The Eldermere are a wide-ranging type of clime. Deserted and forlorn, the Eldermeres provide a perfect setting for many kinds of scenes, and affording a variety of creatures and monsters, civilizations and in some cases people with whom the Cadre can engage. These unpopulated areas are usually rife with fauna, both monstrous and mundane, and they provide nuances that help build the visual nature and dynamic tensions that such dangerous environments can supply.
Brokenlands
Generally distant from larger populations, those areas that have had at least some forays by adventurous and opportunistic peoples, wild bands and tribes of the barbaric and uncivilized cover the verdant but uncultivated hillsides. Prone to forays from more powerful threats, those that choose to live in Brokenlands know they face a difficult life, but the wealth of freedoms – and of the excitement of exploration – give the story a more civilized feel than other Wildernesses
Darkenfelds
The nature of fell magics draws together all kinds of terrors. Unrelenting storms crash across the vastness, rumbling warnings to the uninitiated. Improbable and awesome rock formations, rivers of sludge and debris that move unpredictably through the expanse. Perhaps a great danger looms in its center, or perhaps a cursed ruin abandoned by the wiser of the evil ones... Entering a Darkenfeld is itself a Story yet to be told.
Heights
The mountainous regions of Nycos hide many courses for adventure. Unclaimed mines, great holds of the Grimm and Primus, ancient cities, and great stands of towering trees all beckon the adventurer to act.
Moors
Where rivers meet wide expanses of level terrain, the moors rise. Tufted sod, high reeds, and the soggy, coldness affords both the monstrous and the malevolent ample opportunities to build their numbers. Areas where the geography revolted against the march of time results in boggy, uncontrolled areas and expanses of broken roads and broken lives. Often cold and desolate, yet eerily mist-covered and humid, the Moors are home to the banshees and little people, drawn by both desire and defensive possibilities
Reaches
Rough and difficult terrain, covered with low scrub and tough grasses, the rumors of extensive wealth in natural resources beckons the adventurer and the hardy alike. Not accessible by roads, the rolling hills and steep ravines that cover these uncharted regions are optimal locations to find hideouts for raiders, lairs of hideous monsters, and caves of the occasional hermitic Magi. Rich veins of precious ore and rumors of acres of gemstones just littering the grounds abound. Reaches mean riches, as the Story goes...
Steppes
Wind-swept and open from horizon to horizon, the steppes are open pathways to adventure. Tall, flowing grasslands, with occasional stands of trees near the oft-dry riverbends, and great herds of herbivorous life make for a perfect setting for idyllic adventures, hunting the wild animals, facing the carnivorous beasts that roam the wide expanses. From time to time, one might find an hermitic Magi tower or a fortified clan stronghold.
Valleys Of Glass
Open and desolate salt flats and trackless miles of deserts typify this kind of wilderness. Desolate horizons in every direction frame the bleakness, but the freedom from landmarks and natural cover hides a myriad of dangers and challenges. The sand, itself, may be dangerous if it bears even a few Splinters of the Shards. Perhaps there are ancient ruins buried beneath the dunes, or hardy beasts that have learned to survive the bleakness. Creatures driven mad by Magic oft make the Valleys of Glass their domain. A ride into a crystal desert in the Valleys of Glass can mean death or discovery.