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Castle Cormanthor
Castle Cormanthor was, and still is, the preeminent edifice in Myth Drannor. Largely immune to the war magic that devastated much of the city, the fortress has also been, for the most part, unaffected by the passage of time. It and its vast underground caverns await those who can once again restore it to glory. The castle has many rooms high in its towers that are now infested with gargoyles and other flying terrors. The three aboveground floors contain a series of large chambers, connected by only a few passages. Secreted below the grandeur of the castle are massive underground caverns where denizens of evil await only the most pure of heart and courage. It is rumored that dragon-kin nests have begun to appear around the upper reaches of the castle by those still brave enough to venture close.

Nightingale Court
The Nightingale Court area was once a grand public area, a magnificent plaza where tiered gardens, open pavilions, shady trysting-places and graceful spires invited the passerby to linger. Woven into this elegant design were several shrines to "multi-denominational" deities: gods and goddesses who had equal attraction to elves, dwarves, humans and the other races inhabiting the city. Nightingale Court was the shrine of Shaundakul, guardian of wayfarers. Shaundakul's tolerance of strangers and themes of commonality in diversity reflected Myth Drannor at its height, when elf, human and dwarf lived in harmony. During the fall of Myth Drannor, however, the plaza's central location made it one of the city's most fiercely fought-over stretches of ground. In the fighting, destructive magic swept the area; the graceful buildings were shattered and spires toppled, cutting walkways. Since the fall, the plaza's exposed position below Castle Cormanthor has kept anyone from living there for long. Over the centuries its shattered structures have been cannibalized for the elegant marble and feldspar they were made of; only the shrine to Shaundakul, a simple, solid structure of lowly granite, has resisted the pilfering of underground creatures lining their lairs. Likewise the gardens - what is left of them -- have turned wild and uncontrolled.

Dwarven Dungeons
This segment was originally a marvelous "throughway" of public halls and passages leading to the great House of Gems. Even in those times, however, many secret doors and passageways led to hidden rooms, and more have been added over the ages. The segment is now isolated from the rest of the underground city by war damage, ruination and by centuries of "remodeling" by lair creatures of all kinds. The original layout would have accommodated lots of foot traffic from dwarven city areas to the halls of the House of Gems and the public rooms beneath. The war would have destroyed segments of these major thoroughfares, both from hostile magics and as the dwarves collapsed them to block the progress of invaders. In the intervening centuries, thousands of creatures of all kinds have reshaped the original layouts as possible to meet their own needs. The end result: the dungeons today are hard to get around in, and are composed extensively of reshaped walls (slipshod in appearance) and bricked-up doorways, with only the occasional seamless wall and door revealing the original dwarf construction.

Stillwater
Small, isolated by ruination and overgrowth, and encompassing buildings of no particular value, stillwater is a backwater, a haven where vermin and humanoids, and sometimes undead, are generally unmolested by the higher-level lords of present-day Myth Drannor. Even flying creatures like gargoyles ignore the area, because the pickings there are usually so unrewarding.

This region was originally part of a vibrant city center. Located in the shadow of Myth Drannor’s marvelous Castle Cormanthor, this region originally boasted shrines and "working" buildings such as armories, shops, warehouses, dwellings and meeting-places -- all part of an open flow of commerce in the city. Since the fall of Myth Drannor, however, it has been neglected and fallen into ruin, and no creature of stature has bothered to lair there or otherwise reverse its decay.

Speculum / Hall of Wizards
The great Hall of Wizards, whose exquisite interiors are filled with magical secrets, is a two-story building containing an ancient library where it is rumored many ghosts of the once strong mage guild still linger. The grounds themselves are overrun with gargoyles and other beings of magic, but still contain magic entrances and transportation systems that might be unlocked if one found a way.

The Speculum was originally the meeting-hall for magic users of all kinds, a repository for magical resources, and the place where many great spells were researched and communally cast. Many of the city’s magics (such as its system of magic gates) were generated and controlled from here. Even so, it suffered some damage during Myth Drannor’s fall. Since then, however, its residual auras of magic (and ghostly protectors) suffice to keep lair creatures away; it is generally free of the kind of slipshod "remodeling" that other dwellings have endured.

House of Gems
The great dwarven gatehouse known as the House of Gems is most undoubtedly the best structure for defense and preservation that still exists within the haunted grounds of Myth Drannor. Sporting its round towers and stalwart construction of squat design, the House of Gems still maintains its imposing look to the precious few who can view it.

The House of Gems was originally the great meeting-hall of Myth Drannor’s dwarves and a repository for their treasure. Many of the city’s marvelous non-magical systems (such as the water system that fed the many public and private waterfalls and fountains, and the "liquid flame" system that lights torches, fireplaces, firepits, and streetlights throughout the city) were monitored and controlled by the dwarves from the House of Gems or its dungeons. Due to its massive nature and superlative dwarven construction, it suffered little during the fall of Myth Drannor.

Sullymarsh
The Sullymarsh is the realm of the ormyrr; they dwell here openly in large numbers. Ormyrr are neutral beings that may befriend or aid the party, oppose it or ignore it entirely. The terrain is largely open, although various bogs restrict humanoid (not ormyrr) movement and impress hostile weather and vermin conditions on those foolish or brave enough to enter.

Sullymarsh was a park-like area with lake during the heyday of Myth Drannor. During the fall, the city’s water system was destroyed, and the lake soon reverted to its more natural form -- a swamp. The buildings and pavilions that used to grace the lake’s shoreline have all but disappeared, leaving behind the skeletal remains of architecture and inhabitants alike.