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Fata’korum [fate-a-kore-um]:
The Fata’korum is the secret underground training facility of the Fata’morgana. It very existence has been kept from its own people—the Elves of Jui-Rae. The Fata’korum is a labyrinth of mirrors and shafts of sunlight guided down from the streets above. Its location is only known to the secret order.

Felding [fell-ding]:
A small frontier town barely scratching out a living in the Ashwood. Felding has a moderate sized population for a town deep in the Ashwood. Felding houses many poor Elvish families, those desiring to escape the war as well as find freedom from vassal lords. The people of Felding do not have much, but were living out a relatively peaceful existence in the most forsaken of all Elvish woods.


Feltmore
[felt-more]:
Feltmore is a sprawling trade city with the world’s largest farmer’s market. It is the trade hub on the Plains of Terramoth. Small town traders, craftsmen and farmers much prefer Feltmore’s open field markets tzo Kurn’s corrupt streets.

Fogrim Forest [faw-grim]:
Fogrim Forest, or Old Fogrim, is a foggy coniferous wood in southern Doljinaar, a fading hide once filled with night mortals, witches, gypsies and ghosts, but the woods have grown too thin. The night mortals have been largely hunted down, witches have moved onto new lairs leaving the fading forest to the gypsies and the ghosts.

The kingdom of Doljinaar's tremendous growth has lead to the deforestation of this ancient wood. People often comment that Fogrim Forest is “going the way of the Old Kings Wood,” which was completely chopped down to make way for the capital.


Fonstad [Fon-stad]:
A small fisher's town on the south cost, Fonstad is largely ignored except for its port that dwarfs the town. Fonstad is secretly utilized by a small number of merchants, guilds and sailors who like to keep most voyages off the books.

Fort Jaurb [jare-ub]:
A military fort in southern Jui-Sae, Fort Jarub lies on the border between the healthy black forests to the dead trees of the Ashwood. Fort Jarub is responsible for the all the southern borders of Jui-Sae, guarding from threats venturing in from Jui-Rae, the Dead Coast and Dead Man’s Pass.

Fort R
alin [ray-lin]:
Fort Ralin started as an Elven refugee encampment, constructed with the king’s approval by a proposal by General Ka-ling and his arch-rival General Sien. Seeing the horrible effects of the endless war in the north, the two generals had agreed upon an amendment to the Manarian Codes of War. They had designated a safe zone for northern refugees from the endless war, a place that would also provide a haven for the generals’ families. Neither general had anticipated the massive pilgrimage of thousands of refugees to the encampment and Fort Ralin turned into a thriving city in its own right. The generals have been true to their agreement and the city has never been attacked.

Fort Shale [shale]:
Fort Shale started as a Dark Elven refugee encampment, constructed with the king’s approval by a proposal by Geneal Sien and his arch-rival General Ka-ling. Seeing the horrible effects of the endless war in the north, the two generals had agreed upon an amendment to the Manarian Codes of War. They had designated a safe zone for northern refugees from the endless war, a place that would also provide a haven for the generals’ families. Neither general had anticipated the massive pilgrimage of thousands of refugrees to the encampment and Fort Shale turned into a thriving city in its own right. The generals have been true to their agreement and the city has never been attacked.

Garrlohan [gar-lo-han]:
See Ruins of Garrlohan

Gildron [gil-dron]:
The underground kingdom of Gildron is ruled by the Dwarves. Gildron's halls and caverns are said to stretch far beyond the imagining of uplanders as Dwarves call them. Dwarves are great builders, craftsmen and tinkers.

Glorindel [glore-in-del]:
Glorindel is a magnificent sunstone city perched atop the trees. Giant stone pillars built among the trees bear the brunt of holding the great city aloft. Glorindel’s people are proud and some of the best marksmen in the kingdom. Glorindel is also used as a military fortress responsible for the border between Wildeye Sward and Jui-Rae. The chief raiding party in this area are typically bands of Doelms who are commonly picked off easily from the trees. Glorindel is renowned for its most celebrated unit the Horsearchers of Glorindel.

Grand Forum, the [the grand forum]: See the Imperium

Grayshoulder Mountains [gray-shoul-der]:
The Grayshoulder Mountains is the old Dark Elven name of the mountain range that runs south to north and rest on the shoulder of Mount Haven, dividing Jui-Sae from the Old Grulllands in Doljinaar. It is not always labeled on modern maps since it the entire range is considered the shoulder to Mount Haven.

The Grayshoulder Mountains have only one pass, No Man’s Pass, which is under constant watch by the Dark Elves, to insure no humans trespass into Jui-Sae. The only other way through is under Mount Haven in the maze of twisted caverns called the Doljinaar Mines, which connects East and West Falguard.


Graystone the [gray-stone]
:
Graystone is a spooky town that borders the Ruins of Garrlohan. Graystone is a shuttered, boarded up community that keep to themselves and dislike outsiders. Travelers often complain that Graystone’s overly superstitious citizens hide in their homes at twilight’s first shadow, which closes the more useful establishments forcing travelers to move onto the next town.

Great Waste, the [the great waste]:
The swirling desert of the Great Waste lurks on the northern borders of Doljinaar. The howling gray sandstorms blow without cease. A choking, blinding desert of endless sand and gray ash make the waste unhabitable. Night mortals use the cover to sneak into the west. And far worse forgotten evils lurk in long buried ruins..

Green Barrel, the [the green bare-el]:
The Green Barrel is an infamous underground tavern in the Kurn sewers. The tavern is well known for its smoky green ale rumored to pack quite a kick. The Green Barrel lures patrons even from the city above. It uses upturned barrels for barstools and draws rough crowds.

Hall of Kings, the [the hall of kings]:
The majestic Hall of Kings is one of the most awe-inspiring, majestic and sheer intimdating sights in all Doljinaar. Its nearly three-hundred foot high cathedral ceilings span the largest throne room in all the world. Statues rivaling even the greatest monuments of lessor nations flank the isles making every visitor feel infinitely small. The White Throne of Doljinaar can only be ascended by a staircase looking down on all palace guests and foreign dignitaries.

Haradrian District, the [the ha-rad-ree-an dis-trict]:
One of the ten districts of Capital Doljinaar, City of Kings, the Haradrian District is the size of a metropolis. The district was given to Haradrian Loyalists in exchange for their willing submission to Doljinaarian rule. Most Haradrian life revolves around its icy ports since Haradrik are a sea-faring race. In fact, only the East Docks stay open year round due to a secret recipe of Haradrian liquid fire they use to keep the waters from freezing over like the South Docks of the capital.

Haraglace, the [the hare-a-glace]:
Off the southern coasts of mighty Doljinaar lies the artic sea known as the Haraglace. A howling haze of fog and treacherous icebergs the sea grows more dangerous the further south one travels.



High Sanctum, the [the high sanct-um]:
The High Sanctum is the highest tower of the Sun Seer Order’s abbey in Dinnelikar. It is reserved only for prayer and may be utilized by only the highest clergy in the order.


Hugrand District, the [hue-grand dis-trict]
:
One of the ten districts of Capital Doljinaar, City of Kings, the Haradrian District is the size of a metropolis. The Hugrand District or the “White Lion District” is the oldest district of the capital. Its land, once called the Fields of Jindoruum, is where the Doljinn tribes first pitched their tents. It housed the original palace and various seats of government until they were moved to the Mydrian District. It is a district of fierce Doljinaarian pride and houses mainly high class citizen. The other old government buildings were torn down bearing the exception of the old palace which was purchased by an ancient Shamite Sheik long ago. The line of Shamite Sheiks have lived in the old palace for centuries renovating and improving upon it to such degree its glory borders on eclipsing the reigning palace. The district's only black mark is the Dungeons of Jindoruum, the ancient prison of the old kingdom.
 
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