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Terror Zones
Zone: Portalis
Major Race: Various
Population: 120,000; At any given time, nearly 30,000 of these are visitors or traveling merchants.
Ruler:
Capital: Keydoor
Major Cities:
Minor Cities:
Places of Interest:
Safety Level: Low
Terrain: At first glance, the terrain appears as any normal city, surrounded by wooded forests and grassy fields. However, closer inspection reveals that the plant and animal life is slightly twisted or deformed. Every living thing in Portalis has a subtle, but definitely more sinister appearance and attitude.
Weather: Fairly standard weather through all four seasons. However, those who have lived in Portalis long enough realize that the sun shines rarely and the nights are darker than they should be.
General Alignment: Neutral-Evil
Military Strength: Strong; 4000 Human Pikemen, 1000 Human Archers, 275 Human Cavalry, 300 Dwarven Battleragers, 350 Elven Archers, 800 Dark Elf Assassins
Description: As the first level of the Terror Zones, Portalis appears to be not half as bad as most stories make the Terror Zones out to be. Civilized beings living in organized cities seems to be the norm. The Zone has no more monsters than one would expect. The merchants are more than willing to trade with travelers and offer them hospitality. Even the weather, although a little dreary, seems to be fairly benign. However, not everything is at it seems in the realm of Portalis...
Zone: Wastelands
Major Race:
Population: 44,000
Ruler:
Capital:
Major Cities:
Minor Cities:
Places of Interest:
Safety Level: Low
Terrain: Barren rocks with no hint of vegetation. Nothing natural grows in the Wastelands.
Weather: Sunshine or rain are unheard of. Fierce winds are been known to kick up at times, blowing around the dust and ash.
General Alignment: Evil
Military Strength: Average; Although the armed forces are quite numerous, their lack of quality equipment and any real desire to defend the Wasteland greatly reduces their fighting ability. The constant skirmishes between the dwarven/human forces and the orcish/goblin forces are only interupted when a common enemy presents itself; 2300 Orc Militia, 2500 Human Militia, 2700 Goblin Militia, 1800 Dwarven Militia.
Description: It is rumored that a great civilization thrived in what is now the Wastelands thousands of years ago. No one knows what became of it's citizens but many horrific rumors abound. Now, all that is left is the crumbling, unidentifiable ruins of their great cities. Whoever destroyed or drove off the former inhabitants seems to have also taken anything of value. The current dwellers make their homes in the rubble, eeking out a miserable living trading with those who pass through. Since nothing grows here and every man-made struture seems to collapse shortly after it is finished, the Wastelanders have little to trade and resort to violence to replentish their store of tradable goods.
Zone: Banshee's Wail
Major Race: Various
Population: 18,800; Only 400 or so maintain their sanity.
Ruler:
Capital: Fort Id
Major Cities:
Minor Cities:
Places of Interest:
Safety Level: Low
Terrain: Fierce winds shriek across the barren lands with only the most durable vegetation holding a tenuous grasp on the rocky terrain. Tremendous wind erosion results in deep gorges and ravine scoured mountains.
Weather: On a good day the ever-present winds are merely a strong breeze that whips loose clothing about. More often than not, these same winds gust with unimaginable force, stinging the skin and stealing breath away. These winds are capable of picking a traveler up and carrying them for miles before dashing them against a jagged mountain face.
General Alignment: Evil
Military Strength: Weak; 30 Veteran Human Soldiers handle most of the defense. A brigade of 1200 insane beings of various races form the Delirium. These are true berserkers who have no regard for their own safety and will do anything to overcome their foes.
Description: Banshee's Wail is considered the third layer of the Terror Zones. It is a realm of howls and screams, carried aloft by the neverending piercing winds. Conversation is only possible by yelling and even then, the words are often twisted into a wail of agony and despair by the time they reach a keen listener's ears only a few feet away. The air constantly whisks sand and debris about, cutting vision to 1/4 normal distance and leaving travelers with painful wounds and abrasions. Every minute skin is exposed to the sandstorms results in 2 damage. Normal clothes wear to tatters in less than an hour. However, the worst apect of this realm is the madness that constantly pursues even the most strong willed of travelers. The incessant shrieks and whispered death cause all who spend more than a day in this zone to make a PSY check or begin to lose their sanity. Each passing day, the PSY roll is at a cumulative -5. Once the insanity sets in, a being loses its will to leave the zone and will not willfully leave under its own power. Note that beings that manage to maintain their sanity until they reach the day where they make a PSY roll at 1/4 of their PSY Attribute are forever immune to the zone's influence. It is these few beings that maintain any semblence of order among the thousands who have succumb. Despite the dangerous environment, the settlers have managed to create an outpost in this barren land called Fort Id. A jagged wall composed of rock and scrap metal blown in from other zones keeps the more dangerous predators outside the fort. However, the unstable nature of most of the citizens makes visitors wonder which side of the wall is safest.
Zone: Everfar
Major Race: Various
Population: 60,000
Ruler:
Capital:
Major Cities:
Minor Cities:
Places of Interest:
Safety Level: Low
Terrain: Most of Everfar is dry, harsh desert. Very few water supplies exist and of those, most are poisonous or diseased.
Weather: Hot and dry.
General Alignment: Neutral-Evil
Military Strength: Weak; Everfar has no true military as there are not enough resources to support it. However, because invading armies also quickly run out of supplies, there is never a need for a standing army.
Description: Although the environment is harsh by Kragora standards, it is not nearly as intimidating as many of the other Zones. This, however, is it's greatest danger. A seemingly innocent path through the forest is frought with more dangerous plants, animals, pits, traps and disease than should be physically possible. Time and space are warped such that distances are always greater than what they seem. A supposedly quick trip from the relative security of one town to the next fortress often takes weeks longer than it should. Stored food, water and shelter also have an uncanny knack for going bad or being stolen by one of the native scavengers. Many an unwary traveler has found their supplies gone and left to the mercy of the wild.
Zone: Hunting Grounds
Major Race: Various
Population: 17,000 humanoids, 140,000 animals
Ruler: Jericho (13th lvl Tiefling Hunter)
Capital:
Major Cities:
Minor Cities:
Places of Interest:
Safety Level: Low
Terrain: Jungle; Plants grow at 10 times standard rate and up to 3 times standard size. Most of the local plant and animal life is sentient enough to recognize and attack visitors while aiding the natives.
Weather: Hot and humid. Light to heavy rain showers nearly every day.
General Alignment: Neutral-Evil
Military Strength: Average; Although the Hunting Grounds have no organized military, an invading army would be treated as prey, just like every other visitor. Although all inhabitants of the Zone: humanoid, animal, monster and plant, work together to track down prey, a group of 35 beings known as the Predators usually lead the pack.
Predators: Led by Jericho.
Description: Lush jungles with pockets of grassland fill this Zone. Structures are either built using the existing flora or they quickly become overrun by it. All non-native visitors to this Zone are immediately tagged as prey by all locals.
Zone: Tombstone
Major Race: Vampires and wraiths of various races.
Population: 3500 Vampires, 2000 Wraiths
Ruler:
Capital:
Major Cities:
Minor Cities:
Places of Interest: Dragondeath Graveyard
Safety Level: Low
Terrain: Dry, dusty and barren. Because plant life cannot exist, the air is deficient in oxygen and therefore, exhaustion occurs in 1/4 standard time.
Weather: Except for an occassional breeze, this zone has virtually no weather. There is apparently no sun yet the Zone remains at a constant very low level of gloomy, gray light.
General Alignment: Evil
Military Strength: Low; Tombstone has no organized military but if ever someone decided they wanted to conqueror this Zone, all the locals would defend it.
Description: Nothing grows in the sixth level of the Terror Zones and very few living things that enter stay that way. Gray rocks and barren wasteland stretch as far as the eye can see in any direction. Growth is magically stunted on a cellular level. Therefore, wounds do not heal on their own and even minor sicknesses are fatal because immune systems will not function. The only beings that can remain here for an extended amount of time are those that are not alive to begin with. Because few who enter this Zone ever leave, hundreds of thousands of gravestones litter the ground. Most tombstones are crumbling and in disrepair. The grave markers vary widely in size and design. The majority are poorly constructed markers made from whatever materials the survivors had on hand. Others mark the final resting place of great warriors, kings and tyrants with massive sepulchurs and masoleums. It is rumored that their worldly treasures are also stored with them but it has never been confirmed because most die before they find out.
Zone: Bloodstorm
Major Race: Various
Population: 17,000
Ruler:
Capital: Fortress of Final Retreat
Major Cities:
Minor Cities:
Places of Interest:
Safety Level: Low
Terrain: Vast reaches of acidic swamps with peaks of active volcanoes jutting up at random intervals. The pools are more often than not bordered by lava streams than rocks, making travel extremely dangerous.
Weather: The hot air burns the lungs and leaves one gasping for more air. Intense exertions causes fatigue in half the time. The drifting vapors burn the eyes and nose making concentration for spellcasting nearly impossible.
General Alignment: Evil
Military Strength:
Description: Not much lives on the seventh level of the Terror Zones. Bubbling pools of acid stretch as far as the eye can see, dotted with active volcanoes, spewing forth firey death. Acid vapors drift upward to mix with this magma and fall as rain. These "bloodstorms" burn away any struture the inhabitants dare build and vegetation that does not have some form of protection. Those residents who are trapped here have found shelter in caves and tunnels carved by ancient lava flows.
Zone: Dismal Abyss
Major Race: Wraiths, Shadows, Kobolds, Dark Knights
Population: 97,000
Ruler: Dagda Mor
Capital:
Major Cities:
Minor Cities:
Places of Interest:
Safety Level: Low
Terrain:
Weather:
General Alignment: Evil
Military Strength: Strong; The only residents of the Dismal Abyss who are not part of the military are the several thousand slaves that do all of the work of maintaining the troops; 3000 Shades, 50000 Dark Knights, 5000 Slayer Knights, 1000 Death Knights, 250 Chaos Knights, 3000 Wraith Assassins, 9000 Kobold Commandos. These forces are led by 3 Chaos Lords.
Description: The Dismal Abyss holds the position of the 27th layer of the Terror Zones. It is held in the shadowy grasp of Dagda Mor, the Wraith Lord.
Zone: The Beyond
Major Race: None
Population: 1
Ruler: Morgoth
Capital:
Major Cities:
Minor Cities:
Places of Interest: Pit of No Return
Safety Level: Low
Terrain:
Weather:
General Alignment:
Military Strength:
Description: No one knows exactly what level of the Terror Zones the Beyond corresponds to except that it is deeper than any traveler has ever been to and lived to tell. The fallen Vala Morgoth is forever trapped in the Pit of No Return, banished by Manwe and the rest of the Valar. However, legend has it that a certain key can unlock him and allow him to unleash his devestation upon the world once again.
Major Race: Various
Population:
Ruler:
Capital:
Major Cities:
Minor Cities:
Places of Interest:
Safety Level: Low
Terrain:
Weather:
General Alignment:
Military Strength:
Description: