Gludragh is a region heated by magical energy seeping out of the Cube of Arcane. It is similar to the Ice Cap region with its unnatural blue-ice, for both are tainted with the Cube's magical emanations. Over time, some of the region's rocks become infused with magical energy that makes them smolder and burn like an ember. These ever-burning embers are unique to this region and generally known as the Torches of Gludragh. They are a pretty valuable find because of their rarity and use as an ever-burning light source. Most display them in private areas or if in public under some sort of protection - be it traps, guards or both.
The Torches of Gludragh have what seems to be a permanency magic on them because none having ever burned out. They are also very hardy, beyond the skill of a novice to dispel their magic, and when subjected to something as powerful as Mordenkainen's Disjunction those that are de-magicked release a backlash of energy. Web Weavers say that the magical energy comes from the Web of Magic. During a Belras Foroderch Experiment, a Torch of Gludragh was destroyed for research purposes. It was de-magicked with a disjunction spell resulting in a tendril of energy that nearly killed the grand wizard of Belras Foroderch and drained nearly all of the attendees of some of their spell potential.
- Gwinon Mínor, from the Belras Foroderch Experiments - "Web Lashing"
Gludragh's surface is charred and smoking, keeping a high temperature that is unbearable to most in warmer months. The landscape also suffers from unnatural earthquakes and periodic gouts of lava from a volatile Underdark. This activity is attributed to the region's proximity to the Cube of Arcane and what is thought to be semi-sentient magic mimicking natural events. Belras Foroderch researchers say this phenomenon along with living spells and the region's high number of magical creatures point to something sentient guiding it all. They have put forth a theory on how the Cube gained sentience from a Cube Drop. They say a powerful being was dropped in during the Dawn Era and it survived, with it's psyche yearning for release.
The riches of the land include the aforementioned Gludragh along with gem deposits, some of which can be scooped right off the surface. These gems are often of the hard to very hard quality. The high heat, smoke and gases of the landscape are too much for most creatures without some sort of resistance to fire. The land gets a fair amount of precipitation, yet no water can be found on the surface and for miles beneath since it all evaporates in minutes or hours for a deluge. The heat of the region is also responsible for a the strong winds that blow south into Jolmgar and then into Morwuld Briin.
Floating above the region are the cloud citadels of the Nitthirân. These djinn came to Bal-Kriav in the Lith-Crillion Era. The Nitthirân are not the only geniekind of the region. The other type are the efreet. The two groups have a long history of conflict that continues today.