Dreadlands

The Dreadlands makes up a large portion of the western half of Terragard and were once a vibrant and fertile land, highly settled and populated by many races and home to several civilizations. Now it lays as a dead land rife with undead, foul magic, and horrors left over from the War of the Great Purge.

Borders
The dreadlands is bordered on the west by the wild untamed land of the Jungles of Jakkar, on the south by the Shatterlands, the north by the North sea and Draconia, and the east by the Lowwind Hills.

Regions
There are varying regions of The Dreadlands, now named by those who see a ruin. The original names of the regions are largely lost.

The War Marches - named such for it being the former front lines of the final and most bloody conflict of the war. Now littered with dead, war machines and magical anomalies and artifacts of immeasurable danger.

The Barrow Downs - this region was named for its mass graves and rolling hills, under which many necromancers and grey mages make their homes, a safe place for amoral magical experiments and necromancy. The region frequently sees undead and scavengers roaming around or making their homes here.

The Great Barrier - The great barrier is a monument to the dead of the great war, a hundred miles long line of a barrier erected using the armor and weapons of the falled men and mer who died protected their homes and land, now a ruin and a warning to go no further on pain of uncertain death or worse.

The Black Towers - the black towers are so named for the large black pillars that rise from the ground for dozens of miles. Once a great forest, all branches were stripped away and only the petrified trunks of the largest trees remain, seemingly endless and ever-imposing.

The Blight - The blight was once a forest turned to a tangle full of toxic and thorny plants, home to violent are crazed druids and nature spirits. The only green here are mosses and vines, there are few leaves or flowering plants that are not dangerous or poisonous.

The Shadowlands - this valley region is so named because most of it sit in the shadows of the surrounding peaks of the rupture that consumed most of Orsarus and the Jakkari Empire.

The Dead Hills - this mountainous range on the western border was once a beautiful range of misty mountains separating the tamed and fertile land of the dreadlands former self from the wild and dangerous Jungles beyond. The dangers of teh jungles now encroach and grow corrupted from the potent source of foul magics that gather there as they are rebuffed by the Jungle's living energies.

The Mire - named for its many forms of being a consistent quagmire for troops and travel. After it sreupation for causing excessive losses due to the harsh hostile environment and wildlife, as well as the complex disasters resulting from any engagements with the enemy, very few people dare to venture within its borders.

Ner'Hor - Ner'Hor is the region of the undead, both intelligent and not. A megacity sits on the northern part of its peninsula, holding within many many dangers including but not limited to: Vampires, liches, devils, witches, mindflayers, ghosts, and necromancers.

Cities
Osgar (in ruins)

Jakkar (in ruins)

Kor'ai (In ruins)

Iza'Lerai (in ruin)

Orsarus (in ruin)

Duskwind

Hardhome

Blackport

History
After several ages of war and strife between humans and their kind, the land began to grow poisoned. The death left countless bodies over the ages, the war scorched the earth beneath the marching of armies and the use of heavy destructive magics, and the lack of resources starved nations into covetous scheming and desperate violence.

The Black Council took advantage of this change in the land and used it to launch their plans to conquer the realm with an army of undead. After so much death and battle in the region, they were able to summon armies upon armies with ease using their immense power.

Once the war of the Great Purge was over, the land was dead and the sky was always obscured with fog and overcast weather. All of the once great nations in western Terragard had fallen and were in utter ruin. All that remained was the Inquisition and refugees lucky to be alive.