1.
Alloduan Stones
• South of the dwindling village of Alloduan, in the gulf west of the City of the Sea,
are a collection of tall, rough-hewn towers standing like the remnants of some
eroded landscape. On the precarious, grassy cap of each natural tower are two or
more standing stones carved with what must be ancient signs of the elthedar.
• Sorcery and Shadow (page 11)
2. Ancestor Stones
• The ancestor stones of Cruach Emyn are a legacy of a forgotten age, a place of
power and a whisper of hope in these shadowed times. Great dolmens carved from
blue granite, a stone not to be found within hundreds of miles, are arranged in two
concentric rings. A large horizontal altar lies at their center. The stones are carved
with intricate knots and whorls, worn faint by the wind and rain of many years.
• Forge of Shadow (page 24)
3. The Arteries
• Less than 100 miles west of Highwall on the north coast of the Sea of Pelluria. At
the edge of a wide shore of sharp rocks and water-worn stones, where the
Northlands break off into the sea, is a towering span of cliffs. From the sea they
appear as wrinkled stone, like the cloth of the earth was wadded up on shore. Cut
into this folded stone is a recessed spot of rock, unadorned except for four stone
columns and three arched openings.
• One of the darkest pits on Aryth. It’s a nest of vile and tortuous hosts, a horrible
den of suffering. The Arteries is a Prison of Pain, a natural tangle of tunnels that
leads from daylight to cells deep in the earth.
• Sorcery & Shadow (page 22)
4. Black Ice Falls
• Uncertain: "High in the Kaladrun Mountains, where the frost never melts and
mighty rivers are birthed"
• Against the Shadow (Mn02), page 95; Midnight Campaign Setting 2nd Edition
(Mn11), page 300
5. Blindfork Spires
• Across the Kaladrun Mountains, on peaks where lightning strikes
• Against the Shadow (Mn02), page 96; Midnight Campaign Setting 2nd Edition
(Mn11), page 300
6. Blood Tower of the Northern March
• Fortress Wall (formerly known as Rokan's Hold), on the north (dorn lands)
• Against the Shadow (Mn02), page 96; Midnight Campaign Setting 2nd Edition
(Mn11), page 301
7. Bowl of Calador
• High in the mountains above empty Calador there is a deep and narrow valley,
as though a giant had plunged a great stake into the rock. At the bottom of this
enormous natural shaft is a huge, smooth bowl carved into the mountain.
• Sorcery and Shadow (page 12)
8. Cave of Bones
• To the west of Idenor in the central Kaladruns beneath a lake
• Against the Shadow (Mn02), page 97; Midnight Campaign Setting 2nd Edition
(Mn11), page 301
9. Colossus of Aruun
• At the base of the Arunath Mountains, near the source of the Isolde River, lay
the scattered remains of a grand and fearsome statue once over 200 feet tall. The
site is undisputedly rich in magical power.
• Sorcery and Shadow (page 12)
10. Corpsedigger Cypress
• Deep within the delta formed where the Eren River meets the Gulf of the
Shorshef
• Against the Shadow (Mn02), page 97; Midnight Campaign Setting 2nd Edition
(Mn11), page 302
11. Deep Vast
• Far below the Kaladrun Mountains is a bizarre chasm the dwarves call simply the
Deep Vast. If it has a purpose, the dwarves have made no sense of it yet, but the
site is rich in magical power. The Deep Vast is an enormous cavern of crumbled and
cut stone. The knot literally hums with magical force.
• Sorcery and Shadow (page 13)
12. Delegate of the Sea
• A curious patch of saltwater stirs in the sands north of Landfall, like a sea in
miniature. Less than a mile across at its widest point, this unnatural body of water
is called the Delegate of the Sea by travelers out of Landfall.
• Sorcery and Shadow (page 13)
13. Dragonsgrave
• Deep in the desolate moors of the Northlands is a collection of low hills forever
cloaked in an awful, choking fog.
• Sorcery and Shadow (page 14)
14. Emerald Tears
• Within the sacred wood formerly called Tir Amrasa Edior (land of the emerald
tears), now called Trollskarl roots the mysterious Emerald
Tears, a series of power nexuses that lay at their center.
• Under the Shadow (page 32)
15. Fell Deeps
• The scholastic minds of Caradul wonder if the Fell Deeps have always been
there, hidden in the rocky bed of an overflow valley along the Eren River, or if they
formed as a result of the horrors of Cambrial. The Fell Deeps appear as little more
than a pore in the land, but beneath they are a damp network of rough cracks—not
quite tunnels—clogged with roots and bones.
• Sorcery and Shadow (page 14)
16. Forges of the Sirocco
• There is no exact count of the number of these forges dotting the deserts of the
Island of Asmadar
• Against the Shadow (Mn02), page 98; Midnight Campaign Setting 2nd Edition
(Mn11), page 302
17. Greenthroat Cavern
• I didn't add it yet, just need to read the description to know where it can be
• Inside the Whispering Wood, in erethor.
• Against the Shadow (Mn02), page 99; Midnight Campaign Setting 2nd Edition
(Mn11), page 303
18. Heart of the Wood
• Caraheen, in the deep forest.
• Against the Shadow (Mn02), page 99; Midnight Campaign Setting 2nd Edition
(Mn11), page 303
19. Horsehead Rock
• The Horse Plains of Erenland are home to many horsebreeding traditions and
associated superstitions, but the myth of Horsehead Rock is real. On a bluff
overlooking the Gulf of the Sorshef is a natural stone that, from the east, looks
remarkably like the raised head of a horse with a whipping mane and flared
nostrils.
• Sorcery and Shadow (page 15)
20. Ironmelt Vortex
• deep under the southern Kaladrun Mountains
• Midnight Campaign Sourcebook 1st edition (Mn01), page 82; Midnight Campaign
Setting 2nd Edition (Mn11), page 300
21. Kedunni Plains
• On the Plains of Erenhead just west of the Barren Forest
• Against the Shadow (Mn02), page 100; Midnight Campaign Setting 2nd Edition
(Mn11), page 304
22. Keela's Haven
• Along the southeastern edge of the Ardune near where the Wogren Moor begins
to take shape
• Against the Shadow (Mn02), page 100; Midnight Campaign Setting 2nd Edition
(Mn11), page 304
23. Keep on the Glacier
• Somewhere in the very highest points of the Highhorn Mountains, where the
snow-capped rock overlooks both the green splendor of the Veradeen and the
snowy rock of the mountains themselves, is the Keep on the Glacier.
• Built atop a hand-cut spire of ancient ice, Glacier Keep (as it is called now) is a
black granite structure of unearthly design thought to have been built on Aryth
before the Sundering.
• Sorcery and Shadow (page 15)
24. Lillywick Pond
• On the western edge of Erethor to the northwest of Arnthora
• Against the Shadow (Mn02), page 101; Midnight Campaign Setting 2nd Edition
(Mn11), page 305
25. Necromantic Conflux At Cambrial
• Cambrial is a nexus for undead. Certain areas have an amount of ambient
necromantic energy, which can play havoc with the manifestations of newly formed
Fell.
• Midnight 2nd edition core book (page 347)
26. Nogood Hill
• In the dangerous and rocky landscape outside Steel Hill, lies this previously
unknown power nexus inside the burial hill of a forgotten, minor Dornish hero
named Helgram.
• Sorcery and Shadow (page 17)
27. Orchid Bridge
• In the Druid’s Swamp not far from the Keep of the Cataracts is a stone bridge
built in the Second Age. Most of it has crumbled away, leaving just a few stacks of
support stones and a sloping stone ramp on either side of a deep muddy track in
the swamp. Where the bridge used to lead is a mystery, though it may have been
part of a meditative site or druidic garden.
• Sorcery and Shadow (page 18)
28. Puresea Island
• Rumoured to be seven day’s sail south of Hallisport
• Against the Shadow (Mn02), page 101; Midnight Campaign Setting 2nd Edition
(Mn11), page 305
29. Shrines of the Deep
• The Miransil have discovered a number of ancient shrines deep below the waves.
• Against the Shadow (page 13)
30. Starshore
• On the eastern edge of the island of Asmadar there is a crescent of black,
volanic sand that looks due east across the Pale Ocean to the distant continent of
Pelluria.
• Sorcery and Shadow (page 19)
31. Tearfall Pool
• Inside the Tearfall Caverns, near the town of Koln, which is not shown on any
map, near the town of Koln lies Tearfall Caverns - a network of caves several miles
into the “fey territory”. About one-half mile past the Strange Mire lie the cave.
• Midnight 2nd edition core book (page 379)
32. Temple of the Morning Star
• Halfway down the Spinewall Range, at the very summit of Mount Tedra, is the
ruined Sarcosan temple called the Morning Star.
• Hammer and Shadow (page 43)
33. The Black Cave
• The cave itself lies beneath a vile tree of dark power. This cave is accessed via a
narrow crack at the base of the tree’s gnarled trunk that resembles little more than
a tooth-filled maw. The cave is hidden among the icy crags of the Highhorn
Mountains, outside Steel Hill's black mirror’s influence. The cave is beneath a tree
that squats upon a rocky spur far above the snow line and beyond the point where
a normal tree should survive. The outcrop is reached by a winding trail called the
Icy Stair.
• Forge of Shadow (page 25)
34. The Dome in the Desert
• Deep in the White Desert there lies an oasis that formed inside a dome-shaped
rock that rises some 100 feet out of the sand. The area is rumored to be a power
nexus of some strength.
• Midnight 2nd edition core book (page 332)
35. The Elder Tree
• At the center of Caradul is the Elder Tree, living evidence of the immense power
of Aryth. Serving as the seat of all elven power in Erethor, the massive boughs of
the Elder Tree, often referred to merely as the Court, are home to the Council of
the Throne and the Arbor of the Witch Queen.
• The roots of the tree are purported to penetrate into the center of Aryth,
drawing forth a vast amount of raw supernatural force. This magical power flows up
the Elder Tree’s roots and spills out into a massive subterranean chamber at its
center.
• The Elder Tree is more than simply an arcane nexus. It is the oldest part of
Erethor, some say the first seedling ever planted on Aryth.
• Legend of Shadow (page 63)
36. The Fang
• Near the eastern edge of the Druid’s Swamp
• Against the Shadow (Mn02), page 98; Midnight Campaign Setting 2nd Edition
(Mn11), page 302
37. The Lonely Tree
• It stands by itself more than five hundred miles west of Dahurin, where the
woods of Erethor erode into desolation. It is identified by the many large birds that
nest there; they’re white as eggshells and larger than dogs.
• Sorcery and Shadow (page 16)
38. The Mouth of Doragin
• North of ruined Idenor is a vaulted cavern where the dwarves believe the spirit
of the mountains, Doragin, speaks to those with the wit and patience to listen. The
cavern is filled with sound, at times so soft it can barely be heard but sometimes
suddenly booming with a deafening roar.
• Hammer and Shadow (page 37)
39. The Pellurian Mouth
• Somewhere northeast of Baden’s Bluff and south of Dragon Island is an
unmarked point in the Sea of Pelluria where the spirits of the wind gather to make
the tide. Only those channelers sensitive to the spirits will be able to recognize the
spot, and then only by listening carefully to the voices on the wind.
• Sorcery and Shadow (page 18)
40. The River of Stones (Aradar, the Fabled Nexus)
• This River of Stones is fabled immense power nexus called Aradar and it is a
mystery. The truth behind the mystery is ultimately up to the DM. Several possible
answers are presented, but the best answer is that which the DM creates especially
for his own campaign.
• The River of Stones may not be a river at all. Whatever it is, the River of Stones
lets out into a lake of unknown size. On that lake is an inhabited island.
• Sorcery and Shadow (page 3, 9)
41. The Seadragon Pool
• One of the shallow, muddy channels that forms the Eren Fen delta
• Against the Shadow (Mn02), page 101; Midnight Campaign Setting 2nd Edition
(Mn11), page 305
42. The Stockyard Nexus
• This nexus is of fairly minor power and is on the stockyard at the river's edge.
• Midnight 1st edition core book (page ?)
43. The Sunstone Cliffs
• On the cliffs at the eastern edge of the White Desert
• Against the Shadow (Mn02), page 102; Midnight Campaign Setting 2nd Edition
(Mn11), page 305
44. Three Oaks
• On the southern edge of the Darkening Wood stands a trio of impossibly large
oak trees. Three Oaks is the stronghold of the Caransil resistance in the south. The
keeps’ powers and defenses are many, including a power nexus.
• Midnight 2nd edition core book (page 225)
45. Tol’Ari Zemei *
• Translated as the Spire of Light. This is said to be a powerful nexus of unknown
properties that the City of Celestia was built at the foot of.
• The Tome of Sorrows (page 61)
46. Vandlorin Island
• Just off the coast of the Sea of Pelluria, less than 300 miles east of Althorin, the
elves of the Caraheen have discovered a power nexus and an odd development.
The nexus itself is a sinkhole near the center of the island.
• Sorcery and Shadow (page 19)
47. Windforge Chasm
• An old river bed in the plains of Erenhead (a steep walled canyon)
• Midnight Campaign Sourcebook 1st edition (Mn01), page 82; Midnight Campaign
Setting 2nd Edition (Mn11), page 300