
Zerith is not new, but the world is still developing. Civilizations rise and fall, cities develop and then are overtaken by the wilderness. Ruins and secrets lie within the wilderness, while some bastions, due to location or trade manage to stay current and functional against nature’s advance.
One reason for the growth of these places is the acceptance and use of magic. Zerith is rife with magic. Those sensitive to it’s power are often overwhelmed with the rush of the energy. It ebbs and flows with the three moons, with it at it’s concentrated peak when all 3 moons are full in the sky.
Magic, and it’s knowledge is becoming more and more prevalent. Several wizard schools have arisen across the land, from full academy’s dedicated to lifelong studies, to small classes taught to hedge wizards and farmers to bring ease to their lives with cantrips. Magical items are still a rarity though, as wizards find it more lucrative to sell their services.
After education, or during, many wizards join the higher echelons of the organizations that runs their academy. These factions or cabals has stringent entry requirements (though easier for their academic alum), and even stricter policies for leaving the organization. Often even trying to leave the organization can result in death.
The mortal realm of Zerith had several places where the barrier between it and it’s mirrors are weak. There is some travel between the mortal plane and the Feywild, but travel to the Shadowfell is basically unheard of, as it is a place of “Fire, Shadow, and Death.” There are no known maps of the Shadowfell.
Cities of the Mortal World
Brolin
Corvus
East Haven
Fort Durkon
Korad-Tir
Melanii
Porin
Summerset Cove
Teralis
Westbrook
Worlds Haven
Places of Nature
Daelen Wood
Dead Marshes
Death-Horn Mountains
Dragonspine Mountains
Khargast Mountains
Moonglade Forest
The Shifting Sands
Other Places of Note
Worlds Haven
Ocean Palace
Stonefast
Zanzer Tems Dungeon
Zanzer Tems Tower

