Black Dawn

The world of Ikarrn is a complicated place, full of warring kingdoms, magical cities, fey woodlands, and countless other wonders. It is a place were borders and alliances are fluid things, as is the world itself. The planes are not so distant in Ikarrn where cosmic energies bleed through the borders between planes. Portals serve as discrete, stable doorways (though they are sometimes one-directional) that allow individuals, or sometimes things as large as carts or ships, to travel from one plane to another as simply as walking forward. Rifts are unstable connections that are usually larger than portals and often the results of accidents. Rifts commonly connect to two or more planes on each side, such as the infamous Gloomhollow Rift which throws those that fall into it into either the Shadowfell or the Feywild depending on its random oscillations. Lastly, manifests are large areas that exist in two planes at once, defying logic and the senses. Many attract settlers who build cities around them while others are either abandoned or too remote to attract more than a few hermits and explorers. Traveling between planes in manifests is difficult and locals frequently work as guides to show travelers the proper routes. They are much, much larger than portals but more complicated to use and far more reliable than rifts.

Lands of Men

Humans have claimed large parts of the mortal realm as their own, subjugating or enslaving other races to forge epic empires on their backs. Most of these have failed and ruins of past human triumphs dot the landscape like cast-away tools.

Jolan Tol

A realm of horsemen and marksmen, Jolan Tol is a large land which has historically been only loosely affiliated. This has come to a head in recent decades as shifter insurgents in the west rebel against Tollic law.


Called “the Golden”, Kestara was once a shining kingdom of scholars and warriors. Today it’s knights patrol city streets as often as they do the frontier as crime and poverty grip the overpopulated population centers.
Emeylon: This deep and secretive woodland is the home of the mystical eladrin, or “grey elves” in their own tongue. No non-elves have entered its limits and returned to speak of it for generations.

Lands of the Fey

The elf races have mostly limited their kingdoms to the Feywild and manifests that connect to it. They have a long history of warring with humans and a great many past tragedies have occurred because of interference from one side or the other.

The Kingdoms of the Sea

The fey of the Courts of Coral are a different lot than the fey of the land, though they usually cooperate especially at trading centers such as Astrazalian. The two archfey known as the Sea Lords command the respect of everything living in the waterways and oceans of the Feywild and their mobile city-states are important sites on that plane for travelers seeking refuge and supplies.


The palace of the archfey Elias is usually in found in the shallow seas that he prefers. It is built atop an enormous floating island with hilly summits on the top and bottom. An atoll of coral rings the island like a skirt and small communities above and below the waterline sell fish and seaweed, invaluable resources in the otherwise wild oceans of the Feywild. Large, boat-sized portals within sea-carved arches on the island's flanks connect Eadomhain to similar arches near Mendakas in the mortal realm and within the bounds of Hestavar. Other portals dot the settlements on the island but they ebb and flow like the tides so guides are needed to use them effectively.

  • Elias: A capricious and tumultuous ruler, Elias may welcome or expel mortal visitors depending on his mood. He rarely sees his sister Siobhan and deals much more commonly with the fey of the Summer and Green Courts.


The deep city of Golthomin is built in the bowels of an enormous fish, dark and serene in accordance with Siobhan, its ruling archfey. Travelers who manage to reach it by diving to impossible depths within the Feywild's oceans enter through the beast's gaping mouth and find a sprawling city of kuo-toa and awakened fish species. Golthomin has little contact with the surface world and rumors abound about it, the most persistent of which is that wizards under the protection of Siobhan have amassed unimaginable knowledge in the depths for the sake of it. More than one has traveled the difficult series of portals necessary to reach the city in the search for some lost lore.
NPCs of Note

  • Siobhan: The enigmatic and melancholy ruler of Golthomin prefers to remain aloof from the world and to keep her own counsel, even above that of her brother Elias.

The Kingdoms of the Stars

This loose association of city-states in the Feywild has no real borders though faerie knights patrol the wilderness between the cities where archfey of the Summer Courts and Green Courts hold sway.


Called the City of Starlight, Astrazalian is a major trade city for the eladrin and is built atop a manifest between the Feywild and the mortal realm. From the kingdom of Kestara, one can reach a hilly island off the southern coast which holds eladrin boats and a fey city. Though Astrazalian mostly exists for trade, its proximity to the ambitious human kingdom means that there is a military atmosphere to the city's slender towers and beautiful friezes. Walking through the right parts of the city will lead one to another harbor entirely which exists on the Shining Sea in the Feywild. Here it is an important trading city between the fey of the Sea Kingdoms and the Star Kingdoms.
NPCs of Note

  • Lady Shandria: The eladrin warlord who rules the city, and a distant niece of Queen Tiandra], Lady Shandria has built up Astrazalian into the most beautiful fortress in the world. The city has had to fend off attacks from Kestara for centuries and she has held it firmly every time.


The marshlands surrounding the city-state of Oran, the Green Lord, are not the usual foreboding swamps that mortals may be used to but rather a network of waterways and calm trees lit by fireflies and serenaded by frogs and birds. The gigantic Towering Willow which forms the centerpiece of Breliantel and the home of Oran shades everything in a cool shadow during the day and the glowing insects in its hanging branches provide a twilight atmosphere at night as well. Taking the proper waterways in the maze that surrounds Breliantel will lead one eventually to Scamander's River in the Feywild and eventually to the ocean and the realm of the , while taking another set will lead you to the Boiling Sea in the Elemental Chaos. Githzerai and genasi traders are welcome in the city, but the protectors of Breliantel are often concerned about incursions by demons from the Abyss.


The city-state of Tiandra, the Summer Queen, is a sunny and bright place built on a manifest which connects the Feywild and the Astral. Brightly-lit mist surrounds the city which can lead one to the dew-laden meadows of the Feywild or the silvery expanses of the Astral Sea. Navigation can be difficult in this city which lacks roads or real buildings, but the Great Oak is the surest way to reach the Faerie Realm while the crystal-clear harbor on Jeweled Lake is the easiest to use to reach the Silver Sea.
NPCs of Note

  • Tiandra: Queen of Senaliesse, Tiandra is a beautiful archfey who excels at intrigue and secrets. She is one of the most sympathetic archfey to mortal affairs and many elves and halflings live alongside the eladrin and gnomes of her city.


The wilden city of Shinaelestra was once an unusual manifest to the mortal realm. The city appeared nightly in the Ydin Forest where its resident rangers would engage in a nightly hunt and celebration of the woodlands. The location of the city was in the last stretch of woods to be lost, providing defenders to the effort to keep the encroaching humans at bay. Because Shinaelestra only existed in the mortal realm for a period of the day, the defense failed and the woodlands were burned during a long summer day three years ago when the city was isolated in the Feywild.
The destruction of Ydin not only destroyed the manifest between the two planes, trapping Shinaelestra in the Feywild, but it created a dangerous rift to the Elemental Chaos in the city. The overgrown buildings and stately walls ahve been ruined in the center of Shinaelestra as a raging firestorm which endlessly consumes the trees in the central copse. The fact that this connects to the relative civilization of the City of Brass (specifically the docks of Iskalat) does little to comfort the frightened residents of Shinaelestra, though the city's ruler has forged a pact with the efreets of the City of Brass.
NPCs of Note

  • Lord Calenon Thray: This wilden ranger has been ruler of the city for decades and personally led the raids from Shinaelestra during the defense of Ydin. He has become a much darker and more angry person since the destruction of the woodlands and his new attitude frightens many of the residents.

Valawn Wood

The green elves, or elathun, are much more open than their eladrin cousins but more violent as well. Their hunters have stalked the meadows around Valawn for as long as anyone remembers.

House of Fallen Leaves

Once known as the House of Atumn Leaves, this citadel on the mountain slopes within Valawn was abandoned centuries ago when it was destroyed by hideous abominations. The elves left it empty and sealed it with arcane spells, but a rift formed inside to the Astral Sea near a large asteroid which seethes with alien energies. Nothing but terrible monstrosities live within the citadel now, sometimes spawned anew by whatever lives at the heart of the asteroid, but in the Astral Sea floats a colony of quom. They are after motes of their murdered deity Lakal which dot the rock of the asteroid. The githyanki steer clear of the whole thing, saying that whatever is inside of that asteroid is meant to stay hidden and the quom are fools for digging it out. For their part, the quom ignore all criticism and zealously repel any interlopers.

Lands of the Shadow

The former empire of Bael Turath was a planes-spanning empire centuries before any human kingdoms and fell in the war against the dragonkind of Arkhosia. The tieflings of that nation marred their lands in that great war and many remnant kingdoms carry this taint today.

City of Brass

The seat of efreeti power in the Elemental Chaos, the City of Brass is largely inhabited by genasi and tieflings as well as the efreeti who rule the city. In the time of Bael Turath, the City of Brass was a semi-independent duchy within the larger empire and the elemental-spawned genasi made up an important part of the empire alongside the tieflings who were tied to the devils of the Nine Hells. The City of Brass is one of the most important ports in the Elemental Chaos, drawing magical ships across the Sea of Fire to its molten docks. In addition to a new two-way rift between the city and Shinaelestra in the Feywild, the city is also built atop a manifest between the Elemental Chaos and the Shadowfell. Walking towards the Furnace, where the ruler's Charcoal Palace, a traveler can follow specific avenues (usually led by guides) back towards the city's outskirts one can end up instead in a more subdued version of the city in the Shadowfell where it is known as the City of Ash.
NPCs of Note

  • Bashamgurda: The self-styled Lord of the Efreeti rules the city with an iron fist and oversees all trade and travel in the city for any signs of resistance.


The city of Mendakas and the seaside towns around it are breeding grounds for the corsair lords who stalk the Sea of Black Stars to the south. This city is said to be the former capital of the ancient tiefling empire Bael Turath but now most of the ruins of that ancient city have been harvested for stone.


This city, built on a manifest between the Shadowfell and Astral Plane, was a major trading port in Bael Turath and it continues to be an important hub today. The city is no longer dominated by tieflings and today includes humans, fey races, and even some dragonborn in addition to the more typical Shadowfell races.

Lands of the Dragons

Might dragons once ruled the empire of Arkhosia, claiming fantastic locations throughout the planes. This empire was destroyed in the fight against their rivals in Bael Turath and dragonkind was forever shattered into competitive groups. Some factions remain, however, as modern kingdoms who carry on the Arkhosian legacy.


The City that Waits was once a dragon city built on a manifest between the mortal realm and the Feywild. It was filled with primal dragonborn and the human mercenaries who held the forest against the armies of Bael Turath. During the dragons' war with the tielfling forces, the manifest was "inverted" so that it connected with the Shadowfell instead of the Feywild. The city is still filled with humans and dragonborn but they are depressed and morose from the plane's pervasive melancholy. Rather than join in the legacy of Arkhosia, the residents of Moil are mostly concerned with their own city and serving their new patron: Tiamat, the Dark Lady.


The githzerai were once slaves of the dragons of Arkhosia and they have taken the city of Zerthladun in the Elemental Chaos as their own. Other races are welcome there but dragonborn are not allowed to carry any weaponry in the streets. Githyanki, who remained allies with some dragons during the slave revolt, are banned outright as are true dragons themselves. Zerthladun is built on a manifest between the Elemental Chaos and the Astral Sea, one of only a few such spaces in the cosmos. It is built atop a large, flat chunk of rock which is circular with a large cistern in the middle. Diving down into the cistern and swimming to the bottom, one will surface on another cistern surrounded by another ringed Zerthladun city on the other plane. Githzerai often have complex feelings about Zerthladun. It is obviously a center of culture and art and it is the largest githzerai city, all of which are located in the Elemental Chaos, but it is also a potential weak point where githyanki armies could attack the heart of the githzerai from the Astral Sea. Most trust the cenobites to defend it against such raids but others would like to see an end to the open policy of Zerthladun and have it restricted to githzerai only for added security.
NPCs of Note

  • Adlishar Rallamen: The current Adlishar, a position appointed by the Council of Cenobites, Rallamen administers justice and settles disputes that are of the highest concern in Zerthladun.
  • Council of Cenobites: The cenobites are both respected elders and a warrior knighthood which protects the city both in the Astral Sea and the Elemental Chaos. Some cenobites go on pilgrimages or crusades to other planes, but most who take the vows of the order remain in Zerthladun to protect it as their sacred duty.

Lands of the Wild

Away from the points of light that make up "civilization" are wild lands where people live without kings or lords. Some of these lands are truly lawless, while others are simply ruled by localized tribes. Whatever the situation, civilized folks are rarely welcome.

Plains of Arnesti

Nominally, these plains are claimed by the king of Jolan Tol, but domestic problems have prevented any meaningful show of law in this region for decades. The plains are inhabited instead by bands of human nomads and tribal minotaurs who are locked in small-scale wars for dominance.


This mountain stronghold of the dwarves is their last refuge in a world of ruins. The stone towers stand sentinel over the Dawnrush Mountains and turn away any travelers. Many have died on the mountains’ slopes while the dwarves watched impassively.


The ultimate "free city" is ironically called the Cage because it is impossible to enter or leave except through the myriad portals that dot its streets. Some say that there are an infinite number of portals lurking in dark corners of the city and others that they are created and destroyed at the whim of Sigil's enigmatic ruler, the silent Lady of Pain. Whatever the secret to Sigil's portals, the real mystery is its very existence: the Cage exists outside of any plane or area and many diviners have gone mad trying to discover how it came to be.
NPCs of Note

  • Alluvius Ruskin: Tiefling merchant and portal guide with seemingly infinite resources. A fine example of the merchants that make Sigil invaluable.
  • Rule-of-Three: A philosophical githzerai sage with an incredible knowledge of planar matters.
  • Shemeshka the Marauder: The so called "King of the Crosstrade," Shemeshka presides over a web of planar trade like a patient spider. She is called Sigil's "friendliest fiend" and is always on the lookout for people who need her services… and will owe her favors.
  • Vocar the Disobedient: A one-time exarch of Vecna, Vocar hides in the Cage to avoid the god's wrath, though his secrets are as potent as ever.

Ydin Wastes

Known as the Eternal Forest of Ydin until a decade ago, the forest was razed in a war between the knights of Kestara and the native orcs, shifters, and wilden. The last stretch of forest was destroyed and sent to the vast lumber yards of Kestara three years ago. Even though the forest had shrunk over the centuries, the wood harvested as plunder mostly sits going to waste in victorious Kestara's walls. The razing of Ydin cut free the manifest that connected the mortal realm to the Feywild around the city of Shinaelestra which now rests permanently in the Feywild.

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