Ebon world illustration - Grimdark theme
Grimdark

Ebon

L
Loony

Tyrannical Iron Empire reigns under 10k years of darkness. Cannibal feudalism and despair are life's constants. Magic is extinct, its mention a death sentence. Brutality is casual; institutions run horrific breeding farms, child slavery is rampant. Themes of rape and incest are normalized. Nobles are refined sadists; citizens are mere prey or workers. This X-rated world is steeped in brutal depravity and unspeakable horrors, governed by pervasive fear. History is erased; brutality is law.

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Atrawood

Atrawood

Atrawood was once a sacred elven refuge, now transformed into a nightmarish landscape after the Iron Empire's devastation. Dark vines have fused with the dying trees and toxic soil, creating a forest that feeds on living flesh, with roots pumping liquefied rot through the ecosystem. The air is thick with the stench of decay, and the sounds of the forest mimic the cries of the lost.

Behoff's Lair

Behoff's Lair

Behoff’s Lair is buried beneath the gutted bones of Hen Livon’s central processing sector, accessible only to nobles through sealed underground tramlines. It’s a concrete warren, windowless, reeking of antiseptic and iron. Each chamber is designed for a different act of degradation: flaying racks, rape pits, vivisection slabs, breeding contests. Bodies are strung from hooks like meat, tagged by number and function. There is no noise—victims are silenced by custom. Surveillance is constant, for pleasure and documentation. Visitors wear white to avoid stains, then step into slaughter rooms to work. Incinerators line the far corridors. Walls are reinforced with stitched flesh. Nothing is wasted. The lair processes the rejects: malformed breeders, failed children, spent whores. They are recycled as entertainment or study. No records are kept. The entrance is guarded by sculptures of screaming infants carved from bone. No one enters by mistake. No one leaves without taking something.

Bekek Tur

Bekek Tur

Once a proud dwarven city known as Teh Kretak, Bekek Tur has fallen under orcish rule, transforming into a chaotic settlement filled with makeshift tents and crude huts. The remnants of dwarven architecture stand neglected, overshadowed by the bustling market that thrives on the produce of the mines and the trade of slaves, primarily deformed orcs. Slave trade is one of the biggest businesses in this city, supplying a never ending source of workers for the mines.The overseers of the mines are infamous for their brutality, ensuring that the dangerous laborers remain in line as they extract valuable resources for the empire.

Black Crown Palace Complex

Black Crown Palace Complex

The Black Crown Palace Complex, a massively tall structure of jet-black elven stone, visible from any place in Ebon dominates the skyline of Lothren. More than a mere palace, it is a sprawling complex housing the offices of the Empire's nobles and administrators, including the Inquisitors. This imposing edifice serves as both the heart of the Empire's governance and the residence of the Emperor of Ebon. Essential facilities such as barracks and warehouses are integrated into the complex, supporting its vast administrative functions. Its sheer size and dark color inspire awe and reflect the absolute power of the Empire.

Bone Mill Coast

Bone Mill Coast

The Bone-Mill Coast, spanning 1,500 miles along Ebon’s western edge, is the Iron Empire’s key resource reclamation hub, created post-Elven Holocaust to combat shortages of timber, stone, and fuel. Corpses from Feeding Grounds and execution sites are fully repurposed: bones sun-bleached and milled into lumber, fat rendered into tallow for siege engines, and skin salt-cured into parchment and armor leather. Organic remains are ground into fertilizer. The coast features stark bluffs, bloodstained granite wharves, constant rendering fumes, and roads paved with bone fragments. Environmental impacts include blood-polluted waters attracting carnivorous eels and air thick with adipocere haze. Every body part is utilized, making the facility critical to the Empire—supplying 73% of structural material, 89% of fuel, and all archival parchment needed for warfare and expansion.

Breeding Pasture

Breeding Pasture

In the heart of Hen Livon lies a grim breeding pasture, a stark reminder of the empire's ruthless practices. Here, human females are meticulously sorted and taken to designated areas for controlled breeding, while unfit males are sent to the adjacent meat factory, where they are stripped of flesh and bones to create various products. The entire operation is shrouded in secrecy, with guards patrolling the perimeter to prevent any escape or rebellion.

Corsairs Cove

Corsairs Cove

This ominous pirate cove is marked by the grim sight of 26 hanged figures, mostly Empire's soldiers, swaying gently in the salty breeze at its entrance. The cove serves as a hidden refuge for pirates and outlaws, surrounded by jagged cliffs and treacherous waters that conceal both danger and opportunity.

Doer Luen

Doer Luen

Doer Luen is a fertile region under the control of the Iron Empire for 8,000 years, characterized by vast estates owned by nobles who exploit slave labor in vineyards, quarries, and workshops. The landscape features rolling hills divided by stone walls, with ancient elven ruins repurposed into fortified manors, while slave villages cluster near resource operations. Smoke from factories and the stench of industry fill the air, creating a grim atmosphere of oppression and exploitation.

Ebon

Ebon

A grimdark realm forged by 10,000 years of demonic tyranny. Elves, once stewards of Order-linked earth magic, were genocidally purged by the Iron Empire; survivors now hide deep underground. Humanity arrived with two bloodlines: "Demonic" (vulnerable to Hell’s possession, granting dark powers) and "Order-seeking" (subtle blessings from distant gods). A cruel Demonic human, possessed by a 19th Layer Hell demon, became the immortal Emperor. He built the Iron Empire through brutal conquest, blaming elves for past calamities. His victory shattered Ebon’s balance, leading to a Great Famine. He enacted the "Ritual of Flesh"—ritualized cannibalism using dissidents fed on blighted crops. The Vortheis, superhumans partially possessed by a rival demon, were enslaved as enforcers. The regime rules through revisionist history (erasing elven lore via psychic torture in Obsidian Libraries), the Iron Feast cult, and total terror. Now a mindless demonic husk, the Emperor endures. Hope is near-extinct

Frozen Basin of Jyrell

Frozen Basin of Jyrell

A frozen basin spanning 59 kilometers across, this plateau marks the grave of a comet that shattered the mountain’s spine two millennia ago. Jagged black ridges rise at the edges, wind-blasted and sunless, while a ring of ancient human structures encircles a towering effigy of Jyrell, god of death. The statue’s flail drags behind it like a chain of war crimes, its armor rusting black into the snow. The air is thin, the cold is cruel, and the faithful endure, hauling ore from the comet’s heart by day and feeding the pit with bodies by night. Outsiders rarely survive the journey here, as nothing echoes in this cursed place— not even screams.

Goblin Territories of Ebon

Goblin Territories of Ebon

A chaotic expanse within Ebon, this region is a patchwork of territories occupied by various races of goblins, each fiercely protective of their domain. From the dank underground city of Rav’noth to the treacherous peaks of Vavar's Teeth, the area is a testament to goblin resilience and cunning, filled with the sounds of clattering metal and chittering voices, as well as the lingering scent of decay and smoke.

Goremire

Goremire

Goremire is a sprawling, low-lying city in the desolate Norlands, defined by horrific, institutionalized cannibalism. Survival hinges on the brutal principle of 'eat or be eaten,' with the Bone-Mother overseeing the central Cauldron where the grim ritual of 'The Choosing' takes place.

Grey Quarters

Grey Quarters

The Grey Quarters is a sprawling, oppressive district in Lothren, serving as the Empire's ideological stronghold. Here, pervasive propaganda and absolute control manifest in every street, with the Ministry of Fabricated Truths at its heart, surrounded by re-education centers, Imperial lecture halls, and barracks for the thought-police. Citizens live under constant surveillance, their lives dictated by the ever-changing 'truth' of the Empire, with a suffocating atmosphere filled with stale incense and whispers of compliance. The district crushes the spirit while offering a bleak path to favor for the loyal, all under the threat of brutal retribution for dissent.

Hen Livon 2

Hen Livon 2

Once a vibrant elvish realm, Hen Livon has been transformed into a nightmarish landscape dedicated to the Iron Empire's insatiable hunger for human flesh. The area is characterized by geometric pathways, poisoned canals, and stark white breeding compounds, all under a perpetual gloom that has lasted for millennia.

Henleis Bloodline's Forest

Henleis Bloodline's Forest

The Henleis Bloodline's region is a vast, dense forest where the trees tower high, their trunks thick and ancient. This mystical area serves as the personal workstation of Henleis, a lumberjack with the strength to fell massive trees using only his bare hands. The forest is alive with the sounds of wildlife, as Henleis coexists with the animals that roam freely. However, a dark connection to a demon from the 9th layer of hell looms over the area, subtly influencing Henleis's actions and decisions. Specially crafted roads wind through the forest, allowing workers to transport the harvested timber to Lothren, the main city, where it is highly sought after.

Island of the Druu

Island of the Druu

This remote island, far from the oppressive reach of the Iron Empire, serves as the sacred homeland of the Druu of the Seed. Untouched by the horrors of the outside world, it is a lush paradise filled with vibrant flora and fauna, where the Druu practice their ancient elven magic and safeguard the natural balance. The island is a sanctuary for those seeking refuge from tyranny, embodying the last vestiges of hope and harmony in a grimdark world.

Ivory Watch

Ivory Watch

Rising above Lothren, the Ivory Watch is a district of glacial elegance, home to the Empire’s aristocracy. Here, alabaster mansions and stained glass reflect centuries of brutal eugenic refinement, while gardens of razor-thorned roses frame decadent pavilions where grotesque harvest banquets are held. Beneath the surface, hidden dungeons breed loyal 'house stock' for the elite, who plot and barter in crystalline towers, cloaked in beauty that conceals their predatory nature.

Krones Cor

Krones Cor

Krones Cor, known as the Crown City, is a formidable dwarven settlement perched atop a rugged mountain. The architecture is a blend of natural rock and intricate dwarven craftsmanship, featuring sturdy stone buildings adorned with metalwork and runes. The city is alive with the sounds of haggling merchants and the clanging of metal, creating a unique and vibrant culture amidst the stormy backdrop. It serves as the training area for the Krones, the dwarves' most feared military units, known for their aggression and bravery.

Lothren

Lothren

Lothren, a colossal city with a history of 8,000 years, stands as a grim testament to the Iron Empire's brutal rule. Once a marvel of elven architecture, it now serves as the heart of a resource-rich region, where opulent estates of the elite starkly contrast with the crumbling slums of the common folk, all under the shadow of the Emperor's dark palace.

Maerr Frike

Maerr Frike

Maerr Frike is an ancient dwarven region nestled in the Ebon mountains, characterized by its vast underground tunnels and intricate cave systems. The dwarves here maintain a unique symbiotic relationship with the Free'e, massive centipede-like creatures that serve as both transportation and labor, evident in their grand architecture adorned with centipede motifs and remnants of ancient machinery.

Mercyland

Mercyland

Mercyland is a grim breeding camp in the desolate lands of Hen Livon, where humans are raised like livestock under the watchful eyes of the Emperor's guards. Vast fields of meticulously maintained pastures stretch out, with a large, imposing house serving as the nerve center for operations, surrounded by cages and transport roads leading to processing towers that loom ominously, their elegant exteriors concealing the horrors within.

Mines of Mok Ra'a Highlands

Mines of Mok Ra'a Highlands

The Mines of Mok Ra'a Highlands are a grim network of deep, perilous shafts carved into the desolate landscape, where deformed orcs toil under the brutal oversight of the Iron Empire. This site serves as both a resource extraction hub and a containment area for the Empire's grotesque creations, forcing the orcs to mine valuable minerals while subjecting them to extreme violence and harsh conditions.

Mok Ra'a

Mok Ra'a

Mok Ra'a is a rugged area primarily inhabited by orcs, divided into territories for normal and deformed orcs. Once dwarven land, it was seized by an empire and later became a stronghold for orcish miners who now dominate the mountains, extracting resources from the depths. The deformed orcs thrive in the mines, while the more intelligent orcs oversee operations, ensuring efficiency and productivity. To the north, Mok Ra'a is bordered by a towering mountain range, while the southern edge meets the crashing waves of the sea, creating a stark contrast between the rugged land and the vast ocean.

Mok Ra'a Highlands

Mok Ra'a Highlands

The Mok Ra'a Highlands are a grim Imperial dumping ground and labor camp, deliberately isolated far from the Empire's core. Seized from the dwarves by decree of the Demon-Emperor, this desolate mountain range was "dedicated" to housing the Deformed Orcs – a tragic race born from generations of enforced incest breeding under Imperial policies. Concentrated here, their genetic decay accelerated catastrophically. Extreme mutations run rampant: extra limbs, fused bones, exposed organs, and shattered minds fester alongside monstrous, unpredictable strength. The Empire exploits this. Those physically capable endure brutal conditioning in crude combat pits, forged into shock troops or arena fodder. The rest toil endlessly in the deep, perilous mines scarring the highlands, extracting resources under whip and chain. It's a containment zone masquerading as a homeland, where the Empire both harvests useful monstrosities and walls away the horrifying consequences of its own eugenic cruelty.

Mount Brithan & The Vale

Mount Brithan & The Vale

Dominating the Desolate Snow Expanse, Mount Brithan is a jagged monument to ancient horror and imperial greed. Four millennia ago, the warlord Geron sacrificed 480 followers on its peak to bind his soul to a demon, merging his essence with the mountain itself. Today, the Iron Empire exploits this cursed peak, forcing slaves to mine its depths for precious resources under the watch of fortified settlements clinging to its base. The Vale sprawls at Brithan's feet, a bleak basin filled with slave pits, imperial outposts, and the scoured land littered with colossal frozen skeletons. The atmosphere is thick with dread and oppression, as the Empire's presence looms over the vale, overseeing the relentless toil of its captives.

Mount Grondar

Mount Grondar

Mount Grondar towers majestically over the dwarven kingdom, serving as both a natural fortress and a source of wealth. Nestled at its base is Teh Noor, the capital city, where half of the structures are carved directly into the mountain, housing the captive queen of the Free'e. The mountain is rich with deep mines, including the infamous Big Bara, and serves as breeding grounds for the Free'e, whose labor is exploited by the dwarves to maintain their subterranean transport network.

Mountain Refuge

Mountain Refuge

Nestled within a labyrinth of interconnected mountains, The Hidden Elven Refuge serves as a sanctuary for those fleeing the Iron Empire's tyranny. Ancient elven runes adorn the rocky cliffs, whispering secrets of a forgotten age, while small cities and settlements thrive in harmony with nature, untouched by the Empire's grasp.

Murkwater Swamp

Murkwater Swamp

The Murkwater Swamp is a vast, murky expanse within a dense forest, filled with crooked trees and stagnant water. It is home to water goblins who live in sphere-shaped structures made of swamp grass, navigating the humid, vibrant atmosphere filled with croaking frogs and buzzing insects.

Murmurose Forest1

Murmurose Forest1

The Murmurose Forest is a hauntingly beautiful yet eerie place, dominated by a strange red fungus that clings to the trees, thickening their leaves into heavy, leathery sheets. The air is filled with a constant, unnatural white noise, drowning out all other sounds, while red-furred monkeys thrive here, using their oversized ears to navigate the chaos. Scattered throughout the forest are tall, pale stone spires that lean at odd angles, remnants of a forgotten past, adding to the forest's mysterious atmosphere.

Norlands

Norlands

Once a lush forested area inhabited by elves, the Norlands now lies in desolation, characterized by dry grasslands and sparse trees. The remnants of its former glory are evident in the few mountains with sharp cliffs that rise abruptly from the ground, casting long shadows over the poisoned land that struggles to support life.

North East Ocean

North East Ocean

A continent-spanning body of cold, silt-heavy water, the Ocean of Ebon is characterized by its steel gray to near-black color and frequent gale-force winds. The water is perpetually overcast, with extreme tides that can vary over 30 feet, revealing a seafloor of deep trenches.

North West Ocean

North West Ocean

A vast body of water that serves as a boundary between the ancient dwarven region of Maerr Frike, the Hidden Elven Refuge, and the Imperial-Occupied Heartland of Doer Luen. Its deep blue waters are filled with strange aquatic creatures and remnants of ancient civilizations, making it a vital yet treacherous trade route.

Othil's Wake

Othil's Wake

Othil's Wake is a colossal mountain range formed from the remains of the fallen giant deity Othil, whose rugged cliffs and rocky shores stand in stark contrast to the lush beauty of the nearby Tarrin's Wake. Ancient ruins dot the area, remnants of the titanic struggle between Othil and his rival Tarrin, whose body formed the fertile islands of Tarrin's Wake. The area is polluted by the empire, serving as a vital source of biological components for their war machine, where captured creatures are trained as shock troops.

Othil’s Reach

Othil’s Reach

Othil’s Reach is a desolate island formed from the colossal remains of the fallen giant deity Othil, serving as a destination for the Empire's most wretched. It is a land of calculated suffering, overseen by depraved nobility who revel in the torment of the condemned, creating a macabre spectacle of agony and despair.

Peh

Peh

Peh is a small, struggling settlement inhabited by weary lumberjacks and miners. Characterized by dilapidated wooden structures and a pervasive atmosphere of despair, the community faces constant hardships as they work tirelessly in the nearby dark, softwood forests and meager mines. Families often barter for necessities, and occasional gatherings at the local inn provide a brief respite from their struggles, where tales of better days are shared over cheap ale.

Port Perka

Port Perka

Port Perka is the largest trading hub in the dwarven lands, bustling with merchants and travelers. Known for its unique customs and dialect shaped by its proximity to the sea, the city thrives on trade and cultural exchange, overseen by the formidable Kones Car, a fortress that provides protection while remaining unreachable.

Rav’noth

Rav’noth

Beneath miles of stone and rot lies the Bolton stronghold of Rav’noth, a festering, sprawling underground city carved through centuries of spite and blood. The air is thick with the stench of damp stone, burnt flesh, and fungus, filled with the noise of chittering voices and clanking metal. Its jagged tunnels and massive caverns twist inward, cramped and suffocating, with walls etched in claw-mark graffiti and ancestral symbols. Slaves toil under torchlight, while raiding parties vanish into black shafts, driven by a violent rhythm of stolen goods and a burning hatred for the Empire above.

Rejokja

Rejokja

Rejokja is a colossal dormant volcano, a monument to spent rage and lingering evil, once a source of apocalyptic fury. Its slopes are tainted by the essence of Kyr'Vosh, a minor demon lord imprisoned within, leaving the land scarred and desolate, with whispers of its dark past echoing through the air.

Road to Hen Livon

Road to Hen Livon

The Road to Hen Livon is a grim pathway connecting Lothren and Hen Livon, heavily trafficked by slave traders and their captives. It is often ambushed by the Rebellion, who seek to free the enslaved and disrupt the trade.

Rupert's Estate 2

Rupert's Estate 2

Rupert's Estate is a sprawling castle once owned by the brilliant yet mad scientist Savim Rupert. His experiments in immortality led to the creation of the 'Kids of Rupert', who, trapped in eternal childhood, now serve as spies for the emperor in exchange for their isolation and support.

Scarlet Necropolis

Scarlet Necropolis

The Scarlet Necropolis is a grim and autonomous district within Lothren, ruled by the blood-obsessed Flayed Choir. This area, born from the ruins of former brothels and breeding farms, serves as a dark sanctuary where the Choir conducts horrific rituals of pain and sacrifice, believing that suffering is a form of worship.

Slave District

Slave District

The Slave District of Lothren is a grim and oppressive sector where the Empire's enslaved populace is confined. Overcrowded and dilapidated, it serves as a reservoir for forced labor and dark rituals, reflecting the Empire's brutal control over its subjects.

South West Ocean

South West Ocean

This vast ocean is a tranquil expanse of water, seamlessly connecting the islands below. It serves as a boundary between the desolate Othil's Reach, the lush Tarrin's Wake, and the mysterious Waldemar's Isle.

Swamp of Sacrifice

Swamp of Sacrifice

The Swamp of Sacrifice is a dark and twisted region ruled by the Brueyis Bloodline, featuring a massive villa surrounded by a settlement of enslaved individuals. While the slaves maintain their own markets and farms, the beauty of the landscape is overshadowed by the ominous swamp, home to the demon Utyss, who demands daily sacrifices in exchange for power.

Tarnek Territory

Tarnek Territory

The Tarnek Territory is a secluded region governed by the Tarnek family, characterized by cold rivers, rocky fields, and steep hills. The area is shrouded in mist most mornings, with a cool, damp climate that rarely changes, making it the only place where the addictive drug-wine, Tarnek, can be cultivated from the unique white-veined vines that grow in the mineral-rich soil.

Tarrin's Wake

Tarrin's Wake

Tarrin's Wake is the greener part of the giants' island, serving as the final resting place of the colossal giant Tarrin, who fell in battle against Othil 8000 years ago. The landscape is shaped by their titanic struggle, featuring rolling hills, deep valleys, and mysterious stone formations, all blanketed in dry grass and spiky bushes, with sacred groves believed to hold ancient spirits.

Teh Murel Ruins

Teh Murel Ruins

Once a thriving dwarven city, Teh Murel now lies in desolation, a testament to the greed and selfishness of its former inhabitants. The remnants of grand stone structures are overgrown with twisted vines and the echoes of industry have been replaced by the haunting winds that sweep through the wasteland.

Teh Noor

Teh Noor

Teh Noor is the majestic capital of the dwarven lands, nestled at the base of the towering Mount Grondar. Half of the city is carved into the mountain itself, where the captive queen of the Free'e is held, her powers exploited to create a network of subterranean transport for the dwarves. The city is adorned with shimmering gold and precious gemstones, reflecting the wealth and craftsmanship of its inhabitants. At its heart lies the grand palace of the dwarven king, a symbol of strength and opulence amidst the bustling streets filled with traders and artisans.

The Boabos Domain

The Boabos Domain

The Boabos Domain is a grim and foreboding region, split between towering mountains and dense, dark forests. At its heart lies the massive castle of the Boabos family, surrounded by plains used for farming and breeding. This area is notorious for its breeding farms that produce obedient and beautiful human slaves, treated as mere pets by the Boabos nobility. The landscape is marked by the oppressive atmosphere of fear and despair, as the Empire's dark legacy looms over every aspect of life here.

The Fractal Sanctum

The Fractal Sanctum

The Fractal Sanctum is a surreal area where the laws of reality bend and twist, reflecting the crystalline nature of the Order. Here, the air shimmers with fractal patterns, and the ground is a mosaic of shifting colors that seem to pulse with life. Visitors may find themselves caught in a web of whispers, hearing the thoughts of the Order as they navigate this strange landscape. The Sanctum is dotted with towering crystalline spires that reach towards the heavens, each one a repository of chaotic artifacts collected by the Order.

Unbroken

Unbroken

Carved into the eastern face of the tallest peak within the Hidden Elven Refuge, Fist of the Unbroken C is a grim sanctuary for the Monks of the Way of the Iron Fist. It combines the elegance of ancient elven architecture with the brutal functionality of iron and stone, serving as a training ground for elite warriors of the Rebellion. The monastery's austere courtyards and the Soul Crucible reflect the harsh discipline and inner struggles of its inhabitants, who harness their past as escaped slaves to forge their future as living weapons against the Empire.

Vavar's Teeth

Vavar's Teeth

Vavar's Teeth is a foreboding mountain range resembling a set of jagged teeth, home to the mountain goblins. The dark, craggy peaks are riddled with crooked caves, making navigation treacherous for outsiders but familiar territory for the squat, wiry goblins who thrive in this grim environment.

Vornhald - The Marches

Vornhald - The Marches

Vornhald, known as the Marches, is a rugged coastal area characterized by its mountainous terrain, deep quarries, and smog-choked valleys. The Cinder River flows rust-red from mine runoff, flanked by skeletal trees, while the region endures bitter winters and summer storms that trigger landslides. Ruled by the iron-fisted Duke Harkon IV, the area prioritizes iron production over sustenance, with barons enforcing quotas through mercenaries known as 'Oathkeepers.' The culture is steeped in oppression, with serfs wearing iron collars and whispering prayers to Saint Goran, while nobles indulge in lavish cannibal feasts. The economy relies heavily on iron ore exports, but food scarcity is rampant, with 70% of grain imported under extortionate contracts. Tensions rise as the remnants of the 'Cinder Uprising' threaten to ignite once more, with saboteurs targeting the very systems that keep the mines operational.

Waldemar's Isle

Waldemar's Isle

An unmapped island inhabited by 300 identical gnomes named Waldemar, who share a hive mind. They cultivate lush gardens filled with vibrant fruits and fine wines, fiercely defending their territory from any intruders. Local legends warn of Waldemar's sinister habit of snatching the toes of children who neglect to pray to the Emperor at night.

Warrens

Warrens

Deep within Lothren lies the Bone Warrens, a nightmarish underground factory where the discarded and deemed useless are transformed into grotesque living tools for the Empire's war machine. Overseen by the ruthless Black Graft, this maze of rusted cages and makeshift workshops is where enslaved workers forge various machines for the Empire's infrastructure, while horrific experiments are conducted on individuals, infusing them with machine parts in a chilling fusion of flesh and metal.

Xaxar Mire

Xaxar Mire

Once a vibrant riverland, Xaxar is now a festering mire, a haunting reminder of the Empire's destructive ambition. Mutated flora and fauna thrive here, twisted by the remnants of the Empire's city that polluted the entire region, creating a landscape filled with grotesque organisms and potent toxins. The air is thick with the stench of decay, and the ground squelches underfoot, making every step a challenge. This area serves as a vital source of biological components for the Empire's war machine, where captured creatures are trained as shock troops, blurring the line between life and weapon.

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