Lost Aresya

The once thriving kingdom of the Beronzin satyrs is now a dead flatland of silent pastures, putrid forests scattered with ruins of stone temples, and ritualistic megaliths. Grieving souls meander around the deathly quiet brought on by the Dark Mirror’s influence.

Ruins of Baldur’s Gate

An eldritch storm of falling stars devastated the city, leaving behind a meteorite that would have lasting effects. Over a hundred years later, the Ruins of Baldur’s Gate are a dismal urban wasteland contaminated by otherworldly magic and haunted by hideous monsters. Fantastic wealth, lost knowledge, and powerful artifacts lie ready for the taking by adventurers brave or foolish enough to venture into the Ruins.

Grimstone. Iridescent crystals of vast magical potential are found throughout the Ruins of Baldur’s Gate. Known as grimstone, these lambent stones emanate unnatural energies that induce madness and monstrous transformations. Despite these dangers, grimstone is ideally suited to crafting magic items and fueling mighty new spells. Sorcerers, warlocks, wizards, and all manner of occult magicians crave its supernatural power, thus grimstone commands a high price within arcane circles and underground markets alike. Many prospectors risk everything to collect a few fragments, but the true origins of the strange mineral remain unknown. The remaining, now rival, factions of Baldur’s Gate stand divided over whether the crystals should be destroyed, harnessed, or worshipped, and their simmering disagreements threaten outright war.

Grassland of the Ancients

Named for the colossal trees said to be physical manifestations of Primes connected to nature. Amidst the bushes and the fields stand monuments dating back to the empire of the First Men, and druidic monoliths raised by the Ejre when they claimed this land as their own. Roads that once were pulsating arteries of trade are now much less safe. Here ends the Old Way, which overlooks a wide silent plain, the only place not yet rotting in Lost Aresya.

Old Civis

This distinctive town is the only Ejre safe haven in the whole region.

Built around one of the great trees of the grasslands, it is the center of Rahidra’s power. It’s white lime walls and stone roofs mix with straw huts circling the roots oft he great tree-sanctuary.

The outpost is well defended and, thanks to the perseverance of the apostates, is the only place where the power of the Primes persists. Foreigners are usually welcomed but watched closely for any threat to the sacred core of druids.

Syla Woods

An extensive area of dead trees littered with the bones of satyrs who rise to protect it from creatures of the endless night.

It was once the safest path into the east, but in the Lunar Age it is a place for wrath and doom. Many wizards who have mastered the dead energies of nature, see it as a place of power and not just a sanctuary for vengeful, primal spirits.

Ravines of the Encaged

In the eastern side of Lost Aresya are hills and plateaus, crossed by gorges and crevasses so deep that moonlight barely reaches into them. Banks of fog fill them, and the bottom is impossible to see.

The small village of Gloomvale holds onto the very rock of one such ravines, mainly sustaining itself on hunting and trading with the outpost of The Mark.

Despite its gloomy appearance, the village carved in stone is highly defensible and sometimes its inhabitants descend into the lower mists with the aid of rudimentary lifts to drive the vicious creatures of the depths away. Most of Gloomvale’s denizens are just passing through and come from all corners of the world.

Every mountain in Faerun hides entrances to ancient Rizadrin cities, but most are in this area. Quarried in stone, mostly collapsed or sealed, they lead to the horrors of the World Below.