An Adventurer’s Guide to Luz Ucyra, Part I
First Edition, Advance Manuscript
by Ezaran Locksward
The Lay of the Land
Figure 1. Map of the Loneland of Luz Ucyra
The purpose of this chapter is to provide the enterprising adventurer with a cursory knowledge of the various strange, mystical, and perilous locales within the faraway Loneland of Luz Ucyra. There are many grand adventures and fine rewards to be found within this realm, but to those of us whom its numerous odd denizens would call “outlander,” much of the local way of life may seem bizarre.
Should you find yourself in an unfamiliar Luz Ucyran locale, simply turn to the appropriate page and you will find everything you need to know in order to have yourself a marvelous adventure—and to make sure that some misstep doesn’t see you sold to the Red Wizards.
Oroget
Since it is home to the lively port of Platinum Cape as well as the premiere pilgrimage destination of Tehanuket, most travelers in Luz Ucyra will find themselves in Oroget at one point or another, whether they are mere tourists or among the boldest of dungeon-delvers. While the lowland hills of Oroget are mostly unremarkable save for a village here and there dotting the hillside, many interesting folk both local and foreign can be met in Platinum Cape, and ancient Dragonborn ruins scattered across the Tehanu mountains provide ample opportunity for exploration. Take heed, however, that any underground ruins may lead you directly into a settlement of cavern orcs before you know it!
Platinum Cape
For many first-time visitors to Luz Ucyra, Platinum Cape is their first impression of the entire Loneland—and what an impression it is! The bustling port city makes for a majestic silhouette, its tiered buildings of white stone rising high above the sea surrounding the peninsula upon which the city stands, weathered, but still strong. (Note that Platinum Cape never fell to the Myrithic Empire during the Myrmigon Wars, withstanding siege countless times.) Numerous jetties comprise the city’s harbor, the largest on Luz Ucyra’s northern shore.
Of all places in Luz Ucyra, the influence of Airofell and Myrmigon can be felt most keenly in Platinum Cape, if only on account of its relative proximity to Black Bay and Kainystra. Travelers from these Lonelands are certainly more numerous in Platinum Cape than from any Lostland, and so adventurers visiting Platinum Cape will find it an excellent place to share a drink with fellow travelers and learn of calls to adventure in many places. Indeed; Myrithic humans, high elves of the Vale, Valemount dwarves, and even the occasional elusive goblinoid or firbolg can be found traversing the streets of the city’s sprawling Market District.
Reasonable accommodations can be found in the Harbor District, as well as ample entertainment—one enjoyable pastime is to stroll from tavern to tavern along the boardwalk, listening to the varied music drifting from each tavern. The discerning adventurer may find luxury lodging alongside the townhouses of the merchant class in the Ankoja neighborhood, which is separated from the rest of the city by a white stone wall (although there are no formal restrictions on who may pass in or out through the gate). Take care when visiting the neighborhood of Ageti: whether or not you are looking for trouble, this is where you are sure to find it. Although, it’s likely that you can find just about anything in Platinum Cape: as the locals say, all things come to Platinum Cape eventually.
Tehanuket
Have you perhaps found yourself in possession of some sort of artifact or relic with ties to tales of the ancient dragons? You may find helpful information (or a willing buyer) in Tehanuket. The town, while not large, is built around the Temple of the Dragon Priests, which is sprawling. The road to Tehanuket is steep, long, and winding, but scholars and pilgrims alike endure it for a chance to see the great temple and perhaps even receive a blessing from, or an audience with, the Dragon Priests themselves.
Of course, the Dragon Priests are not actual dragons! That would be most absurd, as the few dragons remaining in Luz Ucyra (if indeed there are any) are reclusive and not fond of visitors—or perhaps they are numerous still and remain concealed thanks to clever mortal disguises. Regardless, the Dragon Priests are themselves Dragonborn. Although what remains of their once-great civilization now lies in ruin, the temple at Tehanuket is well-kept, and the Dragon Priests are not unkind hosts. Visitors to Tehanuket can expect comfortable, if frugal, lodging, as well as nourishing food prepared with fresh produce from the monastery gardens, for a modest fee at the Sanctuary Inn, which stands beside the carved wooden gate that marks the passage from the town to the temple proper.
For the average adventurer, Tehanuket is better suited as a place of refuge and recovery, as well as research into draconic matters, rather than as a setting for daring exploits. (Understandably, the Dragon Priests do not much appreciate disturbances of an action-packed nature in their peaceful monastic retreat).
Ogion
Unless you have spent much time braving the perilous Underdark, dear adventurer, then it is unlikely you have encountered any place much like Ogion before. For starters, the city is almost entirely underground! Furthermore, most of its populace are Orog-hai, the cavern orcs. Do not fret, however—although their craggy countenances and clothing made of hide and bone may strike surface dwellers as menacing, the Orogs are harmless, for the most part: solemn yet eccentric folk who consider themselves deeply spiritual, but who are not particularly war-like.
If you are staying in Ogion, it is likely for one of two reasons: either you are seeking refuge from cloakers, mind flayers, deep dragons, and the like while recovering between underground adventurers, in which case you’ve come to the right place, or you are seeking the wisdom of Orog cave witches, in which case you’ve come to the wrong one.
Adventurers are the most common visitors to Ogion, followed by surface Orcs who have need to speak with the Orogs about some matter or another concerning all the Orcish clans. These emissaries are lodged in the Hall of Stone, where the Cavern King sees to it that they are provided for. Adventurers are not so lucky and must seek accommodations at one of the city’s handful of inns.
Although they are still strange folk indeed, the Orogs of Ogion are better acquainted with the ways of the surface world than their brethren who dwell deeper underground, and it is not impossible to find an inn room furnished with the creature comforts that we surface folk prefer: plentiful candles and even bedding of woven cloth. While imports from the surface sometimes can be found in Ogion, most of the local cuisine is based in some way upon the two Cavern Orc staples: cave-fish, usually baked over a bed of coals, and cave-moss, eaten fresh—or rather, eaten raw. (Can anything that grows within a dark, damp cave ever really be fresh?)
The Imaskar
For being a mountain range on the southern coast of a continent, the Imaskar is quite a popular destination and/or pit stop for many adventuring types. Although the mountains loom steeply above both the Sarrukh Valley and the Plateau of Szul, roads cut into the stone by the Odonti clan orcs provide relatively safe and easy passage for travelers—so long as you stay on the beaten path.
And the beaten path of the Imaskar does offer its share of delights: the twin Imaskari cities of Intaba and Kwent that crown their respective mountaintops are, though not large, rich with things to see and do. Should you stray from the road, however, beware dangers such as crag cats and stone giants!
Intaba
If you are a Norfain visitor to Luz Ucyra, one thing you may note is the very warm climate--quite different from cool and temperate Norfain climes. However, due to its altitude, one can often find a cool and breezy day in the city of Intaba: it sits at the summit of Mount Nuhimmar, which rises so high its peaks are often blanketed in snow. So, if you are headed for Intaba, pack warmer clothes than you otherwise might in Luz Ucyra!
While the region surrounding Intaba is steep and cold, the city itself is quite hospitable and inviting. The city center is paved in cobblestone and easy to navigate on foot, but in the rocky outskirts of the Intaba, it may be worth your while to acquire an aurochs mount for ease of traversal. In either case, it's certainly worthwhile to purchase a pair of good, water-resistant walking shoes.
Although there are public houses within the city center that provide perfectly fine accommodations, it is this author’s preference to stay in one of a few inns on the outskirts of town and take an aurochs into the city each morn. For one thing, these inns often provide complimentary meals with lodging—warm, spiced Odonti meals of stewed meats and hubi bread—and for another, the aurochs ride into town through the crisp Intaba air is a morning ritual I find quite refreshing.
If you are of a spellcasting inclination, be sure to stop by the Rune Ward while in Intaba. Although wizardcraft is not widely practiced in Luz Ucyra outside of Thay, in the Rune Ward, one can find ample ingredients and components for alchemy and druidcraft. Without a doubt, a visit to Intaba can prove most useful for those with a little magic about them.
Kwent
The mere name of Kwent is like a siren song to adventerer ears! Its position on the southern coast of Luz Ucyra makes it ideal for quick access to Dendaret, isle of peril. Kwent also marks the southernmost point of the Sarrukh River Road, which if followed northward, leads all the way to Silverport! To the east of Kwent is the easiest route through the Tanarruk dunes towards Terrenon.
As a result, it would seem that Kwentians are always setting off to or just getting back from somewhere--or perhaps it's that those who are always traveling tend to make Kwent their home eventually. Either way, provisions and accommodations for the adventurer are plentiful in Kwent, as well as adventuring gear that can be harder to find elsewhere--quality martial weapons or mountaineering tools, for instance.
If one is setting out on a grand expedition for which a large crew is required, know that Kwentish mercenaries are available for hire in abundance and are often a cut above your common sell-sword. Be well-advised, however, that there are some mercenaries in Kwent of a quite disagreeable sort: a group of cutthroats calling themselves the Roc Riders operate out of Kwent. Why are they called the Roc Riders, you may ask? An astute question! These fearsome bandits-for-hire keep as a flock of rocs—yes, rocs, the gargantuan birds of prey known to carry off creatures as large as cattle or horses! The formidable birds serve as sort of living ships for the Roc Raiders, allowing them to engage in banditry on land, at sea, and, if somehow possible, in the sky. So if the shadow of a larger-than-life seabird suddenly darkens your vessel whilst you are sailing out of Kwent—beware!
Tanarruk Dunes
Perhaps the most unforgiving environment in Luz Ucyra, the Tanarruk Dunes are a sight to behold: majestic and foreboding, with dunes cresting and sloping as far as the eye can see, and above them, a seemingly infinite sky. The only things breaking up the expanse of the desert are encampments of the nomadic Tanarruk orcs, wherever they may pop up, their sedentary outposts called adug-sai, and on the northern and southern coasts of the continent respectively, the great cities of Terrenon and Benderesk. This pair of cities are brimming with intrigue and danger alike, and so too is the desert itself. Many great and terrible things lie there waiting to be discovered, hidden within the the burning-hot sand.
Terrenon
Ah, Terrenon: the jewel of the desert! Positioned on the gulf coast of Luz Ucyra, the city of Terrenon is an oasis for travelers through the Tanarruk Dunes. Be warned, however: though its long shadows provide welcome shade, they also conceal secrets.
Terrenon is a prosperous city, presided over by four merchant lords. This prosperity means that much fine lodging is available in Terrenon, as many innkeepers compete for the coin of those traveling on business. Indeed, business competition can be quite cutthroat in Terrenon—so much so that it can be overwhelming to navigate the city’s busy streets and market stalls, what with all of the sights, sounds, and scents of goods for sale assailing the senses.
Adventurers of a spellcasting inclination should take note that the practice of magic is strictly regulated in Terrenon. The arcane arts are expressly forbidden to all except for those with the proper licensure of arcane privilege (which must be sponsored by one of the four merchant houses and notarized by a Merchant’s Guild registrar). Although the magecraft practiced by druids, clerics, and other such casters with connections to the divine are not restricted under the Arcane Code, causing any kind of magical ruckus can land you in the position of having to prove your lack of arcane ability to the Code Ministry. This is not a situation in which you wish to find yourself, I assure you.
If you have the chance, paying a visit to the Guildhall can be advantageous for an adventurer of ambition. There, representatives of the various organizations affiliated with the Merchant's Guild often have work for enterprising freelancers of a venturesome sort. Should you rise high enough in the esteem of the Merchant's Guild, perhaps the opportunity for work from the Merchant Lords themselves might present itself to you. Such contracts are extremely sought-after, and of course, highly confidential: rumors abound in Terrenon, and while many professionals may claim to have been contracted by the Guild, waving off requests for further details with a cavalier “that’s classified”, few are willing or able to produce evidence in support of these claims.
Benderesk
I cannot overstate the importance of knowing where one's coinpurse is at all times while in Bendererk. This southern port city is remarkable for the amount of goods from Thay, Highwater, and Selas that honest sailors and smugglers alike unload upon its docks, and also for the number of rogues and ruffians prowling its streets. A great amount of exotic goods (both legitimate and otherwise) are sent through Benderesk, but not all make it to their intended destination.
As the magistrate of Benderesk is subordinate to the will of Terrenon’s merchant lords, the Arcane Code is indeed law within both cities—however, its enforcement is far looser in Benderesk than in its northern sister city. This one of many such discreet “liberties” found in Benderesk, but take heed: at liberty’s heels follows great danger.
Adventurers would be wise to keep their wits about them in the city, especially its notorious Lower Docks. While cheap accommodations catering towards sailors can be found there in abundance, the risk of waking up in a ditch sans one's personal effects is simply too high to make such endeavours worthwhile for anyone except those on the tightest of budgets. (Although, if your budget truly is the tightest, quick coin can be made at the Lower Docks fighting pits.)
It's far better to reserve lodging in the Candle Market area, where the cultural sanctity of the market ensures at least some reprieve from the antics of rapscallions. Indeed, Candle Market is under the protection of the Water Foxes, a dock worker’s union, which stations patrols in and around the market to safeguard vendors from petty crime (in exchange for a regular fee, of course). The adjacent Warehouse District is the Water Foxes’ base of operations and is kept functionally off-limits to all but the union and its associates.
Nomad Camps
It is likely that over the course of your time in the Tanarruk Dunes, you may encounter their namesake: the Tanarruk orcs themselves. Although they travel from place to place in lizard-caravans, known in Orcish as kaskals, there are certain places where one band of Tanarruks or another can be found more often than not: small oasis campsites called adug-sai which are centered around a singular beetle palm treant and the dwelling of a Tanarruk that serves as the treant’s caretaker.
The Tanarruk keepers of these adug-sai live in houses made of clay brick and beetle palm fronds. Their dwellings are built close to the central pool of the oasis, where the treant grows and the engurra (Orcish for “water-road”; in more specific terms, an underground water supply channel) emerges from the ground. The Tanarruk kaskal each keep their own camp apart from the adug-sai house, like spokes of a wheel.
Non-Tanarruk, such as merchants, mercenaries, and adventurers, are also permitted to make camp in such fashion—provided they have paid the adug-sai keeper the requisite toll. Some adug-sai attract long-term residents who provide services such as stabling and dining in exchange for coin. Such comforts can elevate a stay at one of these oases from merely tolerable to pleasurable.
Plateau of Szul
Once a desolate wasteland inhabited only by oversized arachnids and other such monstrosities, the Plateau of Szul is now home to a sizeable genasi population concentrated mostly in the city of Re Abeir and the outpost of Re Albi. Re Abeir is a must-see stop for any traveler venturing across the plateau on account of its status as a center of arts and culture, and Re Albi offers welcome respite for those venturing through the badlands in pursuit of monstrous.
Re Abeir
There are few places in Luz Ucyra outside of Thay where the practice of magecraft is commonplace. Re Abeir is one of those few places, and preeminent among them, at that. As a result, many resources prized by spellcasters are available here: not only are there spellcasting components and foci available for sale, but there are also services catering specifically towards spellcasters which one can enjoy for a reasonable charge. Such conveniences include diagnostic services for arcane maladies and other strange phenomena, which can prove incredibly valuable to even a non-sorcerous adventurer suffering from a curse of unknown origin.
One of the most popular forms of entertainment in Re Abeir is a combat sport known as j’iiva, which combines athletics and magecraft in spectacular fashion. J’iiva combat is full-contact, although the fighters compete entirely unarmed. Additionally, while spell attacks are a critical part of the sport, no material spell components or arcane foci are permitted. Contestants rely entirely on their own physical prowess and inner font of magic to render their opponent unable to cast a single spell. Athletes who excel in the j’iiva matches of Re Abeir quickly ascend to celebrity status within Szul—so if you excel in both martial combat and spellcasting, why not enter the ring?
Other local amusements include circuses and animal shows involving monstrosities captured upon the plateau. Furthermore, the booming market of monsterwork artisan goods is a fantastic opportunity to acquire adventuring gear (or souvenirs) that are entirely unique. If you’ve ever wanted to acquire a kruthik-spike dagger, arrows fletched with peryton feathers, or a cuirass made of bulette hide, look no further—all these exotic goods and more can be found in Re Abeir.
Re Albi
The world-class monsterwork goods available in Re Abeir don’t just appear out of thin air: they’re made from materials obtained by the monster-hunters of the Szul badlands, many of whom operate out of the outpost known as Re Albi. These rough-and-tumble outlanders are used to seeing would-be monster-hunters come and go from Re Albi, and so they are not particularly concerned with new arrivals—although newcomers who take down a disproportionate share of game may be met with displeasure by those who have made hunting their livelihood for years or decades.
For those adventurers simply passing through Re Albi, the outpost serves as a rare opportunity to restock on adventuring and exploration gear of high quality. Weapons, armor, hunting traps, and even rare supplies such as alchemist’s fire and antitoxins can be acquired at the various armories that crowd the town’s market square. If your recent adventures have left you worse for wear, don’t fret: a sizable population of healers ply their trade in Re Albi, making their living by tending to those wounded out on the plateau.
Should you intend on staying in the badlands for a time, consider renting or purchasing a steeder mount from the Re Albi “bug stables”. (For those unfamiliar with the creatures, a steeder is an arachnid-like monstrosity that is surprisingly—or perhaps unsurprisingly—well-suited to scampering over rocky mesa terrain.) While steeders are certainly off-putting at first sight, many Re Albi locals regard their steeders with as much affection as a Solesti islander might regard the family axebeak. It is certainly far slower to travel through the badlands by foot than by steeder…Although traveling by foot does not require one to become accustomed to the sticky secretions of steeder feet, so perhaps both modes of travel have their pros and cons.
Sarrukh Valley
The Sarrukh River Valley (or simply “Sarrukh”) is bordered to the south and west by steep plateaus and rough mountains, and on the east by the endless expanse of the Tanarrukh Dunes. Such foreboding neighbors might lead one to believe the valley in-between to be similarly unforgiving, but that is far from the case. The temperate and fruitful shores of the Sarrukh river are the site of several farming villages and two major cities populated mostly by humans. Some believe that Sarrukh was once populated by a “lost clan” of river orcs who have long since disappeared from the region, but little evidence exists to support this claim. Regardless of the mysteries that may dwell in its past, the Sarrukh Valley is full of must-see sights for any adventurer traveling through Luz Ucyra.
Silverport
The Glittering Coast city of Silverport is smaller than its cousins to the east and the west (Terrenon and Platinum Cape, respectively), but boasts a number of unique features that make it worth stopping by nonetheless. The College of Lore is one such noteworthy locale: a cliffside complex on the eastern edge of the city, the College of Lore not only contains a wealth of knowledge in the form of intricately woven tapestries, but also serves as a base of operations for the Lore Bards from which to train initiates through workshops on the oratory arts and to host literary and philosophical symposiums. Such gatherings are by invitation only as all bardic initiates must audition and be accepted as questing members of the college in order to access its resources. Fret not, however, for the Lore Bards are known to host events open to the public upon occasion, whereupon the people of Silverport are invited to spend time in pursuit of betterment through learning and contemplation. The knowledge which they learn and contemplate, of course, is presented in the form of tale and song.
Another unique feature of Silverport is found along the bustling shoreline surrounding the Sarrukh river mouth—there, a boardwalk-lined structure referred to as the Tidepools serves as a sort of social plaza for the land-dwelling inhabitants of Silverport to mingle with their Triton neighbors. These Tritons occupy an underwater village which is considered a remote outpost among their countrymen due to its proximity to the shore, but which affords them a unique opportunity for diplomatic relations with surface folk. Indeed, the fellowship between the Triton villagers and the Silverportians stretches back millennia to their alliance during the long-ago Dragon Wars. Little remains of that era today, but the Tidepools serve as a reminder of the friendship between the Silverportians and their aquatic neighbors. Furthermore, it’s a fantastic place to relax in a wave pool and enjoy some sweet palintrike fruit on a warm summer’s day.
Serret
Any adventurers who harbor curiosity as to the inner workings of fate and destiny surely ought to venture towards Serret, the top destination for pilgrims in all of Luz Ucyra, if not all the world. Serret’s particular claim to fame is being the purported birthplace of Istus herself, back in the days where she walked the Prime Material as a mortal woman before ending the Dragon Wars and ascending to sainthood. Whether or not this is true is a matter of debate, but what’s certain is that Istus is quite popular within the city. Her doctrine, which encourages contemplation of time’s infinite potential and rising to meet one’s fate, is inextricably woven into the law and culture of Serret.
Locations of note in and around Serret include: the Winter Gardens, which, while not particularly exciting, certainly exemplify the abundance and beauty for which the Sarrukh River Valley is known; the Destiny Tree Shrine, which is said to be the oldest shrine to Istus in the world; and the Priory of the Knights Baklun, which stands some short distance from the western bridge and agaist the Szul cliffside, and houses the grandmasters of the esteemed Baklun order.
The cityscape of Serret is known for being labyrinthine in nature. The quickest and most efficient way to traverse the city by far is to take a barge downriver and to travel the rest of the way to your destination on foot—although, outside of the city center, travel by elkmount is preferable in most cases. Take note, however, that owing to the present political situation in Serret (which is far beyond the scope of this guide), entrance to the city on foot or mount comes at the cost of a hefty tariff. The sovereign—note my usage of the singular, Serretian censors—has imposed a toll on all visitors to the city who enter on foot or mount by way of the eastern and western bridges. Additionally, she has mandated that any merchant goods entering or exiting the city be searched thoroughly.
(There are ways to avoid an arduous and unpleasant experience at the bridges. This author’s recommendation is to enter the city by way of riverboat, thus bypassing the long gatehouse lines as well as the bridge toll.)
Odonti Forest
The Odonti forest is as wild and untamed as they come, broken up only occassionally by secluded orc villages and the occasional miscellaneous outpost. The forest is sparsely populated and has little in the way of defined roads or paths. Furthermore, its rough and hilly terrain makes transporting large groups through the region quite difficult. For an agile party of adventurers, however, its evergreen groves, whispering caverns, and crumbling Empyreal ruins are laden with the promise of adventure.
Elden Grove
While the probability that you, dear adventurer, should ever find yourself in Elden Grove is quite low, it is included in this guide nonetheless for the sake of completeness. Elden Grove, which is situated deep within the Odonti forest on the western coast of Luz Ucyra, is one of the most remote cities in all the Lonelands. (The Odonti forest itself is a most peculiar locale deserving of an entire book devoted to it, but no such tomes exist at the time of my writing this, and further field research will be required for this author to attempt the task.) There are those who claim that Elden Grove cannot be found without an Odonti guide as a result of centuries-old druidic magic. Although there is indeed a strong druidic tradition in Elden Grove, the sad fact of the matter is that the region simply has not yet been accurately mapped due to the difficulty of its terrain.
In the event that you do find yourself in Elden Grove, you have doubtlessly already taken note of the region's unusual flora and fauna—or rather, the intersection of both categories. Awakened plants, while not exactly common, can be found in the Odonti forest in far greater quantities than anywhere else, and are an everyday sight in the city of Elden Grove. While most awakened plants in the Odonti forest are wild and could be likened to beasts, those within Elden Grove are "domesticated", so to speak, and are considered to be companions by the Odonti orcs rather than pets or beasts of burden. Although these creatures have no particular intelligence of which to speak, the Odonti consider it highly rude to speak about awakened plants in front of them as though they were not there.
Although the primordial wilderness surrounding it certainly influences Elden Grove, imbuing its culture with strange quirks such as the aforementioned affinity for awakened plants, the city itself is, for the most part, a tranquil haven. The Odonti, while isolated and out-of-touch with the rest of society, are a peaceful people: according to their legends, war has never once come to Elden Grove. As a result, the city has been allowed to grow slowly but unimpeded over many centuries. Its architecture gradually shifts from the truly archaic to the relatively modern as one travels from the city center to its outer reaches, and is arranged in concentric rings that resemble those of an ancient tree stump. It can be quite tricky to navigate for those unfamiliar with its layout, and is best traversed with a local guide.
Dendaret
The isle of Dendaret, with its strange populace and even stranger wildlife, is so bizarre as to be alien even to those who hail from mainland Luz Ucyra. Perhaps it is because of the isolated island environment that Dendaret has come to be thus; perhaps there are other forces at play. Whatever the cause of its peculiar nature, one thing is for certain: between the mountainscapes dotted with Empyrean ruins, the ageless priest-kings who rule over the locals, and the strange beasts called “dinosaurs”, there is plenty in Dendaret to thrill and intrigue any adventurer.
Port Nyanzaru
The seaside city of Port Nyanzaru is the first impression that most visitors to Dendaret receive of the isle. It's a fine impression: bustling cobblestone streets running alongside and intersecting with wide canals down which long rowboats glide, energetic locals in colorful clothing and crowned with stylish hats, and a lively dockside district with street musicians at every corner.
To Dendaret islanders, Port Nyanzaru is known as "the singing city" on account of both its population of skilled musicians and also its historic singing rooftops. In oldtown Port Nyanzaru, built long before the city became a protectorate of Terrenon, the buildings are constructed in a traditional Nyanzaran style which allows wind to pass through cleverly engineered gables—in effect "singing" a whistled melody as it does so. Although newer buildings are not often built with this feature, the singing rooftops continue to enchant visitors to Port Nyanzaru and are one of the city's most well-known characteristics to this day.
As Port Nyanzaru is, along with Benderesk, one of the two protectorates of Terrenon, and is thus under the domain of Terrenon's merchant lords, Terrenon's laws are enforced in Port Nyanzaru. Although most locals won't make a too much fuss if they witness something technically non-compliant with the Arcane Code, city law enforcement certainly will, should they ake notice. Those adventurers who are arcane spellcasters ought to take heed of the Nyanzaran adage before casting a spell: "not within city limits!" Indeed, the Nyanzaru Port Authority has gained a reputation in recent years for being particularly zealous, even if the laws they are enforcing are not the city's own.
For those who are more drawn to hard steel than crystals and tomes, it will certainly be worthwhile to visit a Nyanzaran smithy: because of its location on Dendaret, where the wood of the hot-burning omgar tree is readily available, and its trade connections to Benderesk, metalworkers in Port Nyanzaru are uniquely positioned to create masterworks of fine metals from the Luz Ucyran mainland that are usually difficult to work with because of their high melting point. Although most leverage this advantage to create some of the finest jewelry in the Lonelands, some smiths craft blades and other weapons that are a cut above the rest.
Mezro
Most settlements in Dendaret have historically adhered to the tradition that no more than one practicing spellcaster may reside in a single household at any one time. (Since households in traditional Dendaret culture are often quite large on account of including extended family, this can result in situations where young mages must leave their homes for new horizons.) A notable exception to this trend is Mezro, a cosmopolitan center of study and innovation in many domains, including the arcane arts. Mezro is the most densely populated settlement on the entire island of Dendaret, and as young spellcasters continue to abandon their villages of origin when they come into their power, its population only grows. (The expansion of Port Nyanzaru since it came under Terrenon’s control has not seemed to hamper the growth of the Mezroan population much, if at all.)
More than just a haven for mages, Mezro is also a center of arts and culture. Notable landmarks in the city include the Library of Mezro, a three-story-tall repository of not only parchment tomes but also curated museum displays immortalizing the history of Mezroan art; the Amphitheater of Mezro, a stadium decorated with gem-studded statues at which shadow-plays are performed and dinosaur races are held; and the Stormlord’s Sanctum, a golden-domed, nine-story temple dedicated to Saint Kord and his Seneschals at the very center of Mezro.
You may ask yourself, “dinosaur? What in Tymora’s name is that?” Dear reader, I am more than happy to explain. A dinosaur is a type of beast found in only one corner of Caél: Dendaret. It is believed that dinosaurs long predate the Fey Empyre and have walked the earth longer than humans, orcs, or dwarves. They range in size from tiny to gargantuan, and are covered in scales and feathers. This might lead one to believe that they are related to the dragons, but dinosaurs have no draconic origins, and do not possess the sapience of dragons. Whether the dragons originated from dinosaur-kind, who can say? All that we know for certain is that these curious beasts live on only in Dendaret. In the agricultural quarter of the city of Mezro, various species of dinosaur can be seen pulling carts and plows, grazing in fields, and herding other livestock. Some dinosaurs are so well-domesticated as to be kept as pets, and will even play fetch or perform tricks for their owners—quite unlike the wild and fearsome dinosaurs that roam the rainforest beyond the city’s walls! So fear not while you are within the sanctuary that is Mezro.
Fort Belurian
Fort Belurian is unique among Luz Ucyran settlements in that it is a settlement whose suzerainty lies on an altogether different continent. Established by the Selasi state of Myth’Alora as an overseas outpost, the town has long since outgrown its original purpose as a base of operations for archaeological research. The elvish peoples have a reputation as a patient and meticulous bunch, and that trend certainly holds true here: the excavation of the Sundered-Era Empyrean ruins known as the Ahk‘Velahr Necropolis has been ongoing for over half a century and shows no signs of stopping anytime soon. The archaeologists sometimes have odd jobs in need of daring-doers to perform them; adventurers visiting the region may inquire at the dig site or seek out the professor overseeing the excavation if they are looking for work.
The population of Fort Belurian is mostly made up of Myth’Aloran academics and their families (should they have any family who were willing to cross the Western Dusk so as not to be parted), as well as locals who were either hired by the Myth’Alorans to assist with field duties or who have started businesses catering to those involved with the excavation. Accordingly, smiths who repair tools are plentiful in Fort Belurian, as well as tavern proprietors who make their coin seeing to it that the archaeologists get some rest and relaxation. (Establishments providing relaxation of a different sort can also be found there, but this author makes no assurances as to the quality of their services.) Additionally, there is a general trading post and a hunting lodge which service the entire town. All things considered, Fort Belurian offers about as much charm and sophistication that one would expect of a rough and tumble frontier town, despite having a population composed largely of scholars and being only a day or so’s journey from the cosmopolitan juggernaut that is Mezro. (Although I will concede that most frontier towns do not have an on-site laboratory.)
Relations between the Myth’Alorans and the local Dendarans are for the most part positive. The locals don’t seem to mind the excavation of the Ahk’Velahr Necropolis much: they feel no particular attachment to the Empyrean ruins, as they bear no kinship to those who lie interred within. Once a year, the consul of Fort Belurian sponsors an event known as the Friendship Festival which features games, dancing, feasting, drinking, and amateur performances of plays dramatizing High Elvish history. Whoever may think that academics know not how to party ought to think again.