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Seas: (listing: where available, see individual entries) Golin, of Kiriath, Aboriac, Paela, Orin, Kaven, Nor, Quora, Ogan.
Shadareth, Continent of (sha' DAR eth): Also known as the 'Dark Continent', Shadareth is forever within the shrinking and expanding penumbra of Maroth's moon Loord. Loord, in a far more elliptical orbit than Gaeleth, is forever between the Dark Continent and the sun, keeping the small continent in perpetual darkness. Located in the southern part of the Goordune Ocean, the continent is fairly isolated from the rest of the land masses, and has evolved some unusual creatures.
Shield, The: The Shield (also known as the Oddity) of Gaeleth baffled mages and sorcerors for millennia. Designed and implemented by Agincoth, the Shield was intended to act as a buffer, during the Sister Worlds War, to protect Gaeleth from the depredations of Brijanis and Jazed. Jazad's gods, seizing the opportunity, forced the Shield to take on an added temporal distortion, locking Gaeleth within the Shield with almost no way out. The Shield was impervious to most other deities, locking them out, and preventing extraplanar creatures from visiting Gaeleth while it was up. On occasion, the shield would be weakened enough to allow for a small aspect of a god, or a few adventurous mages, to enter the Shield -- but few, if any, could ever leave. Ten thousand years after its implementation, and Gaeleth's isolation from the multiverse, several powerful mages, led by Vyrboth Liss, discovered a way to leave the shield. They put in place spells that would take five hundred years to complete, and would be so sensitive, that any powerful magics cast within that five hundred year time frame could destabilize the escape plan. Five hundred years later, all of the Towers on Gaeleth, working together with two tremendous energy detonations into space, coupled with the long-cast spells, collapsed the Shield, returning Gaeleth to normal space/time.
Silver Six: The Silver Six are an elite group of Nabrolians. They serve the ArchBishop of Nabrol, acquiring valuable information and artifacts for use. The Six traditionally consist of one Var Gauf, one Military Ranger, one specialty priest of Nabrol, and three of the best of the Nabrolian infantry and bowmen.
Stomalin Keep (stO' MOL-lin): Stomalin Keep was the original capital of a small duchy in Rakore, just after the Storm Wars. The local elven ranger appointed himself king, and carved out a small amount of land from the Rakoran Forest. The kingdom-duchy was well ruled, but collapsed after the assassination of the king. The king's wife, a dwarven stoneworker, aided in engineering and construction of the Keep. Still sound, after several centuries, the Keep was recently refurbished by the Rakoran military. The shore near the keep is assessible only by small rafts, as no deep-bodied vessel can approach within even maximal trebuchet range. The keep is also located on the Segril Hills, and is difficult to assail by land. The keep provides the Rakorans with easy observation of the southeastern portion of Rakore, and serves as a supply base along the seaward route from Teras to the Itaran River.
Straights: (listing: where available, see individual entries) A, Chimi, Mir, Sloph.
Swamps: (listing: where available, see individual entries) Wuron, Cora.
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Tundras: (listing: where available, see individual entries) Northern, Tierbot.
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Vaults: After the Storm Wars, many of the more powerful wizards and sorcerors on Gaeleth were hunted down by priests and clerics. Their magical items were taken, and hidden away in massive Vaults. There were two types of Vaults -- one held the magical items from all of the wizards and mages of Gaeleth's Storm Wars, and the other type held the keys to the other Vaults. The second type -- those with the keys -- could only be opened by a specialty priest of the god that sealed that particular Vault. Each god had one key-Vault, and one cashe-Vault. Any of the keys could open any of the cashe-Vaults, maintaining Gaeleth's strange sense of balance among the gods. The cashe-Vaults had self-destruct mechanisms, consisting of a half-dozen spheres of anhilation, held over portable holes; at a spoken command word, or if the cashe-Vault was broken into without a key, the self-destruct would activate, destroying the Vault. Just prior to the Battle of the Undead, most of the cashe-Vaults were broken into, and the magical items recovered. Each cashe-Vault held in it items indicative of the god -- gods of war had weapons, gods of healing had potions and healing items, and gods of knowledge had books and scrolls.
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