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This article is about Exile. You may be looking for Book 2: Exile, the second book in the series.


“Welcome to the land of monsters.”

Blur, in Neverseen


Exile is where the elves keep their worst law breakers and prisoners from all the intelligent species (except humans). Black crystals leap them to a desert called the Gateway to Exile. From there, quicksand pulls them into a small cavern with a sand ceiling called the Entrance to Exile. In the entrance, there is a slit in a wall that a magsidian key (pendant) fits into. When unlocked, the wall spins to reveal a doorway that leads to a narrow staircase. This is the beginning of Exile. Exile is in the center of the earth, dug out by dwarves for elves to use. At the bottom of the staircase is another door that leads into a room called the Room Where Chances are Lost. There a dwarf will meet the visitors and, if they are allowed to be there, the dwarf will be their guide. The magsidian key is inserted into this door, and the dwarf guide inserts a magsidian coin to open the room. In the Room Where Chances are Lost, cages line the ceiling and walls, the air smells bleak, and you can hear constant moaning from the prisoners. Above each of the cages, there is a nameplate that glows the name of the prisoner inside. The room is long and spiralled to allow for a maximum amount of cages.

Trips to Exile Edit

Known Prisoners Edit

Fintan (up to Everblaze)

Prentice (up to Neverseen)

Ogres

At least 2 unknown Pyrokinetics

King Enki (In the Somnatorium)


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