditry and mystery.
Frostwood Vale
Nestled in the eastern Arbor Wilds, Frostwood Vale epitomizes the transition from the frigid landscape of the nearby Frostback Mountains to the lush jungle beyond. Ancient trees, draped in hoarfrost, stand sentinel in tranquil glades and small clearings that punctuate the dense canopy. Wisps of cold mist curl around their trunks, adding to the vale's mystical aura. Serene and mysterious, it beckons contemplation of nature's delicate balance, where winter's grip yields to the promise of spring's renewal. As visitors wander deeper, hidden glades reveal pools of sunlight filtering through the trees, creating golden patches amidst the cool shadows. The occasional call of distant birds or rustle of unseen creatures adds to the quietude, their presence fleeting in the underbrush. Frostwood Vale is not just a place of natural beauty; it is a sanctuary where time seems suspended, inviting travelers to pause and immerse themselves in the timeless harmony of the wild.
Galen's Crossing
Galen's Crossing is an ancient, weathered bridge that spans a deep, rocky gorge in the Southron Hills. The stone bridge, built centuries ago, is a marvel of old craftsmanship, with intricate carvings and runes etched into its supports. Local legend tells of Galen, a brave warrior who perished defending the pass from marauding bandits. His spirit is said to haunt the bridge, protecting travelers from harm. Nearby, a small shrine dedicated to Galen is adorned with offerings from those seeking safe passage. The area around the crossing is lush with vegetation, and the sound of the river below creates a serene yet eerie atmosphere.
Gallows Prison
The Gallows Prison is a smaller internal courtyard within the heart of the Gallows.
Gallows Statues
The Gallows a grim reminder of the city's dark history, filled with haunting statues of tortured slaves that populate its courtyard. These statues, ghastly mementos of Kirkwall's past, depict the agonized faces and twisted forms of slaves who once toiled in the Tevinter Imperium's largest quarry over fifteen hundred years ago. Carved from the same stone that built the Imperial Highway, these figures stand as silent sentinels, capturing the suffering and despair of those forced into relentless labor. The courtyard, dominated by these eerie sculptures, tells the story of daily, sometimes hourly, executions where corpses were once hung from gibbets to instill fear in new slaves arriving from the docks. Each statue is a stark representation of the brutal conditions endured, their expressions forever frozen in torment. This chilling display is not a tribute but a stark warning, a reminder of the cruelty that once reigned in Kirkwall, now serving as a sobering backdrop to the city's present.
Gherlen's Watchtower
Gherlen's Watchtower is an ancient stone structure perched high above Gherlen's Pass, built centuries ago by the Grey Wardens. The tower's thick, weathered walls are adorned with carvings of historic battles against the darkspawn. Inside, the tower features armories, barracks, a large meeting hall, and watch rooms equipped with observational tools. The top of the tower offers a breathtaking panoramic view of the pass and surrounding mountains, with large braziers lighting up the night sky. The watchtower stands as a testament to the Grey Wardens' vigilance and dedication to protecting the main route through the Frostback Mountains.
Ghislain Estate
Ghislain Estate is the grand chateau of Duke Bastien de Ghislain. Known for its opulent architecture and expansive gardens, the estate serves as a symbol of Orlesian wealth and power. The estate's halls have witnessed countless social gatherings, political maneuvers, and historical events. The interior of the estate is adorned with luxurious furnishings and exquisite art, reflecting the family's noble status. Hidden passages and secret rooms within the chateau hold remnants of its storied past, including valuable artifacts and records of Orlesian history. Though the estate is primarily a place of elegance and grandeur, it is also shrouded in mystery, with rumors of hidden treasures and lingering spirits. Adventurers exploring Ghislain Estate may uncover secrets of the De Ghislain family and the intricate politics of Orlesian nobility. The estate offers a glimpse into the lavish lifestyle of the upper echelons of society and the hidden depths of their power struggles.
Gnawed Noble Tavern
The Gnawed Noble Tavern is one of the taverns in Denerim. It is a favored destination for the nobility. The interior consists of two main rooms and two bedrooms.
Goldenfields Farmstead
Goldenfields Farmstead is a sprawling agricultural estate renowned throughout The Bannorn for its fertile fields and abundant harvests of golden wheat and barley. Nestled amidst rolling hills and bordered by meandering streams that feed into the River Dane, the farmstead embodies the resilience and industry of Ferelden's heartland. Rustic barns with sturdy thatch roofs and timber cottages, weathered by years of sun and rain, dot the landscape, providing shelter for hardworking families who have tended to the land for generations. Smoke rises from the chimneys of farmhouse kitchens where hearty meals are prepared, sustaining farmers through long days of labor under the ever-watchful eye of Andraste's grace. The farmstead's fields stretch to the horizon, where the golden glow of ripe crops dances in the breeze, offering a promise of sustenance to nearby villages and cities amidst the tranquil beauty of The Bannorn.
Grand Cathedral
The Grand Cathedral, located in the opulent Orlesian capital of Val Royeaux, is the heart of the Orlesian Chantry and the seat of its leader, the Divine. It is the only place where the Chant of Light is sung in full, a process which takes a full two weeks to complete. In the audience chamber stands the Sunburst Throne, a seat reserved for the Divine.
Greenfield Tavern
Greenfield Tavern, a beloved establishment in The Bannorn, is known for its warm hospitality and rustic charm. The tavern is a large, timber-framed building with a thatched roof, surrounded by a lush garden where patrons can enjoy their meals in fair weather. Inside, the tavern exudes a cozy atmosphere, with a roaring fireplace, wooden beams, and tables crafted from sturdy oak. The walls are adorned with hunting trophies, old maps, and local artwork, giving the place a homely, inviting feel. Run by the jovial innkeeper Maren and her family, the tavern offers hearty dishes made from locally-sourced ingredients, including stews, fresh bread, and a selection of fine ales and wines. The Greenfield Tavern is famous for its special brew, “Greenfield Ale,” a favorite among locals and travelers alike. The tavern often hosts bards and minstrels who entertain guests with songs and tales of adventure. It's a popular stop for adventurers seeking a place to rest and gather information.
Greenvale Acres
Greenvale Acres is a large, thriving agricultural hub characterized by its extensive fields, bustling activity, and dedicated workforce. With a variety of crops and livestock, the farm plays a vital role in the local economy and provides sustenance to the surrounding communities. The farm's success is a testament to the hard work and community spirit of its farmhands, making it a cornerstone of life in The Bannorn.
Grey Warden Outpost
A small outpost where 10 Grey Wardens reside. Situated in the North-East corner of the Market District in hopes it will attract new recruits from being in a more visible part of the city. This is half the total amount in all of Ferelden with the other 10 travelling Ferelden. The Grey Wardens are an Order of warriors of exceptional ability dedicated to fighting darkspawn throughout Thedas. They are headquartered in the very place of their founding, Weisshaupt Fortress in the Anderfels, but maintain a presence in most other nations as well. The Grey Wardens are known for ignoring a recruit's racial, social, national, and even criminal background if they deem the person valuable in terms of character, ability or skill. Despite their small numbers, the Grey Wardens have been instrumental in defeating each Blight so far, and thus are vital to the survival of the world as a whole.
Halamshiral
Located in the northern part of The Dales, Halamshiral is an ancient city rich in history and cultural significance. Once the capital of the elven empire, it now symbolizes Orlesian dominance and elven resilience. The city's architecture beautifully combines elven elegance with Orlesian grandeur, featuring delicate spires, graceful arches, and vibrant marketplaces. Halamshiral is a hub of political intrigue, where nobles and diplomats gather for grand balls and covert negotiations. Despite Orlesian control, the spirit of elven heritage lingers in the city's ancient ruins and hidden alcoves. Elven structures with intricate carvings stand in silent testament to a glorious past. Festivals and cultural events blend elven traditions with Orlesian opulence, making Halamshiral a place where history, politics, and culture intertwine.
Harrowing Chamber 5th Floor
Only accessible via stairs in the Templar's Quarter. High atop the Circle Tower, the Harrowing Chamber is used to conduct the Harrowing ritual to test apprentices mages who are ready to become full members of the Circle of Magi. The Harrowing is a secretive rite of passage that is the cause of much fear and speculation among apprentices. The rite itself is fairly simple.
Herbal Gardens
Deep within the Verdant Jungle, a tranquil clearing reveals the sacred Herbal Garden tended by a small clan of Dalish elves. Surrounded by towering aravels and lush foliage, this enclave of knowledge serves as a sanctuary of healing and cultural reverence. Neatly arranged in fertile beds, a vibrant tapestry of medicinal plants thrive under the jungle canopy, including elfroot, embrium, and rare species like deep mushroom. Smooth stone pathways wind gracefully between the beds, guiding visitors through the garden while preserving its natural harmony. Despite their traditional isolation, the Dalish elves here maintain a stance of cautious neutrality towards outsiders, occasionally sharing their healing knowledge with respectful visitors. Vibrant vines climb the aravels, weaving protective wards of living magic around the garden, while moss-covered rocks and ferns add to the serene atmosphere, enhancing the sense of tranquility and mystical connection within this hidden enclave.
Hidden Armory
Tucked away in a secluded section of the temple's lower levels, the Hidden Armory is a concealed room that once stored the temple’s most prized weapons and armor. The entrance is cleverly disguised behind a movable wall panel, now partially exposed by the encroaching jungle. Vines and roots snake through the cracks in the stone, hinting at the secrets within. Rows of ornate weapon racks and armor stands, many of which have succumbed to the ravages of time. Rusted swords, decayed shields, and broken bows are scattered throughout the room, their former glory only hinted at by the intricate designs still visible on their surfaces. Despite the decay, the room exudes a sense of history and lost grandeur. The air is thick with the scent of aged metal and damp stone, mingling with the earthy aroma of the encroaching jungle. Dim light filters through cracks in the ceiling.
Highever Docks
The Highever docks, a sprawling lively center of commerce filled with ships all nations
Highridge Abbey
Highridge Abbey, perched atop a scenic hill overlooking the Bannorn, is a secluded monastery dedicated to Andraste, revered for its role in preserving the teachings of the Chant of Light and ancient texts. Its imposing stone walls and soaring spires command a breathtaking view of the surrounding countryside, a testament to both spiritual devotion and architectural prowess. Within the abbey’s serene courtyard, fragrant gardens of medicinal herbs thrive under the careful stewardship of the monks, their healing properties sought after across Ferelden. Pilgrims journey from distant lands to find solace within its hallowed halls, where the echoes of prayers mingle with the rustling leaves and distant chimes of bells, embodying a sanctuary of faith and enlightenment amidst the tranquil beauty of the Bannorn.
Hunter's Lodge
Nestled at the edge of a dense forest in The Dales, the Hunter’s Lodge is a well-used gathering place for Dalish hunters. The lodge is a sturdy wooden structure, adorned with hunting trophies, detailed maps, and essential gear. Inside, hunters share stories around a central hearth, plan expeditions, and hone their skills. While primarily a Dalish establishment, the lodge welcomes respectful non-elves who share an interest in hunting and nature. Visitors can learn about local wildlife, join hunting parties, and hear tales of great hunts. The lodge also serves as a place to trade hunting supplies and trophies, making it a vital hub for those who live off the land. The Dalish hunters are skilled and knowledgeable, eager to share their expertise with others. The Hunter’s Lodge embodies the spirit of the Dalish’s deep connection to nature and survival skills, offering a unique and welcoming environment for adventurers and nature enthusiasts alike.
Iceheart Caverns
The Iceheart Caverns are a mesmerizing network of icy caves deep within the Frostback Mountains. Adorned with stunning ice formations and frozen waterfalls, the caverns glisten with frost, reflecting faint light from bioluminescent fungi. Hidden within the labyrinthine tunnels are ancient relics and rare minerals, remnants of long-lost civilizations. The air is crisp and biting, echoing with the distant sounds of dripping water and shifting ice. The caverns are home to various ice-dwelling creatures, such as Frostback Spiders that spin webs of frost, Frost Wolves that hunt in packs, and Snow Ogres that guard the deeper parts of the caverns. These inhabitants make exploration both dangerous and thrilling for those who dare to venture into the icy depths.
Ironhold Mines
Ironhold Mines sprawl beneath the rugged hills of the Bannorn, a labyrinthine network of caverns and tunnels that delve deep into the earth. Known for its rich veins of iron ore, the mines have sustained Ferelden's smithing industry for generations. Within the dimly lit passages, miners work tirelessly under flickering torchlight, extracting precious metals and gemstones amidst echoing picks and hammers. Deeper into the mines, treacherous tunnels hint at mysteries: uncharted caverns, perilous collapses, and creatures adapted to darkness. Adventurers risk both riches and danger in these depths.
Kal'Hirol
Kal'Hirol, an ancient dwarven thaig in the Arling of Amaranthine, lies in ruins in 9:29 Dragon. Once a thriving center of dwarven culture and craftsmanship, it now stands as a desolate and eerie place. The grand architecture, with massive pillars and intricately carved walls, is overshadowed by decay and darkspawn infestation. Crumbling structures, fallen debris, and broken statues litter the halls. The atmosphere is dark and oppressive, with limited light and the stench of corruption. Darkspawn roam the tunnels, posing constant threats. Hidden treasures and ancient artifacts draw adventurers despite the dangers. The haunting echoes of its past glory add to the sense of loss and danger.
Kinloch Hold Basement
The basement within Kinloch Hold is accessed from the first floor. The repository is a restricted area, protected by Sentinels, as phylacteries for all the mages within Kinloch Hold and other magical artifacts, many of whom belonging to the ancient Tevinter Imperium, are locked away. The entrance, called "The Victim's Door" by the Chantry. Built of two hundred seventy seven planks, one for each original templar, it is a reminder of the dangers mages can pose. The door can only be opened by a templar and a mage. The Chantry provides a password, "Sword of the Maker, Tears of the Fade", which primes the ward, while the mage touches it with mana by casting a spell to release it. The door to the phylactery chamber is protected from magic because of the wards carved into the stone by templars. As such, normal keys which the First Enchanter and the Knight-Commander of the Circle Tower possess must be used
Kinloch Hold Central Stairs
A massive stone spiral staircase that winds upwards from the base level known as the 1st floor to the 4th floor
Kinloch Hold Great Hall 3rd Floor
The Great Hall is the third level of the Circle Tower. It acts primarily as a meeting and assembly area for members of the Circle of Magi.
Kirkwall Docks
Lowtown and the docks were carved out of the quarry rock by slaves when Kirkwall was part of the Tevinter Imperium. The docks are outside of the soaring city walls that border Lowtown to the north. To the south, the Gallows can be seen across the harbor. The docks are filled with many different ships belonging to various kinds of people
Knotwood Hills
Knotwood Hills is a rugged, forested region within the Arling of Amaranthine, known for its natural beauty and varied terrain. The hills are characterized by dense woods, rocky outcrops, and clear streams, creating a picturesque landscape. Tall, sturdy trees, both evergreen and deciduous, dominate the area. Knotwood Hills is home to diverse wildlife, including deer, wolves, and numerous bird species. The serene environment attracts hunters, herbalists, and travelers seeking solitude. Unlike the perilous Wending Wood, Knotwood Hills offers a relatively safe haven, though its rocky paths can be challenging to navigate. The region's tranquility and rich natural resources make it a valued part of Amaranthine.
Lake Calenhad Docks
Nestled at the edge of Lake Calenhad, these docks serve as the primary point of passage to the imposing Circle Tower, also known as Kinloch Hold. The area is vital for the transportation of supplies, visitors, and mages to and from the tower. Comprised of sturdy wooden piers extending into the calm waters of the lake, with small boats bobbing gently as they await passengers. Several small stone buildings serve as guardhouses and barracks for the Templars stationed here, providing security and overseeing the transportation process. A modest training ground adjacent to the docks is used by the Templars to maintain their readiness. The atmosphere is one of vigilance and purpose, with Templars diligently patrolling the area, ensuring that all who pass through are properly accounted for and that the transport to the Circle Tower runs smoothly. The serene beauty of Lake Calenhad contrasts with the stern presence of the Templars, creating a unique blend of tranquility and order.
Lake Celestine
Lake Celestine, situated in northern Orlais near the Heartlands, is a vast and serene body of water known for its crystal-clear waters and picturesque surroundings. The lake is a hub of activity, with bustling docks and quaint fishing villages dotting its shores. It serves as a vital source of freshwater and fish for the nearby communities and is an essential stop for trade routes connecting Val Royeaux to other regions. The lake's beauty is enhanced by its tranquil environment, surrounded by lush forests and rolling hills. Its surface often mirrors the sky, creating stunning reflections at dawn and dusk. Recreational activities like boating, fishing, and picnicking are common, attracting both locals and travelers seeking relaxation and scenic views. Lake Celestine's idyllic setting and strategic importance make it a cherished natural landmark in Orlais.
Large Bridge
A large stone bridge spans across the huge chasm that is hundreds of feet deep filled with an innumerable amount of Darkspawn far below
Legion of the Dead Outpost
The Legion of the Dead outpost is located deep within the underground caverns of the Deep Roads, directly beneath Orzammar. The outpost features fortified stone walls and guard towers for protection. Inside, the outpost includes barracks, a symbolic funeral area, a tattoo station, an armory, and training grounds. The atmosphere is somber and determined, with a strong sense of honor and duty. This small, fortified base serves as the final stop for Legionnaires before they commit fully to their new life in the Deep Roads.
Lothering Chantry
The Lothering Chantry is one of the largest buildings in the village, serving as the center of worship for its inhabitants. Headed by Mother Theresa, the Chantry worships The Maker and follows the teachings of the prophet Andraste. With its imposing architecture, grand interior, and vital role in the community, the Chantry is a cornerstone of life in Lothering.
Lyrium Mines
Deep within the abandoned Auducan Thaig lie the Lyrium Mines, a labyrinthine network of tunnels rich with lyrium veins. The mines are eerily silent, with tools left where they were last used, and walls still glowing with an ethereal blue light from exposed lyrium. Once bustling with activity, these mines are now a ghostly reminder of the dwarves' industrious past, holding untapped riches and potential dangers.
Main Floor
The main floor of Redcliffe Castle features several key rooms, with the grand fireplace room being the most significant. This large chamber, with its central fireplace and meeting area, is where Arl Eamon oversees the governance and defense of Redcliffe. Additional rooms include the dining hall, kitchen, study, and armory, each contributing to the castle's daily operations and overall atmosphere of warmth and hospitality
Market District
The Market District in Amaranthine is a bustling hub of commerce and activity, central to the city's daily life. Cobblestone streets are lined with a variety of shops and stalls, each offering a wide array of goods. The blacksmith's forge rings with the sound of hammer on anvil, crafting weapons, armor, and tools. Nearby, general goods stores sell everything from food and clothing to household items. Spice merchants, jewelers, and apothecaries add to the district's diversity. The air is filled with the mingling scents of fresh bread, exotic spices, and the tang of metal. Traders and buyers haggle over prices, while street performers entertain passersby. The Market District is not only a place for trade but also a social gathering spot, reflecting the city's vibrant and dynamic character. Guards patrol the area to maintain order, ensuring a safe and lively environment for all who visit.
Market District Chantry
A medium sized Chantry sits off to the side of the district. Several Brothers and Sisters belonging to the Chantry can be seen outside. A Revered Mother can be found inside
Massive Statue
A huge stone statue stands on the highest hill. At its feet is a large piece of stone with some form of writing on it
Meadowbrook Farm
Meadowbrook Farm is a sprawling homestead in the Hinterlands known for its rolling pastures, and fertile fields. The farmhouse, built from timber and stone with a thatched roof, is a large welcoming structure surrounded by blooming flowerbeds. Barns and outbuildings dot the landscape, and herds of livestock graze contentedly. The farm is a hub of activity with farmers tending to their crops and animals, and children playing in the fields
Merchant Stalls
The market square in Lothering is a large, open area central to the village where merchants and traders set up their stalls. Bustling with activity, the square is filled with colorful stalls, a central fountain, and surrounded by key buildings like the tavern and the Chantry. It serves as both a commercial hub and a social gathering place, making it the heart of village life.
Mont-de-Glace
Mont-de-Glace is a remote city in southern Orlais, near the Gamordan Peaks. Known for its harsh, cold climate, the city features sturdy stone buildings with steep roofs designed to withstand heavy snowfall. Isolated and self-sufficient, Mont-de-Glace has a unique cultural identity, shaped by local traditions and legends. It serves as a strategic defensive outpost, with a rich mining industry and notable landmarks like the Great Hall, the Temple of Frost, and several watchtowers. The city's mystique attracts adventurers seeking hidden secrets.
Old Armory
The Old Armory is a partially intact structure that once housed weapons and armor for the thaig's defenders. Dusty racks still hold a few ancient weapons, and broken crates litter the floor. A large, rusted door stands ajar, revealing an interior that has seen better days. The air is thick with the scent of rust and decay, and the walls are lined with faint engravings detailing the armory's inventory and past glories.
Orzammar Entrance Gates
A large entrance door of wood and metal sits atop a set of stairs with 6 Dwarven guards
Orzammar Proving
Orzammar Proving is an arena where Provings take place and in which dwarves fight and are considered favored by the Ancestors, should they win. There are strict rules and the dwarves consider the winners highly. With Provings embodying the will of the Ancestors, the matches take on great gravity and are therefore used as a means to settle disputes of honor, vengeance, debates in the Orzammar Assembly, and conflicts between noble houses, among other reasons.The dwarven noble houses win Provings to earn rank and prestige for their respective houses and, furthermore, Provings have been used to eclipse rival houses in the dwarves' centuries-old power struggles. For example, Provings are used to settle how much prestige and degrees of power a noble house's achievements are meant to confer when two rival houses dispute whose triumphs are superior.
Orzammar Royal Palace
The Orzammar Royal Palace is the residence of the royal family of Orzammar as well as a meeting place for the nobles. It is built around a natural lava vent
Orzammar Shaperate
The Orzammar Shaperate is the headquarters of Orzammar's Shaperate. Its members have spent centuries recording the history, and compiling every recovered scrap of lore, of the dwarven people; within these walls are such efforts preserved. The Shaperate is a highly respected dwarven institution, a kind of organic library. The dwarves consider that those who walk the path of the Shaperate and document lore, history, and events in the Stone via the Memories will eventually be blessed by the Shaperate. The members of the Shaperate are historians, scholars, judges, genealogists and philosophers among the dwarves. Their task is considered to be extremely important—almost sacred.
Ostagar
The ruins a large fortress. Standing at the edge of the Korcari Wilds, its Tevinter garrisons watched for any signs of invasion by the Chasind barbarians. Since the fortress is located beside a narrow pass in the hills, the Chasind would need to pass by it to access fertile lowlands in the north. Ostagar proved to be exceedingly difficult to attack due to its naturally defensible position. Ostagar was abandoned after Tevinter's collapse during the First Blight. In -184 Ancient, the Chasind claimed the fortress for themselves. Over the ages, the Chasind threat has dwindled. They experienced a major defeat at the hand of Hafter after the Second Blight, largely ending their ability to invade the lowlands. The Chasind influence furthermore diminished as Ferelden formed into a sovereign nation. No troops have been stationed in the area for four centuries, despite most of the walls still stand, as does the dwarven-made Tower of Ishal named after a Tevinter Archon of old.
Overgrown Ruins
Sparse rays of light peak in from an unknown small opening above. Not enough to illuminate much at all, but enough to bring into view a surprising view of greenery. The smell of water in the air, structure's overrun with vines and roots. Nature is a rarity this far underneath the surface
Redcliffe Chantry
The Redcliffe Chantry, led by Mother Hannah, is a medium-sized place of worship and community cornerstone. With its welcoming interior, daily services, and constant activity, it serves both spiritual and social needs. The Chantry is rarely empty during the day and plays a vital role in the life of Redcliffe's villagers.
Ritual Chamber
Located at the heart of the temple complex, the Ritual Chamber is a grand room once used for sacred ceremonies. The chamber is circular, with a high, domed ceiling adorned with carvings of celestial bodies and ancient symbols. The walls are lined with alcoves holding statues of long-forgotten deities, worn by time but still reverent. In the center lies a large stone altar, covered in moss and vines. Surrounding it are stone pillars inscribed with faintly glowing runes. The floor, a mosaic of colored tiles depicting creation scenes, is cracked and partially obscured by the jungle. Guarding this sacred space are ancient elven mummies, magically preserved to protect the temple. Wrapped in enchanted linens and adorned with ceremonial armor, they lie dormant until disturbed. When intruders enter, the mummies awaken, their eyes glowing with an eerie light, ready to defend their sacred ground with martial prowess and lingering magic.
River Dane
The River Dane winds gracefully through the heart of The Bannorn, its waters sparkling under the sun's golden embrace. Originating from the northern slopes of the Frostback Mountains, the river meanders southward, carving a path through lush meadows and rolling hills that define Ferelden's central lowlands. Willow trees dip their graceful branches into the gentle current, while reed beds sway in harmony with the river's soothing rhythm. Fishermen dot the riverbanks, casting lines into its clear depths where silvery fish dart among submerged rocks and sunken logs. Along its course, the River Dane serves as a lifeline for agriculture, providing fertile irrigation for the fields that sustain the region's prosperous farms and settlements. Its tranquil surface reflects the ever-changing skies, offering a serene backdrop to the daily rhythms of life in The Bannorn.
River Valorn Crossing
A crossing point over the River Valorn in The Dales serves as a hub of activity and trade. A sturdy stone bridge spans the river, showcasing ancient elven craftsmanship with carvings. The bridge is flanked by small docks where fishermen cast nets and traders load goods. On the riverbanks, travelers and locals gather to rest, share news, and barter. A nearby tavern, "The River's Rest," offers food, drink, and shelter to adventurers and merchants. The tavern's inviting atmosphere is enhanced by friendly chatter and performances by minstrels. Children play along the water’s edge, their laughter mingling with the sounds of the flowing river. Farmers from nearby villages trade produce, and craftsmen display their wares. The river teems with life, its clear waters home to fish and turtles. The River Valorn Crossing is a lively center where stories are shared and friendships are forged. Adventurers can gather information, restock supplies, and experience the vibrant culture of the region.
Riverbend Mill
Riverbend Mill is a bustling hub of industry and commerce nestled along the banks of the River Dane. Waterwheels churn tirelessly, powered by the river's current to grind grain into flour and saw logs into sturdy timber. The mill's wooden buildings and warehouses bustle with activity as merchants trade sacks of flour, barrels of ale, and bundles of lumber destined for markets across Ferelden. Workers clad in aprons and leather boots move with purpose, their hands skilled in the craft of milling and woodworking. The scent of freshly baked bread mingles with the rhythmic sound of millstones turning, creating an atmosphere of productivity and trade in the heart of The Bannorn.
Riverside Hamlet
Located at the edge of a spawling forest, Riverside Hamlet is a picturesque village surrounded by fertile farmland and lush greenery. The village is known for its timber-framed cottages and yellow roofs, vibrant gardens, and a welcoming community. The central square features a grand oak tree, centuries old, under which villagers gather for festivals, markets, and communal events.
Royal Library
The Royal Library stands as a beacon of knowledge and culture in the noble district of Denerim. With its majestic exterior, luxurious interior, and vast collection of texts and artifacts, it serves as a prestigious institution for scholars, nobles, and those seeking wisdom and enlightenment. The library's serene and sophisticated atmosphere makes it a fitting and esteemed location in the heart of the noble district.
Royal Palace
The Royal Palace is the ancestral residence of the royal Theirin family, and the seat of power in Ferelden. It is also where the Landsmeet is traditionally held. Ferelden's throne is within the Palace's Landsmeet chamber. Unlike other monarchies, power does not descend from our throne. Rather, it rises from the support of the freeholders. The king is, in essence, the most powerful of the teyrns. Although Denerim was originally the teyrnir of the king, it has since been reduced to an arling, as the king's domain is now all of Ferelden. But even the king's power must come from the banns. Nowhere is this more evident than during the Landsmeet, an annual council for which all the nobles of Ferelden gather, held for almost three thousand years except odd interruptions during Blights and invasions. The sight of a king asking for—and working to win—the support of "lesser" men is a source of constant wonder to foreign ambassadors.
Senior Mage Quarters 2nd Floor
The Senior Mage Quarters is the second level of the Circle Tower. Full members of the Circle of Magi reside here; the First Enchanter's office is also located on this floor. Full members indicate they have come of age to undertake The Harrowing and have passed
Serene Waterfall
Deep within the Brecilian Forest lies a serene pool of crystal-clear water fed by a gentle, cascading waterfall. Sunlight filters through the ancient trees, dappling the pool with shimmering reflections of the forest's emerald hues. It is a tranquil haven amidst the whispers of nature.
Snowfall Lake
In the heart of Emprise du Lion, amidst the towering Frostback Mountains and relentless winter storms, lies Snowfall Lake. Surrounded by jagged cliffs and ancient pine forests blanketed in perpetual snow, this expansive frozen expanse remains locked in winter's icy embrace year-round. At its center, a solitary island hosts an ancient oak tree covered in snow. Despite its harsh environment, Snowfall Lake stands as a stark yet serene marvel of nature, untouched by the passage of time, inviting only the brave to explore its frozen surface
Staircase to the Lower Levels
A set of stairs leading from the courtyard downwards to the levels below
Stonebridge Bakery
Stonebridge Bakery, nestled in the heart of Redcliffe Village, is a warm and inviting place where the scent of freshly baked bread fills the air. The bakery’s wooden shelves are lined with golden-brown loaves, crusty baguettes, and sweet pastries, all made from the finest flour milled at Stonebridge Mill. A large, brick oven radiates warmth, adding to the cozy atmosphere. Villagers gather here to enjoy the bakery's famous honey cakes and share news. The bakery is a cornerstone of the community, offering both delicious baked goods and a welcoming space for all.
Stonebridge Mill
Perched beside a rushing river, Stonebridge Mill is an iconic structure in Redcliffe Village. The Large, wooden waterwheel turns steadily powering the millstones inside that grind grain into flour for the local bakery. The mill is surrounded by fields of golden wheat, and the rhythmic sound of the wheel and the scent of freshly baked bread create a comforting and homely ambiance.
Stonewatch Keep
Stonewatch Keep is a crumbling fortress situated atop a prominent hill in the Southron Hills. Once a strategic stronghold, the keep now lies in ruins, its stone walls covered in ivy and moss. The main tower, though partially collapsed, still offers breathtaking views of the surrounding hills and the distant Brecilian Forest. The keep's history is shrouded in mystery, with tales of secretive knightly orders and hidden catacombs beneath its foundations. Adventurers exploring the keep might uncover old banners, rusted weapons, and ancient scrolls detailing the keep's storied past. Despite its state of disrepair, Stonewatch Keep remains a symbol of enduring strength and forgotten glory.
Suledin Keep
Suledin Keep, a Tevinter fortress in Emprise du Lion, dominates the alpine landscape of southern Orlais with its sturdy stone walls and imposing towers. Within its fortified confines, Tevinter soldiers and mages maintain a vigilant watch, their presence a testament to the Imperium's enduring influence in the region. Barracks bustle with activity, arcane laboratories hum with mysterious experiments, and chambers adorned with ancient Tevinter runes hint at the keep's storied past. Outside, the courtyard echoes with the sounds of training drills and the clatter of armor, set against the backdrop of pine-scented air and distant mountain vistas. Rumors among the local populace speak of hidden chambers within Suledin Keep, rumored to house elven artifacts and arcane treasures coveted by Tevinter mages. The keep stands as both a military stronghold and a beacon of Tevinter's ambitions in the rugged and contested lands of southern Orlais.
Suncrest Vineyard
Perched on a gentle slope of the Southron Hills, Suncrest Vineyard sprawls across acres of lush vineyards that stretch towards the horizon. The vineyard, owned and meticulously managed by the esteemed Howe family, is renowned throughout Ferelden for its rich history and exceptional wines. Rows of grapevines laden with plump clusters of grapes thrive under the warm sun and gentle breezes, their leaves shimmering with hues of green and gold.
Sundermount
Sundermount, located northeast of Kirkwall in the Free Marches, is a mountain of profound mystical and cultural significance. Known for its rugged terrain and treacherous paths, it is home to a Dalish elf camp and ancient elven ruins, including the resting place of the elven god Andruil. The mountain serves as a place of pilgrimage, attracting elves who seek to connect with their heritage. Despite its beauty, Sundermount is fraught with hidden dangers and hostile creatures, making it a place of both reverence and peril.
Sunken Chamber
Deep within the lower levels of the temple complex, near the eastern wing, lies the Sunken Chamber, a room partially collapsed over the centuries. The chamber has filled with water from the encroaching jungle, creating a small, murky pond. The water is dark and stagnant, with the occasional ripple hinting at the presence of unseen aquatic creatures. Overgrown plants and twisted vines cascade down from the cracked stone ceiling, their roots dipping into the water below. The atmosphere is eerie and tranquil, with shafts of sunlight filtering through the gaps in the ceiling, casting dappled patterns on the water’s surface. The air is heavy with humidity and the scent of damp earth, mixed with the subtle fragrance of blooming water lilies that have taken root around the pond’s edges. In the depths of the pond lies the water’s enigmatic inhabitants.
Sunken Sanctum
Hidden beneath the waves of Lake Calenhad, the Sunken Sanctum is an ancient temple submerged long ago. Accessible only by skilled divers or through magical means, the temple is a maze of underwater tunnels filled with ancient artifacts and forgotten treasures. The Sanctum is believed to be dedicated to an old god of the sea, and its halls are guarded by elemental spirits of water. Explorers who brave the depths may uncover powerful relics or discover long-lost secrets of the ancient civilizations that once worshiped here.
Tapster's Tavern
Tapster's Tavern is a popular tavern in the Orzammar Commons which serves dwarven liquor as well as food. The tavern does not serve casteless. Furthermore, it is also known that it shares some ties with the Carta. The patrons are lively always singing and playing drinking games
Templar Quarters 4th Floor
The Templar Quarters are the fourth floor of the Circle Tower at Kinloch Hold. This floor is where the members of the Templar Order that are assigned to watch over the Circle of Magi residents are housed. This is also where the only staircase leading to the Harrowing Chamber is located
Temple Courtyard
Stepping out of the shadowed corridor, you emerge into the vast courtyard of the ruined temple complex. In the center, a small stone statue. Scattered around are remnants of the temple's past—broken pottery, fragments of stone carvings, and rusted metal artifacts, hinting at former glory. Moss-covered benches and cracked fountains reflect a time of serenity. Vines and plants drape over crumbling walls, while sunlight filters through the jungle canopy, casting dappled shadows. The air is thick with the scent of damp earth and flowering plants, punctuated by distant jungle wildlife.
Temple Entrance Hallway
As you step through the massive doorway of the ruined temple complex, you enter a shadowed corridor that stretches ahead. The walls are adorned with faded, intricate carvings, with vines snaking down from the ceiling and patches of moss and lichen softening the stone. Sunlight filters through gaps in the collapsed roof, casting dappled patterns on the uneven stone floor, where roots and damp patches create a treacherous path. In the distance, the barely visible opening to the courtyard beckons, hinting at the secrets and decay that lie deeper within the temple.
The Anvil's Rest
The Anvil's Rest is a fortified outpost located closer to Orzammar within Gherlen's Pass, managed by a group of surface dwarves born on the surface. Carved into the mountain itself, the outpost serves as a last checkpoint before reaching the dwarven gates. It features a small blacksmith forge, where skilled surface-born dwarven smiths offer repairs and custom equipment. The Rest also includes a tavern, providing warm meals and shelter for weary travelers. The sturdy stone structure is adorned with dwarven runes and symbols, reflecting its importance as a guardian of the pass.
The Blackmarsh
The Blackmarsh is a haunted, treacherous region northeast of the Wending Wood, near the coast in the Arling of Amaranthine. Once a thriving village, it was cursed and abandoned, transforming into a desolate swamp. The marsh is filled with murky waters, tangled roots, and thick mud, making navigation difficult. Haunted by ghosts and wraiths, it is also infested with darkspawn. The area is perpetually shrouded in mist, with ruins and remnants of the old village scattered throughout. The eerie atmosphere, supernatural activity, and hidden dangers make the Blackmarsh a perilous and foreboding place.
The Bone Pit
The Bone Pit is an abandoned quarry southwest of Kirkwall, notorious for its hazardous conditions. Once a profitable mining site, it has fallen into disuse due to frequent dragon attacks. The quarry is now littered with skeletal remains and partially unearthed mining equipment, earning its grim name. Despite the danger, the Bone Pit still attracts miners and adventurers hoping to extract its valuable ores. The dragons that inhabit the area are a constant threat, making any expedition a deadly gamble. With no efforts yet made to clear the area, the Bone Pit remains a place of peril and potential riches.
The Chantry of Our Lady Redeemer
The Chantry of Our Lady Redeemer in Amaranthine is a grand structure, central to the city’s spiritual life. Its tall spires and stained glass windows depict scenes from Andraste's life. Inside, the vaulted ceilings and intricate carvings create an atmosphere of reverence. The Chantry serves as a place for worship, community gatherings, and charity work. It houses a well-maintained library and offers solace and guidance to the city's residents. The constant flow of devotees and visitors reflects its importance in daily life.
The Crossroads
The Crossroads is the central hub of Caridin's Cross, where multiple pathways converge. It is marked by a large, intricately carved stone pillar that serves as a landmark. The area is littered with debris from past battles and ancient structures that hint at the thaig's former glory. Echoes of the past can be felt here, and the shadows seem to whisper secrets long forgotten. The pathways leading from the Crossroads are fraught with both danger and the promise of discovery.
The Frostback Market
The Frostback Market is a practical, small-scale bazaar nestled in a sheltered valley of Gherlen's Pass. Surrounded by the towering Frostback Mountains, the market consists of several small, sturdy buildings offering warm clothing, durable equipment, and provisions. The sheltered layout and narrow pathways create a cozy environment, making the market a vital stop for travelers navigating the treacherous terrain of the Frostbacks. The bustling activity, sense of warmth, and essential supplies make the Frostback Market an indispensable hub for adventurers.
The Gallows Courtyard
The Gallows Courtyard is the forecourt of the Gallows and just a few merchants. It is here where a small amount of ships can dock allowing them to enter and leave, though heavily monitored and protected by many of Kirkwall's Templars
The Gallows Templar Hall
The Templar Hall is the western wing of the Gallows interior. It houses several store rooms, some sleeping quarters, and the offices of the Knight-Commander and the First Enchanter.
The Grand Ballroom
The Grand Ballroom is a beacon of elegance and luxury in Denerim's noble district. With its majestic exterior, opulent interior, and reputation for hosting the city's most prestigious events, it stands as a symbol of refinement and high society. The ballroom's grandeur and the exceptional service provided by its staff make it an essential and esteemed location in the heart of Denerim's elite social scene.
The Grand Hall of Records
The Grand Hall of Records stands as a monument to the kingdom's history and knowledge within the Royal Palace District of Denerim. With its impressive exterior, meticulously organized archives, and dedicated staff, it serves as the central repository for the most important documents and records. The hall's grandeur and the wealth of knowledge it contains make it an essential and respected institution in the heart of the royal district.
The Hall of Kings
The Hall of Kings is a grand but desolate chamber within the abandoned Auducan Thaig. Dust and cobwebs cover statues of past kings and intricate carvings depicting legendary battles. Massive stone columns stand silently, and cold, empty braziers hint at its former grandeur. The large throne sits atop a raised dais, now a symbol of lost power. This hall, once a ceremonial center, now echoes with the memories of its past.
The Joining Room
The Joining Room, located on the lower level of the Grey Warden outpost in Denerim’s Market District, is a sacred and secretive chamber where recruits undergo the perilous ritual of the Joining. The room features a central altar with a silver chalice, dim lighting, and an atmosphere of reverence and dread. The lethal ritual involves drinking a mixture of darkspawn blood, Archdemon blood, lyrium, and herbs, testing recruits' physical and spiritual fortitude. Most do not survive, but those who do are forever changed, gaining the ability to sense darkspawn at the cost of decreased fertility and shortened lifespans.
The Lost Village
Hidden amidst the swamps and dense foliage of the Korcari Wilds is a decaying village abandoned long ago. The village's wooden huts and structures are overgrown with vines and moss, and the eerie silence is broken only by the calls of distant creatures. Weathered totems and stone markers hint at the village's forgotten history, and the oppressive atmosphere lends a sense of mystery and unease.
The Pearl
The Pearl stands as a testament to luxury and opulence in Denerim, offering a refined and pleasurable experience to its guests. Under the watchful eye of its proprietor, Sanga, the brothel operates smoothly and discreetly, serving as a meeting place for both pleasure seekers and those involved in more clandestine activities. With its lavish décor, comfortable rooms, and attentive service, The Pearl is a prominent and respected establishment in the city's nightlife.
The Phantom Circus
The Phantom Circus is a mysterious traveling carnival that appears in Ferelden's Bannorn once every decade. Enchanted performers, including ghostly acrobats and illusionists, captivate audiences with magical displays. The circus grounds are filled with eerie tents and stalls, offering strange and magical wares. Visitors experience mystical phenomena, such as visions of their past or future. The circus is believed to be run by mages who manipulate the Fade, ensuring its secrecy. The Phantom Circus disappears as mysteriously as it arrives, leaving behind only memories and occasional enchanted items.
The Phantom Ship
The Phantom Ship is a legendary ghost ship that sails the waters of the Waking Sea. The ship appears shrouded in mist and glows with an eerie light, said to be crewed by the spirits of sailors lost at sea. It is believed that the ship only appears during storms or on moonless nights, and those who board it are granted a glimpse into the past and the chance to retrieve lost treasures. The ship is both a source of fear and fascination, with many daring adventurers seeking to encounter it.
The Royal Armory
The Royal Armory is a symbol of the kingdom's martial heritage and strength within the Royal Palace District of Denerim. With its robust exterior, extensive displays of weapons and armor, training facilities, and operational forge, it serves as both a museum and a center of martial excellence. The armory's grandeur and the dedication to preserving and showcasing the kingdom's military prowess make it an essential and respected institution in the heart of the royal district.
The Royal Gardens
The Royal Gardens are a gem within the Royal Palace District of Denerim, offering a serene and picturesque escape amidst the grandeur of the palace. With its meticulously maintained floral displays, elegant water features, and artistic adornments, the gardens embody the essence of natural beauty and regal sophistication. The Royal Gardens serve as both a public attraction and a private retreat, adding a touch of tranquility and elegance to the heart of the royal district.
The Silent Anvil
The Silent Anvil is an ancient forge within Ortan Thaig, long abandoned and cold. Massive anvils and rusted tools are strewn about, and a large, empty furnace dominates the room. The walls are adorned with faded murals depicting the forging of legendary weapons. The silence in the room is palpable, as if the ghosts of the smiths who once worked here still linger, watching over their lifeless tools.
The Silverwood Spire
The Silverwood Spire is a towering, ancient tree located in the heart of the Brecilian Forest. Unlike any other tree, it glows with an ethereal silver light, even during the day. The tree is said to be a remnant of the ancient elven empire, and its bark and leaves have unique magical properties. The area around the Silverwood Spire is a place of pilgrimage for elves, who believe it to be a sacred site. The tree is also guarded by powerful forest spirits and is said to contain portals to the Fade.
The Wending Wood
The Wending Wood is a dense, mysterious forest within the Arling of Amaranthine. Known for its thick canopy and labyrinthine paths, the wood is shrouded in an eerie atmosphere. Tall, ancient trees with gnarled trunks and intertwined branches block much of the sunlight, creating a dim environment even during the day. The forest floor is covered with a thick layer of leaves and underbrush, making travel difficult. The wood is home to various creatures, both mundane and magical, and is notorious for darkspawn activity. Adventurers and travelers often get lost in its winding trails, adding to the forest's reputation for danger and mystery. The Wending Wood's haunting beauty and perilous nature make it a place of both intrigue and fear.
The Whispering Woods
The Whispering Woods, located in the Hinterlands, is an eerie forest filled with ancient, twisted trees and soft whispers that seem to come from nowhere. Haunted by the spirits of those who have perished within its depths, the forest is avoided by most locals. However, brave adventurers may find hidden treasures, ancient ruins, and a deeper understanding of the forest's mysteries. The Whispering Woods is a place of danger and enchantment, steeped in local legends and myths.
Thieve's Den
The Thieves' Den is a shadowy and dangerous enclave hidden within the run-down back alleys of Denerim. It serves as a refuge and hub for the city's most notorious criminals, offering a place to plan, trade, and train. The den's foreboding atmosphere, combined with its maze-like interior and constant activity, makes it a fitting and intriguing addition to the dark streets of Denerim.
Tranquil Creek
Flowing gently through Frostwood Vale, Tranquil Creek embodies the tranquil beauty of the eastern Arbor Wilds. Born from the icy meltwaters of the nearby Frostback Mountains, the creek meanders amidst ancient trees draped in hoarfrost. Its clear, babbling waters wind through small clearings and tranquil glades, their soothing melody adding to the serene atmosphere. Tranquil Creek is more than just a waterway; it is a lifeline for the vibrant ecosystem that thrives along its banks. Patches of vibrant green moss and delicate ferns flourish in the dappled sunlight filtering through the dense canopy above. Fallen logs and moss-covered rocks create natural bridges and seating areas, inviting travelers to pause and immerse themselves in the valley's natural harmony.
Trapped Hallway
Deep within the temple's lower levels lies the Trapped Hallway, a treacherous passage designed to deter intruders and protect the temple’s secrets. The walls are adorned with intricate carvings and faded murals, beneath which lie deadly traps. The floor is lined with pressure plates, cleverly concealed beneath a thin layer of dust and debris. The walls are studded with tiny holes, ready to release a barrage of poisoned darts at the slightest misstep. Navigating the Trapped Hallway requires a series of skill checks. A successful Perception check might reveal a pressure plate, while a deft Sleight of Hand check could disarm a trap. Those who fail face swift and severe consequences, ranging from debilitating poison effects to triggering a collapsing ceiling. At the far end of the hallway, a hidden switch can be found with a successful Investigation check, deactivating all traps and allowing safe passage
Valeska's Watch
Valeska's Watch, an ancient Grey Warden outpost in Emprise du Lion, stands atop a sealed Deep Roads entrance, built after the Third Blight to prevent darkspawn incursions. Named for Senior Warden Valeska, its abandoned battlements now overlook snowy peaks, its vigilance faded with the Wardens' disappearance. Rumors swirl of the seal weakening, possibly unleashing darkspawn horrors. Adventurers and scholars are drawn to uncover its secrets, wary of the lingering blight threat beneath. Within its weathered halls, faded murals tell tales of Warden heroics and sacrifices, reminders of its storied past. The fortress, once a bastion against the darkspawn, now stands silent, awaiting those brave enough to confront the darkspawn that may stir within.
Verdant Jungle
Nestled in the heart of the Arbor Wilds, the Verdant Jungle unfolds as a realm of primal beauty and untamed wilderness. Towering ancient trees, known as the Great Aravels, command the skyline with colossal trunks intertwined like natural cathedrals, creating a labyrinth of walkways amidst dense foliage. Their bark, etched with centuries of growth and vibrant mosses, adds to the jungle's mystical allure. Beneath the canopy, life thrives—a carpet of lush ferns, broad-leafed plants, and vibrant flowers intertwines with cascading vines that hang like verdant curtains Sunlight filters through the dense canopy, casting dappled patterns on the jungle floor where the air is thick with heady scents of exotic blooms. The calls of unseen creatures echo through ancient groves, as adventurers and scholars alike are drawn to its depths,
Verdant Jungle Canopies
High amidst ancient aravels, the Verdant Jungle's natural canopy pathways wind through dense foliage. Thick vines and sturdy lianas form scalable routes from the jungle floor to the towering canopy. Adventurers climb rough bark, guided by dappled sunlight and calls of exotic birds. Horizontal paths connect trees via natural bridges, offering panoramic views of orchid-clad trunks and vibrant wildlife. The pathways celebrate nature's resilience and the jungle's vibrant ecosystem
Vigil's Keep
Vigil's Keep, located in the Arling of Amaranthine north of Denerim in Ferelden, is a significant fortress with a commanding view of the surrounding lands. In 9:29 Dragon, it is under the control of Arl Rendon Howe. The keep serves as the center of Howe's power, characterized by its imposing architecture, thick stone walls, and high towers. It houses a significant military presence, including Howe's personal guards and soldiers preparing for potential conflicts. Vigil's Keep is well-maintained, featuring a library, archives, training grounds, and a well-stocked armory. The political and social climate is marked by Howe's strict control and ambition, making the keep a focal point of local governance and military activity.
Vintner's Row
Vintner's Row is a vibrant and charming street nestled within Denerim's bustling market district. Lined with wine shops, taverns, and cozy eateries, it offers a warm and inviting atmosphere filled with the rich aroma of aging wines and hearty meals. The cobblestone streets echo with the laughter and chatter of patrons, and as evening falls, decorative lanterns cast a warm glow, making it a popular spot for both locals and visitors. With wines from local vineyards like Suncrest Vineyard and imports from other countries, Vintner's Row stands as a delightful destination for anyone seeking a taste of Ferelden's finest and a convivial atmosphere.
Wade's Emporium
Wade's Emporium is a renowned shop in the Denerim Market District, known for its exceptional craftsmanship and high-quality products. Owned by the talented but perfectionistic blacksmith Wade and managed by his practical and efficient partner Herren, the shop offers a range of meticulously crafted weapons, armor, and blacksmithing supplies. Despite its initial struggles, the emporium has earned a reputation for excellence and reliability, attracting a diverse clientele and securing its place as a staple in the market district.
Warden's Watchtower
Warden's Watchtower is a sturdy, stone structure perched on a cliffside overlooking the Amaranthine Coast. It stands as a sentinel against darkspawn and other threats, with thick walls designed to withstand attacks. The battlements provide an excellent vantage point for the Grey Wardens who man the post. A signal fire at the top is ready to alert Vigil's Keep and nearby settlements in times of danger. Inside, the tower is functional and compact, with a barracks for the Wardens, an armory stocked with essential weapons and armor, and a small war room for planning strategies. Torches illuminate the corridors, casting flickering shadows on the stone walls.
Watcher's Peak Outlook
Perched atop a rugged hill in the Hinterlands, Watcher's Peak Outlook offers a breathtaking vantage point with sweeping views of the surrounding countryside. The outlook is defined by a sturdy stone platform with low walls for safety, providing a secure place to take in the expansive views of the plains below. A few wooden benches are strategically placed for rest and observation. The path leading up to the peak is steep and winding, lined with wildflowers. At the summit, a flag flutters in the breeze, and a large, well-used telescope stands ready for use. The lookout is complemented by a small stone shelter, offering some protection from the elements. Watcher's Peak is a place of both beauty and strategic importance, offering a perfect blend of nature's splendor and historical charm.
Webbed Abyss
Deep within the dense Brecilian Forest lies the Webbed Abyss, a treacherous area marked by thick, sticky webs that obscure a hidden danger. Tread carefully to avoid the concealed pitfall leading into a labyrinthine cave system infested with giant spiders. The air is thick with the musky scent of damp earth, and the forest floor is draped in glistening strands that hint at the peril below. In the caves below phosphorescent fungi dimly light the way amidst the chittering of arachnid predators.