So are these for Points of Light or some other setting? I'd like to see more info on the PoL setting myself. I know I was thinking of a hidden city or town of all Tieflings.
The "PoL setting" doesn't exist. It's the default world of the books, and if you noticed a name for this world is never given, because more than a setting it's a meta-setting, something that you apply and use in YOUR setting, something to facilitate your game master work. The PoL concept facilitates your work right because it's about points and not areas. You can add any point of light (or dark) that you like in such a world (your world), and it will always be ok, because you don't have to answer to questions such as "where do I put this?" or "what are the relationships between this place and this other?", because these points of light and dark, as a concept and if made properly, are made for being self-contained. You know, thanks to excuses like trespassing into the feywild or the shadowfell, you can even include points in your world without actually placing them in a specific point on the map, because the distances on those two different (but so close) planes can be changed.
The purpose of the thread is to post the points of light and dark that you invented, in order to share them with other masters that may include them in their world if they like them. I'll take the chance to "bump" one of mine, "Ros'Havej". It's some kind of oasis in the desert, and both a point of light and dark, depending how *deep* you go into it.
Hollowgrove At first glance, the village of Hollowgrove is veiled with a strange fog. The local wisewoman/priestess has gone missing for several weeks, and an evil presence has slowly taken over, but it is unclear what. There have been sightings of strange, dark humanoid figures seen roaming the graveyard at night. If questioned, the mayor refuses to yield any pertinent information.
In reality, over 150 years ago, there was a war between necromancers and the local townsfolk. The only survivors were the mayor and the wisewoman. However, the wisewoman was a necromancer who changed sides during the war. The two have a pact - they do not speak of the past, and they get to keep their secrets. However, the wisewoman would get the itch to practice her old magic and create animated corpses as playthings.
With her gone, the undead roaming the graveyard have no master. The high walls only hinder their inevitable escape, and the carrion crawlers and otyughs guarding the graveyard can only feed on so many of them. And what roams the graveyard is only the tip of the iceburg compared to what is in the underground catacombs.
However, before being sent to the graveyard, the mayor will request a task to deem if you are powerful enough. He will send you to a house on the edge of town - the owner has been lost at sea for over a year, and the house will need to be cleaned out. The only problem is that the house has been taken over by rats... a lot of them, and they're not the typical vermin, either.
Other than that, the village is fairly normal - the townsfolk are more knowledgable than some, and you can buy nearly anything you'd want or need. The innkeeper is talkative and nostalgic, and most of the townsfolk are warm and friendly.
Hollowgrove is also a haven for refugees who have been driven out of their homeland for whatever reason - plague, drought, etc. It is a mix of races/cultures, and after being settled for so long, the townsfolk wouldn't want to leave. Except for the mayor and wisewoman, everyone is either a refugee or descendant of one.
I disagree that the PoL setting does not exist. I remember the very large maps of areas and the adventure from Keep on the Shadowfell and it mentions quite a few places so I think it could indeed exist as it's own setting but it's generic enough to also exist in other settings. That being said though I'd like to create a village of all Tieflings but I'm unsure how to go about it.
To expand on the points-of-light (and dark) , I have also added a listing of optional background nations for use in my homebrew setting. In keeping with the bonuses found in Player's Guide to Faerun, each location comes with a skill bonus for characters that originate there. The nations and cities are ill-defined in terms of dimensions, so they could be added without having to exclude anything else. Just adding to possible campaign settings without limiting future developments.
The Kingdom of the Hand of Victory Also known as 'The Hand', this is a cozy, small domain ringed by five mountains that give the appearance of a clawed grasp. Once center of a growing Hobgoblin Empire, a slave revolt two centuries ago cast down the goblinoids and gave freedom to slaves of diverse race. Humans, Halflings, Elves, Eladrin Tieflings and Dwarves can all be found here in relative harmony, their shared history giving a sense of unity. The region is ruled by local elders who elect a monarch, called the Vox, the Voice of the People. :Diplomacy is a Class skill - +1 to Diplomacy checks
The Orb Valley Once the seat of a vast empire ruled by precognitive mystics, this region resembles a massive, spherical indentation in the Earth, like the bottom of a great ball. Once the seat of a collosal, arcane-constructed city built to allow the Seer-masters of the Empire of Aeon greater precognition. The Empire was cast down centuries ago, but a faint spark of power remains in the humans and half-elves that dwell in the villages in between the monster-haunted ruins of the cities. :Insight is a Class skill - +1 to Insight checks.
The Demon Rake A deep rift in the rocky earth, a massive chasm that drops from the surface to the depths of the Underdark, the Demon Rake has existed since primordial times. The site of many invasions by dark elves and elemental evils, the cliff-dwelling tribes are reknowned for violent independence and extreme individualism. The hostility and danger of the rift is seen as an opportunity for valor and reknown against underdark horrors and the occasional demon that rises from the pit to ravage the mortal world. Extremely stubborn dwarf-clans lair here and remain out of sheer defiance, and many Dragonborn heroes are attracted as well, eager to prove themselves. The independence and self-reliance of these people gives them a +1 bonus to Healing :Heal is a Class skill - +1 to Heal checks.
Realm of the Crystal Clan The Tower-city of Syllyndrylyth was one of the most remarkable achievements of the lost empire of Cendrianne. A domain composed of magical crystal that could live, and grow, on its own, expanding upwards in the sky and down below the Earth. The Epic magics that allowed its construction are long-lost, but a clan of Eladrins have populated small, outlying villages in order to reclaim this wonder. Millenia ago, the people of Syllyndrylyth were betrayed by an Eladrin turncoat who paved the way for a Drow invasion of the city. The war that resulted devastated the Eladrins and allowed for greater dark elf incursions. Infighting among the drow doomed their Imperial ambitions, and now the great, growing city of living crystal is inhabited only by Underdark beasts and insane wizards. But a hearty clan of Eladrin is determined to beat back the chaos and reclaim this realm. A small fraction of the great Tower-kingdom is civilized, but the Eladrin have also allowed warlike humans and sturdy dwarves to share in the military burden, in exchange for settlement rights later. In addition, some elves still hold out hope of locating the hiding place of Sybaal the Deceiver, cursed with eternal torment by an Exarch of Corellon for his treachery. :Dungeoneering is a Class skill -+1 to Dungeoneering checks.
Gravenwalk The Nerath province of Garvenia was stable and prosperous in the last days of the Empire, but the governor in those days could not bear to release his grip on power, even his own death was not enough. Transformed into a Lich, governor Venwold denied his heirs a throne, and for this offense, the Pelor-worshipping realm fell into civil war for nearly a century. Venwold still has some human supporters, and he supplements his forces with undead legions. The living faction has put out a call for warriors and adventurers, and many Dragonborn and Tieflings have found ways to profit off the never-ending civil war. The two factions rely on trickery and espionage as much as war lately, and a glib tongue is as useful as a hidden dagger when trying to negotiate your survival in this divisive country. :Bluff is a Class skill - +1 to Bluff checks.
Tel-of-Swords It is not clear what the city's original name was, or who first built upon the site. The city stands at a continental crossroads, and also a weak point between both the Feywild and the Shadowfell, as such war has raged over this realm throughout the rise and fall of countless empires. The city has been razed and ravaged and rebuilt dozens of times over the milenia, with conquerors building over the ruins of those they displaced, until they in turn were massacred. The clan that rules here now survives not by mere force of arms, but more through magic and cunning. The Half-elf inhabitants with a few Eladrin named the place 'Tel-of-Swords' -Tel meaning 'layered city', from the wreakage of countless civilizations below them. Magical foundries for the creation of Warforged are among the secrets buried, and recently the people here have managed to revive the technique to create new Warforged to aid in defense. The current inhabitants also comb the ruined sub-layers for magical secrets and details of past battles that they might defend themselves for the next invasion. :History is a Class skill - +1 to History checks
The Island of Harmony This land-locked realm is not an island at all, but rather the rulers of the mountainous domain name it thus because of the rarity and wonder of the multi-racial kingdom they have created. A dynasty of sorceror-kings have created a permanent telepathic web over this land, linking the minds of all citizenry in perfect, lawful harmony. There is no crime, war, or treachery, as all individual thoughts and ideas are public thoughts and ideas. Traders are allowed occasionally, but no one born here is ever permitted to leave. When a citizen leaves the nation, it causes disruptive ripples in the psychic web that inconvenience other residents. But still, those cunning enough to hide their thoughts, and stealthy enough to navigate through the lava-tube caverns might escape the thought-police that patrol the realm to weed out deviants. Despite all precautions, determined individuals able to evade capture trickle out of the kingdom each year - and are considered traitors in violation of a sacred covenant by the Sorceror-King. These free spirits can never return home, for they are the targets of man-hunts by fanatical assassin-rangers that are willing to chase traitors across the planes to avenge their realm. :Stealth is a Class skill - +1 to Stealth Checks.
Hullport A rarity among realms, Hullport is a kingdom built nearly by accident. It began as a ad-hoc base of operations for pirates in the Royal sea (so named for its purplish tint in deep water, similar to royal purple used to dye King's robes) from grafting together damaged ships to form a small island-like structure. Thousands of years and shipwrecks later, the number of vessels sunk in the area grew, and many of them were grafted onto the construct, forming a city-like region with an expansive interior. The structure has graduated from pirate lair, to merchant outpost, to domain in its own right. It is an ugly, assymetrical sprawl of innumerable sunken ships fused to each other through creative carpentry. Mermaids and other aquatic races dwell here, but there is significant trade with land-dwellers and a large presence of common races. There exists also a mysterious species of jellyfish that forcibly enter the mouths of land-dwellers and lodge in their lungs, these 'lungfish' enable water-breathing (but at the cost of a healing surge as long as they are present) The strain of switching from air to water breathing both within and outside the city tends to make hardier residents over the years. :Endurance is a Class skill - +1 to Endurance checks.
These grasslands once had an important role in the rebellion of the Dwarves against the Titans, for the area is rife with colossal monoliths that once channeled enormous elemental power for destructive purposes. In recent years, Tieflings have joined humans, dwarves and elves among the massive monolith-towers jutting from the Earth, curious concerning the ancient magics they represent. Many are hollow inside, easily defensible and useful as a basis for construction of cities. Villages and towns spring up around the monoliths, which are often connected by rope-bridges and wires that the people learn to traverse with great agility. The people have taken a legendary avian creature as a symbol of national unity, and for centuries only the enduring strength of the monoliths protected the inhabitants from the vicious centaur-marauders of the grasslands. :Acrobatics is a Class skill - +1 to Acrobatics checks.
This is a nation bent towards a definitive purpose that drives them, and imprisons them. This land once repelled an army of demons and undead led by the horrific Arch-lich Za'al. Throughout the years of Bael-Turath and Nerath, the people of this region have kept up their vigil. For the Arch-Lich was never truly defeated, he could only be contained, his great black tower is imprisoned forever by a blinding shaft of eternal sunlight that blocks his powers and destroys his servants. Yet the Arch-lich still lives, still acts and now relies on others to secure his freedom. For those willing to serve him and aid his efforts, he offers easy access to undead and demon allies useful in personal ambitions. The Humans, Halflings, and Tieflings of So'ohl are constantly maintaining and preserving a great ritual that wards the Arch-lich's tower with sunlight - this is seen as a sacred national trust. Warriors and Paladins are also welcome in So'ohl, for the alluring promises of the Arch-Lich attract Deathpriests of Orcus, as well as various psychopathic demon cults. The realm has recently received a great boon, with the rediscovery of ancient magics that allow the creation of Warforged to better resist the tide of horrific evil. :Arcana is a Class skill - +1 to Arcana checks.
A nightmarish blot on the land, this metropolis-gone-mad was once a center of learning in the days of Bael Turath, but has since succumbed to chaos and depravity. At the borders of the Boneshadow Desert with its back to the Royal Sea, the nests of villainy and mayhem here are difficult to root out by the powers of law and justice. Gulg is a magnet for criminals, evil warlocks, and those fleeing the justice they richly deserve. The city is accessible by sea, and the population is replenished by pirates, thieves, and murderers, for few can last long in this lawless place. The fall of Bael Turath was followed by other lords and nobles who sought to reclaim the imperial glory. All failed, all betrayed the people and their trust. Although those that brave the streets at night risk gruesome fates at the hands of slavers, drow, and even man-eating bands of Far-Realms abominations, those that gather here loathe and distrust any hint of authority or central government. The dead rot in the streets, without the benefit of a mass-grave. Those that defy the gangs, and the slavers are found publicly crucified, entrails strewn in the streets. And below those streets lurk flesh-rending horrors to devour the weak, and sinister mind-flayers to plot against all that is good, while the drow emerge from upper-underdark caverns below the city to exchange food for living slaves. But those wizards that desire a non-judgmental environment for the most abominable experiments, and those Warlocks that would invoke the most horrific entities, and those demon cultists that seek murder and sacrifice without fear of law - have found their home. For here the only true master is terror, fear, and the power to enforce it. :Intimidate is a Class skill - +1 to Intimidate checks.
Gladius There was a province on the borders of Arkhosia that was once popular for its games and gladatorial contests, seen as a center of these activities for the vast, Dragonborn nation. Since the disintegration of Arkhosia, the small realm has become independent, but has retained this tradition. Now, the gladatorial contests have taken on religious significance. Strong in the worship of Kord, the people and governments resolve a wide variety of disputes through divine-enchanced gladiators that carry dreams and ideals along with each blade. The priests of the land have complex equations for decisions and policies based upon which champion defeated whom under which conditions following certain rituals. Every young Dragonborn, Human, and Dwarf in the land at one point dreams of the great colliseums, the great games, the magic-tinged duels to the death - but only an elite few are chosen as Gladatorial champions. But in the hopes of being selected, nearly all youths receive extensive training in physical challenges of strength and skill. :Athletics is a Class skill - +1 to Athletics checks.
Pact-Zaqqara When it was clear that Bael Turath was in chaos, the Warlock-lords of the province of Zaqqara, in their desperation did the only thing that made sense; if the pacts already sworn to the powers of the Nine Hells were not enough, then new Pacts had to be agreed upon. The end result was a piece of the Hells here in the Middle World. In a perfect circle of territory, a small, insular nation exists were the devils still hold sway. Even Nerath could not break the diabolical hold on this realm of depravity. What is considered corrupt in other lands is enshrined in law, here. Bribery, embezzlement, theft, all are common, legal tools in the rotting sprawls of Pact-Zaqqara. Here, devils play depraved games with the lives of their Tiefling and human subjects, through a web of deceit, blackmail, and manipulation, they amuse themselves by the struggles of mortals. Though the devils rule here, the curse placed on them by the gods still holds, and the devils cannot roam beyond their borders, so they rule through deceit, abuse, and coercion. The only true crime here is demon-worship, stamped out quickly and efficiently by ruthless War devils. The morass and corruption of these diabolical cities results in cynical, treacherous mortals willing to sell out their own grandmothers for short-term profit. :Thievery is a Class skill - +1 to Thievery checks.
Astralia Some sophisticated individuals do not believe that any single god should be worshipped by a kingdom, but rather than as many deities as possible should be appeased, of differing ideologies so that a variety of blessings might protect a kingdom against a variety of threats. To this end, the polytheistic ideology of Astralia came into being over the centuries. The Dwarves of old have attracted many members of other common races to help them in their grand endeavor - The construction of fabulous temples to every known deity. Every century, a temple is constructed in a way most honoring to that deity - then, in a grand ritual, the structure is transported to the Astral Sea, to be claimed by their deity - with dedicated attendant-worshippers as a tribute to the deity. The nearby mountains hold vast stockpiles of gold and precious stones, and the pure worship dedicated to each temple noticeably adds to the strength of any given deity. The capital city is now a tinder-box of intrigues between deities light and dark jostling and politicking for more temples in their Deities' honor. :Religion is a Class skill - +1 to Religion checks.
The Witching Ranges
Not all meekly accepted the fall of Nerath. Though the kingdom was decapitated and the armies were no longer able to police the realm, some isolated villages still cling to shreds of unity and order. Though of diverse races, with the common history of Nerath, folk of the Common races inhabit these villages and see themselves as one people. The Range-men of the sprawling forested countryside known as the Witching Ranges maintain close ties through a network of scouts and rangers that try to hunt down covens of vile warlocks and psychopathic wild fey that have arisen to plague the scattered villages now that the great Legions no longer march to the defense of civilization. Elf and human intermingling make half-elves expecially common here. :Nature is a Class skill - +1 to Nature checks.
The area was a remote, desert oasis until the great mountain from the sky fell from the Heavens and blasted into the Earth. The great rock was composed of a rare metal that allows steel to be forged far cheaper and stronger than with earthly ores. A clan of roving Tieflings was the first to settle here, and take advantage of the rare event. Traders of many other races make the long march through the Boneshadow desert to the steel-trading emporium. A thousand shady deals and cunning bargains each day, and here information is wealth, and wealth is power. :Streetwise is a Class skill - +1 to Streetwise checks.
A remote southern region at which both Arkhosia and Nerath failed to fully civilize, these Moors are an unforgiving, marsh-strewn cesspool of feuding clans united only in their bloodthirst against each other. What passes for civilization here depends on trade from those few merchants bold enough to risk the murderous savages distinctive for the materials used in their facepaint, and the horrific predators that hunt in the mists. In addition to native goblinoids, savage humans and the occasional tribe of refugees eke out livings in these marshes, counting on the mists, monsters, and murderous reputation to defend them, but that which makes pursuit difficult also ensures that only the most cunning and wary will avoid their death at the end of a poisoned spear or predator's fang. :Perception is a Class skill - +1 to Perception checks.
City-State of Utshepit - Minotaur kings, goblin merchants. Half-ogre slave soldiers guard the empire and gather tribute from subjugated orc tribes, ogres are used as beasts of burden and mounts for goblin knights.
Ritoru Kyojin - A race of giant halflings, well over 5 feet tall, known for their rich cuisine and shrines to demon lords such as Chairman Orcus, Chef Azazel and Oven Master Xaphan.
The green spiders of Nexwood - sentient female giant spiders, small normal intelligence males and subjugated insectile goblin tribe, select female goblins swell up to ogre size and burst into swarms of tiny spiders.
Lake of Tears - inhabited by halflings who build their houses on floating platforms of reeds.
Xuthal In the center of a vast desert stands the ruins of what was once a great city. It looks to have been no more than a 100 years since the city fell into ruin, most of it is still intact. Xuthal used to be a great and prosperous city filled with all sorts of magic. The people their had long ago mastered a way to make an unlimited amount and variety of food with no effort as well as other powerful magics. One of the things they created was a powerful drug which put people in a dreamlike state were they could do anything they wished. Eventually the whole city became addicted. Now the few people still alive wander in a hallucegenic daze. More then citizens populate this city though. Long ago during the height of it's power the city was attacked by an aberation of extreme power. While they were victorious they did not have the strength to kill the monster and instead trapped it under the city with powerful spells. When the city became addicted to their new drug though they stopped renewing the wards and the aberation is free once more.
XuChotl A vast tropical jungle, far south of any civiled lands XuChotl is filled with creatures of all shapes and sizes. The only similarity between the creatures is that they are all deadly. Giant bugs, poisonous snakes, man-eating plants and other deadlier threats abound. Scatered throughout the jungle are massive temples to Set, Sehir's original name. Though most of these temples (think mayan ones) have long since been abandoned and left to ruin a few are still maintained by the original inhabitants. The temples were built long ago by the yuan-ti at the pininicale of their power. Inside these temples many horrific experiments were conducted to "improve" on the jungles most powerful creatures. These creatures were the only surviving relics from ages past before any sentient beings yet walked the earth. Of particular interest to would-be adventures is the city hidden somewhere in the jungle...
XuCholt Named after the jungle of the same name the city of XuCholt is a massive city that has fallen into direpair. The first thing that's noticed upon approaching the city is that the jungle abrubtly stops within a fifty foot radius of the city. The next thing noticed are it's high walls and lack of farms and that it's irragation system has fallen into disrepair. The only way in or out of the city is a rusted iron gate. The city of XuCholt is in reality a giant structure roofed in and with a single hallway running the length of the city but their are no other streets or open courtyards in the city. The city consists of four different tiers each with several different side-passages and chambers. The city is illuminated by the petrified eyes of a breed of magical snakes that have long become extinct. The city is inhabited by two feuding groups. If the PC's join one they will be told the history of the city. "The city was built long ago by another race that dwelt there for centuries doing little besides enjoying their leisure to the fullest. The present inhabitants arrived only half a century before, fleeing a revolution in their native land. A slave of the original rulers, Tolkemec, betrayed his masters and admitted the newcomers whom, though intellectually and technologically less advanced, nonetheless supplanted the architects of the city. Thus the new people came to rule a city they only dimly understood.The newcomers to Xuchotl were led by two brothers, Tecuhltli and Xotalanc, and by Tolkmec. They took over different areas of the city and for awhile lived in peace. However, a feud between the brothers began when Tecuhltli stole Xotalanc’s bride. Tolkemec aided and betrayed both sides for his own purposes, until hideously tortured and cast into the city’s catacombs to die. Since that time, the blood-feud has dominated all life in the city. The two remaining factions are led by Tecuhltli and Xotalanc the sons of the brothers of the same names. The two factions inhabit the second through 4 tiers on opposite sides of the city and both have access to the catacombs which, like the rest of the city are made up of several different passageways and chamber. Unlike the rest of the city though their are actually two different catacombs each with one entrance and that can only be entered from one side of the city. In the catacombs are a variety of powerful magic items that the inhabitants use in their battles. Most of these take the forms of damage dealing weapons or summoning magic. Unknown by the two factions Tolkemec has survived all these years in the catacombs by eating the corpses withing. If the PC's ask where the food comes from make the answer extremely vague as no one actually cared enough to find out. It just appears in certain areas every day.
I'm building a world history to underly the default (PoL) world, called The Forian world, or Lands of the Foriae. (Yes, it's a play on 4e).
The Foriae is an ancient race of shape-shifting primordial mortals.
The Foriae were humanoid in form and adaptive to their surroundings; in the air they became insubstantial whirlwind beings, in the sea they became aquatic torrents, in volcanic or fiery environments they burst into wilful flames, and burrowing in the earth they became much like stone golems or earth elementals. A single Forian individual could become all of these forms at will, or an intermediate form if between two realms - in arctic areas they became ice creatures, in deserts they could swirl as intelligent sandstorms. Attuned to both nature and the primordial elements, the Foriae were excellent naturalists and alchemists.
The Foriae took their name from their primordial deity, who is said to have created them after being rewarded this world as part of a wager with younger (but stronger) gods. Himself a shape-shifter and older than most deities, Forius hoped to see a world arise whose creatures were ruled by variety and adaptability rather than by the obsession with power, temporal dominance and physical solidity. (For reference to terrestrial mythologies, Forius is roughly analogous to the shape-shifting Greek god Proteus).
The Forian civilization's most developed areas were built on temperate land; most of the Foriae found they enjoyed ready access to all the elements. Their form in this environment was much like that of humans, though they would constantly flicker between their four elemental states depending on the situation, the weather and their humors.
The extreme adaptability of Forians made them unsurpassed explorers; they quickly covered all the known world. Because their lifespans were fairly short (25-50 years), they developed a flourishing information culture to carry forward and expand knowledge of their practices and their world. As worshippers of the ever-changing, they built temporary and modular dwellings and avoided monumental efforts of all kinds. In technology and artisanship they tended to innovate in flexible rather than rigid approaches. For example rather than build strong containers or mediums to preserve their artifacts, they focused on making the artifacts themselves pliable, adaptable and easy to replicate through treatment of materials. It is said that Forian parchment is as durable as leather armor against punctures and tears, but also flexible enough to be folded without creasing; it is also resistant to decay due to any known natural or elemental causes including fire. Forian Maps are sought-after relics; like the ancient race, the figures of land and terrain inscribed in them change as the land changes, so they are never out of date even after millennia of erosion, continental drift, deforestation, changing coastlines and the like.
The decline of the Foriae was brought about by cataclysmic events. A new war in other planes broke into the Lands of the Foriae as two rifts: one an opening to the magical Feywild, and another a rift to the dark Shadowfell. Forius was powerless to maintain the isolation of his world from these onslaughts, and he was driven to a distant corner of the universe and some say destroyed, though the last of the Foriae prophesied of his eventual return.
As for the race themselves, they either all perished or have gone into hiding; there has been no credible report of a Forian being known to other races for thousands of years. Some suggest that the Forians learned to interbreed with the less balanced invasive races of beings, and even that they became the ancestors of the first humans by interbreeding equally with races from the Feywild and Shadowfell. (Human alchemists devoutly ascribe to and promote this theory). Many cultures throughout the Lands of the Foriae associate their midsummer festival with the ancient race and wear symbols of the four elements on that day as hommage. The age of Forius is looked back on as a golden age before the world knew conflict, toil, and evil.
Abeondant was once home to an order of doppelgangers which served as spies and assassins for the old kingdom. Now it lies in ruins, home to the remnants of doppelganger civilization. Small towns dot the area around it, and look like normal humanoid settlements. They constantly war over the Halls, seeking to regain the power of pure, shapeless form. The halls themselves are home to the Novomalu, dark and twisted doppelgangers that worship unknowable gods. The Novomalu become twisted reflections of those they encounter, applying their own strategy against them. The Novomalu like to make use of mimics as traps, and many glamors and illusions fill the place.
I am both rational and instinctive. I value self-knowledge and understanding of the world; my ultimate goal is self-improvement and improvement of the world around me. At best, I am focused and methodical; at worst, I am obsessive and amoral.