The Norune Map
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Myriad Expanse (Great Desert – Sabhaif Oasis)

Controlling Power:
Keepers of the Shifting Sands
Traveling the blistering heat of the desert is no simple feat, though the nomads of the desert have done it for countless generations. It is best to travel from dusk till dawn and seek shelter from the sunlight during the heat of the day, lest you wind up like the plethora of bleached bones that litter the desert. The wisest only trek it on mounts that can handle the sands, reducing the journey to mere days, rather than the three to four times longer it took on foot.
For those who did make the journey, the Sabhaif Oasis was a gem standing out from the sands around it. Though for most, the appearance of a large hunk of land floating above it was the most notable impression, but further inspection of the place itself revealed a waterfall from a floating isle, which spilled not into a pool, but rather an aquifer that would transport the water to a more suitable pool. It was no wonder that the desert trade hub of Sabhaif was situated here.
Build upon sandstone, twin foxes face newcomers with a crystal floating above them. Most though, honed in on the water. After so long crossing the arid sands, the abundance of water drew them the rest of the way in. From the aquifer the water ran to a pool adorned in fox sculpture, then ran like a river towards what appeared to be a bathhouse. On its journey, it led the eye to a guarded structure that appeared to be a more traditional harem.
Those guards would oft be seen at their posts, though sometimes some could be caught shoving one individual or another from the platform with drawn swords, a clear indication such sorts were not ever welcome back.
Places of Interest
- Sabhaif Oasis
- Sh’ryi School – Often mistaken for a harem, this guarded building serves as seat of power for the Keepers of the Shifting Sands as well as a place of learning for the servants taught under Master Hakama.
- Sabhaif Bathhouse – In the scorching desert heat, the refreshing waters of the bathouse are a welcome treat to residents and travelers alike.
- The Last Drop Tavern – While water remains the most common thing on order, one can acquire other drink and food as well.
- The bank and market – Changing coin or looking for goods? Sabhaifs market offers goods and services aplenty. Sun-distilled perfumes, spices, textiles, foods, weaponry and more can be found.
- The archery range – The wielding of heavy metal weaponry and armor is…for obvious reason, not the most popular under a desert sun, so it is no surprise to find a range for archery within the oasis.
- Sabhaif Residentals
- Temple from Order of the Sacred Blades
- Villa of the Inheritors – The Inheritor’s villa, which serves as his home and the main building from which he governs.
Moors of Hexen’zhul (Hexenmoor)

Controlling Power:
Crimson Hoard
In the dreary northeast of Norune, nestled within the blighted hills and fetid swamplands, is the city of Hexenmoor. The dark stone walls of the city conceal much, rooftops and the spires of the three keeps within the city rise above them, but the city within is well concealed. Rumor among the locals is that the dark stone used in the walls and buildings of the city were taken from the ruins of an ancient citadel from which the armies of the Dark Lord poured south to invade Norune during the Age of Darkness, thousands of years ago.
Whether there is any truth to those rumors is anyone’s guess. But what is well known, is that those viewed for their heritage to be more monstrous, find the place a more welcoming home than many of the other cities. And while the stones themselves may remain from Ages long past, many of cities structures were constructed more recently. With some houses having seen no more than a generation or two under their roofs.
Places of interest
- Hexenmoor
- The Palatial Keep – The ruling fortress of Hexenmoor, currently occupied by the Crimson Hoard after their recent conquest of the city.
- The Gatehouse Keep – Claimed by some to be a remainder of the ancient citadel, such claims are impossible to prove. The Gatehouse keep is currently serving as a barracks for the legion and law keepers of Hexenmoor.
- The Spires Keep – Arcane school and mage towers, all manner of spellcraft is studied and experimented on here.
- The Arena – A newly built structure for entertainment and punishment. The Crimson Hoard use it for spectacle, training, and for the execution of those who dare to challenge their rule.
- The Tavern – Like any city, the tavern is a popular place to gather. It’s large hearth and sandy dance pit make it a pleasant place to spend an evening…and coin.
- The shops & market – An open air marketplace and a few more permanent structures like a leatherworker, tailor, potion shop, and blacksmith can be found here.
- The slave auction – Whether looking for servitors or gladiators, the buying and selling of living individuals is done here. Along with the arena, it’s as sure a sign that exists that Hexenmoor is not for the faint of heart.
Great Forest (Sentinal Spire)

Controlling Power:
NONE
From the city in the North to a small village in the Norune Forest.
Once just known as the Great Forest, stretching from the southern and eastern coasts, to the western mountains and bordering the striking Silverwood to the north, it is now distinguished by the mountain known as the Sentinel Spire where a dwarven colony was established during the Age of Colonization. However, contact with them suddenly stopped a little over a century ago. The name Sentinel Spire has been mistakenly used over time to reference a relatively small stone tower, currently used as a transit point in the central region of the ancient woodlands.
It is known for its many settlements, some just ruins now, of wood elves on the ground (such as the village of Duskhaven), and in the tree-nest colonies of avian beastkin.
Of particular note is the former human town of Greyshroud. Once on the rise, and a potential contender with Nova Cerulle for dominance in the region, the settlement mysteriously fell to decay and corruption, its people suddenly dying and the land cursed.
The twin sister Heroes of Shield and Bow, both called the forests of Norune their home.
Native races: Wood Elves, avian beastkin Immigrated races: Humans, elves, various beastkin, dwarves, orcs
Places of interest
- Duskhaven
- Sentinal Spire Camp
- Fairy Garden
- Ruins of Grayshroud