The Wild North

The Wild North refers to all lands above the Bay of Mud and west of the Ice Knife up to the Frozen Fjords. The name is not for nothing as the land truly is wild. What civilization exists is in constant strife not only with the environment, but also with the many beasts and monsters that call the region home; a notable few including goblins, giants and wargs.

Svaalbard
An icy archipelgo off the northwest coast of Ardenfall. The islands are shrouded in a permanent mist and have a reputation for swallowing up adventurers, who are never seen again.

Icewind Dale
A wild, snow dusted tundra called home by barbarian clans and roaming orc tribes, as well as Ten Towns; a confederation of small villages working together to survive.

The Barrowlands
An empty stretch of rolling hills, yellow grass and rocky crags. It is mostly avoided due to the superstition that surrounds the place.

The Westerwood
A foreboding expanse of silent pines and watchful cedars.

The Wilderlands
A vast plain of crags and gulley’s covered in thick, rough heather. Several races call this region home.

The Iluskan Valley
Between the Iron Range and the Mistbreak Mountains rests an idyllic valley. The slow moving Adena River curves through the basin, bordered on the west by the mysterious Finhorn Forest.

The Autumn Coast
A windswept stretch of coastline with long shingle beaches, set against the intimidating backdrop of the Mistbreak Mountains. The High Road traverses the hidden coves and fishing villages of the region on its way to Lundinium.

The Highmark
On the great eastern grasslands in the shadow of the Mist Crag Mountains is the High Mark, domain of the horse lords

Lundinium
The metropolitan cenre of the North

Mountain Ranges

 * Kelvins Cairn
 * The Troll Peaks
 * The Iron Range
 * The Mistbreak Mountains
 * The Dusty Hills

Rivers, Lakes and Bays

 * The Grey Wash
 * The Adena River
 * Koldska Bay
 * The Ice Knife
 * Loc Loham
 * Bannocs Burn
 * The Siltway
 * Amberun River
 * Embermouth River
 * The Bay of Mud