Arad Region

Goblin Bay is at the eastern end of the fallen kingdom and is overrun with dark forces. Although, Farland and Orland launch expeditions along the shores west of Stor-Gris, these forces, especially those chained to the Dark Will, succumb to their more chaotic nature and get caught up in what seems to be a never ending battle. Additionally, most of these forces suffer from having no long term leadership as those few skilled bosses are short lived. Most scholars agree that this is the result of some ancient demonic curse invoked by the inhabitants of Stor-Gris long ago.

The conflict there has kept Arad landlocked, forcing trade and military support to pass overland through much of its holdings by way of the Arad Pike and the Elder Pike. Shallow merchant boats are capable of skimming up and down the Blood and Baron's rivers but so much of that traffic is lost to marauders that very few are willing and able to travel those waterways.

Queen Rebecca II of Arad has plans to stabilize the bay not only to operate ports there, but to take advantage of its abundance of natural resources. However, her ambition has made her an enemy to both the east and the west and she has to rely on steep tolls on merchants traversing the Arad Pike in order to maintain forces to patrol her unstable southern border. She has offered land grants to any companies that can settle along the shores of the bay. However, no settlements have been successfully established.

Stor-Gris is infamous for its danger. It is said, though, that there is vast wealth underneath the ruins. Only the foolhardy seek their fortunes there.

And speaking of fortunes, there are several bay hags that live along the shores. Bay hags are skilled potion crafters and several of them read the stars and actually worship Janora. Many adventurers have come to the hags seeking a reading. Bay hags seem to have a never ending supply of cures, and elixirs but be careful not to cross them. They are well known to bestow curses on those they deem worthy. Soldier's Root, White Mint, Bull's Leaf, Calbran's Fist and Mossglow are commonly bartered and traded among the bay hag covens. The moon blossom is also said to grow wild in the area. Merchants will offer 1000s of gold pieces for successful harvesting contracts of this flower.

Baron and Red Salamander thrive in the bay and, during the month of Thrantos, these large creatures will mate at the mouths of these two rivers and then the females will swim up the rivers and lay their eggs. Then about mid-Janoros, the eggs hatch and the tadling salamanders float back down to the bay. During that time, the larger males swim up the river and eat as many tadlings as they can. Harvesters out of Serpentia gather the salamander roe, which happens to be a key ingredient in restorative potions.

The bay is abundant in fish and is also the home of the large black Stor-Gris pearls.

Ghoul Cutlass Island has long been the home for those that just can't seem to die. The undead meander the sands of this exotic island without much direction. Save for the unfortunate survivors of shipwrecked vessels, nothing living dares face the dangers there. It is believed that the ghoulish buccaneer, Erik Handy, uses the island as a base of operations and to drop off his plunder.

Ghoul Cutlass Island is written in the Old Book as the place to punish offenders of the pirate's code. Specifically when those offenders are 'severed by cutlass' from the rest of pirate society, they are left stranded on this island.

A rare type of undead called the Ghoststep Wight is said to haunt its sandy shores and up in the higher ground there are the remains of a settlement that is now inhabited by dark naga.

The Isle of Exiles lies just off the coast near the city of Vosmus there is a small island that has been used as a penal colony for many years. During Saithith's reign, many of the dead were imprisoned there. And many of the living were taken there and never seen again. Only the remains of a small chapel still stand on the highest point of the island, while beneath the surface sprawls a complex assortment of dungeons, mazes, and other unthinkable horrors.

It would take a century to clear out the undead from this place and most adventurers avoid it entirely. Those brave enough to exploit its resources can find spell material components among the sea birds nesting along the island's vertical craggy shores. But that venture is hardly worth the risk.

Kluj Horat is located on a peninsula jutting out into Goblin Bay, this Kluj is home to dark forces, mostly Kobold, overseen by a hobgoblin battalion. It operates as a port and invasion supply depot for the Lord of Wrath's forces attempting to regain Daven territory. Horat's design is distinct in that it's inner, well planned compound is surrounded by 'organized' flotsam and jetsam from the seashore. The hobgoblins guard the post while the kobolds store and manage the supplies. 

Kluj Murg is the oldest of all the Klujyan. It was established early in Saithith's reign. The vampire had a strange fascination with Stor-Gris and would send out expeditions from Murg into the depths of the ancient ruins. After the staking of Saithith the dark forces rallied there.

Remnants of dark force raiding parties consolidate in Murg. They do not see much rest here. The boss is a large half-Oluk that is a cruel and cunning task master and he keeps the forces in step and constantly raiding. That is practically how they survive.

Because the Barghestians raid Murg almost nightly, the land west of the kluj, all the way to the river, is a barren no-orcs land.