-
Sahuj — According to legend, Sahuj was a powerful island city off the coast not far from here. Its residents were rich and powerful, and arrogant also. They demanded divine powers from a Goddess of the Occult, and angered her. She cursed them and their beautiful city, and it sank beneath the waves of the Sahieren. They were never heard from again, and no refugees from the city ever survived.
But part of the Goddess's curse was that the people of Sahuj would never again be able to live above the Sahieren's surface. They would never know the sun, or any of the things of the surface world...they were trapped in the depths of the sea.
-
Daggerford — Daggerford, the central city, is a walled fortress. It allows good races to enter freely, and is home to several guilds, including Delfen's mage tower, the Thieves' Guild, a fighter hall, and the Hokemj and Timion temples. It is the oldest city in the Realms. A major point of interest is the Lady Luck Tavern, where you can keep updated about news and quests in the upstairs board room (as well as grab a good beer).
-
Stormfront — Several guilds have halls in Stormfront, including a branch of the Fighter guild, the Taniwha priests, and the Bards. The city itself is a comfortable and orderly place. An efficient customs office, run by the beautiful lady Duskwind, monitors the flow of weapons into the city itself. Non-citizens
are relieved of their weapons upon entry, they can easily retrieve them at the customs office for a small price. Those players that are members of guilds housed in the city can retain their wielded weapons, but extras are taxed upon entry. -
Unicorn Cove — Unicorn Cove is home to the Wizard-Warriors. It's a very -bad- city to kill villagers or hunt players in. Expect swift retribution should you do either of these things. Many shops sell varied items, it's a very happy and peaceful town.
-
-
Unknown domain